diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-11 09:16:41 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-11 09:17:05 +0300 |
commit | 6d155dc46206f69aa704c184d40f74274a4ec0cd (patch) | |
tree | 964f499416c7eb952db74210a7518ead7e42d4be /source/blender/blenkernel/intern/modifier.c | |
parent | 266638d7832b7794a315fff0c6cec347fc917602 (diff) |
T54983: Bone selection overlay
Bone selection overlay is only available in pose mode.
and when active overrules the selection buffer.
This is currently `tricked` by switching the draw engines, but this is
an exception. Not sure how to solve this in a better way.
After this is solved we can look at how to localize the dim effect to only the objects connected to the active armatures. Currently it dims the whole screen (including background).
@campbellbarton I added you as reviewer as it you have done a lot in the DRW_draw_select_loop
Reviewers: campbellbarton, fclem
Reviewed By: fclem
Subscribers: campbellbarton
Tags: #bf_blender_2.8, #code_quest
Maniphest Tasks: T54983
Differential Revision: https://developer.blender.org/D3241
Diffstat (limited to 'source/blender/blenkernel/intern/modifier.c')
-rw-r--r-- | source/blender/blenkernel/intern/modifier.c | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/modifier.c b/source/blender/blenkernel/intern/modifier.c index 7aa3aef40ca..cb97cee4547 100644 --- a/source/blender/blenkernel/intern/modifier.c +++ b/source/blender/blenkernel/intern/modifier.c @@ -627,6 +627,27 @@ Object *modifiers_isDeformedByArmature(Object *ob) return NULL; } +Object *modifiers_isDeformedByMeshDeform(Object *ob) +{ + VirtualModifierData virtualModifierData; + ModifierData *md = modifiers_getVirtualModifierList(ob, &virtualModifierData); + MeshDeformModifierData *mdmd = NULL; + + /* return the first selected armature, this lets us use multiple armatures */ + for (; md; md = md->next) { + if (md->type == eModifierType_MeshDeform) { + mdmd = (MeshDeformModifierData *) md; + if (mdmd->object && (mdmd->object->flag & SELECT)) + return mdmd->object; + } + } + + if (mdmd) /* if were still here then return the last armature */ + return mdmd->object; + + return NULL; +} + /* Takes an object and returns its first selected lattice, else just its lattice * This should work for multiple lattices per object */ |