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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_select.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_select.c201
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) {