Snap System: Replace creation and destruction of the object list by a Macro

The macro got a little strange, but it's better than using the MEM_mallocN inside a loop, or repeat the lines
This commit is contained in:
Germano Cavalcante 2017-07-13 19:39:17 -03:00
parent 7daae642d8
commit c9817c67fc
Notes: blender-bot 2023-12-08 16:39:08 +01:00
Referenced by commit 4467efe971, Fix snap in 2.8 after poor merge from master
1 changed files with 51 additions and 95 deletions

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@ -138,88 +138,44 @@ struct SnapObjectContext {
/** Common utilities
* \{ */
struct SnapObject {
struct SnapObject *next, *prev;
bool use_obedit;
struct Object *ob;
float obmat[4][4];
};
/**
* Walks through all objects in the scene to create the list of objets to snap.
*
* \param sctx: Snap context to store data.
* \param snap_select : from enum SnapSelect.
* \param use_object_edit_cage : Uses the coordinates of BMesh(if any) to do the snapping.
*
*/
static void create_object_list(
SnapObjectContext *sctx,
const SnapSelect snap_select, const bool use_object_edit_cage, ListBase *r_obj_list)
{
r_obj_list->first = r_obj_list->last = NULL;
Object *obedit = use_object_edit_cage ? sctx->scene->obedit : NULL;
bool ignore_object_selected = false, ignore_object_active = false;
switch (snap_select) {
case SNAP_ALL:
break;
case SNAP_NOT_SELECTED:
ignore_object_selected = true;
break;
case SNAP_NOT_ACTIVE:
ignore_object_active = true;
break;
}
/* Need an exception for particle edit because the base is flagged with BA_HAS_RECALC_DATA
* which makes the loop skip it, even the derived mesh will never change
*
* To solve that problem, we do it first as an exception.
* */
Base *base_act = sctx->scene->basact;
if (base_act && base_act->object && base_act->object->mode & OB_MODE_PARTICLE_EDIT) {
struct SnapObject *sobj = MEM_mallocN(sizeof(*sobj), __func__);
sobj->use_obedit = false;
sobj->ob = base_act->object;
copy_m4_m4(sobj->obmat, sobj->ob->obmat);
BLI_addtail(r_obj_list, sobj);
}
for (Base *base = sctx->scene->base.first; base != NULL; base = base->next) {
if ((BASE_VISIBLE_BGMODE(sctx->v3d_data.v3d, sctx->scene, base)) &&
(base->flag & (BA_HAS_RECALC_OB | BA_HAS_RECALC_DATA)) == 0 &&
!((ignore_object_selected && (base->flag & (SELECT | BA_WAS_SEL))) ||
(ignore_object_active && base == base_act)))
{
Object *ob = base->object;
if (ob->transflag & OB_DUPLI) {
DupliObject *dupli_ob;
ListBase *lb = object_duplilist(sctx->bmain->eval_ctx, sctx->scene, ob);
for (dupli_ob = lb->first; dupli_ob; dupli_ob = dupli_ob->next) {
struct SnapObject *sobj = MEM_mallocN(sizeof(*sobj), __func__);
sobj->use_obedit = obedit && dupli_ob->ob->data == obedit->data;
sobj->ob = sobj->use_obedit ? obedit : dupli_ob->ob;;
copy_m4_m4(sobj->obmat, dupli_ob->mat);
BLI_addtail(r_obj_list, sobj);
}
free_object_duplilist(lb);
}
struct SnapObject *sobj = MEM_mallocN(sizeof(*sobj), __func__);
sobj->use_obedit = obedit && ob->data == obedit->data;
sobj->ob = sobj->use_obedit ? obedit : ob;
copy_m4_m4(sobj->obmat, sobj->ob->obmat);
BLI_addtail(r_obj_list, sobj);
}
}
}
#define ITER_SNAP_OBJECTS(use_obedit, ob, obmat, sctx, snap_select, obedit, CODE) \
Base *base_act = sctx->scene->basact;\
/* Need an exception for particle edit because the base is flagged with BA_HAS_RECALC_DATA\
* which makes the loop skip it, even the derived mesh will never change\
*\
* To solve that problem, we do it first as an exception.\
* */\
if (base_act && base_act->object && base_act->object->mode & OB_MODE_PARTICLE_EDIT) {\
use_obedit = false;\
ob = base_act->object;\
obmat = ob->obmat;\
CODE\
}\
for (Base *base = sctx->scene->base.first; base != NULL; base = base->next) {\
if ((BASE_VISIBLE_BGMODE(sctx->v3d_data.v3d, sctx->scene, base)) &&\
(base->flag & (BA_HAS_RECALC_OB | BA_HAS_RECALC_DATA)) == 0 &&\
!((snap_select == SNAP_NOT_SELECTED && (base->flag & (SELECT | BA_WAS_SEL))) ||\
(snap_select == SNAP_NOT_ACTIVE && base == base_act)))\
{\
Object *obj = base->object;\
if (ob->transflag & OB_DUPLI) {\
DupliObject *dupli_ob;\
ListBase *lb = object_duplilist(sctx->bmain->eval_ctx, sctx->scene, obj);\
for (dupli_ob = lb->first; dupli_ob; dupli_ob = dupli_ob->next) {\
use_obedit = obedit && dupli_ob->ob->data == obedit->data;;\
ob = use_obedit ? obedit : dupli_ob->ob;\
obmat = dupli_ob->mat;\
CODE\
}\
free_object_duplilist(lb);\
}\
use_obedit = obedit && ob->data == obedit->data;\
ob = use_obedit ? obedit : obj;\
obmat = ob->obmat;\
CODE\
}\
}\
/**
@ -853,21 +809,21 @@ static bool raycastObjects(
ListBase *r_hit_list)
{
bool retval = false;
bool use_obedit;
unsigned int ob_index = 0;
ListBase obj_list;
create_object_list(sctx, snap_select, use_object_edit_cage, &obj_list);
Object *ob, *obedit;
float (*obmat)[4];
for (struct SnapObject *sobj = obj_list.first; sobj; sobj = sobj->next) {
obedit = use_object_edit_cage ? sctx->scene->obedit : NULL;
ITER_SNAP_OBJECTS(use_obedit, ob, obmat, sctx, snap_select, obedit,
retval |= raycastObj(
sctx,
ray_orig, ray_start, ray_dir, depth_range,
sobj->ob, sobj->obmat, ob_index++, sobj->use_obedit,
ob, obmat, ob_index++, use_obedit,
ray_depth, r_loc, r_no, r_index, r_ob, r_obmat, r_hit_list);
}
BLI_freelistN(&obj_list);
)
return retval;
}
@ -2080,18 +2036,18 @@ static bool snapObjectsRay(
Object **r_ob, float r_obmat[4][4])
{
bool retval = false;
bool use_obedit;
ListBase obj_list;
create_object_list(sctx, snap_select, use_object_edit_cage, &obj_list);
Object *ob, *obedit;
float (*obmat)[4];
for (struct SnapObject *sobj = obj_list.first; sobj; sobj = sobj->next) {
obedit = use_object_edit_cage ? sctx->scene->obedit : NULL;
ITER_SNAP_OBJECTS(use_obedit, ob, obmat, sctx, snap_select, obedit,
retval |= snapObject(
sctx, snapdata, sobj->ob, sobj->obmat, sobj->use_obedit,
sctx, snapdata, ob, obmat, use_obedit,
ray_depth, dist_px,
r_loc, r_no, r_ob, r_obmat);
}
BLI_freelistN(&obj_list);
)
return retval;
}