Fix T58447: Unselected bone used for constraint target

This commit is contained in:
Campbell Barton 2019-07-18 18:45:56 +10:00
parent 20c725ed62
commit c6c9e168e2
3 changed files with 44 additions and 4 deletions

View File

@ -160,6 +160,7 @@ void BKE_pose_copy_data(struct bPose **dst, const struct bPose *src, const bool
void BKE_pose_channel_copy_data(struct bPoseChannel *pchan, const struct bPoseChannel *pchan_from);
struct bPoseChannel *BKE_pose_channel_find_name(const struct bPose *pose, const char *name);
struct bPoseChannel *BKE_pose_channel_active(struct Object *ob);
struct bPoseChannel *BKE_pose_channel_active_or_first_selected(struct Object *ob);
struct bPoseChannel *BKE_pose_channel_verify(struct bPose *pose, const char *name);
struct bPoseChannel *BKE_pose_channel_get_mirrored(const struct bPose *pose, const char *name);

View File

@ -43,6 +43,7 @@
#include "BLT_translation.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_anim.h"
#include "BKE_animsys.h"
#include "BKE_constraint.h"
@ -524,6 +525,38 @@ bPoseChannel *BKE_pose_channel_active(Object *ob)
return NULL;
}
/**
* Use this when detecting the "other selected bone",
* when we have multiple armatures in pose mode.
*
* In this case the active-selected is an obvious choice when finding the target for a
* constraint for eg. however from the users perspective the active pose bone of the
* active object is the _real_ active bone, so any other non-active selected bone
* is a candidate for being the other selected bone, see: T58447.
*/
bPoseChannel *BKE_pose_channel_active_or_first_selected(struct Object *ob)
{
bArmature *arm = (ob) ? ob->data : NULL;
if (ELEM(NULL, ob, ob->pose, arm)) {
return NULL;
}
bPoseChannel *pchan = BKE_pose_channel_active(ob);
if (pchan && (pchan->bone->flag & BONE_SELECTED) && PBONE_VISIBLE(arm, pchan->bone)) {
return pchan;
}
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
if (pchan->bone != NULL) {
if ((pchan->bone->flag & BONE_SELECTED) && PBONE_VISIBLE(arm, pchan->bone)) {
return pchan;
}
}
}
return NULL;
}
/**
* \see #ED_armature_ebone_get_mirrored (edit-mode, matching function)
*/

View File

@ -34,6 +34,7 @@
#include "BLT_translation.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_scene_types.h"
@ -1815,10 +1816,15 @@ static bool get_new_constraint_target(
*/
if ((ob->type == OB_ARMATURE) && (ob->mode & OB_MODE_POSE) &&
(!only_curve && !only_mesh)) {
/* just use the active bone, and assume that it is visible + usable */
*tar_ob = ob;
*tar_pchan = BKE_pose_channel_active(ob);
found = true;
/* Only use the object & bone if the bone is visible & selected
* since we may have multiple objects in pose mode at once. */
bPoseChannel *pchan = BKE_pose_channel_active_or_first_selected(ob);
if (pchan != NULL) {
*tar_pchan = pchan;
*tar_ob = ob;
found = true;
}
break;
}