diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-12-07 12:49:11 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2018-12-07 12:49:11 +0300 |
commit | 999b4667846f84527515f5beb0f93538622c5a7e (patch) | |
tree | 1d9f78a09d9ad444a9920b05fc756c9ddee389d9 /source | |
parent | b48156d0122518541df58568c426ba21670a710f (diff) |
Cleanup: split mixed_bones_object_selectbuffer
Split basic object picking logic out into it's own function.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_select.c | 87 |
1 files changed, 47 insertions, 40 deletions
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c index e32c60c2b32..b423e61009f 100644 --- a/source/blender/editors/space_view3d/view3d_select.c +++ b/source/blender/editors/space_view3d/view3d_select.c @@ -1308,41 +1308,17 @@ static int selectbuffer_ret_hits_5(unsigned int *buffer, const int hits15, const return hits5; } -/* we want a select buffer with bones, if there are... */ -/* so check three selection levels and compare */ +/** + * Populate a select buffer with objects and bones, if there are any. + * Checks three selection levels and compare. + */ static int mixed_bones_object_selectbuffer( - ViewContext *vc, unsigned int *buffer, const int mval[2], - bool use_cycle, bool enumerate, bool use_scene_lock, eV3DSelectObjectFilter select_filter, - bool *r_do_nearest) + ViewContext *vc, unsigned int *buffer, const int mval[2], eV3DSelectObjectFilter select_filter, + bool do_nearest) { rcti rect; int hits15, hits9 = 0, hits5 = 0; bool has_bones15 = false, has_bones9 = false, has_bones5 = false; - static int last_mval[2] = {-100, -100}; - bool do_nearest = false; - View3D *v3d = vc->v3d; - - /* define if we use solid nearest select or not */ - if (use_cycle) { - if (v3d->shading.type > OB_WIRE) { - do_nearest = true; - if (len_manhattan_v2v2_int(mval, last_mval) < 3) { - do_nearest = false; - } - } - copy_v2_v2_int(last_mval, mval); - } - else { - if (v3d->shading.type > OB_WIRE) { - do_nearest = true; - } - } - - if (r_do_nearest) { - *r_do_nearest = do_nearest; - } - - do_nearest = do_nearest && !enumerate; const int select_mode = (do_nearest ? VIEW3D_SELECT_PICK_NEAREST : VIEW3D_SELECT_PICK_ALL); int hits = 0; @@ -1393,8 +1369,42 @@ static int mixed_bones_object_selectbuffer( finally: view3d_opengl_select_cache_end(); + return hits; +} - if (use_scene_lock && (vc->scene->toolsettings->object_flag & SCE_OBJECT_MODE_LOCK)) { +static int mixed_bones_object_selectbuffer_extended( + ViewContext *vc, unsigned int *buffer, const int mval[2], eV3DSelectObjectFilter select_filter, + bool use_cycle, bool enumerate, bool *r_do_nearest) +{ + static int last_mval[2] = {-100, -100}; + bool do_nearest = false; + View3D *v3d = vc->v3d; + + /* define if we use solid nearest select or not */ + if (use_cycle) { + if (v3d->shading.type > OB_WIRE) { + do_nearest = true; + if (len_manhattan_v2v2_int(mval, last_mval) < 3) { + do_nearest = false; + } + } + copy_v2_v2_int(last_mval, mval); + } + else { + if (v3d->shading.type > OB_WIRE) { + do_nearest = true; + } + } + + if (r_do_nearest) { + *r_do_nearest = do_nearest; + } + + do_nearest = do_nearest && !enumerate; + + int hits = mixed_bones_object_selectbuffer(vc, buffer, mval, select_filter, do_nearest); + + if (vc->scene->toolsettings->object_flag & SCE_OBJECT_MODE_LOCK) { const bool is_pose_mode = ( (vc->obact && vc->obact->mode & OB_MODE_POSE) || (select_filter == VIEW3D_SELECT_FILTER_WPAINT_POSE_MODE_LOCK)); @@ -1508,18 +1518,15 @@ Base *ED_view3d_give_base_under_cursor(bContext *C, const int mval[2]) ViewContext vc; Base *basact = NULL; unsigned int buffer[MAXPICKBUF]; - int hits; - bool do_nearest; /* setup view context for argument to callbacks */ view3d_operator_needs_opengl(C); ED_view3d_viewcontext_init(C, &vc); - hits = mixed_bones_object_selectbuffer( - &vc, buffer, mval, - false, false, false, VIEW3D_SELECT_FILTER_NOP, - &do_nearest); + const bool do_nearest = (vc.v3d->shading.type > OB_WIRE); + const int hits = mixed_bones_object_selectbuffer( + &vc, buffer, mval, VIEW3D_SELECT_FILTER_NOP, do_nearest); if (hits > 0) { const bool has_bones = selectbuffer_has_bones(buffer, hits); @@ -1648,9 +1655,9 @@ static bool ed_object_select_pick( /* if objects have posemode set, the bones are in the same selection buffer */ const eV3DSelectObjectFilter select_filter = ( (object == false) ? ED_view3d_select_filter_from_mode(scene, vc.obact) : VIEW3D_SELECT_FILTER_NOP); - hits = mixed_bones_object_selectbuffer( - &vc, buffer, mval, - true, enumerate, (object == false), select_filter, + hits = mixed_bones_object_selectbuffer_extended( + &vc, buffer, mval, select_filter, + true, enumerate, &do_nearest); // TIMEIT_END(select_time); |