Cleanup: use BKE_pose_is_layer_visible in more places
This was added in rBd13970de8627, now use in more places.
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@ -160,7 +160,7 @@ static bool pose_has_protected_selected(Object *ob, short warn)
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bArmature *arm = ob->data;
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for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
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if (pchan->bone && (pchan->bone->layer & arm->layer)) {
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if (pchan->bone && BKE_pose_is_layer_visible(arm, pchan)) {
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if (pchan->bone->layer & arm->layer_protected) {
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if (pchan->bone->flag & BONE_SELECTED) {
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break;
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@ -1070,7 +1070,7 @@ static void poselib_apply_pose(tPoseLib_PreviewData *pld,
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else if (pchan->bone) {
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/* only ok if bone is visible and selected */
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if ((pchan->bone->flag & BONE_SELECTED) && (pchan->bone->flag & BONE_HIDDEN_P) == 0 &&
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(pchan->bone->layer & arm->layer)) {
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BKE_pose_is_layer_visible(arm, pchan)) {
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ok = 1;
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}
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}
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@ -43,6 +43,7 @@
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#include "BLT_translation.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "BKE_blender_version.h"
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#include "BKE_context.h"
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@ -351,7 +352,7 @@ static void stats_object_pose(const Object *ob, SceneStats *stats)
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LISTBASE_FOREACH (bPoseChannel *, pchan, &ob->pose->chanbase) {
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stats->totbone++;
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if (pchan->bone && (pchan->bone->flag & BONE_SELECTED)) {
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if (pchan->bone->layer & arm->layer) {
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if (BKE_pose_is_layer_visible(arm, pchan)) {
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stats->totbonesel++;
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}
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}
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@ -427,7 +427,7 @@ static short pose_grab_with_ik(Main *bmain, Object *ob)
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/* Rule: allow multiple Bones
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* (but they must be selected, and only one ik-solver per chain should get added) */
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for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
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if (pchan->bone->layer & arm->layer) {
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if (BKE_pose_is_layer_visible(arm, pchan)) {
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if (pchan->bone->flag & (BONE_SELECTED | BONE_TRANSFORM_MIRROR)) {
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/* Rule: no IK for solitary (unconnected) bones. */
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for (bonec = pchan->bone->childbase.first; bonec; bonec = bonec->next) {
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