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/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 */

/** \file
 * \ingroup bke
 */

#include "BKE_armature.hh"

#include "BLI_listbase.h"

#include "DNA_action_types.h"
#include "DNA_armature_types.h"

namespace blender::bke {

namespace {

void find_selected_bones__visit_bone(const bArmature *armature,
                                     SelectedBoneCallback callback,
                                     SelectedBonesResult &result,
                                     Bone *bone)
{
  const bool is_selected = PBONE_SELECTED(armature, bone);
  result.all_bones_selected &= is_selected;
  result.no_bones_selected &= !is_selected;

  if (is_selected) {
    callback(bone);
  }

  LISTBASE_FOREACH (Bone *, child_bone, &bone->childbase) {
    find_selected_bones__visit_bone(armature, callback, result, child_bone);
  }
}
}  // namespace

SelectedBonesResult BKE_armature_find_selected_bones(const bArmature *armature,
                                                     SelectedBoneCallback callback)
{
  SelectedBonesResult result;
  LISTBASE_FOREACH (Bone *, root_bone, &armature->bonebase) {
    find_selected_bones__visit_bone(armature, callback, result, root_bone);
  }

  return result;
}

BoneNameSet BKE_armature_find_selected_bone_names(const bArmature *armature)
{
  BoneNameSet selected_bone_names;

  /* Iterate over the selected bones to fill the set of bone names. */
  auto callback = [&](Bone *bone) { selected_bone_names.add(bone->name); };
  SelectedBonesResult result = BKE_armature_find_selected_bones(armature, callback);

  /* If no bones are selected, act as if all are. */
  if (result.all_bones_selected || result.no_bones_selected) {
    return BoneNameSet();
  }

  return selected_bone_names;
}

}  // namespace blender::bke