Outliner: Port bone elements to new tree-element code design #109684
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Reference: blender/blender#109684
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Delete Branch ":temp-bone-refactor"
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No user visible changes expected.
Part of #96713, continuation of work started in
249e4df110
and2e221de4ce
.Refer to these for a motivation and design overview.
Adds a new class for bone elements.
There's a bug here, noted inline.
@ -103,2 +104,4 @@
return std::make_unique<TreeElementSequenceStripDuplicate>(legacy_te,
*static_cast<Sequence *>(idv));
case TSE_BONE:
return std::make_unique<TreeElementBone>(legacy_te, *static_cast<Bone *>(idv));
In the
outliner_add_element()
call, the armature is passed asidv
, but here you are casting it to aBone *
. This is a bug.Since for now there's only one custom argument you can pass, you can create a wrapper struct like this:
The
TreeElementBone
constructor can take both aID &
and aBone &
.@ -89,4 +89,2 @@
te->name = curBone->name;
te->directdata = curBone;
LISTBASE_FOREACH (Bone *, child_bone, &curBone->childbase) {
Any reason for not doing this in the expand function?
I didn't find a way how to pass the index, but now I have some idea in mind
Do you have an idea how to do it?
Actually, it's not that important to move this to the
expand()
function, so you can leave it as is now. (I do see solutions for the index but it's not really worth it).Is it better to include
TSE_EBONE
to this PR or create new PR for it?@ -240,2 +240,4 @@
id = nullptr;
}
else if (type == TSE_BONE) {
id = ((BoneElementCreateData *)idv)->armature_id;
Use
static_cast
here.Would keep them separate. Good practice to keep changes minimal.