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authorTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
committerTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
commitf7cb86df3a9ceccc4d649e42735732a608169157 (patch)
tree558a9ba43708a2213b1afa8f46d79f5daa140bc6 /source/blender/editors/space_view3d/view3d_select.c
parent74f9e98c828c17910405092785633373d4ae88e8 (diff)
2.5
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_select.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_select.c12
1 files changed, 7 insertions, 5 deletions
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c
index 8fa54c7c7ad..35b9df6c889 100644
--- a/source/blender/editors/space_view3d/view3d_select.c
+++ b/source/blender/editors/space_view3d/view3d_select.c
@@ -560,13 +560,14 @@ static void do_lasso_select_lattice(ViewContext *vc, short mcords[][2], short mo
static void do_lasso_select_armature(ViewContext *vc, short mcords[][2], short moves, short select)
{
+ bArmature *arm= vc->obedit->data;
EditBone *ebone;
float vec[3];
short sco1[2], sco2[2], didpoint;
/* set editdata in vc */
- for (ebone=G.edbo.first; ebone; ebone=ebone->next) {
+ for (ebone= arm->edbo->first; ebone; ebone=ebone->next) {
VECCOPY(vec, ebone->head);
Mat4MulVecfl(vc->obedit->obmat, vec);
@@ -1352,10 +1353,11 @@ static int view3d_borderselect_exec(bContext *C, wmOperator *op)
}
}
else if(obedit->type==OB_ARMATURE) {
+ bArmature *arm= obedit->data;
EditBone *ebone;
/* clear flag we use to detect point was affected */
- for(ebone= G.edbo.first; ebone; ebone= ebone->next)
+ for(ebone= arm->edbo->first; ebone; ebone= ebone->next)
ebone->flag &= ~BONE_DONE;
hits= view3d_opengl_select(&vc, buffer, MAXPICKBUF, &rect);
@@ -1364,7 +1366,7 @@ static int view3d_borderselect_exec(bContext *C, wmOperator *op)
for (a=0; a<hits; a++){
index = buffer[(4*a)+3];
if (index!=-1) {
- ebone = BLI_findlink(&G.edbo, index & ~(BONESEL_ANY));
+ ebone = BLI_findlink(arm->edbo, index & ~(BONESEL_ANY));
if (index & BONESEL_TIP) {
ebone->flag |= BONE_DONE;
if (val==LEFTMOUSE) ebone->flag |= BONE_TIPSEL;
@@ -1380,7 +1382,7 @@ static int view3d_borderselect_exec(bContext *C, wmOperator *op)
}
/* now we have to flush tag from parents... */
- for(ebone= G.edbo.first; ebone; ebone= ebone->next) {
+ for(ebone= arm->edbo->first; ebone; ebone= ebone->next) {
if(ebone->parent && (ebone->flag & BONE_CONNECTED)) {
if(ebone->parent->flag & BONE_DONE)
ebone->flag |= BONE_DONE;
@@ -1391,7 +1393,7 @@ static int view3d_borderselect_exec(bContext *C, wmOperator *op)
for (a=0; a<hits; a++){
index = buffer[(4*a)+3];
if (index!=-1) {
- ebone = BLI_findlink(&G.edbo, index & ~(BONESEL_ANY));
+ ebone = BLI_findlink(arm->edbo, index & ~(BONESEL_ANY));
if (index & BONESEL_BONE) {
if(!(ebone->flag & BONE_DONE)) {
if (val==LEFTMOUSE)