From f00cb93dbec7bf5dc05302c868f20fcd5aed7db7 Mon Sep 17 00:00:00 2001 From: Philipp Oeser Date: Thu, 3 Sep 2020 14:59:34 +0200 Subject: Fix T63125: Gpencil: bones cannot be selected in weightpaint mode Some underlying functionality was not ready for greasepencil: - BKE_modifiers_get_virtual_modifierlist (now introduce dedicated BKE_gpencil_modifiers_get_virtual_modifierlist) - BKE_modifiers_is_deformed_by_armature - checks in drawing code - checks in (pose) selection code A couple of changes to make this work: - `eGpencilModifierType_Armature` has to be respected (not only `eModifierType_Armature`) - `OB_MODE_WEIGHT_GPENCIL` has to be respected (not only `OB_MODE_WEIGHT_PAINT`) -- (now use new `OB_MODE_ALL_WEIGHT_PAINT`) - `gpencil_weightmode_toggle_exec` now shares functionality from `wpaint_mode_toggle_exec` -- moved to new `ED_object_posemode_set_for_weight_paint` This patch will also set the context member "weight_paint_object" for greasepencil (otherwise some appropriate pose operators wont work when in weightpaint mode) Reviewed By: campbellbarton Maniphest Tasks: T63125 Differential Revision: https://developer.blender.org/D8483 --- source/blender/editors/sculpt_paint/paint_vertex.c | 46 +--------------------- 1 file changed, 2 insertions(+), 44 deletions(-) (limited to 'source/blender/editors/sculpt_paint/paint_vertex.c') diff --git a/source/blender/editors/sculpt_paint/paint_vertex.c b/source/blender/editors/sculpt_paint/paint_vertex.c index e6b0c2fbd1b..3753709875b 100644 --- a/source/blender/editors/sculpt_paint/paint_vertex.c +++ b/source/blender/editors/sculpt_paint/paint_vertex.c @@ -1376,50 +1376,8 @@ 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-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. - */ - { - VirtualModifierData virtualModifierData; - ModifierData *md = BKE_modifiers_get_virtual_modifierlist(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); - } - } - } - } - } - } - } - } - } + /* Prepare armature posemode. */ + ED_object_posemode_set_for_weight_paint(C, bmain, ob, is_mode_set); /* Weight-paint works by overriding colors in mesh, * so need to make sure we recalculate on enter and -- cgit v1.2.3