Don't assume armature of active object is what is displayed in the properties editor, both in C++ and Python code. Object pointer was left out from some notifiers, as this means only that object was changed. But an armature datablock can be shared by multiple objects. Co-authored-by: Brecht Van Lommel <brecht@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/119663
This commit is contained in:
@@ -529,6 +529,15 @@ class ARMATURE_OT_copy_bone_color_to_selected(Operator):
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return {'FINISHED'}
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def _armature_from_context(context):
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pin_armature = getattr(context, 'armature', None)
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if pin_armature:
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return pin_armature
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if context.object and context.object.type == 'ARMATURE':
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return context.object.data
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return None
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class ARMATURE_OT_collection_show_all(Operator):
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"""Show all bone collections"""
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bl_idname = "armature.collection_show_all"
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@@ -537,10 +546,10 @@ class ARMATURE_OT_collection_show_all(Operator):
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@classmethod
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def poll(cls, context):
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return context.object and context.object.type == 'ARMATURE' and context.object.data
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return _armature_from_context(context) is not None
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def execute(self, context):
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arm = context.object.data
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arm = _armature_from_context(context)
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for bcoll in arm.collections_all:
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bcoll.is_visible = True
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return {'FINISHED'}
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@@ -554,15 +563,16 @@ class ARMATURE_OT_collection_unsolo_all(Operator):
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@classmethod
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def poll(cls, context):
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if not (context.object and context.object.type == 'ARMATURE' and context.object.data):
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armature = _armature_from_context(context)
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if not armature:
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return False
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if not context.object.data.collections.is_solo_active:
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if not armature.collections.is_solo_active:
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cls.poll_message_set("None of the bone collections is marked 'solo'")
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return False
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return True
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def execute(self, context):
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arm = context.object.data
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arm = _armature_from_context(context)
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for bcoll in arm.collections_all:
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bcoll.is_solo = False
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return {'FINISHED'}
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@@ -578,16 +588,16 @@ class ARMATURE_OT_collection_remove_unused(Operator):
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@classmethod
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def poll(cls, context):
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if not context.object or context.object.type != 'ARMATURE':
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armature = _armature_from_context(context)
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if not armature:
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return False
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arm = context.object.data
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return len(arm.collections) > 0
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return len(armature.collections) > 0
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def execute(self, context):
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if context.object.mode == 'EDIT':
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if context.mode == 'EDIT_ARMATURE':
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return self.execute_edit_mode(context)
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armature = context.object.data
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armature = _armature_from_context(context)
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# Build a set of bone collections that don't contain any bones, and
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# whose children also don't contain any bones.
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@@ -608,7 +618,7 @@ class ARMATURE_OT_collection_remove_unused(Operator):
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# edit mode, because that has a completely separate list of edit bones.
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# This is why edit mode needs separate handling.
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armature = context.object.data
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armature = _armature_from_context(context)
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bcolls_with_bones = {
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bcoll
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for ebone in armature.edit_bones
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@@ -34,11 +34,13 @@
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#include "RNA_access.hh"
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#include "RNA_define.hh"
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#include "RNA_prototypes.h"
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#include "WM_api.hh"
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#include "WM_types.hh"
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#include "ED_armature.hh"
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#include "ED_object.hh"
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#include "ED_outliner.hh"
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#include "ED_screen.hh"
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#include "ED_view3d.hh"
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@@ -55,6 +57,21 @@ using blender::Vector;
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/** \name Object Tools Public API
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* \{ */
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bArmature *ED_armature_context(const bContext *C)
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{
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bArmature *armature = static_cast<bArmature *>(
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CTX_data_pointer_get_type(C, "armature", &RNA_Armature).data);
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if (armature == nullptr) {
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Object *object = ED_object_active_context(C);
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if (object && object->type == OB_ARMATURE) {
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armature = static_cast<bArmature *>(object->data);
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}
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}
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return armature;
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}
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/* NOTE: these functions are exported to the Object module to be called from the tools there */
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void ED_armature_edit_transform(bArmature *arm, const float mat[4][4], const bool do_props)
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@@ -50,23 +50,18 @@ struct wmOperator;
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static bool bone_collection_add_poll(bContext *C)
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{
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Object *ob = ED_object_context(C);
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if (ob == nullptr) {
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bArmature *armature = ED_armature_context(C);
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if (armature == nullptr) {
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return false;
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}
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if (ob->type != OB_ARMATURE) {
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CTX_wm_operator_poll_msg_set(C, "Bone collections can only be added to an Armature");
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return false;
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}
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if (ID_IS_LINKED(ob->data)) {
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if (ID_IS_LINKED(&armature->id)) {
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CTX_wm_operator_poll_msg_set(
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C, "Cannot add bone collections to a linked Armature without an override");
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return false;
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}
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if (BKE_lib_override_library_is_system_defined(nullptr, reinterpret_cast<ID *>(ob->data))) {
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if (BKE_lib_override_library_is_system_defined(nullptr, &armature->id)) {
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CTX_wm_operator_poll_msg_set(C,
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"Cannot add bone collections to a linked Armature with a system "
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"override; explicitly create an override on the Armature");
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@@ -79,17 +74,11 @@ static bool bone_collection_add_poll(bContext *C)
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/** Allow edits of local bone collection only (full local or local override). */
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static bool active_bone_collection_poll(bContext *C)
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{
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Object *ob = ED_object_context(C);
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if (ob == nullptr) {
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bArmature *armature = ED_armature_context(C);
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if (armature == nullptr) {
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return false;
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}
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if (ob->type != OB_ARMATURE) {
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CTX_wm_operator_poll_msg_set(C, "Bone collections can only be edited on an Armature");
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return false;
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}
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bArmature *armature = static_cast<bArmature *>(ob->data);
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if (BKE_lib_override_library_is_system_defined(nullptr, &armature->id)) {
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CTX_wm_operator_poll_msg_set(C,
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"Cannot update a linked Armature with a system override; "
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@@ -115,12 +104,7 @@ static int bone_collection_add_exec(bContext *C, wmOperator * /*op*/)
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{
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using namespace blender::animrig;
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Object *ob = ED_object_context(C);
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if (ob == nullptr) {
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return OPERATOR_CANCELLED;
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}
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bArmature *armature = static_cast<bArmature *>(ob->data);
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bArmature *armature = ED_armature_context(C);
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/* If there is an active bone collection, create the new one as a sibling. */
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const int parent_index = armature_bonecoll_find_parent_index(
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@@ -137,7 +121,7 @@ static int bone_collection_add_exec(bContext *C, wmOperator * /*op*/)
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ANIM_armature_bonecoll_active_set(armature, bcoll);
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/* TODO: ensure the ancestors of the new bone collection are all expanded. */
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WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob);
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WM_event_add_notifier(C, NC_OBJECT | ND_POSE, nullptr);
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return OPERATOR_FINISHED;
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}
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@@ -158,17 +142,12 @@ void ARMATURE_OT_collection_add(wmOperatorType *ot)
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static int bone_collection_remove_exec(bContext *C, wmOperator * /*op*/)
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{
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Object *ob = ED_object_context(C);
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if (ob == nullptr) {
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return OPERATOR_CANCELLED;
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}
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/* The poll function ensures armature->active_collection is not NULL. */
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bArmature *armature = static_cast<bArmature *>(ob->data);
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bArmature *armature = ED_armature_context(C);
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ANIM_armature_bonecoll_remove(armature, armature->runtime.active_collection);
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/* notifiers for updates */
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WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob);
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WM_event_add_notifier(C, NC_OBJECT | ND_POSE, nullptr);
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DEG_id_tag_update(&armature->id, ID_RECALC_SELECT);
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return OPERATOR_FINISHED;
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@@ -191,14 +170,10 @@ void ARMATURE_OT_collection_remove(wmOperatorType *ot)
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static int bone_collection_move_exec(bContext *C, wmOperator *op)
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{
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Object *ob = ED_object_context(C);
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if (ob == nullptr) {
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return OPERATOR_CANCELLED;
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}
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const int direction = RNA_enum_get(op->ptr, "direction");
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/* Poll function makes sure this is valid. */
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bArmature *armature = static_cast<bArmature *>(ob->data);
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bArmature *armature = ED_armature_context(C);
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const bool ok = ANIM_armature_bonecoll_move(
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armature, armature->runtime.active_collection, direction);
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@@ -208,7 +183,7 @@ static int bone_collection_move_exec(bContext *C, wmOperator *op)
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ANIM_armature_bonecoll_active_runtime_refresh(armature);
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WM_event_add_notifier(C, NC_OBJECT | ND_BONE_COLLECTION, ob);
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WM_event_add_notifier(C, NC_OBJECT | ND_BONE_COLLECTION, nullptr);
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return OPERATOR_FINISHED;
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}
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@@ -76,7 +76,7 @@ Object *ED_pose_object_from_context(bContext *C)
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/* Since this call may also be used from the buttons window,
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* we need to check for where to get the object. */
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if (area && area->spacetype == SPACE_PROPERTIES) {
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ob = ED_object_context(C);
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ob = ED_object_active_context(C);
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}
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else {
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ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
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@@ -65,7 +65,10 @@ EditBone *ED_armature_ebone_add_primitive(Object *obedit_arm, float length, bool
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void ED_armature_ebone_copy(EditBone *dest, const EditBone *source);
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/* `armature_edit.cc` */
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/**
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* Get current armature from the context, including properties editor pinning.
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**/
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bArmature *ED_armature_context(const bContext *C);
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/**
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* Adjust bone roll to align Z axis with vector `align_axis` is in local space and is normalized.
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@@ -19,6 +19,7 @@
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#include "RNA_access.hh"
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#include "RNA_prototypes.h"
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#include "ED_armature.hh"
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#include "ED_undo.hh"
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#include "WM_api.hh"
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@@ -460,20 +461,18 @@ void uiTemplateBoneCollectionTree(uiLayout *layout, bContext *C)
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{
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using namespace blender;
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Object *object = CTX_data_active_object(C);
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if (!object || object->type != OB_ARMATURE) {
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bArmature *armature = ED_armature_context(C);
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if (armature == nullptr) {
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return;
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}
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bArmature *arm = static_cast<bArmature *>(object->data);
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BLI_assert(GS(arm->id.name) == ID_AR);
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BLI_assert(GS(armature->id.name) == ID_AR);
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uiBlock *block = uiLayoutGetBlock(layout);
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ui::AbstractTreeView *tree_view = UI_block_add_view(
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*block,
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"Bone Collection Tree View",
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std::make_unique<blender::ui::bonecollections::BoneCollectionTreeView>(*arm));
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std::make_unique<blender::ui::bonecollections::BoneCollectionTreeView>(*armature));
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tree_view->set_min_rows(3);
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ui::TreeViewBuilder::build_tree_view(*tree_view, *layout);
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