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blender-archive/source/blender/editors/armature/poseobject.c

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Ton Roosendaal, Blender Foundation '05, full recode.
* Joshua Leung
*
* ***** END GPL LICENSE BLOCK *****
* support for animation modes - Reevan McKay
*/
#include <stdlib.h>
#include <stddef.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_dynstr.h"
2.5: Blender "Animato" - New Animation System Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "BKE_anim.h"
#include "BKE_idprop.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_context.h"
#include "BKE_constraint.h"
#include "BKE_deform.h"
#include "BKE_depsgraph.h"
#include "BKE_modifier.h"
#include "BKE_report.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_armature.h"
#include "ED_keyframing.h"
#include "ED_mesh.h"
#include "ED_screen.h"
#include "UI_interface.h"
#include "armature_intern.h"
/* ************* XXX *************** */
static int pupmenu(const char *dummy) {return 0;}
static void error(const char *dummy) {};
static void BIF_undo_push(const char *dummy) {}
/* ************* XXX *************** */
static int object_pose_context(Object *ob)
{
if( (ob) &&
(ob->type == OB_ARMATURE) &&
(ob->pose) &&
(ob->mode & OB_MODE_POSE)
) {
return 1;
}
else {
return 0;
}
}
Object *ED_object_pose_armature(Object *ob)
{
if(ob==NULL)
return NULL;
if(object_pose_context(ob))
return ob;
ob= modifiers_isDeformedByArmature(ob);
if(object_pose_context(ob))
return ob;
return NULL;
}
/* This function is used to indicate that a bone is selected and needs keyframes inserted */
void set_pose_keys (Object *ob)
{
bArmature *arm= ob->data;
bPoseChannel *chan;
if (ob->pose){
for (chan=ob->pose->chanbase.first; chan; chan=chan->next){
Bone *bone= chan->bone;
if ((bone) && (bone->flag & BONE_SELECTED) && (arm->layer & bone->layer))
chan->flag |= POSE_KEY;
else
chan->flag &= ~POSE_KEY;
}
}
}
/* This function is used to process the necessary updates for */
void ED_armature_enter_posemode(bContext *C, Base *base)
{
Object *ob= base->object;
if (ob->id.lib){
error ("Can't pose libdata");
return;
}
switch (ob->type){
case OB_ARMATURE:
ob->restore_mode = ob->mode;
ob->mode |= OB_MODE_POSE;
WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_MODE_POSE, NULL);
break;
default:
return;
}
//ED_object_toggle_modes(C, ob->mode);
}
void ED_armature_exit_posemode(bContext *C, Base *base)
{
if(base) {
Object *ob= base->object;
ob->restore_mode = ob->mode;
ob->mode &= ~OB_MODE_POSE;
WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_MODE_OBJECT, NULL);
}
}
/* if a selected or active bone is protected, throw error (oonly if warn==1) and return 1 */
/* only_selected==1 : the active bone is allowed to be protected */
static short pose_has_protected_selected(Object *ob, short only_selected, short warn)
{
/* check protection */
if (ob->proxy) {
bPoseChannel *pchan;
bArmature *arm= ob->data;
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if (pchan->bone && (pchan->bone->layer & arm->layer)) {
if (pchan->bone->layer & arm->layer_protected) {
if (only_selected && (pchan->bone == arm->act_bone));
else if (pchan->bone->flag & BONE_SELECTED || pchan->bone == arm->act_bone)
break;
}
}
}
if (pchan) {
if (warn) error("Cannot change Proxy protected bones");
return 1;
}
}
return 0;
}
/* only for real IK, not for auto-IK */
static int pose_channel_in_IK_chain(Object *ob, bPoseChannel *pchan, int level)
{
bConstraint *con;
Bone *bone;
/* No need to check if constraint is active (has influence),
* since all constraints with CONSTRAINT_IK_AUTO are active */
for(con= pchan->constraints.first; con; con= con->next) {
if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
bKinematicConstraint *data= con->data;
if(data->rootbone == 0 || data->rootbone > level) {
if((data->flag & CONSTRAINT_IK_AUTO)==0)
return 1;
}
}
}
for(bone= pchan->bone->childbase.first; bone; bone= bone->next) {
pchan= get_pose_channel(ob->pose, bone->name);
if(pchan && pose_channel_in_IK_chain(ob, pchan, level + 1))
return 1;
}
return 0;
}
int ED_pose_channel_in_IK_chain(Object *ob, bPoseChannel *pchan)
{
return pose_channel_in_IK_chain(ob, pchan, 0);
}
/* ********************************************** */
/* Motion Paths */
/* For the object with pose/action: update paths for those that have got them
* This should selectively update paths that exist...
*
* To be called from various tools that do incremental updates
*/
void ED_pose_recalculate_paths(bContext *C, Scene *scene, Object *ob)
{
ListBase targets = {NULL, NULL};
/* set flag to force recalc, then grab the relevant bones to target */
ob->pose->avs.recalc |= ANIMVIZ_RECALC_PATHS;
animviz_get_object_motionpaths(ob, &targets);
/* recalculate paths, then free */
animviz_calc_motionpaths(scene, &targets);
BLI_freelistN(&targets);
}
/* For the object with pose/action: create path curves for selected bones
* This recalculates the WHOLE path within the pchan->pathsf and pchan->pathef range
*/
static int pose_calculate_paths_exec (bContext *C, wmOperator *UNUSED(op))
{
ScrArea *sa= CTX_wm_area(C);
Scene *scene= CTX_data_scene(C);
Object *ob;
/* since this call may also be used from the buttons window, we need to check for where to get the object */
if (sa->spacetype == SPACE_BUTS)
ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
else
ob= ED_object_pose_armature(CTX_data_active_object(C));
if (ELEM(NULL, ob, ob->pose))
return OPERATOR_CANCELLED;
/* set up path data for bones being calculated */
CTX_DATA_BEGIN(C, bPoseChannel*, pchan, selected_pose_bones)
{
/* verify makes sure that the selected bone has a bone with the appropriate settings */
animviz_verify_motionpaths(scene, ob, pchan);
}
CTX_DATA_END;
/* calculate the bones that now have motionpaths... */
// TODO: only make for the selected bones?
ED_pose_recalculate_paths(C, scene, ob);
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_paths_calculate (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Calculate Bone Paths";
ot->idname= "POSE_OT_paths_calculate";
ot->description= "Calculate paths for the selected bones";
/* api callbacks */
ot->exec= pose_calculate_paths_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/* --------- */
/* for the object with pose/action: clear path curves for selected bones only */
void ED_pose_clear_paths(Object *ob)
{
bPoseChannel *pchan;
short skipped = 0;
if ELEM(NULL, ob, ob->pose)
return;
/* free the motionpath blocks, but also take note of whether we skipped some... */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if (pchan->mpath) {
if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) {
animviz_free_motionpath(pchan->mpath);
pchan->mpath= NULL;
}
else
skipped = 1;
}
}
/* if we didn't skip any, we shouldn't have any paths left */
if (skipped == 0)
ob->pose->avs.path_bakeflag &= ~MOTIONPATH_BAKE_HAS_PATHS;
}
/* operator callback for this */
static int pose_clear_paths_exec (bContext *C, wmOperator *UNUSED(op))
{
ScrArea *sa= CTX_wm_area(C);
Object *ob;
/* since this call may also be used from the buttons window, we need to check for where to get the object */
if (sa->spacetype == SPACE_BUTS)
ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
else
ob= ED_object_pose_armature(CTX_data_active_object(C));
/* only continue if there's an object */
if ELEM(NULL, ob, ob->pose)
return OPERATOR_CANCELLED;
/* use the backend function for this */
ED_pose_clear_paths(ob);
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_paths_clear (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Clear Bone Paths";
ot->idname= "POSE_OT_paths_clear";
ot->description= "Clear path caches for selected bones";
/* api callbacks */
ot->exec= pose_clear_paths_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO;
}
/* ******************* Select Constraint Target Operator ************* */
static int pose_select_constraint_target_exec(bContext *C, wmOperator *UNUSED(op))
{
Object *ob= ED_object_pose_armature(CTX_data_active_object(C));
bArmature *arm= ob->data;
bConstraint *con;
int found= 0;
CTX_DATA_BEGIN(C, bPoseChannel *, pchan, visible_pose_bones)
{
if ((pchan->bone->flag & BONE_SELECTED) || (pchan->bone == arm->act_bone)) {
for (con= pchan->constraints.first; con; con= con->next) {
bConstraintTypeInfo *cti= constraint_get_typeinfo(con);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
if (cti && cti->get_constraint_targets) {
cti->get_constraint_targets(con, &targets);
for (ct= targets.first; ct; ct= ct->next) {
if ((ct->tar == ob) && (ct->subtarget[0])) {
bPoseChannel *pchanc= get_pose_channel(ob->pose, ct->subtarget);
if((pchanc) && !(pchanc->bone->flag & BONE_UNSELECTABLE)) {
pchanc->bone->flag |= BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
found= 1;
}
}
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(con, &targets, 1);
}
}
}
}
CTX_DATA_END;
if (!found)
return OPERATOR_CANCELLED;
WM_event_add_notifier(C, NC_OBJECT|ND_BONE_SELECT, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_select_constraint_target(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Select Constraint Target";
ot->idname= "POSE_OT_select_constraint_target";
/* api callbacks */
ot->exec= pose_select_constraint_target_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/* ******************* select hierarchy operator ************* */
static int pose_select_hierarchy_exec(bContext *C, wmOperator *op)
{
Object *ob= ED_object_pose_armature(CTX_data_active_object(C));
bArmature *arm= ob->data;
Bone *curbone, *pabone, *chbone;
int direction = RNA_enum_get(op->ptr, "direction");
int add_to_sel = RNA_boolean_get(op->ptr, "extend");
int found= 0;
CTX_DATA_BEGIN(C, bPoseChannel *, pchan, visible_pose_bones)
{
curbone= pchan->bone;
if ((curbone->flag & BONE_UNSELECTABLE)==0) {
if (curbone == arm->act_bone) {
if (direction == BONE_SELECT_PARENT) {
if (pchan->parent == NULL) continue;
else pabone= pchan->parent->bone;
if ((arm->layer & pabone->layer) && !(pabone->flag & BONE_HIDDEN_P)) {
if (!add_to_sel) curbone->flag &= ~BONE_SELECTED;
pabone->flag |= BONE_SELECTED;
arm->act_bone= pabone;
found= 1;
break;
}
}
else { /* direction == BONE_SELECT_CHILD */
if (pchan->child == NULL) continue;
else chbone = pchan->child->bone;
if ((arm->layer & chbone->layer) && !(chbone->flag & BONE_HIDDEN_P)) {
if (!add_to_sel) curbone->flag &= ~BONE_SELECTED;
chbone->flag |= BONE_SELECTED;
arm->act_bone= chbone;
found= 1;
break;
}
}
}
}
}
CTX_DATA_END;
if (found == 0)
return OPERATOR_CANCELLED;
WM_event_add_notifier(C, NC_OBJECT|ND_BONE_SELECT, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_select_hierarchy(wmOperatorType *ot)
{
static EnumPropertyItem direction_items[]= {
{BONE_SELECT_PARENT, "PARENT", 0, "Select Parent", ""},
{BONE_SELECT_CHILD, "CHILD", 0, "Select Child", ""},
{0, NULL, 0, NULL, NULL}
};
/* identifiers */
ot->name= "Select Hierarchy";
ot->idname= "POSE_OT_select_hierarchy";
/* api callbacks */
ot->exec= pose_select_hierarchy_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* props */
ot->prop= RNA_def_enum(ot->srna, "direction", direction_items, BONE_SELECT_PARENT, "Direction", "");
RNA_def_boolean(ot->srna, "extend", 0, "Add to Selection", "");
}
/* ******************* select grouped operator ************* */
static short pose_select_same_group (bContext *C, Object *ob, short extend)
{
bArmature *arm= (ob)? ob->data : NULL;
bPose *pose= (ob)? ob->pose : NULL;
char *group_flags;
int numGroups = 0;
short changed=0, tagged=0;
/* sanity checks */
if (ELEM3(NULL, ob, pose, arm))
return 0;
/* count the number of groups */
numGroups= BLI_countlist(&pose->agroups);
if (numGroups == 0)
return 0;
/* alloc a small array to keep track of the groups to use
* - each cell stores on/off state for whether group should be used
* - size is numGroups + 1, since index=0 is used for no-group
*/
group_flags= MEM_callocN(numGroups+1, "pose_select_same_group");
CTX_DATA_BEGIN(C, bPoseChannel *, pchan, visible_pose_bones)
{
/* keep track of group as group to use later? */
if ((pchan->bone->flag & BONE_SELECTED) || (pchan->bone == arm->act_bone)) {
group_flags[pchan->agrp_index] = 1;
tagged= 1;
}
/* deselect all bones before selecting new ones? */
if ((extend == 0) && (pchan->bone->flag & BONE_UNSELECTABLE)==0)
pchan->bone->flag &= ~BONE_SELECTED;
}
CTX_DATA_END;
/* small optimisation: only loop through bones a second time if there are any groups tagged */
if (tagged) {
/* only if group matches (and is not selected or current bone) */
CTX_DATA_BEGIN(C, bPoseChannel *, pchan, visible_pose_bones)
{
if ((pchan->bone->flag & BONE_UNSELECTABLE)==0) {
/* check if the group used by this bone is counted */
if (group_flags[pchan->agrp_index]) {
pchan->bone->flag |= BONE_SELECTED;
changed= 1;
}
}
}
CTX_DATA_END;
}
/* free temp info */
MEM_freeN(group_flags);
return changed;
}
static short pose_select_same_layer (bContext *C, Object *ob, short extend)
{
bPose *pose= (ob)? ob->pose : NULL;
bArmature *arm= (ob)? ob->data : NULL;
short changed= 0;
int layers= 0;
if (ELEM3(NULL, ob, pose, arm))
return 0;
/* figure out what bones are selected */
CTX_DATA_BEGIN(C, bPoseChannel *, pchan, visible_pose_bones)
{
/* keep track of layers to use later? */
if ((pchan->bone->flag & BONE_SELECTED) || (pchan->bone == arm->act_bone))
layers |= pchan->bone->layer;
/* deselect all bones before selecting new ones? */
if ((extend == 0) && (pchan->bone->flag & BONE_UNSELECTABLE)==0)
pchan->bone->flag &= ~BONE_SELECTED;
}
CTX_DATA_END;
if (layers == 0)
return 0;
/* select bones that are on same layers as layers flag */
CTX_DATA_BEGIN(C, bPoseChannel *, pchan, visible_pose_bones)
{
/* if bone is on a suitable layer, and the bone can have its selection changed, select it */
if ((layers & pchan->bone->layer) && (pchan->bone->flag & BONE_UNSELECTABLE)==0) {
pchan->bone->flag |= BONE_SELECTED;
changed= 1;
}
}
CTX_DATA_END;
return changed;
}
static int pose_select_grouped_exec (bContext *C, wmOperator *op)
{
Object *ob= ED_object_pose_armature(CTX_data_active_object(C));
short extend= RNA_boolean_get(op->ptr, "extend");
short changed = 0;
/* sanity check */
if (ELEM(NULL, ob, ob->pose))
return OPERATOR_CANCELLED;
/* selection types
* NOTE: for the order of these, see the enum in POSE_OT_select_grouped()
*/
switch (RNA_enum_get(op->ptr, "type")) {
case 1: /* group */
changed= pose_select_same_group(C, ob, extend);
break;
default: /* layer */
changed= pose_select_same_layer(C, ob, extend);
break;
}
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
/* report done status */
if (changed)
return OPERATOR_FINISHED;
else
return OPERATOR_CANCELLED;
}
void POSE_OT_select_grouped (wmOperatorType *ot)
{
static EnumPropertyItem prop_select_grouped_types[] = {
{0, "LAYER", 0, "Layer", "Shared layers"},
{1, "GROUP", 0, "Group", "Shared group"},
{0, NULL, 0, NULL, NULL}
};
/* identifiers */
ot->name= "Select Grouped";
ot->description = "Select all visible bones grouped by various properties";
ot->idname= "POSE_OT_select_grouped";
/* api callbacks */
ot->invoke= WM_menu_invoke;
ot->exec= pose_select_grouped_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
RNA_def_boolean(ot->srna, "extend", FALSE, "Extend", "Extend selection instead of deselecting everything first.");
ot->prop= RNA_def_enum(ot->srna, "type", prop_select_grouped_types, 0, "Type", "");
}
/* ********************************************** */
void pose_copy_menu(Scene *scene)
{
Object *obedit= scene->obedit; // XXX context
Object *ob= OBACT;
bArmature *arm= ob->data;
bPoseChannel *pchan, *pchanact;
short nr=0;
int i=0;
/* paranoia checks */
if (ELEM(NULL, ob, ob->pose)) return;
if ((ob==obedit) || (ob->mode & OB_MODE_POSE)==0) return;
pchan= get_active_posechannel(ob);
if (pchan==NULL) return;
pchanact= pchan;
/* if proxy-protected bones selected, some things (such as locks + displays) shouldn't be changable,
* but for constraints (just add local constraints)
*/
if (pose_has_protected_selected(ob, 1, 0)) {
i= BLI_countlist(&(pchanact->constraints)); /* if there are 24 or less, allow for the user to select constraints */
if (i < 25)
nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4|Constraints...%x5");
else
nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4");
}
else {
i= BLI_countlist(&(pchanact->constraints)); /* if there are 24 or less, allow for the user to select constraints */
if (i < 25)
nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4|Constraints...%x5|%l|Transform Locks%x6|IK Limits%x7|Bone Shape%x8");
else
nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4|%l|Transform Locks%x6|IK Limits%x7|Bone Shape%x8");
}
if (nr <= 0)
return;
if (nr != 5) {
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ( (arm->layer & pchan->bone->layer) &&
(pchan->bone->flag & BONE_SELECTED) &&
(pchan != pchanact) )
{
switch (nr) {
case 1: /* Local Location */
VECCOPY(pchan->loc, pchanact->loc);
break;
case 2: /* Local Rotation */
QUATCOPY(pchan->quat, pchanact->quat);
VECCOPY(pchan->eul, pchanact->eul);
break;
case 3: /* Local Size */
VECCOPY(pchan->size, pchanact->size);
break;
case 4: /* All Constraints */
{
ListBase tmp_constraints = {NULL, NULL};
/* copy constraints to tmpbase and apply 'local' tags before
* appending to list of constraints for this channel
*/
copy_constraints(&tmp_constraints, &pchanact->constraints, TRUE);
if ((ob->proxy) && (pchan->bone->layer & arm->layer_protected)) {
bConstraint *con;
/* add proxy-local tags */
for (con= tmp_constraints.first; con; con= con->next)
con->flag |= CONSTRAINT_PROXY_LOCAL;
}
addlisttolist(&pchan->constraints, &tmp_constraints);
/* update flags (need to add here, not just copy) */
pchan->constflag |= pchanact->constflag;
if (ob->pose)
ob->pose->flag |= POSE_RECALC;
}
break;
case 6: /* Transform Locks */
pchan->protectflag = pchanact->protectflag;
break;
case 7: /* IK (DOF) settings */
{
pchan->ikflag = pchanact->ikflag;
VECCOPY(pchan->limitmin, pchanact->limitmin);
VECCOPY(pchan->limitmax, pchanact->limitmax);
VECCOPY(pchan->stiffness, pchanact->stiffness);
pchan->ikstretch= pchanact->ikstretch;
pchan->ikrotweight= pchanact->ikrotweight;
pchan->iklinweight= pchanact->iklinweight;
}
break;
case 8: /* Custom Bone Shape */
pchan->custom = pchanact->custom;
break;
case 9: /* Visual Location */
armature_loc_pose_to_bone(pchan, pchanact->pose_mat[3], pchan->loc);
break;
case 10: /* Visual Rotation */
{
float delta_mat[4][4];
armature_mat_pose_to_bone(pchan, pchanact->pose_mat, delta_mat);
if (pchan->rotmode == ROT_MODE_AXISANGLE) {
float tmp_quat[4];
/* need to convert to quat first (in temp var)... */
mat4_to_quat( tmp_quat,delta_mat);
quat_to_axis_angle( pchan->rotAxis, &pchan->rotAngle,tmp_quat);
}
else if (pchan->rotmode == ROT_MODE_QUAT)
mat4_to_quat( pchan->quat,delta_mat);
else
mat4_to_eulO( pchan->eul, pchan->rotmode,delta_mat);
}
break;
case 11: /* Visual Size */
{
float delta_mat[4][4], size[4];
armature_mat_pose_to_bone(pchan, pchanact->pose_mat, delta_mat);
mat4_to_size( size,delta_mat);
VECCOPY(pchan->size, size);
}
}
}
}
}
else { /* constraints, optional (note: max we can have is 24 constraints) */
bConstraint *con, *con_back;
int const_toggle[24];
ListBase const_copy = {NULL, NULL};
BLI_duplicatelist(&const_copy, &(pchanact->constraints));
/* build the puplist of constraints */
for (con = pchanact->constraints.first, i=0; con; con=con->next, i++){
const_toggle[i]= 1;
// add_numbut(i, TOG|INT, con->name, 0, 0, &(const_toggle[i]), "");
}
// if (!do_clever_numbuts("Select Constraints", i, REDRAW)) {
// BLI_freelistN(&const_copy);
// return;
// }
/* now build a new listbase from the options selected */
for (i=0, con=const_copy.first; con; i++) {
/* if not selected, free/remove it from the list */
if (!const_toggle[i]) {
con_back= con->next;
BLI_freelinkN(&const_copy, con);
con= con_back;
}
else
con= con->next;
}
/* Copy the temo listbase to the selected posebones */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ( (arm->layer & pchan->bone->layer) &&
(pchan->bone->flag & BONE_SELECTED) &&
(pchan!=pchanact) )
{
ListBase tmp_constraints = {NULL, NULL};
/* copy constraints to tmpbase and apply 'local' tags before
* appending to list of constraints for this channel
*/
copy_constraints(&tmp_constraints, &const_copy, TRUE);
if ((ob->proxy) && (pchan->bone->layer & arm->layer_protected)) {
bConstraint *con;
/* add proxy-local tags */
for (con= tmp_constraints.first; con; con= con->next)
con->flag |= CONSTRAINT_PROXY_LOCAL;
}
addlisttolist(&pchan->constraints, &tmp_constraints);
/* update flags (need to add here, not just copy) */
pchan->constflag |= pchanact->constflag;
}
}
BLI_freelistN(&const_copy);
update_pose_constraint_flags(ob->pose); /* we could work out the flags but its simpler to do this */
if (ob->pose)
ob->pose->flag |= POSE_RECALC;
}
DAG_id_flush_update(&ob->id, OB_RECALC_DATA); // and all its relations
BIF_undo_push("Copy Pose Attributes");
}
/* ******************** copy/paste pose ********************** */
/* Global copy/paste buffer for pose - cleared on start/end session + before every copy operation */
static bPose *g_posebuf = NULL;
void free_posebuf(void)
{
if (g_posebuf) {
bPoseChannel *pchan;
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
for (pchan= g_posebuf->chanbase.first; pchan; pchan= pchan->next) {
if(pchan->prop) {
IDP_FreeProperty(pchan->prop);
MEM_freeN(pchan->prop);
}
}
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
/* was copied without constraints */
BLI_freelistN(&g_posebuf->chanbase);
MEM_freeN(g_posebuf);
}
g_posebuf=NULL;
}
/* ---- */
static int pose_copy_exec (bContext *C, wmOperator *op)
{
Object *ob= ED_object_pose_armature(CTX_data_active_object(C));
/* sanity checking */
if ELEM(NULL, ob, ob->pose) {
BKE_report(op->reports, RPT_ERROR, "No Pose to Copy");
return OPERATOR_CANCELLED;
}
/* free existing pose buffer */
free_posebuf();
/* sets chan->flag to POSE_KEY if bone selected, then copy those bones to the buffer */
set_pose_keys(ob);
copy_pose(&g_posebuf, ob->pose, 0);
return OPERATOR_FINISHED;
}
void POSE_OT_copy (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Copy Pose";
ot->idname= "POSE_OT_copy";
ot->description= "Copies the current pose of the selected bones to copy/paste buffer";
/* api callbacks */
ot->exec= pose_copy_exec;
ot->poll= ED_operator_posemode;
/* flag */
ot->flag= OPTYPE_REGISTER;
}
/* ---- */
static int pose_paste_exec (bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
Object *ob= ED_object_pose_armature(CTX_data_active_object(C));
bPoseChannel *chan, *pchan;
int flip= RNA_boolean_get(op->ptr, "flipped");
/* sanity checks */
if ELEM(NULL, ob, ob->pose)
return OPERATOR_CANCELLED;
if (g_posebuf == NULL) {
BKE_report(op->reports, RPT_ERROR, "Copy buffer is empty");
return OPERATOR_CANCELLED;
}
/* Safely merge all of the channels in the buffer pose into any existing pose */
for (chan= g_posebuf->chanbase.first; chan; chan=chan->next) {
if (chan->flag & POSE_KEY) {
/* get the name - if flipping, we must flip this first */
char name[32];
if (flip)
flip_side_name(name, chan->name, 0); /* 0 = don't strip off number extensions */
else
BLI_strncpy(name, chan->name, sizeof(name));
/* only copy when channel exists, poses are not meant to add random channels to anymore */
pchan= get_pose_channel(ob->pose, name);
if (pchan) {
/* only loc rot size
* - only copies transform info for the pose
*/
VECCOPY(pchan->loc, chan->loc);
VECCOPY(pchan->size, chan->size);
pchan->flag= chan->flag;
/* check if rotation modes are compatible (i.e. do they need any conversions) */
if (pchan->rotmode == chan->rotmode) {
/* copy the type of rotation in use */
if (pchan->rotmode > 0) {
VECCOPY(pchan->eul, chan->eul);
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
VECCOPY(pchan->rotAxis, chan->rotAxis);
pchan->rotAngle = chan->rotAngle;
}
else {
QUATCOPY(pchan->quat, chan->quat);
}
}
else if (pchan->rotmode > 0) {
/* quat/axis-angle to euler */
if (chan->rotmode == ROT_MODE_AXISANGLE)
axis_angle_to_eulO( pchan->eul, pchan->rotmode,chan->rotAxis, chan->rotAngle);
else
quat_to_eulO( pchan->eul, pchan->rotmode,chan->quat);
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
/* quat/euler to axis angle */
if (chan->rotmode > 0)
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
eulO_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, chan->eul, chan->rotmode);
else
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
quat_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, chan->quat);
}
else {
/* euler/axis-angle to quat */
if (chan->rotmode > 0)
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
eulO_to_quat(pchan->quat, chan->eul, chan->rotmode);
else
axis_angle_to_quat(pchan->quat, chan->rotAxis, pchan->rotAngle);
}
/* paste flipped pose? */
if (flip) {
pchan->loc[0]*= -1;
/* has to be done as eulers... */
if (pchan->rotmode > 0) {
pchan->eul[1] *= -1;
pchan->eul[2] *= -1;
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
float eul[3];
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
axis_angle_to_eulO(eul, EULER_ORDER_DEFAULT, pchan->rotAxis, pchan->rotAngle);
eul[1]*= -1;
eul[2]*= -1;
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
eulO_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, eul, EULER_ORDER_DEFAULT);
}
else {
float eul[3];
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
quat_to_eul(eul, pchan->quat);
eul[1]*= -1;
eul[2]*= -1;
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
eul_to_quat(pchan->quat, eul);
}
}
/* ID properties
* - only free the existing properties if the channel we're copying from has them
* NOTE: this means that if the pose depends on some pchan property, the pose may not be ok,
* but this is better than loosing all the setting you've painstakingly added...
*/
if (chan->prop) {
/* free the old properties since we want to replace them now */
if (pchan->prop) {
IDP_FreeProperty(pchan->prop);
MEM_freeN(pchan->prop);
pchan->prop= NULL;
}
/* now copy over the new copy of the properties */
pchan->prop= IDP_CopyProperty(chan->prop);
}
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
/* keyframing tagging */
if (autokeyframe_cfra_can_key(scene, &ob->id)) {
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
ListBase dsources = {NULL, NULL};
/* get KeyingSet to use */
KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, "LocRotScale");
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
/* now insert the keyframe(s) using the Keying Set
* 1) add datasource override for the PoseChannel
* 2) insert keyframes
* 3) free the extra info
*/
ANIM_relative_keyingset_add_source(&dsources, &ob->id, &RNA_PoseBone, pchan);
ANIM_apply_keyingset(C, &dsources, NULL, ks, MODIFYKEY_MODE_INSERT, (float)CFRA);
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
BLI_freelistN(&dsources);
/* clear any unkeyed tags */
if (chan->bone)
chan->bone->flag &= ~BONE_UNKEYED;
}
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
else {
/* add unkeyed tags */
if (chan->bone)
chan->bone->flag |= BONE_UNKEYED;
}
}
}
}
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
/* Update event for pose and deformation children */
DAG_id_flush_update(&ob->id, OB_RECALC_DATA);
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_paste (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Paste Pose";
ot->idname= "POSE_OT_paste";
ot->description= "Pastes the stored pose on to the current pose";
/* api callbacks */
ot->exec= pose_paste_exec;
ot->poll= ED_operator_posemode;
/* flag */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
RNA_def_boolean(ot->srna, "flipped", 0, "Flipped on X-Axis", "");
}
/* ********************************************** */
static int pose_group_add_exec (bContext *C, wmOperator *UNUSED(op))
{
ScrArea *sa= CTX_wm_area(C);
Object *ob;
/* since this call may also be used from the buttons window, we need to check for where to get the object */
if (sa->spacetype == SPACE_BUTS)
ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
else
ob= ED_object_pose_armature(CTX_data_active_object(C));
/* only continue if there's an object */
if (ob == NULL)
return OPERATOR_CANCELLED;
/* for now, just call the API function for this */
pose_add_group(ob);
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_group_add (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Bone Group";
ot->idname= "POSE_OT_group_add";
ot->description= "Add a new bone group";
/* api callbacks */
ot->exec= pose_group_add_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int pose_group_remove_exec (bContext *C, wmOperator *UNUSED(op))
{
ScrArea *sa= CTX_wm_area(C);
Object *ob;
/* since this call may also be used from the buttons window, we need to check for where to get the object */
if (sa->spacetype == SPACE_BUTS)
ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
else
ob= ED_object_pose_armature(CTX_data_active_object(C));
/* only continue if there's an object */
if (ob == NULL)
return OPERATOR_CANCELLED;
/* for now, just call the API function for this */
pose_remove_group(ob);
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_group_remove (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Remove Bone Group";
ot->idname= "POSE_OT_group_remove";
ot->description= "Removes the active bone group";
/* api callbacks */
ot->exec= pose_group_remove_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO;
}
/* ------------ */
/* invoke callback which presents a list of bone-groups for the user to choose from */
static int pose_groups_menu_invoke (bContext *C, wmOperator *op, wmEvent *UNUSED(evt))
{
ScrArea *sa= CTX_wm_area(C);
Object *ob;
bPose *pose;
uiPopupMenu *pup;
uiLayout *layout;
bActionGroup *grp;
int i;
/* since this call may also be used from the buttons window, we need to check for where to get the object */
if (sa->spacetype == SPACE_BUTS)
ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
else
ob= ED_object_pose_armature(CTX_data_active_object(C));
/* only continue if there's an object, and a pose there too */
if (ELEM(NULL, ob, ob->pose))
return OPERATOR_CANCELLED;
pose= ob->pose;
/* if there's no active group (or active is invalid), create a new menu to find it */
if (pose->active_group <= 0) {
/* create a new menu, and start populating it with group names */
pup= uiPupMenuBegin(C, op->type->name, 0);
layout= uiPupMenuLayout(pup);
/* special entry - allow to create new group, then use that
* (not to be used for removing though)
*/
if (strstr(op->idname, "assign")) {
uiItemIntO(layout, "New Group", 0, op->idname, "type", 0);
uiItemS(layout);
}
/* add entries for each group */
for (grp= pose->agroups.first, i=1; grp; grp=grp->next, i++)
uiItemIntO(layout, grp->name, 0, op->idname, "type", i);
/* finish building the menu, and process it (should result in calling self again) */
uiPupMenuEnd(C, pup);
return OPERATOR_CANCELLED;
}
else {
/* just use the active group index, and call the exec callback for the calling operator */
RNA_int_set(op->ptr, "type", pose->active_group);
return op->type->exec(C, op);
}
}
/* Assign selected pchans to the bone group that the user selects */
static int pose_group_assign_exec (bContext *C, wmOperator *op)
{
ScrArea *sa= CTX_wm_area(C);
Object *ob;
bArmature *arm;
bPose *pose;
short done= 0;
/* since this call may also be used from the buttons window, we need to check for where to get the object */
if (sa->spacetype == SPACE_BUTS)
ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
else
ob= ED_object_pose_armature(CTX_data_active_object(C));
/* only continue if there's an object, and a pose there too */
if (ELEM(NULL, ob, ob->pose))
return OPERATOR_CANCELLED;
arm= ob->data;
pose= ob->pose;
/* set the active group number to the one from operator props
* - if 0 after this, make a new group...
*/
pose->active_group= RNA_int_get(op->ptr, "type");
if (pose->active_group == 0)
pose_add_group(ob);
/* add selected bones to group then */
CTX_DATA_BEGIN(C, bPoseChannel*, pchan, selected_pose_bones)
{
pchan->agrp_index= pose->active_group;
done= 1;
}
CTX_DATA_END;
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
/* report done status */
if (done)
return OPERATOR_FINISHED;
else
return OPERATOR_CANCELLED;
}
void POSE_OT_group_assign (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Selected to Bone Group";
ot->idname= "POSE_OT_group_assign";
ot->description= "Add selected bones to the chosen bone group";
/* api callbacks */
ot->invoke= pose_groups_menu_invoke;
ot->exec= pose_group_assign_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
RNA_def_int(ot->srna, "type", 0, 0, 10, "Bone Group Index", "", 0, INT_MAX);
}
static int pose_group_unassign_exec (bContext *C, wmOperator *UNUSED(op))
{
ScrArea *sa= CTX_wm_area(C);
Object *ob;
bArmature *arm;
bPose *pose;
short done= 0;
/* since this call may also be used from the buttons window, we need to check for where to get the object */
if (sa->spacetype == SPACE_BUTS)
ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
else
ob= ED_object_pose_armature(CTX_data_active_object(C));
/* only continue if there's an object, and a pose there too */
if (ELEM(NULL, ob, ob->pose))
return OPERATOR_CANCELLED;
pose= ob->pose;
arm= ob->data;
/* find selected bones to remove from all bone groups */
CTX_DATA_BEGIN(C, bPoseChannel*, pchan, selected_pose_bones)
{
if (pchan->agrp_index) {
pchan->agrp_index= 0;
done= 1;
}
}
CTX_DATA_END;
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
/* report done status */
if (done)
return OPERATOR_FINISHED;
else
return OPERATOR_CANCELLED;
}
void POSE_OT_group_unassign (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Remove Selected from Bone Groups";
ot->idname= "POSE_OT_group_unassign";
ot->description= "Remove selected bones from all bone groups";
/* api callbacks */
ot->exec= pose_group_unassign_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO;
}
static void pose_group_select(bContext *C, Object *ob, int select)
{
bPose *pose= ob->pose;
CTX_DATA_BEGIN(C, bPoseChannel*, pchan, visible_pose_bones)
{
if ((pchan->bone->flag & BONE_UNSELECTABLE)==0) {
if (select) {
if (pchan->agrp_index == pose->active_group)
pchan->bone->flag |= BONE_SELECTED;
}
else {
if (pchan->agrp_index == pose->active_group)
pchan->bone->flag &= ~BONE_SELECTED;
}
}
}
CTX_DATA_END;
}
static int pose_group_select_exec (bContext *C, wmOperator *UNUSED(op))
{
ScrArea *sa= CTX_wm_area(C);
Object *ob;
/* since this call may also be used from the buttons window, we need to check for where to get the object */
if (sa->spacetype == SPACE_BUTS)
ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
else
ob= ED_object_pose_armature(CTX_data_active_object(C));
/* only continue if there's an object, and a pose there too */
if (ELEM(NULL, ob, ob->pose))
return OPERATOR_CANCELLED;
pose_group_select(C, ob, 1);
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_group_select (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Select Bones of Bone Group";
ot->idname= "POSE_OT_group_select";
ot->description= "Select bones in active Bone Group";
/* api callbacks */
ot->exec= pose_group_select_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int pose_group_deselect_exec (bContext *C, wmOperator *UNUSED(op))
{
ScrArea *sa= CTX_wm_area(C);
Object *ob;
/* since this call may also be used from the buttons window, we need to check for where to get the object */
if (sa->spacetype == SPACE_BUTS)
ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
else
ob= ED_object_pose_armature(CTX_data_active_object(C));
/* only continue if there's an object, and a pose there too */
if (ELEM(NULL, ob, ob->pose))
return OPERATOR_CANCELLED;
pose_group_select(C, ob, 0);
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_group_deselect (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Deselecte Bone Group";
ot->idname= "POSE_OT_group_deselect";
ot->description= "Deselect bones of active Bone Group";
/* api callbacks */
ot->exec= pose_group_deselect_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO;
}
/* ********************************************** */
static int pose_flip_names_exec (bContext *C, wmOperator *UNUSED(op))
{
Object *ob= ED_object_pose_armature(CTX_data_active_object(C));
bArmature *arm;
/* paranoia checks */
if (ELEM(NULL, ob, ob->pose))
return OPERATOR_CANCELLED;
arm= ob->data;
/* loop through selected bones, auto-naming them */
CTX_DATA_BEGIN(C, bPoseChannel*, pchan, selected_pose_bones)
{
char newname[32];
flip_side_name(newname, pchan->name, TRUE);
ED_armature_bone_rename(arm, pchan->name, newname);
}
CTX_DATA_END;
/* since we renamed stuff... */
DAG_id_flush_update(&ob->id, OB_RECALC_DATA);
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_flip_names (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Flip Names";
ot->idname= "POSE_OT_flip_names";
ot->description= "Flips (and corrects) the names of selected bones";
/* api callbacks */
ot->exec= pose_flip_names_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/* ------------------ */
static int pose_autoside_names_exec (bContext *C, wmOperator *op)
{
Object *ob= ED_object_pose_armature(CTX_data_active_object(C));
bArmature *arm;
char newname[32];
short axis= RNA_enum_get(op->ptr, "axis");
/* paranoia checks */
if (ELEM(NULL, ob, ob->pose))
return OPERATOR_CANCELLED;
arm= ob->data;
/* loop through selected bones, auto-naming them */
CTX_DATA_BEGIN(C, bPoseChannel*, pchan, selected_pose_bones)
{
BLI_strncpy(newname, pchan->name, sizeof(newname));
if(bone_autoside_name(newname, 1, axis, pchan->bone->head[axis], pchan->bone->tail[axis]))
ED_armature_bone_rename(arm, pchan->name, newname);
}
CTX_DATA_END;
/* since we renamed stuff... */
DAG_id_flush_update(&ob->id, OB_RECALC_DATA);
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_autoside_names (wmOperatorType *ot)
{
static EnumPropertyItem axis_items[]= {
{0, "XAXIS", 0, "X-Axis", "Left/Right"},
{1, "YAXIS", 0, "Y-Axis", "Front/Back"},
{2, "ZAXIS", 0, "Z-Axis", "Top/Bottom"},
{0, NULL, 0, NULL, NULL}};
/* identifiers */
ot->name= "AutoName by Axis";
ot->idname= "POSE_OT_autoside_names";
ot->description= "Automatically renames the selected bones according to which side of the target axis they fall on";
/* api callbacks */
ot->invoke= WM_menu_invoke;
ot->exec= pose_autoside_names_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* settings */
ot->prop= RNA_def_enum(ot->srna, "axis", axis_items, 0, "Axis", "Axis tag names with.");
}
/* ********************************************** */
/* context active object, or weightpainted object with armature in posemode */
void pose_activate_flipped_bone(Scene *scene)
{
Object *ob= OBACT;
bArmature *arm= ob->data;
if(ob==NULL) return;
if(ob->mode & OB_MODE_WEIGHT_PAINT) {
ob= modifiers_isDeformedByArmature(ob);
}
if(ob && (ob->mode & OB_MODE_POSE)) {
bPoseChannel *pchanf;
if(arm->act_bone) {
char name[32];
flip_side_name(name, arm->act_bone->name, TRUE);
pchanf= get_pose_channel(ob->pose, name);
if(pchanf && pchanf->bone != arm->act_bone) {
arm->act_bone->flag &= ~BONE_SELECTED;
pchanf->bone->flag |= BONE_SELECTED;
arm->act_bone= pchanf->bone;
/* in weightpaint we select the associated vertex group too */
if(ob->mode & OB_MODE_WEIGHT_PAINT) {
ED_vgroup_select_by_name(OBACT, name);
DAG_id_flush_update(&OBACT->id, OB_RECALC_DATA);
}
// XXX notifiers need to be sent to other editors to update
}
}
}
}
/* ********************************************** */
/* Present a popup to get the layers that should be used */
static int pose_armature_layers_invoke (bContext *C, wmOperator *op, wmEvent *evt)
{
Object *ob= ED_object_pose_armature(CTX_data_active_object(C));
bArmature *arm= (ob)? ob->data : NULL;
PointerRNA ptr;
int layers[32]; /* hardcoded for now - we can only have 32 armature layers, so this should be fine... */
/* sanity checking */
if (arm == NULL)
return OPERATOR_CANCELLED;
/* get RNA pointer to armature data to use that to retrieve the layers as ints to init the operator */
RNA_id_pointer_create((ID *)arm, &ptr);
2010-08-18 07:45:32 +00:00
RNA_boolean_get_array(&ptr, "layers", layers);
RNA_boolean_set_array(op->ptr, "layers", layers);
/* part to sync with other similar operators... */
return WM_operator_props_popup(C, op, evt);
}
/* Set the visible layers for the active armature (edit and pose modes) */
static int pose_armature_layers_exec (bContext *C, wmOperator *op)
{
Object *ob= ED_object_pose_armature(CTX_data_active_object(C));
bArmature *arm= (ob)? ob->data : NULL;
PointerRNA ptr;
int layers[32]; /* hardcoded for now - we can only have 32 armature layers, so this should be fine... */
/* get the values set in the operator properties */
RNA_boolean_get_array(op->ptr, "layers", layers);
/* get pointer for armature, and write data there... */
RNA_id_pointer_create((ID *)arm, &ptr);
2010-08-18 07:45:32 +00:00
RNA_boolean_set_array(&ptr, "layers", layers);
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_armature_layers (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Change Armature Layers";
ot->idname= "POSE_OT_armature_layers";
ot->description= "Change the visible armature layers";
/* callbacks */
ot->invoke= pose_armature_layers_invoke;
ot->exec= pose_armature_layers_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
RNA_def_boolean_layer_member(ot->srna, "layers", 32, NULL, "Layer", "Armature layers to make visible");
}
void ARMATURE_OT_armature_layers (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Change Armature Layers";
ot->idname= "ARMATURE_OT_armature_layers";
ot->description= "Change the visible armature layers";
/* callbacks */
ot->invoke= pose_armature_layers_invoke;
ot->exec= pose_armature_layers_exec;
ot->poll= ED_operator_editarmature;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
RNA_def_boolean_layer_member(ot->srna, "layers", 32, NULL, "Layer", "Armature layers to make visible");
}
/* ------------------- */
/* Present a popup to get the layers that should be used */
static int pose_bone_layers_invoke (bContext *C, wmOperator *op, wmEvent *evt)
{
int layers[32]; /* hardcoded for now - we can only have 32 armature layers, so this should be fine... */
/* get layers that are active already */
memset(&layers, 0, sizeof(layers)); /* set all layers to be off by default */
CTX_DATA_BEGIN(C, bPoseChannel *, pchan, selected_pose_bones)
{
short bit;
/* loop over the bits for this pchan's layers, adding layers where they're needed */
for (bit= 0; bit < 32; bit++) {
if (pchan->bone->layer & (1<<bit))
layers[bit]= 1;
}
}
CTX_DATA_END;
/* copy layers to operator */
RNA_boolean_set_array(op->ptr, "layers", layers);
/* part to sync with other similar operators... */
return WM_operator_props_popup(C, op, evt);
}
/* Set the visible layers for the active armature (edit and pose modes) */
static int pose_bone_layers_exec (bContext *C, wmOperator *op)
{
Object *ob= ED_object_pose_armature(CTX_data_active_object(C));
bArmature *arm= (ob)? ob->data : NULL;
PointerRNA ptr;
int layers[32]; /* hardcoded for now - we can only have 32 armature layers, so this should be fine... */
/* get the values set in the operator properties */
RNA_boolean_get_array(op->ptr, "layers", layers);
/* set layers of pchans based on the values set in the operator props */
CTX_DATA_BEGIN(C, bPoseChannel *, pchan, selected_pose_bones)
{
/* get pointer for pchan, and write flags this way */
RNA_pointer_create((ID *)arm, &RNA_Bone, pchan->bone, &ptr);
2010-08-18 07:45:32 +00:00
RNA_boolean_set_array(&ptr, "layers", layers);
}
CTX_DATA_END;
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_bone_layers (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Change Bone Layers";
ot->idname= "POSE_OT_bone_layers";
ot->description= "Change the layers that the selected bones belong to";
/* callbacks */
ot->invoke= pose_bone_layers_invoke;
ot->exec= pose_bone_layers_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
RNA_def_boolean_layer_member(ot->srna, "layers", 32, NULL, "Layer", "Armature layers that bone belongs to");
}
/* ------------------- */
/* Present a popup to get the layers that should be used */
static int armature_bone_layers_invoke (bContext *C, wmOperator *op, wmEvent *evt)
{
int layers[32]; /* hardcoded for now - we can only have 32 armature layers, so this should be fine... */
/* get layers that are active already */
memset(&layers, 0, sizeof(layers)); /* set all layers to be off by default */
CTX_DATA_BEGIN(C, EditBone *, ebone, selected_editable_bones)
{
short bit;
/* loop over the bits for this pchan's layers, adding layers where they're needed */
for (bit= 0; bit < 32; bit++) {
if (ebone->layer & (1<<bit))
layers[bit]= 1;
}
}
CTX_DATA_END;
/* copy layers to operator */
RNA_boolean_set_array(op->ptr, "layers", layers);
/* part to sync with other similar operators... */
return WM_operator_props_popup(C, op, evt);
}
/* Set the visible layers for the active armature (edit and pose modes) */
static int armature_bone_layers_exec (bContext *C, wmOperator *op)
{
Object *ob= CTX_data_edit_object(C);
bArmature *arm= (ob)? ob->data : NULL;
PointerRNA ptr;
int layers[32]; /* hardcoded for now - we can only have 32 armature layers, so this should be fine... */
/* get the values set in the operator properties */
RNA_boolean_get_array(op->ptr, "layers", layers);
/* set layers of pchans based on the values set in the operator props */
CTX_DATA_BEGIN(C, EditBone *, ebone, selected_editable_bones)
{
/* get pointer for pchan, and write flags this way */
RNA_pointer_create((ID *)arm, &RNA_EditBone, ebone, &ptr);
2010-08-18 07:45:32 +00:00
RNA_boolean_set_array(&ptr, "layers", layers);
}
CTX_DATA_END;
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
return OPERATOR_FINISHED;
}
void ARMATURE_OT_bone_layers (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Change Bone Layers";
ot->idname= "ARMATURE_OT_bone_layers";
ot->description= "Change the layers that the selected bones belong to";
/* callbacks */
ot->invoke= armature_bone_layers_invoke;
ot->exec= armature_bone_layers_exec;
ot->poll= ED_operator_editarmature;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
RNA_def_boolean_layer_member(ot->srna, "layers", 32, NULL, "Layer", "Armature layers that bone belongs to");
}
/* ********************************************** */
static int pose_flip_quats_exec (bContext *C, wmOperator *UNUSED(op))
{
Scene *scene= CTX_data_scene(C);
Object *ob= ED_object_pose_armature(CTX_data_active_object(C));
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
KeyingSet *ks = ANIM_builtin_keyingset_get_named(NULL, "LocRotScale");
/* loop through all selected pchans, flipping and keying (as needed) */
CTX_DATA_BEGIN(C, bPoseChannel*, pchan, selected_pose_bones)
{
/* only if bone is using quaternion rotation */
if (pchan->rotmode == ROT_MODE_QUAT) {
/* quaternions have 720 degree range */
pchan->quat[0]= -pchan->quat[0];
pchan->quat[1]= -pchan->quat[1];
pchan->quat[2]= -pchan->quat[2];
pchan->quat[3]= -pchan->quat[3];
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
/* tagging */
if (autokeyframe_cfra_can_key(scene, &ob->id)) {
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
ListBase dsources = {NULL, NULL};
== Massive Keying Sets Recode == After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
/* now insert the keyframe(s) using the Keying Set
* 1) add datasource override for the PoseChannel
* 2) insert keyframes
* 3) free the extra info
*/
ANIM_relative_keyingset_add_source(&dsources, &ob->id, &RNA_PoseBone, pchan);
ANIM_apply_keyingset(C, &dsources, NULL, ks, MODIFYKEY_MODE_INSERT, (float)CFRA);
BLI_freelistN(&dsources);
/* clear any unkeyed tags */
if (pchan->bone)
pchan->bone->flag &= ~BONE_UNKEYED;
}
else {
/* add unkeyed tags */
if (pchan->bone)
pchan->bone->flag |= BONE_UNKEYED;
}
}
}
CTX_DATA_END;
/* notifiers and updates */
DAG_id_flush_update(&ob->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_TRANSFORM, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_quaternions_flip (wmOperatorType *ot)
{
/* identifiers */
ot->name = "Flip Quats";
ot->idname= "POSE_OT_quaternions_flip";
ot->description= "Flip quaternion values to achieve desired rotations, while maintaining the same orientations";
/* callbacks */
ot->exec= pose_flip_quats_exec;
ot->poll= ED_operator_posemode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/* ********************************************** */
/* context: active channel */
void pose_special_editmenu(Scene *scene)
{
#if 0
Object *obedit= scene->obedit; // XXX context
Object *ob= OBACT;
short nr;
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==obedit || (ob->mode & OB_MODE_POSE)==0) return;
nr= pupmenu("Specials%t|Select Constraint Target%x1|Flip Left-Right Names%x2|Calculate Paths%x3|Clear Paths%x4|Clear User Transform %x5|Relax Pose %x6|%l|AutoName Left-Right%x7|AutoName Front-Back%x8|AutoName Top-Bottom%x9");
if(nr==1) {
pose_select_constraint_target(scene);
}
else if(nr==2) {
pose_flip_names();
}
else if(nr==3) {
pose_calculate_path(C, ob);
}
else if(nr==4) {
pose_clear_paths(ob);
}
else if(nr==5) {
pose_clear_user_transforms(scene, ob);
}
else if(nr==6) {
pose_relax();
}
else if(ELEM3(nr, 7, 8, 9)) {
pose_autoside_names(nr-7);
}
#endif
}
/* Restore selected pose-bones to 'action'-defined pose */
void pose_clear_user_transforms(Scene *scene, Object *ob)
{
bArmature *arm= ob->data;
bPoseChannel *pchan;
if (ob->pose == NULL)
return;
/* if the object has an action, restore pose to the pose defined by the action by clearing pose on selected bones */
if (ob->action) {
/* find selected bones */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if (pchan->bone && (pchan->bone->flag & BONE_SELECTED) && (pchan->bone->layer & arm->layer)) {
/* just clear the BONE_UNKEYED flag, allowing this bone to get overwritten by actions again */
pchan->bone->flag &= ~BONE_UNKEYED;
}
}
/* clear pose locking flag
* - this will only clear the user-defined pose in the selected bones, where BONE_UNKEYED has been cleared
*/
ob->pose->flag |= POSE_DO_UNLOCK;
}
else {
/* no action, so restore entire pose to rest pose (cannot restore only selected bones) */
rest_pose(ob->pose);
}
DAG_id_flush_update(&ob->id, OB_RECALC_DATA);
BIF_undo_push("Clear User Transform");
}