Commit: 91bfb168fe99e48cb9f7f8abebfbd7ad1ceea0ac
Author: Campbell Barton
Date:   Tue Aug 28 14:04:37 2018 +1000
Branches: blender2.8
https://developer.blender.org/rB91bfb168fe99e48cb9f7f8abebfbd7ad1ceea0ac

3D View: split object/pose border select

No functional change, duplicate function for easy diffing.

Changes coming next.

===================================================================

M       source/blender/editors/space_view3d/view3d_select.c

===================================================================

diff --git a/source/blender/editors/space_view3d/view3d_select.c 
b/source/blender/editors/space_view3d/view3d_select.c
index b72017b2207..3b6796485ed 100644
--- a/source/blender/editors/space_view3d/view3d_select.c
+++ b/source/blender/editors/space_view3d/view3d_select.c
@@ -2253,7 +2253,190 @@ static int opengl_bone_select_buffer_cmp(const void 
*sel_a_p, const void *sel_b_
        }
 }
 
-static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, 
const eSelectOp sel_op)
+static int do_object_box_select(bContext *C, ViewContext *vc, rcti *rect, 
const eSelectOp sel_op)
+{
+       unsigned int *vbuffer = NULL; /* selection buffer */
+       int bone_only;
+       int totobj = MAXPICKBUF; /* XXX solve later */
+       int hits;
+
+       if (vc->obact && (vc->obact->mode & OB_MODE_POSE))
+               bone_only = 1;
+       else
+               bone_only = 0;
+
+       if (SEL_OP_USE_PRE_DESELECT(sel_op)) {
+               if (bone_only) {
+                       FOREACH_OBJECT_IN_MODE_BEGIN (vc->view_layer, 
OB_MODE_POSE, ob_iter) {
+                               bArmature *arm = ob_iter->data;
+                               for (bPoseChannel *pchan = 
ob_iter->pose->chanbase.first; pchan; pchan = pchan->next) {
+                                       if (PBONE_VISIBLE(arm, pchan->bone)) {
+                                               if ((pchan->bone->flag & 
BONE_UNSELECTABLE) == 0) {
+                                                       pchan->bone->flag &= 
~(BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL);
+                                               }
+                                       }
+                               }
+                       }
+                       FOREACH_OBJECT_IN_MODE_END;
+               }
+               else {
+                       object_deselect_all_visible(vc->view_layer);
+               }
+       }
+
+       /* selection buffer now has bones potentially too, so we add MAXPICKBUF 
*/
+       vbuffer = MEM_mallocN(4 * (totobj + MAXPICKELEMS) * sizeof(unsigned 
int), "selection buffer");
+       const eV3DSelectObjectFilter select_filter = (
+               (vc->scene->toolsettings->object_flag & SCE_OBJECT_MODE_LOCK) ?
+               VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK : 
VIEW3D_SELECT_FILTER_NOP);
+       hits = view3d_opengl_select(
+               vc, vbuffer, 4 * (totobj + MAXPICKELEMS), rect,
+               VIEW3D_SELECT_ALL, select_filter);
+       /*
+        * LOGIC NOTES (theeth):
+        * The buffer and ListBase have the same relative order, which makes 
the selection
+        * very simple. Loop through both data sets at the same time, if the 
color
+        * is the same as the object, we have a hit and can move to the next 
color
+        * and object pair, if not, just move to the next object,
+        * keeping the same color until we have a hit.
+        */
+
+       if (hits <= 0) {
+               if (SEL_OP_USE_OUTSIDE(sel_op)) {
+                       for (Base *base = vc->view_layer->object_bases.first; 
base && hits; base = base->next) {
+                               if (BASE_SELECTABLE(base)) {
+                                       const bool is_select = base->flag & 
BASE_SELECTED;
+                                       const bool is_inside = false;  /* we 
know there are no hits. */
+                                       const int sel_op_result = 
ED_select_op_action_deselected(sel_op, is_select, is_inside);
+                                       if (sel_op_result != -1) {
+                                               ED_object_base_select(base, 
sel_op_result ? BA_SELECT : BA_DESELECT);
+                                       }
+                               }
+                       }
+               }
+       }
+       else {
+               /* no need to loop if there's no hit */
+
+               /* The draw order doesn't always match the order we populate 
the engine, see: T51695. */
+               qsort(vbuffer, hits, sizeof(uint[4]), 
opengl_bone_select_buffer_cmp);
+
+               Base **bases = NULL;
+               BLI_array_declare(bases);
+
+               for (Base *base = vc->view_layer->object_bases.first; base && 
hits; base = base->next) {
+                       if (BASE_SELECTABLE(base)) {
+                               if ((base->object->select_color & 0x0000FFFF) 
!= 0) {
+                                       BLI_array_append(bases, base);
+                                       base->object->id.tag &= ~LIB_TAG_DOIT;
+                               }
+                       }
+               }
+
+               for (const uint *col = vbuffer + 3, *col_end = col + (hits * 
4); col < col_end; col += 4) {
+                       Bone *bone;
+                       Base *base = 
ED_armature_base_and_bone_from_select_buffer(bases, BLI_array_len(bases), *col, 
&bone);
+
+                       if (base == NULL) {
+                               continue;
+                       }
+                       /* Loop over contiguous bone hits for 'base'. */
+                       bool changed = false;
+                       for (; col != col_end; col += 4) {
+                               /* should never fail */
+                               if (bone != NULL) {
+                                       const bool is_select = (bone->flag & 
BONE_SELECTED) != 0;
+                                       const bool is_inside = true;
+                                       const int sel_op_result = 
ED_select_op_action_deselected(sel_op, is_select, is_inside);
+
+                                       if (sel_op_result != -1) {
+                                               if (sel_op_result) {
+                                                       if ((bone->flag & 
BONE_UNSELECTABLE) == 0) {
+                                                               bone->flag |= 
BONE_SELECTED;
+                                                       }
+                                               }
+                                               else {
+                                                       bArmature *arm = 
base->object->data;
+                                                       if ((bone->flag & 
BONE_UNSELECTABLE) == 0) {
+                                                               bone->flag &= 
~BONE_SELECTED;
+                                                               if 
(arm->act_bone == bone)
+                                                                       
arm->act_bone = NULL;
+                                                       }
+                                               }
+                                       }
+                                       changed = true;
+                               }
+                               else if (!bone_only) {
+                                       if ((base->object->id.tag & 
LIB_TAG_DOIT) == 0) {
+                                               base->object->id.tag |= 
LIB_TAG_DOIT;
+                                               const bool is_select = 
base->flag & BASE_SELECTED;
+                                               const bool is_inside = true;
+                                               const int sel_op_result = 
ED_select_op_action_deselected(sel_op, is_select, is_inside);
+                                               if (sel_op_result  != -1) {
+                                                       
ED_object_base_select(base, sel_op_result ? BA_SELECT : BA_DESELECT);
+                                               }
+                                       }
+                               }
+
+                               /* Select the next bone if we're not switching 
bases. */
+                               if (col + 4 != col_end) {
+                                       if ((base->object->select_color & 
0x0000FFFF) != (col[4] & 0x0000FFFF)) {
+                                               break;
+                                       }
+
+                                       if ((base->object->pose != NULL) && 
bone_only) {
+                                               const uint hit_bone = (col[4] & 
~BONESEL_ANY) >> 16;
+                                               bPoseChannel *pchan = 
BLI_findlink(&base->object->pose->chanbase, hit_bone);
+                                               bone = pchan ? pchan->bone : 
NULL;
+                                       }
+                                       else {
+                                               bone = NULL;
+                                       }
+                               }
+                       }
+
+                       if (changed) {
+                               if (base->object && (base->object->type == 
OB_ARMATURE)) {
+                                       bArmature *arm = base->object->data;
+
+                                       WM_event_add_notifier(C, NC_OBJECT | 
ND_BONE_SELECT, base->object);
+
+                                       if (vc->obact && arm && (arm->flag & 
ARM_HAS_VIZ_DEPS)) {
+                                               /* mask modifier ('armature' 
mode), etc. */
+                                               
DEG_id_tag_update(&vc->obact->id, OB_RECALC_DATA);
+                                       }
+
+                                       /* copy on write tag is needed (for the 
armature), or else no refresh happens */
+                                       DEG_id_tag_update(&arm->id, 
DEG_TAG_COPY_ON_WRITE);
+                               }
+                       }
+               }
+
+               if (SEL_OP_USE_OUTSIDE(sel_op)) {
+                       for (int i = 0; i < BLI_array_len(bases); i++) {
+                               Base *base = bases[i];
+                               if ((base->object->id.tag & LIB_TAG_DOIT) == 0) 
{
+                                       const bool is_select = base->flag & 
BASE_SELECTED;
+                                       const bool is_inside = false;  /* we 
know there are no hits. */
+                                       const int sel_op_result = 
ED_select_op_action_deselected(sel_op, is_select, is_inside);
+                                       if (sel_op_result != -1) {
+                                               ED_object_base_select(base, 
sel_op_result ? BA_SELECT : BA_DESELECT);
+                                       }
+                               }
+                       }
+               }
+
+               MEM_freeN(bases);
+
+               DEG_id_tag_update(&vc->scene->id, DEG_TAG_SELECT_UPDATE);
+               WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, vc->scene);
+       }
+       MEM_freeN(vbuffer);
+
+       return hits > 0 ? OPERATOR_FINISHED : OPERATOR_CANCELLED;
+}
+
+static int do_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, const 
eSelectOp sel_op)
 {
        unsigned int *vbuffer = NULL; /* selection buffer */
        int bone_only;
@@ -2514,8 +2697,11 @@ static int view3d_borderselect_exec(bContext *C, 
wmOperator *op)
                else if (vc.obact && vc.obact->mode & OB_MODE_PARTICLE_EDIT) {
                        ret |= PE_border_select(C, &rect, sel_op);
                }
+               else if (vc.obact && vc.obact->mode & OB_MODE_POSE) {
+                       ret |= do_pose_box_select(C, &vc, &rect, sel_op);
+               }
                else { /* object mode with none active */
-                       ret |= do_object_pose_box_select(C, &vc, &rect, sel_op);
+                       ret |= do_object_box_select(C, &vc, &rect, sel_op);
                }
        }

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