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authorDalai Felinto <dfelinto@gmail.com>2018-11-25 14:50:34 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-11-25 14:50:34 +0300
commit4c3ed98ca27667c3403361199096e31eaa93cce2 (patch)
tree653c568d9d0547f7ac4beb847a590912d97102c0 /source/blender/blenkernel/intern/object.c
parente60c49ecf06815039137c98f86a7198d6ee81e14 (diff)
Local View
Bring back per-viewport localview. This is based on Blender 2.79. We have a limit of 16 different local view viewports. We are using both the numpad /, as well as the regular /. Missing features: * Hack to make sure lights are always visible. * Make rendered mode with external engines to support this as well (probably just need to support this in the RNA iterators). * Support over 16 viewports by taking existing viewports out of local view. The code can use a cleanup pass in the future to unify the test to see if an object is visible (or we can use TESTBASE in more places).
Diffstat (limited to 'source/blender/blenkernel/intern/object.c')
-rw-r--r--source/blender/blenkernel/intern/object.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
index 70a912929e6..87aa99f5d40 100644
--- a/source/blender/blenkernel/intern/object.c
+++ b/source/blender/blenkernel/intern/object.c
@@ -1224,14 +1224,14 @@ Object *BKE_object_pose_armature_get_visible(Object *ob, ViewLayer *view_layer,
/**
* Access pose array with special check to get pose object when in weight paint mode.
*/
-Object **BKE_object_pose_array_get_ex(ViewLayer *view_layer, uint *r_objects_len, bool unique)
+Object **BKE_object_pose_array_get_ex(ViewLayer *view_layer, View3D *v3d, uint *r_objects_len, bool unique)
{
Object *ob_active = OBACT(view_layer);
Object *ob_pose = BKE_object_pose_armature_get(ob_active);
Object **objects = NULL;
if (ob_pose == ob_active) {
objects = BKE_view_layer_array_from_objects_in_mode(
- view_layer, r_objects_len, {
+ view_layer, v3d, r_objects_len, {
.object_mode = OB_MODE_POSE,
.no_dup_data = unique});
}
@@ -1246,16 +1246,16 @@ Object **BKE_object_pose_array_get_ex(ViewLayer *view_layer, uint *r_objects_len
}
return objects;
}
-Object **BKE_object_pose_array_get_unique(ViewLayer *view_layer, uint *r_objects_len)
+Object **BKE_object_pose_array_get_unique(ViewLayer *view_layer, View3D *v3d, uint *r_objects_len)
{
- return BKE_object_pose_array_get_ex(view_layer, r_objects_len, true);
+ return BKE_object_pose_array_get_ex(view_layer, v3d, r_objects_len, true);
}
-Object **BKE_object_pose_array_get(ViewLayer *view_layer, uint *r_objects_len)
+Object **BKE_object_pose_array_get(ViewLayer *view_layer, View3D *v3d, uint *r_objects_len)
{
- return BKE_object_pose_array_get_ex(view_layer, r_objects_len, false);
+ return BKE_object_pose_array_get_ex(view_layer, v3d, r_objects_len, false);
}
-Base **BKE_object_pose_base_array_get_ex(ViewLayer *view_layer, uint *r_bases_len, bool unique)
+Base **BKE_object_pose_base_array_get_ex(ViewLayer *view_layer, View3D *v3d, uint *r_bases_len, bool unique)
{
Base *base_active = BASACT(view_layer);
Object *ob_pose = base_active ? BKE_object_pose_armature_get(base_active->object) : NULL;
@@ -1273,7 +1273,7 @@ Base **BKE_object_pose_base_array_get_ex(ViewLayer *view_layer, uint *r_bases_le
if (base_active && (base_pose == base_active)) {
bases = BKE_view_layer_array_from_bases_in_mode(
- view_layer, r_bases_len, {
+ view_layer, v3d, r_bases_len, {
.object_mode = OB_MODE_POSE,
.no_dup_data = unique});
}
@@ -1288,13 +1288,13 @@ Base **BKE_object_pose_base_array_get_ex(ViewLayer *view_layer, uint *r_bases_le
}
return bases;
}
-Base **BKE_object_pose_base_array_get_unique(ViewLayer *view_layer, uint *r_bases_len)
+Base **BKE_object_pose_base_array_get_unique(ViewLayer *view_layer, View3D *v3d, uint *r_bases_len)
{
- return BKE_object_pose_base_array_get_ex(view_layer, r_bases_len, true);
+ return BKE_object_pose_base_array_get_ex(view_layer, v3d, r_bases_len, true);
}
-Base **BKE_object_pose_base_array_get(ViewLayer *view_layer, uint *r_bases_len)
+Base **BKE_object_pose_base_array_get(ViewLayer *view_layer, View3D *v3d, uint *r_bases_len)
{
- return BKE_object_pose_base_array_get_ex(view_layer, r_bases_len, false);
+ return BKE_object_pose_base_array_get_ex(view_layer, v3d, r_bases_len, false);
}
void BKE_object_transform_copy(Object *ob_tar, const Object *ob_src)