[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [31515] trunk/blender/source/blender: possible fix [#23331] Hidden Bones Contribute to Axis Normal
Campbell Barton
ideasman42 at gmail.com
Sun Aug 22 12:52:30 CEST 2010
Revision: 31515
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=31515
Author: campbellbarton
Date: 2010-08-22 12:52:30 +0200 (Sun, 22 Aug 2010)
Log Message:
-----------
possible fix [#23331] Hidden Bones Contribute to Axis Normal
cant redo this bug but noticed a number of places where bone selection/hidden state isn't being set properly.
Modified Paths:
--------------
trunk/blender/source/blender/blenkernel/intern/library.c
trunk/blender/source/blender/editors/armature/editarmature.c
trunk/blender/source/blender/editors/space_outliner/outliner.c
trunk/blender/source/blender/editors/transform/transform_conversions.c
trunk/blender/source/blender/editors/transform/transform_manipulator.c
Modified: trunk/blender/source/blender/blenkernel/intern/library.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/library.c 2010-08-22 10:35:25 UTC (rev 31514)
+++ trunk/blender/source/blender/blenkernel/intern/library.c 2010-08-22 10:52:30 UTC (rev 31515)
@@ -1130,8 +1130,8 @@
* rather than just chopping and adding numbers,
* shave off the end chars until we have a unique name.
* Check the null terminators match as well so we dont get Cube.000 -> Cube.00 */
- if (nr==0 && name[left_len]== left[left_len]) {
- int len = strlen(name)-1;
+ if (nr==0 && name[left_len]== '\0') {
+ int len = left_len-1;
idtest= is_dupid(lb, id, name);
while (idtest && len> 1) {
Modified: trunk/blender/source/blender/editors/armature/editarmature.c
===================================================================
--- trunk/blender/source/blender/editors/armature/editarmature.c 2010-08-22 10:35:25 UTC (rev 31514)
+++ trunk/blender/source/blender/editors/armature/editarmature.c 2010-08-22 10:52:30 UTC (rev 31515)
@@ -5275,6 +5275,7 @@
if (arm->layer & bone->layer) {
if (bone->flag & BONE_SELECTED) {
bone->flag |= BONE_HIDDEN_P;
+ bone->flag &= ~BONE_SELECTED;
if(arm->act_bone==bone)
arm->act_bone= NULL;
}
Modified: trunk/blender/source/blender/editors/space_outliner/outliner.c
===================================================================
--- trunk/blender/source/blender/editors/space_outliner/outliner.c 2010-08-22 10:35:25 UTC (rev 31514)
+++ trunk/blender/source/blender/editors/space_outliner/outliner.c 2010-08-22 10:52:30 UTC (rev 31515)
@@ -1554,10 +1554,10 @@
void object_toggle_visibility_cb(bContext *C, Scene *scene, TreeElement *te, TreeStoreElem *tsep, TreeStoreElem *tselem)
{
Base *base= (Base *)te->directdata;
-
- if(base==NULL) base= object_in_scene((Object *)tselem->id, scene);
- if(base) {
- base->object->restrictflag^=OB_RESTRICT_VIEW;
+ if(base || (base= object_in_scene((Object *)tselem->id, scene))) {
+ if((base->object->restrictflag ^= OB_RESTRICT_VIEW)) {
+ ED_base_object_select(base, BA_DESELECT);
+ }
}
}
@@ -1883,8 +1883,8 @@
}
/* find associated base in current scene */
- for(base= FIRSTBASE; base; base= base->next)
- if(base->object==ob) break;
+ base= object_in_scene(ob, scene);
+
if(base) {
if(set==2) {
/* swap select */
@@ -1894,12 +1894,8 @@
ED_base_object_select(base, BA_SELECT);
}
else {
- Base *b;
/* deleselect all */
- for(b= FIRSTBASE; b; b= b->next) {
- b->flag &= ~SELECT;
- b->object->flag= b->flag;
- }
+ scene_deselect_all(scene);
ED_base_object_select(base, BA_SELECT);
}
if(C)
@@ -4835,7 +4831,6 @@
static void restrictbutton_view_cb(bContext *C, void *poin, void *poin2)
{
- Base *base;
Scene *scene = (Scene *)poin;
Object *ob = (Object *)poin2;
Object *obedit= CTX_data_edit_object(C);
@@ -4851,15 +4846,9 @@
/* deselect objects that are invisible */
if (ob->restrictflag & OB_RESTRICT_VIEW) {
-
/* Ouch! There is no backwards pointer from Object to Base,
* so have to do loop to find it. */
- for(base= FIRSTBASE; base; base= base->next) {
- if(base->object==ob) {
- base->flag &= ~SELECT;
- base->object->flag= base->flag;
- }
- }
+ ED_base_object_select(object_in_scene(ob, scene), BA_DESELECT);
}
WM_event_add_notifier(C, NC_SCENE|ND_OB_SELECT, scene);
@@ -4867,21 +4856,14 @@
static void restrictbutton_sel_cb(bContext *C, void *poin, void *poin2)
{
- Base *base;
Scene *scene = (Scene *)poin;
Object *ob = (Object *)poin2;
/* if select restriction has just been turned on */
if (ob->restrictflag & OB_RESTRICT_SELECT) {
-
/* Ouch! There is no backwards pointer from Object to Base,
* so have to do loop to find it. */
- for(base= FIRSTBASE; base; base= base->next) {
- if(base->object==ob) {
- base->flag &= ~SELECT;
- base->object->flag= base->flag;
- }
- }
+ ED_base_object_select(object_in_scene(ob, scene), BA_DESELECT);
}
WM_event_add_notifier(C, NC_SCENE|ND_OB_SELECT, scene);
@@ -4908,10 +4890,21 @@
static void restrictbutton_bone_cb(bContext *C, void *poin, void *poin2)
{
+ Bone *bone= (Bone *)poin2;
+ if(bone && (bone->flag & BONE_HIDDEN_P))
+ bone->flag &= ~(BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL);
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, NULL);
}
+static void restrictbutton_ebone_cb(bContext *C, void *poin, void *poin2)
+{
+ EditBone *ebone= (EditBone *)poin2;
+ if(ebone && (ebone->flag & BONE_HIDDEN_A))
+ ebone->flag &= ~(BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL);
+ WM_event_add_notifier(C, NC_OBJECT|ND_POSE, NULL);
+}
+
static int group_restrict_flag(Group *gr, int flag)
{
GroupObject *gob;
@@ -5195,7 +5188,7 @@
uiBlockSetEmboss(block, UI_EMBOSSN);
bt= uiDefIconButBitI(block, ICONTOG, BONE_HIDDEN_P, 0, ICON_RESTRICT_VIEW_OFF,
(int)ar->v2d.cur.xmax-OL_TOG_RESTRICT_VIEWX, (short)te->ys, 17, OL_H-1, &(bone->flag), 0, 0, 0, 0, "Restrict/Allow visibility in the 3D View");
- uiButSetFunc(bt, restrictbutton_bone_cb, NULL, NULL);
+ uiButSetFunc(bt, restrictbutton_bone_cb, NULL, bone);
bt= uiDefIconButBitI(block, ICONTOG, BONE_UNSELECTABLE, 0, ICON_RESTRICT_SELECT_OFF,
(int)ar->v2d.cur.xmax-OL_TOG_RESTRICT_SELECTX, (short)te->ys, 17, OL_H-1, &(bone->flag), 0, 0, 0, 0, "Restrict/Allow selection in the 3D View");
@@ -5207,11 +5200,11 @@
uiBlockSetEmboss(block, UI_EMBOSSN);
bt= uiDefIconButBitI(block, ICONTOG, BONE_HIDDEN_A, 0, ICON_RESTRICT_VIEW_OFF,
(int)ar->v2d.cur.xmax-OL_TOG_RESTRICT_VIEWX, (short)te->ys, 17, OL_H-1, &(ebone->flag), 0, 0, 0, 0, "Restrict/Allow visibility in the 3D View");
- uiButSetFunc(bt, restrictbutton_bone_cb, NULL, NULL);
+ uiButSetFunc(bt, restrictbutton_ebone_cb, NULL, ebone);
bt= uiDefIconButBitI(block, ICONTOG, BONE_UNSELECTABLE, 0, ICON_RESTRICT_SELECT_OFF,
(int)ar->v2d.cur.xmax-OL_TOG_RESTRICT_SELECTX, (short)te->ys, 17, OL_H-1, &(ebone->flag), 0, 0, 0, 0, "Restrict/Allow selection in the 3D View");
- uiButSetFunc(bt, restrictbutton_bone_cb, NULL, NULL);
+ uiButSetFunc(bt, restrictbutton_ebone_cb, NULL, NULL);
}
}
Modified: trunk/blender/source/blender/editors/transform/transform_conversions.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform_conversions.c 2010-08-22 10:35:25 UTC (rev 31514)
+++ trunk/blender/source/blender/editors/transform/transform_conversions.c 2010-08-22 10:52:30 UTC (rev 31515)
@@ -647,7 +647,8 @@
}
}
-/* sets transform flags in the bones, returns total */
+/* sets transform flags in the bones
+ * returns total number of bones with BONE_TRANSFORM */
int count_set_pose_transflags(int *out_mode, short around, Object *ob)
{
bArmature *arm= ob->data;
Modified: trunk/blender/source/blender/editors/transform/transform_manipulator.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform_manipulator.c 2010-08-22 10:35:25 UTC (rev 31514)
+++ trunk/blender/source/blender/editors/transform/transform_manipulator.c 2010-08-22 10:52:30 UTC (rev 31515)
@@ -288,7 +288,7 @@
bArmature *arm= obedit->data;
EditBone *ebo;
for (ebo= arm->edbo->first; ebo; ebo=ebo->next){
- if(ebo->layer & arm->layer) {
+ if(ebo->layer & arm->layer && !(ebo->flag & BONE_HIDDEN_A)) {
if (ebo->flag & BONE_TIPSEL) {
calc_tw_center(scene, ebo->tail);
totsel++;
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