diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_select.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_select.c | 201 |
1 files changed, 118 insertions, 83 deletions
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c index f7f053b2195..6cad57f03d5 100644 --- a/source/blender/editors/space_view3d/view3d_select.c +++ b/source/blender/editors/space_view3d/view3d_select.c @@ -1006,6 +1006,123 @@ static short mixed_bones_object_selectbuffer(ViewContext *vc, unsigned int *buff return 0; } +/* returns basact */ +static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int hits, short *mval, Base *startbase, int has_bones) +{ + Scene *scene= vc->scene; + View3D *v3d= vc->v3d; + Base *base, *basact= NULL; + static short lastmval[2]={-100, -100}; + int a, donearest= 0; + + /* define if we use solid nearest select or not */ + if(v3d->drawtype>OB_WIRE) { + donearest= 1; + if( ABS(mval[0]-lastmval[0])<3 && ABS(mval[1]-lastmval[1])<3) { + if(!has_bones) /* hrms, if theres bones we always do nearest */ + donearest= 0; + } + } + lastmval[0]= mval[0]; lastmval[1]= mval[1]; + + if(donearest) { + unsigned int min= 0xFFFFFFFF; + int selcol= 0, notcol=0; + + + if(has_bones) { + /* we skip non-bone hits */ + for(a=0; a<hits; a++) { + if( min > buffer[4*a+1] && (buffer[4*a+3] & 0xFFFF0000) ) { + min= buffer[4*a+1]; + selcol= buffer[4*a+3] & 0xFFFF; + } + } + } + else { + /* only exclude active object when it is selected... */ + if(BASACT && (BASACT->flag & SELECT) && hits>1) notcol= BASACT->selcol; + + for(a=0; a<hits; a++) { + if( min > buffer[4*a+1] && notcol!=(buffer[4*a+3] & 0xFFFF)) { + min= buffer[4*a+1]; + selcol= buffer[4*a+3] & 0xFFFF; + } + } + } + + base= FIRSTBASE; + while(base) { + if(base->lay & v3d->lay) { + if(base->selcol==selcol) break; + } + base= base->next; + } + if(base) basact= base; + } + else { + + base= startbase; + while(base) { + /* skip objects with select restriction, to prevent prematurely ending this loop + * with an un-selectable choice */ + if (base->object->restrictflag & OB_RESTRICT_SELECT) { + base=base->next; + if(base==NULL) base= FIRSTBASE; + if(base==startbase) break; + } + + if(base->lay & v3d->lay) { + for(a=0; a<hits; a++) { + if(has_bones) { + /* skip non-bone objects */ + if((buffer[4*a+3] & 0xFFFF0000)) { + if(base->selcol== (buffer[(4*a)+3] & 0xFFFF)) + basact= base; + } + } + else { + if(base->selcol== (buffer[(4*a)+3] & 0xFFFF)) + basact= base; + } + } + } + + if(basact) break; + + base= base->next; + if(base==NULL) base= FIRSTBASE; + if(base==startbase) break; + } + } + + return basact; +} + +/* mval comes from event->mval, only use within region handlers */ +Base *ED_view3d_give_base_under_cursor(bContext *C, short *mval) +{ + ViewContext vc; + Base *basact= NULL; + unsigned int buffer[4*MAXPICKBUF]; + int hits; + + /* setup view context for argument to callbacks */ + view3d_operator_needs_opengl(C); + view3d_set_viewcontext(C, &vc); + + hits= mixed_bones_object_selectbuffer(&vc, buffer, mval); + + if(hits>0) { + int a, has_bones= 0; + + for(a=0; a<hits; a++) if(buffer[4*a+3] & 0xFFFF0000) has_bones= 1; + + basact= mouse_select_eval_buffer(&vc, buffer, hits, mval, vc.scene->base.first, has_bones); + } + + return basact; +} /* mval is region coords */ static int mouse_select(bContext *C, short *mval, short extend, short obcenter, short enumerate) @@ -1070,89 +1187,7 @@ static int mouse_select(bContext *C, short *mval, short extend, short obcenter, if(has_bones==0 && enumerate) { basact= mouse_select_menu(C, &vc, buffer, hits, mval, extend); } else { - static short lastmval[2]={-100, -100}; - int donearest= 0; - - /* define if we use solid nearest select or not */ - if(v3d->drawtype>OB_WIRE) { - donearest= 1; - if( ABS(mval[0]-lastmval[0])<3 && ABS(mval[1]-lastmval[1])<3) { - if(!has_bones) /* hrms, if theres bones we always do nearest */ - donearest= 0; - } - } - lastmval[0]= mval[0]; lastmval[1]= mval[1]; - - if(donearest) { - unsigned int min= 0xFFFFFFFF; - int selcol= 0, notcol=0; - - - if(has_bones) { - /* we skip non-bone hits */ - for(a=0; a<hits; a++) { - if( min > buffer[4*a+1] && (buffer[4*a+3] & 0xFFFF0000) ) { - min= buffer[4*a+1]; - selcol= buffer[4*a+3] & 0xFFFF; - } - } - } - else { - /* only exclude active object when it is selected... */ - if(BASACT && (BASACT->flag & SELECT) && hits>1) notcol= BASACT->selcol; - - for(a=0; a<hits; a++) { - if( min > buffer[4*a+1] && notcol!=(buffer[4*a+3] & 0xFFFF)) { - min= buffer[4*a+1]; - selcol= buffer[4*a+3] & 0xFFFF; - } - } - } - - base= FIRSTBASE; - while(base) { - if(base->lay & v3d->lay) { - if(base->selcol==selcol) break; - } - base= base->next; - } - if(base) basact= base; - } - else { - - base= startbase; - while(base) { - /* skip objects with select restriction, to prevent prematurely ending this loop - * with an un-selectable choice */ - if (base->object->restrictflag & OB_RESTRICT_SELECT) { - base=base->next; - if(base==NULL) base= FIRSTBASE; - if(base==startbase) break; - } - - if(base->lay & v3d->lay) { - for(a=0; a<hits; a++) { - if(has_bones) { - /* skip non-bone objects */ - if((buffer[4*a+3] & 0xFFFF0000)) { - if(base->selcol== (buffer[(4*a)+3] & 0xFFFF)) - basact= base; - } - } - else { - if(base->selcol== (buffer[(4*a)+3] & 0xFFFF)) - basact= base; - } - } - } - - if(basact) break; - - base= base->next; - if(base==NULL) base= FIRSTBASE; - if(base==startbase) break; - } - } + basact= mouse_select_eval_buffer(&vc, buffer, hits, mval, startbase, has_bones); } if(has_bones && basact) { |