[Bf-blender-cvs] [9bacd543124] master: LibOverride: better handling of the "no override of bones' shapes" case.
Bastien Montagne
noreply at git.blender.org
Tue Dec 28 15:10:00 CET 2021
Commit: 9bacd543124e6fb971842b3fbf0e03079f7da3d7
Author: Bastien Montagne
Date: Tue Dec 28 15:07:10 2021 +0100
Branches: master
https://developer.blender.org/rB9bacd543124e6fb971842b3fbf0e03079f7da3d7
LibOverride: better handling of the "no override of bones' shapes" case.
Also avoid overriding collections of bone shape objects, if possible.
===================================================================
M source/blender/blenkernel/intern/lib_override.c
===================================================================
diff --git a/source/blender/blenkernel/intern/lib_override.c b/source/blender/blenkernel/intern/lib_override.c
index 6e1bac71d3f..81c290589a6 100644
--- a/source/blender/blenkernel/intern/lib_override.c
+++ b/source/blender/blenkernel/intern/lib_override.c
@@ -612,6 +612,42 @@ static void lib_override_linked_group_tag_recursive(LibOverrideGroupTagData *dat
}
}
+static void lib_override_linked_group_tag_clear_boneshapes_objects(LibOverrideGroupTagData *data)
+{
+ Main *bmain = data->bmain;
+
+ /* Remove (untag) bone shape objects, they shall never need to be to directly/explicitly
+ * overridden. */
+ LISTBASE_FOREACH (Object *, ob, &bmain->objects) {
+ if (ob->type == OB_ARMATURE && ob->pose != NULL && (ob->id.tag & data->tag)) {
+ for (bPoseChannel *pchan = ob->pose->chanbase.first; pchan != NULL; pchan = pchan->next) {
+ if (pchan->custom != NULL) {
+ pchan->custom->id.tag &= ~data->tag;
+ }
+ }
+ }
+ }
+
+ /* Remove (untag) collections if they do not own any tagged object (either themselves, or in
+ * their children collections). */
+ LISTBASE_FOREACH (Collection *, collection, &bmain->collections) {
+ if ((collection->id.tag & data->tag) == 0) {
+ continue;
+ }
+ bool keep_tagged = false;
+ const ListBase object_bases = BKE_collection_object_cache_get(collection);
+ LISTBASE_FOREACH (Base *, base, &object_bases) {
+ if ((base->object->id.tag & data->tag) != 0) {
+ keep_tagged = true;
+ break;
+ }
+ }
+ if (!keep_tagged) {
+ collection->id.tag &= ~data->tag;
+ }
+ }
+}
+
/* This will tag at least all 'boundary' linked IDs for a potential override group.
*
* Requires existing `Main.relations`.
@@ -640,17 +676,8 @@ static void lib_override_linked_group_tag(LibOverrideGroupTagData *data)
/* Tag all collections and objects. */
lib_override_linked_group_tag_recursive(data);
- /* Then, we remove (untag) bone shape objects, you shall never want to directly/explicitly
- * override those. */
- LISTBASE_FOREACH (Object *, ob, &bmain->objects) {
- if (ob->type == OB_ARMATURE && ob->pose != NULL && (ob->id.tag & data->tag)) {
- for (bPoseChannel *pchan = ob->pose->chanbase.first; pchan != NULL; pchan = pchan->next) {
- if (pchan->custom != NULL) {
- pchan->custom->id.tag &= ~(data->tag | data->missing_tag);
- }
- }
- }
- }
+ /* Do not override objects used as bone shapes, nor their collections if possible. */
+ lib_override_linked_group_tag_clear_boneshapes_objects(data);
/* For each object tagged for override, ensure we get at least one local or liboverride
* collection to host it. Avoids getting a bunch of random object in the scene's master
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