79 lines
2.4 KiB
C++
79 lines
2.4 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/** \file
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* \ingroup bke
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*/
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#include "BKE_armature.hh"
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#include "BLI_listbase.h"
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#include "DNA_action_types.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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SelectedBonesResult result = BKE_armature_find_selected_bones(armature, callback);
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/* If no bones are selected, act as if all are. */
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if (result.all_bones_selected || result.no_bones_selected) {
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return BoneNameSet();
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}
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return selected_bone_names;
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}
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} // namespace blender::bke
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