Files
test2/source/blender/blenkernel/intern/armature_selection.cc
Christoph Lendenfeld f105366d73 Anim: Support multi object editing when applying poses
This patch adds support to apply a pose asset to multiple armatures in pose mode at once.
In case there is a suitable slot for the armature, it will be used to read from, otherwise
the system falls back to slot 0.

Part of #131840

Pull Request: https://projects.blender.org/blender/blender/pulls/132601
2025-01-16 13:17:20 +01:00

63 lines
1.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include "BKE_armature.hh"
#include "BLI_listbase.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "ANIM_bone_collections.hh"
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); };
BKE_armature_find_selected_bones(armature, callback);
return selected_bone_names;
}
} // namespace blender::bke