Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
65 lines
1.7 KiB
C++
65 lines
1.7 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*/
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#include "BKE_armature.hh"
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#include "BLI_listbase.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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namespace blender::bke {
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namespace {
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void find_selected_bones__visit_bone(const bArmature *armature,
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SelectedBoneCallback callback,
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SelectedBonesResult &result,
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Bone *bone)
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{
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const bool is_selected = PBONE_SELECTED(armature, bone);
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result.all_bones_selected &= is_selected;
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result.no_bones_selected &= !is_selected;
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if (is_selected) {
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callback(bone);
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}
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LISTBASE_FOREACH (Bone *, child_bone, &bone->childbase) {
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find_selected_bones__visit_bone(armature, callback, result, child_bone);
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}
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}
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} // namespace
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SelectedBonesResult BKE_armature_find_selected_bones(const bArmature *armature,
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SelectedBoneCallback callback)
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{
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SelectedBonesResult result;
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LISTBASE_FOREACH (Bone *, root_bone, &armature->bonebase) {
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find_selected_bones__visit_bone(armature, callback, result, root_bone);
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}
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return result;
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}
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BoneNameSet BKE_armature_find_selected_bone_names(const bArmature *armature)
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{
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BoneNameSet selected_bone_names;
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/* Iterate over the selected bones to fill the set of bone names. */
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auto callback = [&](Bone *bone) { selected_bone_names.add(bone->name); };
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SelectedBonesResult result = BKE_armature_find_selected_bones(armature, callback);
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/* If no bones are selected, act as if all are. */
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if (result.all_bones_selected || result.no_bones_selected) {
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return BoneNameSet();
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}
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return selected_bone_names;
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}
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} // namespace blender::bke
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