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authorAntonioya <blendergit@gmail.com>2019-07-23 10:46:29 +0300
committerAntonioya <blendergit@gmail.com>2019-07-23 10:46:29 +0300
commit2204bfcf9e1c3a38e60830bd97775dd72158f4d6 (patch)
tree4f9c827389a23a431f8771b4ca02f410860c0242 /source/blender/editors/sculpt_paint/paint_vertex.c
parentf64db794ee690f05905ace0a66d81d2e75549b90 (diff)
parent34ad6da4a06ef46cd19945f61cc5f968538546a8 (diff)
Merge branch 'master' into temp-gpencil-drw-engine
Diffstat (limited to 'source/blender/editors/sculpt_paint/paint_vertex.c')
-rw-r--r--source/blender/editors/sculpt_paint/paint_vertex.c59
1 files changed, 44 insertions, 15 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_vertex.c b/source/blender/editors/sculpt_paint/paint_vertex.c
index 316ae6189f0..980b043bf8b 100644
--- a/source/blender/editors/sculpt_paint/paint_vertex.c
+++ b/source/blender/editors/sculpt_paint/paint_vertex.c
@@ -56,6 +56,7 @@
#include "BKE_paint.h"
#include "BKE_report.h"
#include "BKE_subsurf.h"
+#include "BKE_layer.h"
#include "DEG_depsgraph.h"
@@ -1305,18 +1306,47 @@ static int wpaint_mode_toggle_exec(bContext *C, wmOperator *op)
BKE_paint_toolslots_brush_validate(bmain, &ts->wpaint->paint);
}
- /* When locked, it's almost impossible to select the pose
- * then the object to enter weight paint mode.
+ /* When locked, it's almost impossible to select the pose-object
+ * then the mesh-object to enter weight paint mode.
+ * Even when the object mode is not locked this is inconvenient - so allow in either case.
+ *
* In this case move our pose object in/out of pose mode.
- * This is in fits with the convention of selecting multiple objects and entering a mode. */
- if (scene->toolsettings->object_flag & SCE_OBJECT_MODE_LOCK) {
- Object *ob_arm = modifiers_isDeformedByArmature(ob);
- if (ob_arm && (ob_arm->base_flag & BASE_SELECTED)) {
- if (ob_arm->mode & OB_MODE_POSE) {
- ED_object_posemode_exit_ex(bmain, ob_arm);
- }
- else {
- ED_object_posemode_enter_ex(bmain, ob_arm);
+ * This is in fits with the convention of selecting multiple objects and entering a mode.
+ */
+ {
+ VirtualModifierData virtualModifierData;
+ ModifierData *md = modifiers_getVirtualModifierList(ob, &virtualModifierData);
+ if (md != NULL) {
+ /* Can be NULL. */
+ View3D *v3d = CTX_wm_view3d(C);
+ ViewLayer *view_layer = CTX_data_view_layer(C);
+ for (; md; md = md->next) {
+ if (md->type == eModifierType_Armature) {
+ ArmatureModifierData *amd = (ArmatureModifierData *)md;
+ Object *ob_arm = amd->object;
+ if (ob_arm != NULL) {
+ const Base *base_arm = BKE_view_layer_base_find(view_layer, ob_arm);
+ if (base_arm && BASE_VISIBLE(v3d, base_arm)) {
+ if (is_mode_set) {
+ if ((ob_arm->mode & OB_MODE_POSE) != 0) {
+ ED_object_posemode_exit_ex(bmain, ob_arm);
+ }
+ }
+ else {
+ /* Only check selected status when entering weight-paint mode
+ * because we may have multiple armature objects.
+ * Selecting one will de-select the other, which would leave it in pose-mode
+ * when exiting weight paint mode. While usable, this looks like inconsistent
+ * behavior from a user perspective. */
+ if (base_arm->flag & BASE_SELECTED) {
+ if ((ob_arm->mode & OB_MODE_POSE) == 0) {
+ ED_object_posemode_enter_ex(bmain, ob_arm);
+ }
+ }
+ }
+ }
+ }
+ }
}
}
}
@@ -2271,7 +2301,6 @@ static void wpaint_stroke_update_step(bContext *C, struct PaintStroke *stroke, P
vwpaint_update_cache_variants(C, wp, ob, itemptr);
float mat[4][4];
- float mval[2];
const float brush_alpha_value = BKE_brush_alpha_get(scene, brush);
@@ -2321,7 +2350,7 @@ static void wpaint_stroke_update_step(bContext *C, struct PaintStroke *stroke, P
/* calculate pivot for rotation around seletion if needed */
/* also needed for "View Selected" on last stroke */
- paint_last_stroke_update(scene, vc->ar, mval);
+ paint_last_stroke_update(scene, vc->ar, ss->cache->mouse);
BKE_mesh_batch_cache_dirty_tag(ob->data, BKE_MESH_BATCH_DIRTY_ALL);
@@ -3273,12 +3302,12 @@ static void vpaint_stroke_update_step(bContext *C, struct PaintStroke *stroke, P
VPaint *vp = ts->vpaint;
ViewContext *vc = &vpd->vc;
Object *ob = vc->obact;
+ SculptSession *ss = ob->sculpt;
Sculpt *sd = CTX_data_tool_settings(C)->sculpt;
vwpaint_update_cache_variants(C, vp, ob, itemptr);
float mat[4][4];
- float mval[2];
ED_view3d_init_mats_rv3d(ob, vc->rv3d);
@@ -3300,7 +3329,7 @@ static void vpaint_stroke_update_step(bContext *C, struct PaintStroke *stroke, P
/* calculate pivot for rotation around seletion if needed */
/* also needed for "View Selected" on last stroke */
- paint_last_stroke_update(scene, vc->ar, mval);
+ paint_last_stroke_update(scene, vc->ar, ss->cache->mouse);
ED_region_tag_redraw(vc->ar);