This removes `VIEW3D_OT_select_or_deselect_all`, adding a deselect_all option to the `VIEW3D_OT_select` operator. - Add utility functions to simplify de-selecting all. - Return true from selection functions when they change the selection to avoid redundant updates. - Use arrays of bases when passing objects between selection utility functions since some users require bases. - Fix logical error in box selection that updated all objects after the first hit.
262 lines
9.9 KiB
C++
262 lines
9.9 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*/
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/** \file
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* \ingroup editors
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*/
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#ifndef __ED_ARMATURE_H__
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#define __ED_ARMATURE_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Base;
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struct Bone;
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struct Depsgraph;
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struct IDProperty;
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struct ListBase;
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struct Main;
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struct Main;
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struct Mesh;
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struct MeshDeformModifierData;
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struct Object;
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struct ReportList;
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struct Scene;
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struct UndoType;
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struct View3D;
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struct ViewContext;
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struct ViewLayer;
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struct bArmature;
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struct bContext;
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struct bPoseChannel;
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struct wmKeyConfig;
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struct wmOperator;
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typedef struct EditBone {
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struct EditBone *next, *prev;
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/** User-Defined Properties on this Bone */
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struct IDProperty *prop;
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/** Editbones have a one-way link (i.e. children refer
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* to parents. This is converted to a two-way link for
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* normal bones when leaving editmode. */
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struct EditBone *parent;
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/** (64 == MAXBONENAME) */
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char name[64];
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/** Roll along axis. We'll ultimately use the axis/angle method
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* for determining the transformation matrix of the bone. The axis
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* is tail-head while roll provides the angle. Refer to Graphics
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* Gems 1 p. 466 (section IX.6) if it's not already in here somewhere*/
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float roll;
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/** Orientation and length is implicit during editing */
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float head[3];
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float tail[3];
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/** All joints are considered to have zero rotation with respect to
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* their parents. Therefore any rotations specified during the
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* animation are automatically relative to the bones' rest positions*/
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int flag;
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int layer;
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float dist, weight;
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/** put them in order! transform uses this as scale */
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float xwidth, length, zwidth;
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float rad_head, rad_tail;
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/* Bendy-Bone parameters */
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float roll1, roll2;
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float curveOutX, curveOutY;
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float curveInX, curveInY;
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float ease1, ease2;
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float scaleIn, scaleOut;
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/** for envelope scaling */
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float oldlength;
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short segments;
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/** Type of next/prev bone handles */
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char bbone_prev_type;
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char bbone_next_type;
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/** Next/prev bones to use as handle references when calculating bbones (optional) */
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struct EditBone *bbone_prev;
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struct EditBone *bbone_next;
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/* Used for display */
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/** in Armature space, rest pos matrix */
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float disp_mat[4][4];
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/** in Armature space, rest pos matrix */
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float disp_tail_mat[4][4];
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/** in Armature space, rest pos matrix (32 == MAX_BBONE_SUBDIV) */
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float disp_bbone_mat[32][4][4];
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/** connected child temporary during drawing */
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struct EditBone *bbone_child;
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/* Used to store temporary data */
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union {
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struct EditBone *ebone;
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struct Bone *bone;
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void *p;
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int i;
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} temp;
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} EditBone;
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#define BONESEL_ROOT (1 << 28)
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#define BONESEL_TIP (1 << 29)
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#define BONESEL_BONE (1 << 30)
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#define BONESEL_ANY (BONESEL_TIP | BONESEL_ROOT | BONESEL_BONE)
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#define BONESEL_NOSEL (1u << 31u)
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/* useful macros */
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#define EBONE_VISIBLE(arm, ebone) ( \
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CHECK_TYPE_INLINE(arm, bArmature *), \
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CHECK_TYPE_INLINE(ebone, EditBone *), \
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(((arm)->layer & (ebone)->layer) && !((ebone)->flag & BONE_HIDDEN_A)) \
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)
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#define EBONE_SELECTABLE(arm, ebone) (EBONE_VISIBLE(arm, ebone) && !(ebone->flag & BONE_UNSELECTABLE))
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#define EBONE_EDITABLE(ebone) ( \
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CHECK_TYPE_INLINE(ebone, EditBone *), \
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(((ebone)->flag & BONE_SELECTED) && !((ebone)->flag & BONE_EDITMODE_LOCKED)) \
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)
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/* used in armature_select_hierarchy_exec() */
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#define BONE_SELECT_PARENT 0
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#define BONE_SELECT_CHILD 1
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/* armature_ops.c */
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void ED_operatortypes_armature(void);
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void ED_operatormacros_armature(void);
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void ED_keymap_armature(struct wmKeyConfig *keyconf);
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/* editarmature.c */
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void ED_armature_from_edit(struct Main *bmain, struct bArmature *arm);
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void ED_armature_to_edit(struct bArmature *arm);
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void ED_armature_edit_free(struct bArmature *arm);
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bool ED_armature_edit_deselect_all(struct Object *obedit);
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bool ED_armature_edit_deselect_all_visible(struct Object *obedit);
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bool ED_armature_edit_deselect_all_multi_ex(struct Base **bases, uint bases_len);
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bool ED_armature_edit_deselect_all_visible_multi_ex(struct Base **bases, uint bases_len);
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bool ED_armature_edit_deselect_all_visible_multi(struct bContext *C);
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bool ED_armature_pose_select_pick_with_buffer(
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struct ViewLayer *view_layer, struct View3D *v3d, struct Base *base, const unsigned int *buffer, short hits,
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bool extend, bool deselect, bool toggle, bool do_nearest);
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bool ED_armature_edit_select_pick(
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struct bContext *C, const int mval[2], bool extend, bool deselect, bool toggle);
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bool ED_armature_edit_select_op_from_tagged(
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struct bArmature *arm, const int sel_op);
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int join_armature_exec(struct bContext *C, struct wmOperator *op);
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float ED_armature_ebone_roll_to_vector(const EditBone *bone, const float new_up_axis[3], const bool axis_only);
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EditBone *ED_armature_ebone_find_name(const struct ListBase *edbo, const char *name);
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EditBone *ED_armature_ebone_get_mirrored(const struct ListBase *edbo, EditBone *ebo);
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void ED_armature_edit_sync_selection(struct ListBase *edbo);
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void ED_armature_edit_validate_active(struct bArmature *arm);
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struct Base *ED_armature_base_and_ebone_from_select_buffer(
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struct Base **bases, uint bases_len, int hit, struct EditBone **r_ebone);
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struct Object *ED_armature_object_and_ebone_from_select_buffer(
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struct Object **objects, uint objects_len, int hit, struct EditBone **r_ebone);
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struct Base *ED_armature_base_and_bone_from_select_buffer(
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struct Base **bases, uint bases_len, int hit, struct Bone **r_bone);
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EditBone *ED_armature_ebone_add_primitive(struct Object *obedit_arm, float length, bool view_aligned);
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EditBone *ED_armature_ebone_add(struct bArmature *arm, const char *name);
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void ED_armature_ebone_remove_ex(struct bArmature *arm, EditBone *exBone, bool clear_connected);
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void ED_armature_ebone_remove(struct bArmature *arm, EditBone *exBone);
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bool ED_armature_ebone_is_child_recursive(EditBone *ebone_parent, EditBone *ebone_child);
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EditBone *ED_armature_ebone_find_shared_parent(EditBone *ebone_child[], const unsigned int ebone_child_tot);
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void ED_armature_ebone_to_mat3(EditBone *ebone, float mat[3][3]);
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void ED_armature_ebone_to_mat4(EditBone *ebone, float mat[4][4]);
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void ED_armature_ebone_from_mat3(EditBone *ebone, float mat[3][3]);
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void ED_armature_ebone_from_mat4(EditBone *ebone, float mat[4][4]);
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void ED_armature_edit_transform_mirror_update(struct Object *obedit);
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void ED_armature_origin_set(struct Main *bmain, struct Object *ob, const float cursor[3], int centermode, int around);
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void ED_armature_transform_bones(struct bArmature *arm, float mat[4][4], const bool do_props);
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void ED_armature_transform_apply(struct Main *bmain, struct Object *ob, float mat[4][4], const bool do_props);
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void ED_armature_transform(struct Main *bmain, struct bArmature *arm, float mat[4][4], const bool do_props);
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#define ARM_GROUPS_NAME 1
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#define ARM_GROUPS_ENVELOPE 2
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#define ARM_GROUPS_AUTO 3
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void ED_object_vgroup_calc_from_armature(
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struct ReportList *reports, struct Depsgraph *depsgraph, struct Scene *scene,
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struct Object *ob, struct Object *par, const int mode, const bool mirror);
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/* if bone is already in list, pass it as param to ignore it */
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void ED_armature_ebone_unique_name(struct ListBase *ebones, char *name, EditBone *bone);
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void ED_armature_bone_rename(struct Main *bmain, struct bArmature *arm, const char *oldnamep, const char *newnamep);
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void ED_armature_bones_flip_names(struct Main *bmain, struct bArmature *arm, struct ListBase *bones_names, const bool do_strip_numbers);
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/* low level selection functions which handle */
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int ED_armature_ebone_selectflag_get(const EditBone *ebone);
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void ED_armature_ebone_selectflag_set(EditBone *ebone, int flag);
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void ED_armature_ebone_select_set(EditBone *ebone, bool select);
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void ED_armature_ebone_selectflag_enable(EditBone *ebone, int flag);
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void ED_armature_ebone_selectflag_disable(EditBone *ebone, int flag);
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/* editarmature_undo.c */
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void ED_armature_undosys_type(struct UndoType *ut);
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/* armature_utils.c */
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void ED_armature_ebone_listbase_temp_clear(struct ListBase *lb);
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void ED_armature_ebone_listbase_free(struct ListBase *lb);
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void ED_armature_ebone_listbase_copy(struct ListBase *lb_dst, struct ListBase *lb_src);
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/* poseobject.c */
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bool ED_object_posemode_exit_ex(struct Main *bmain, struct Object *ob);
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bool ED_object_posemode_exit(struct bContext *C, struct Object *ob);
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bool ED_object_posemode_enter_ex(struct Main *bmain, struct Object *ob);
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bool ED_object_posemode_enter(struct bContext *C, struct Object *ob);
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bool ED_pose_deselect_all_multi_ex(struct Base **bases, uint bases_len, int select_mode, const bool ignore_visibility);
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bool ED_pose_deselect_all_multi(struct bContext *C, int select_mode, const bool ignore_visibility);
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bool ED_pose_deselect_all(struct Object *ob, int select_mode, const bool ignore_visibility);
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void ED_pose_bone_select_tag_update(struct Object *ob);
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void ED_pose_bone_select(struct Object *ob, struct bPoseChannel *pchan, bool select);
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void ED_pose_recalculate_paths(struct bContext *C, struct Scene *scene, struct Object *ob, bool current_frame_only);
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struct Object *ED_pose_object_from_context(struct bContext *C);
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/* meshlaplacian.c */
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void ED_mesh_deform_bind_callback(
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struct MeshDeformModifierData *mmd,
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struct Mesh *cagemesh,
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float *vertexcos, int totvert, float cagemat[4][4]);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __ED_ARMATURE_H__ */
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