Fix T96711: snap in edit mode for selected objects does not work

Regression introduced in 52be063012

The `SNAP_NOT_SELECTED` option should only consider base selected if
we are in object mode.
This commit is contained in:
Germano Cavalcante 2022-03-22 17:21:40 -03:00
parent b7b3c4c40c
commit 4b35d6950d
Notes: blender-bot 2023-02-14 09:03:55 +01:00
Referenced by commit 2e99295d5e, Fix T96812: Regression: Snapping is broken with proportional editing
Referenced by issue #97490, Regression: edge snap on multiple objects causes Blender to crash
Referenced by issue #96812, Regression: Snapping is broken with proportional editing
Referenced by issue #96711, snap does not  work properly
Referenced by issue #96241, 3.1: Potential candidates for corrective releases
1 changed files with 40 additions and 27 deletions

View File

@ -440,6 +440,44 @@ typedef void (*IterSnapObjsCallback)(SnapObjectContext *sctx,
bool is_object_active,
void *data);
static bool snap_object_is_snappable(const SnapObjectContext *sctx,
const eSnapSelect snap_select,
const Base *base_act,
const Base *base,
const bool is_in_object_mode)
{
if (!BASE_VISIBLE(sctx->runtime.v3d, base)) {
return false;
}
if ((snap_select == SNAP_ALL) || (base->flag_legacy & BA_TRANSFORM_LOCKED_IN_PLACE)) {
return true;
}
if (base->flag_legacy & BA_SNAP_FIX_DEPS_FIASCO) {
return false;
}
if (snap_select == SNAP_NOT_ACTIVE) {
return base_act == base;
}
if (snap_select == SNAP_NOT_SELECTED) {
if (is_in_object_mode) {
return !((base->flag & BASE_SELECTED) || (base->flag_legacy & BA_WAS_SEL));
}
/* What is selectable or not is part of the object and depends on the mode. */
return true;
}
if (snap_select == SNAP_SELECTABLE) {
return (base->flag & BASE_SELECTABLE) != 0;
}
return true;
}
/**
* Walks through all objects in the scene to create the list of objects to snap.
*/
@ -458,38 +496,13 @@ static void iter_snap_objects(SnapObjectContext *sctx,
return;
}
const bool is_in_object_mode = base_act && base_act->object->mode == OB_MODE_OBJECT;
for (Base *base = view_layer->object_bases.first; base != NULL; base = base->next) {
if (!BASE_VISIBLE(sctx->runtime.v3d, base)) {
continue;
}
if ((snap_select == SNAP_ALL) || (base->flag_legacy & BA_TRANSFORM_LOCKED_IN_PLACE)) {
/* pass */
}
else if (base->flag_legacy & BA_SNAP_FIX_DEPS_FIASCO) {
if (!snap_object_is_snappable(sctx, snap_select, base_act, base, is_in_object_mode)) {
continue;
}
const bool is_object_active = (base == base_act);
if (snap_select == SNAP_NOT_ACTIVE) {
if (is_object_active) {
continue;
}
}
else if (snap_select == SNAP_NOT_SELECTED) {
if (is_object_active && base->object->mode != OB_MODE_OBJECT) {
/* Pass. Consider the selection of elements being edited. */
}
else if ((base->flag & BASE_SELECTED) || (base->flag_legacy & BA_WAS_SEL)) {
continue;
}
}
else if (snap_select == SNAP_SELECTABLE) {
if (!(base->flag & BASE_SELECTABLE)) {
continue;
}
}
Object *obj_eval = DEG_get_evaluated_object(sctx->runtime.depsgraph, base->object);
if (obj_eval->transflag & OB_DUPLI || BKE_object_has_geometry_set_instances(obj_eval)) {
ListBase *lb = object_duplilist(sctx->runtime.depsgraph, sctx->scene, obj_eval);