diff options
author | Philipp Oeser <info@graphics-engineer.com> | 2021-11-09 14:22:06 +0300 |
---|---|---|
committer | Philipp Oeser <info@graphics-engineer.com> | 2021-12-21 16:07:48 +0300 |
commit | d13970de8627bab29458a6eef951a84a7962b38a (patch) | |
tree | 41d6f43c14810484576c4b3a31fda6a3163b5dc9 /source/blender/blenkernel | |
parent | fac42e3fa1bfcaedc52e3c1eb5195c8572f0c5f8 (diff) |
Fix T92930: Outliner "Show Active" bone fails in certain situations
Outliner would frame the armature object instead of the bone if the bone
was on a hidden armature layer.
Similar to issues reported in e.g. T58068 and T80464, this is due to the
fact that `BKE_pose_channel_active` always checks for the armature layer
(and returns NULL if a bone is not on a visible armature layer).
Now propose to make this layer check **optional** (and e.g. from the
Outliner be more permissive). This also introduces
`BKE_pose_channel_active_if_layer_visible` which just wraps
`BKE_pose_channel_active` with the check being ON.
Maniphest Tasks: T92930
Differential Revision: https://developer.blender.org/D13154
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r-- | source/blender/blenkernel/BKE_action.h | 22 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/action.c | 20 |
2 files changed, 35 insertions, 7 deletions
diff --git a/source/blender/blenkernel/BKE_action.h b/source/blender/blenkernel/BKE_action.h index ea8ee3f93b1..5dd98dbb9a3 100644 --- a/source/blender/blenkernel/BKE_action.h +++ b/source/blender/blenkernel/BKE_action.h @@ -253,12 +253,28 @@ void BKE_pose_channel_session_uuid_generate(struct bPoseChannel *pchan); */ struct bPoseChannel *BKE_pose_channel_find_name(const struct bPose *pose, const char *name); /** + * Checks if the bone is on a visible armature layer + * + * \return true if on a visible layer, false otherwise. + */ +bool BKE_pose_is_layer_visible(const struct bArmature *arm, const struct bPoseChannel *pchan); +/** * Find the active pose-channel for an object - * (we can't just use pose, as layer info is in armature) * - * \note #Object, not #bPose is used here, as we need layer info from Armature. + * \param check_arm_layer: checks if the bone is on a visible armature layer (this might be skipped + * (e.g. for "Show Active" from the Outliner). + * \return #bPoseChannel if found or NULL. + * \note #Object, not #bPose is used here, as we need info (layer/active bone) from Armature. + */ +struct bPoseChannel *BKE_pose_channel_active(struct Object *ob, const bool check_arm_layer); +/** + * Find the active pose-channel for an object if it is on a visible armature layer + * (calls #BKE_pose_channel_active with check_arm_layer set to true) + * + * \return #bPoseChannel if found or NULL. + * \note #Object, not #bPose is used here, as we need info (layer/active bone) from Armature. */ -struct bPoseChannel *BKE_pose_channel_active(struct Object *ob); +struct bPoseChannel *BKE_pose_channel_active_if_layer_visible(struct Object *ob); /** * Use this when detecting the "other selected bone", * when we have multiple armatures in pose mode. diff --git a/source/blender/blenkernel/intern/action.c b/source/blender/blenkernel/intern/action.c index ddba726ba83..764c043f5ed 100644 --- a/source/blender/blenkernel/intern/action.c +++ b/source/blender/blenkernel/intern/action.c @@ -705,7 +705,12 @@ bool BKE_pose_channels_is_valid(const bPose *pose) #endif -bPoseChannel *BKE_pose_channel_active(Object *ob) +bool BKE_pose_is_layer_visible(const bArmature *arm, const bPoseChannel *pchan) +{ + return (pchan->bone->layer & arm->layer); +} + +bPoseChannel *BKE_pose_channel_active(Object *ob, const bool check_arm_layer) { bArmature *arm = (ob) ? ob->data : NULL; bPoseChannel *pchan; @@ -716,14 +721,21 @@ bPoseChannel *BKE_pose_channel_active(Object *ob) /* find active */ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { - if ((pchan->bone) && (pchan->bone == arm->act_bone) && (pchan->bone->layer & arm->layer)) { - return pchan; + if ((pchan->bone) && (pchan->bone == arm->act_bone)) { + if (!check_arm_layer || BKE_pose_is_layer_visible(arm, pchan)) { + return pchan; + } } } return NULL; } +bPoseChannel *BKE_pose_channel_active_if_layer_visible(struct Object *ob) +{ + return BKE_pose_channel_active(ob, true); +} + bPoseChannel *BKE_pose_channel_active_or_first_selected(struct Object *ob) { bArmature *arm = (ob) ? ob->data : NULL; @@ -732,7 +744,7 @@ bPoseChannel *BKE_pose_channel_active_or_first_selected(struct Object *ob) return NULL; } - bPoseChannel *pchan = BKE_pose_channel_active(ob); + bPoseChannel *pchan = BKE_pose_channel_active_if_layer_visible(ob); if (pchan && (pchan->bone->flag & BONE_SELECTED) && PBONE_VISIBLE(arm, pchan->bone)) { return pchan; } |