No functional changes intended. This moves the functions * ANIM_bone_is_visible * ANIM_bone_is_visible_ebone * ANIM_bone_is_visible_pchan into new files `ANIM_armature.hh`/`armature.cc`. They were previously in `ANIM_bone_collections.hh` but don't directly have anything to do with bone collections. It also puts the functions into the `blender::animrig::` namespace and removes the `ANIM_` prefix as is the standard for C++ files. Part of #138482 Pull Request: https://projects.blender.org/blender/blender/pulls/138833
62 lines
1.6 KiB
C++
62 lines
1.6 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*/
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#include "ANIM_armature.hh"
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#include "BKE_armature.hh"
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#include "BLI_listbase.h"
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#include "DNA_armature_types.h"
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namespace blender::bke {
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namespace {
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void find_selected_bones__visit_bone(const bArmature *armature,
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SelectedBoneCallback callback,
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SelectedBonesResult &result,
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Bone *bone)
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{
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const bool is_selected = PBONE_SELECTED(armature, bone);
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result.all_bones_selected &= is_selected;
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result.no_bones_selected &= !is_selected;
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if (is_selected) {
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callback(bone);
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}
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LISTBASE_FOREACH (Bone *, child_bone, &bone->childbase) {
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find_selected_bones__visit_bone(armature, callback, result, child_bone);
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}
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}
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} // namespace
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SelectedBonesResult BKE_armature_find_selected_bones(const bArmature *armature,
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SelectedBoneCallback callback)
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{
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SelectedBonesResult result;
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LISTBASE_FOREACH (Bone *, root_bone, &armature->bonebase) {
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find_selected_bones__visit_bone(armature, callback, result, root_bone);
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}
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return result;
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}
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BoneNameSet BKE_armature_find_selected_bone_names(const bArmature *armature)
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{
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BoneNameSet selected_bone_names;
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/* Iterate over the selected bones to fill the set of bone names. */
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auto callback = [&](Bone *bone) { selected_bone_names.add(bone->name); };
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BKE_armature_find_selected_bones(armature, callback);
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return selected_bone_names;
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}
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} // namespace blender::bke
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