[Bf-blender-cvs] [bf8393c1c9d] master: Fix weight-paint & pose-select & lock-mode combination
Campbell Barton
noreply at git.blender.org
Thu Jul 18 07:48:21 CEST 2019
Commit: bf8393c1c9d7af85b8efd0697b9d52747fcc8123
Author: Campbell Barton
Date: Thu Jul 18 15:31:04 2019 +1000
Branches: master
https://developer.blender.org/rBbf8393c1c9d7af85b8efd0697b9d52747fcc8123
Fix weight-paint & pose-select & lock-mode combination
Extend pose object checks to all pose-mode objects
used by the mesh.
===================================================================
M source/blender/editors/space_view3d/view3d_view.c
===================================================================
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index 5865efa0ffa..c0902cd1cd5 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -30,6 +30,7 @@
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_utildefines.h"
+#include "BLI_linklist.h"
#include "BKE_action.h"
#include "BKE_camera.h"
@@ -38,6 +39,7 @@
#include "BKE_global.h"
#include "BKE_layer.h"
#include "BKE_main.h"
+#include "BKE_modifier.h"
#include "BKE_report.h"
#include "BKE_scene.h"
@@ -962,8 +964,8 @@ static bool drw_select_filter_object_mode_lock(Object *ob, void *user_data)
* we want to select pose bones (this doesn't switch modes). */
static bool drw_select_filter_object_mode_lock_for_weight_paint(Object *ob, void *user_data)
{
- const Object *ob_pose = user_data;
- return (DEG_get_original_object(ob) == ob_pose);
+ LinkNode *ob_pose_list = user_data;
+ return ob_pose_list && (BLI_linklist_index(ob_pose_list, DEG_get_original_object(ob)) != -1);
}
/**
@@ -1044,10 +1046,22 @@ int view3d_opengl_select(ViewContext *vc,
case VIEW3D_SELECT_FILTER_WPAINT_POSE_MODE_LOCK: {
Object *obact = vc->obact;
BLI_assert(obact && (obact->mode & OB_MODE_WEIGHT_PAINT));
- Object *ob_pose = BKE_object_pose_armature_get(obact);
+ /* While this uses 'alloca' in a loop (which we typically avoid),
+ * the number of items is nearly always 1, maybe 2..3 in rare cases. */
+ LinkNode *ob_pose_list = NULL;
+ VirtualModifierData virtualModifierData;
+ const ModifierData *md = modifiers_getVirtualModifierList(obact, &virtualModifierData);
+ for (; md; md = md->next) {
+ if (md->type == eModifierType_Armature) {
+ ArmatureModifierData *amd = (ArmatureModifierData *)md;
+ if (amd->object && (amd->object->mode & OB_MODE_POSE)) {
+ BLI_linklist_prepend_alloca(&ob_pose_list, amd->object);
+ }
+ }
+ }
object_filter.fn = drw_select_filter_object_mode_lock_for_weight_paint;
- object_filter.user_data = ob_pose;
+ object_filter.user_data = ob_pose_list;
break;
}
case VIEW3D_SELECT_FILTER_NOP:
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