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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,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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.
*
* ***** 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_arithb.h"
#include "BLI_blenlib.h"
#include "BLI_dynstr.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "DNA_userdef_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_blender.h"
#include "BKE_constraint.h"
#include "BKE_deform.h"
#include "BKE_depsgraph.h"
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_utildefines.h"
#include "BKE_ipo.h"
#include "BIF_transform.h" /* for autokey TFM_TRANSLATION, etc */
#include "BIF_gl.h"
#include "ED_armature.h"
#include "ED_keyframing.h"
#include "ED_object.h"
#include "ED_view3d.h"
#include "armature_intern.h"
/* ************* XXX *************** */
static int movetolayer_short_buts() {return 1;}
static int okee() {return 0;}
static int pupmenu() {return 0;}
static void waitcursor() {};
static void error() {};
static void BIF_undo_push() {}
static void countall() {}
static void add_constraint() {}
static void vertexgroup_select_by_name() {}
static int screen_view3d_layers() {return 0;}
static void select_actionchannel_by_name() {}
static int autokeyframe_cfra_can_key() {return 0;}
static void autokeyframe_pose_cb_func() {}
/* ************* XXX *************** */
void enter_posemode(Scene *scene)
{
Object *obedit= scene->obedit; // XXX context
Base *base;
Object *ob;
if(scene->id.lib) return;
base= BASACT;
if(base==NULL) return;
ob= base->object;
if (ob->id.lib){
error ("Can't pose libdata");
return;
}
switch (ob->type){
case OB_ARMATURE:
ob->flag |= OB_POSEMODE;
base->flag= ob->flag;
break;
default:
return;
}
if (obedit) {
ED_armature_from_edit(scene, obedit);
ED_armature_edit_free(obedit);
}
G.f &= ~(G_VERTEXPAINT | G_TEXTUREPAINT | G_WEIGHTPAINT | G_SCULPTMODE);
}
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;
}
}
}
}
void exit_posemode(Scene *scene)
{
Object *ob= OBACT;
Base *base= BASACT;
if(ob==NULL) return;
ob->flag &= ~OB_POSEMODE;
base->flag= ob->flag;
countall();
}
/* 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->flag & BONE_ACTIVE));
else if (pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED))
break;
}
}
}
if (pchan) {
if (warn) error("Cannot change Proxy protected bones");
return 1;
}
}
return 0;
}
/* only for real IK, not for auto-IK */
int pose_channel_in_IK_chain(Object *ob, bPoseChannel *pchan)
{
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->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))
return 1;
}
return 0;
}
/* ********************************************** */
/* 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
*/
void pose_calculate_path(Scene *scene, Object *ob)
{
bArmature *arm;
bPoseChannel *pchan;
Base *base;
float *fp;
int cfra;
int sfra, efra;
if (ob==NULL || ob->pose==NULL)
return;
arm= ob->data;
/* version patch for older files here (do_versions patch too complicated) */
if ((arm->pathsf == 0) || (arm->pathef == 0)) {
arm->pathsf = SFRA;
arm->pathef = EFRA;
}
if (arm->pathsize == 0) {
arm->pathsize = 1;
}
/* set frame values */
cfra= CFRA;
sfra = arm->pathsf;
efra = arm->pathef;
if (efra <= sfra) {
error("Can't calculate paths when pathlen <= 0");
return;
}
waitcursor(1);
/* hack: for unsaved files, set OB_RECALC so that paths can get calculated */
if ((ob->recalc & OB_RECALC)==0) {
ob->recalc |= OB_RECALC;
DAG_object_update_flags(scene, ob, screen_view3d_layers());
}
else
DAG_object_update_flags(scene, ob, screen_view3d_layers());
/* malloc the path blocks */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) {
if (arm->layer & pchan->bone->layer) {
pchan->pathlen= efra-sfra+1;
pchan->pathsf= sfra;
pchan->pathef= efra+1;
if (pchan->path)
MEM_freeN(pchan->path);
pchan->path= MEM_callocN(3*pchan->pathlen*sizeof(float), "pchan path");
}
}
}
for (CFRA=sfra; CFRA<=efra; CFRA++) {
/* do all updates */
for (base= FIRSTBASE; base; base= base->next) {
if (base->object->recalc) {
int temp= base->object->recalc;
object_handle_update(scene, base->object);
base->object->recalc= temp;
}
}
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) {
if (arm->layer & pchan->bone->layer) {
if (pchan->path) {
fp= pchan->path+3*(CFRA-sfra);
if (arm->pathflag & ARM_PATH_HEADS) {
VECCOPY(fp, pchan->pose_head);
}
else {
VECCOPY(fp, pchan->pose_tail);
}
Mat4MulVecfl(ob->obmat, fp);
}
}
}
}
}
waitcursor(0);
CFRA= cfra;
}
/* For the object with pose/action: update paths for those that have got them
* This should selectively update paths that exist...
*/
void pose_recalculate_paths(Scene *scene, Object *ob)
{
bArmature *arm;
bPoseChannel *pchan;
Base *base;
float *fp;
int cfra;
int sfra, efra;
if (ob==NULL || ob->pose==NULL)
return;
arm= ob->data;
/* set frame values */
cfra = CFRA;
sfra = efra = cfra;
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
if (pchan->path) {
/* if the pathsf and pathef aren't initialised, abort! */
if (ELEM(0, pchan->pathsf, pchan->pathef))
return;
/* try to increase area to do (only as much as needed) */
sfra= MIN2(sfra, pchan->pathsf);
efra= MAX2(efra, pchan->pathef);
}
}
}
if (efra <= sfra) return;
waitcursor(1);
/* hack: for unsaved files, set OB_RECALC so that paths can get calculated */
if ((ob->recalc & OB_RECALC)==0) {
ob->recalc |= OB_RECALC;
DAG_object_update_flags(scene, ob, screen_view3d_layers());
}
else
DAG_object_update_flags(scene, ob, screen_view3d_layers());
for (CFRA=sfra; CFRA<=efra; CFRA++) {
/* do all updates */
for (base= FIRSTBASE; base; base= base->next) {
if (base->object->recalc) {
int temp= base->object->recalc;
object_handle_update(scene, base->object);
base->object->recalc= temp;
}
}
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
if (pchan->path) {
/* only update if:
* - in range of this pchan's existing path
* - ... insert evil filtering/optimising conditions here...
*/
if (IN_RANGE(CFRA, pchan->pathsf, pchan->pathef)) {
fp= pchan->path+3*(CFRA-sfra);
if (arm->pathflag & ARM_PATH_HEADS) {
VECCOPY(fp, pchan->pose_head);
}
else {
VECCOPY(fp, pchan->pose_tail);
}
Mat4MulVecfl(ob->obmat, fp);
}
}
}
}
}
waitcursor(0);
CFRA= cfra;
ob->pose->flag &= ~POSE_RECALCPATHS;
}
/* for the object with pose/action: clear path curves for selected bones only */
void pose_clear_paths(Object *ob)
{
bPoseChannel *pchan;
if (ob==NULL || ob->pose==NULL)
return;
/* free the path blocks */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) {
if (pchan->path) {
MEM_freeN(pchan->path);
pchan->path= NULL;
}
}
}
}
void pose_select_constraint_target(Scene *scene)
{
Object *obedit= scene->obedit; // XXX context
Object *ob= OBACT;
bArmature *arm= ob->data;
bPoseChannel *pchan;
bConstraint *con;
/* paranoia checks */
if (!ob && !ob->pose) return;
if (ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if (arm->layer & pchan->bone->layer) {
if (pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
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_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
}
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(con, &targets, 1);
}
}
}
}
}
BIF_undo_push("Select constraint target");
}
void pose_select_hierarchy(Scene *scene, short direction, short add_to_sel)
{
Object *obedit= scene->obedit; // XXX context
Object *ob= OBACT;
bArmature *arm= ob->data;
bPoseChannel *pchan;
Bone *curbone, *pabone, *chbone;
/* paranoia checks */
if (!ob && !ob->pose) return;
if (ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
curbone= pchan->bone;
if (arm->layer & curbone->layer) {
if (curbone->flag & (BONE_ACTIVE)) {
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;
curbone->flag &= ~BONE_ACTIVE;
pabone->flag |= (BONE_ACTIVE|BONE_SELECTED);
select_actionchannel_by_name (ob->action, pchan->name, 0);
select_actionchannel_by_name (ob->action, pchan->parent->name, 1);
break;
}
} else { // 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;
curbone->flag &= ~BONE_ACTIVE;
chbone->flag |= (BONE_ACTIVE|BONE_SELECTED);
select_actionchannel_by_name (ob->action, pchan->name, 0);
select_actionchannel_by_name (ob->action, pchan->child->name, 1);
break;
}
}
}
}
}
if (direction==BONE_SELECT_PARENT)
BIF_undo_push("Select pose bone parent");
if (direction==BONE_SELECT_CHILD)
BIF_undo_push("Select pose bone child");
}
void pose_add_IK(Scene *scene)
{
Object *obedit= scene->obedit; // XXX context
Object *ob= OBACT;
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
add_constraint(1); /* 1 means only IK */
}
/* context: all selected channels */
void pose_clear_IK(Scene *scene)
{
Object *obedit= scene->obedit; // XXX context
Object *ob= OBACT;
bArmature *arm= ob->data;
bPoseChannel *pchan;
bConstraint *con;
bConstraint *next;
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
if(pose_has_protected_selected(ob, 0, 1))
return;
if(okee("Remove IK constraint(s)")==0) return;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if(arm->layer & pchan->bone->layer) {
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
for(con= pchan->constraints.first; con; con= next) {
next= con->next;
if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
BLI_remlink(&pchan->constraints, con);
free_constraint_data(con);
MEM_freeN(con);
}
}
pchan->constflag &= ~(PCHAN_HAS_IK|PCHAN_HAS_TARGET);
}
}
}
DAG_object_flush_update(scene, ob, OB_RECALC_DATA); // and all its relations
BIF_undo_push("Remove IK constraint(s)");
}
void pose_clear_constraints(Scene *scene)
{
Object *obedit= scene->obedit; // XXX context
Object *ob= OBACT;
bArmature *arm= ob->data;
bPoseChannel *pchan;
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
if(pose_has_protected_selected(ob, 0, 1))
return;
if(okee("Remove Constraints")==0) return;
/* find active */
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if(arm->layer & pchan->bone->layer) {
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
free_constraints(&pchan->constraints);
pchan->constflag= 0;
}
}
}
DAG_object_flush_update(scene, ob, OB_RECALC_DATA); // and all its relations
BIF_undo_push("Remove Constraint(s)");
}
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->flag & OB_POSEMODE)==0) return;
/* find active */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if (pchan->bone->flag & BONE_ACTIVE)
break;
}
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);
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);
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;
}
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], quat[4];
armature_mat_pose_to_bone(pchan, pchanact->pose_mat, delta_mat);
Mat4ToQuat(delta_mat, quat);
QUATCOPY(pchan->quat, quat);
}
break;
case 11: /* Visual Size */
{
float delta_mat[4][4], size[4];
armature_mat_pose_to_bone(pchan, pchanact->pose_mat, delta_mat);
Mat4ToSize(delta_mat, size);
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);
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_object_flush_update(scene, ob, OB_RECALC_DATA); // and all its relations
BIF_undo_push("Copy Pose Attributes");
}
/* ******************** copy/paste pose ********************** */
static bPose *g_posebuf=NULL;
void free_posebuf(void)
{
if (g_posebuf) {
// was copied without constraints
BLI_freelistN (&g_posebuf->chanbase);
MEM_freeN (g_posebuf);
}
g_posebuf=NULL;
}
void copy_posebuf (Scene *scene)
{
Object *ob= OBACT;
if (!ob || !ob->pose){
error ("No Pose");
return;
}
free_posebuf();
set_pose_keys(ob); // sets chan->flag to POSE_KEY if bone selected
copy_pose(&g_posebuf, ob->pose, 0);
}
void paste_posebuf (Scene *scene, int flip)
{
Object *ob= OBACT;
bPoseChannel *chan, *pchan;
float eul[4];
char name[32];
if (!ob || !ob->pose)
return;
if (!g_posebuf){
error ("Copy buffer is empty");
return;
}
/*
// disabled until protected bones in proxies follow the rules everywhere else!
if(pose_has_protected_selected(ob, 1, 1))
return;
*/
/* Safely merge all of the channels in this pose into
any existing pose */
for (chan=g_posebuf->chanbase.first; chan; chan=chan->next) {
if (chan->flag & POSE_KEY) {
BLI_strncpy(name, chan->name, sizeof(name));
if (flip)
bone_flip_name (name, 0); // 0 = don't strip off number extensions
/* 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);
QUATCOPY(pchan->quat, chan->quat);
pchan->flag= chan->flag;
if (flip) {
pchan->loc[0]*= -1;
QuatToEul(pchan->quat, eul);
eul[1]*= -1;
eul[2]*= -1;
EulToQuat(eul, pchan->quat);
}
if (autokeyframe_cfra_can_key(ob)) {
ID *id= &ob->id;
/* Set keys on pose */
if (chan->flag & POSE_ROT) {
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_X, 0);
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_Y, 0);
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_Z, 0);
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_W, 0);
}
if (chan->flag & POSE_SIZE) {
insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_X, 0);
insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_Y, 0);
insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_Z, 0);
}
if (chan->flag & POSE_LOC) {
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_X, 0);
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_Y, 0);
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_Z, 0);
}
/* clear any unkeyed tags */
if (chan->bone)
chan->bone->flag &= ~BONE_UNKEYED;
}
else {
/* add unkeyed tags */
if (chan->bone)
chan->bone->flag |= BONE_UNKEYED;
}
}
}
}
/* Update event for pose and deformation children */
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
if (IS_AUTOKEY_ON) {
// XXX remake_action_ipos(ob->action);
}
else {
/* need to trick depgraph, action is not allowed to execute on pose */
where_is_pose(scene, ob);
ob->recalc= 0;
}
BIF_undo_push("Paste Action Pose");
}
/* ********************************************** */
/* context weightpaint and deformer in posemode */
void pose_adds_vgroups(Scene *scene, Object *meshobj, int heatweights)
{
// XXX extern VPaint Gwp; /* from vpaint */
Object *poseobj= modifiers_isDeformedByArmature(meshobj);
if(poseobj==NULL || (poseobj->flag & OB_POSEMODE)==0) {
error("The active object must have a deforming armature in pose mode");
return;
}
// XXX add_verts_to_dgroups(meshobj, poseobj, heatweights, (Gwp.flag & VP_MIRROR_X));
if(heatweights)
BIF_undo_push("Apply Bone Heat Weights to Vertex Groups");
else
BIF_undo_push("Apply Bone Envelopes to Vertex Groups");
// and all its relations
DAG_object_flush_update(scene, meshobj, OB_RECALC_DATA);
}
/* ********************************************** */
/* adds a new pose-group */
void pose_add_posegroup (Scene *scene)
{
Object *ob= OBACT;
bPose *pose= (ob) ? ob->pose : NULL;
bActionGroup *grp;
if (ELEM(NULL, ob, ob->pose))
return;
grp= MEM_callocN(sizeof(bActionGroup), "PoseGroup");
strcpy(grp->name, "Group");
BLI_addtail(&pose->agroups, grp);
BLI_uniquename(&pose->agroups, grp, "Group", offsetof(bActionGroup, name), 32);
pose->active_group= BLI_countlist(&pose->agroups);
BIF_undo_push("Add Bone Group");
}
/* Remove the active bone-group */
void pose_remove_posegroup (Scene *scene)
{
Object *ob= OBACT;
bPose *pose= (ob) ? ob->pose : NULL;
bActionGroup *grp = NULL;
bPoseChannel *pchan;
/* sanity checks */
if (ELEM(NULL, ob, pose))
return;
if (pose->active_group <= 0)
return;
/* get group to remove */
grp= BLI_findlink(&pose->agroups, pose->active_group-1);
if (grp) {
/* adjust group references (the trouble of using indices!):
* - firstly, make sure nothing references it
* - also, make sure that those after this item get corrected
*/
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
if (pchan->agrp_index == pose->active_group)
pchan->agrp_index= 0;
else if (pchan->agrp_index > pose->active_group)
pchan->agrp_index--;
}
/* now, remove it from the pose */
BLI_freelinkN(&pose->agroups, grp);
pose->active_group= 0;
BIF_undo_push("Remove Bone Group");
}
}
char *build_posegroups_menustr (bPose *pose, short for_pupmenu)
{
DynStr *pupds= BLI_dynstr_new();
bActionGroup *grp;
char *str;
char buf[16];
int i;
/* add title first (and the "none" entry) */
BLI_dynstr_append(pupds, "Bone Group%t|");
if (for_pupmenu)
BLI_dynstr_append(pupds, "Add New%x0|");
else
BLI_dynstr_append(pupds, "BG: [None]%x0|");
/* loop through groups, adding them */
for (grp= pose->agroups.first, i=1; grp; grp=grp->next, i++) {
if (for_pupmenu == 0)
BLI_dynstr_append(pupds, "BG: ");
BLI_dynstr_append(pupds, grp->name);
sprintf(buf, "%%x%d", i);
BLI_dynstr_append(pupds, buf);
if (grp->next)
BLI_dynstr_append(pupds, "|");
}
/* convert to normal MEM_malloc'd string */
str= BLI_dynstr_get_cstring(pupds);
BLI_dynstr_free(pupds);
return str;
}
/* Assign selected pchans to the bone group that the user selects */
void pose_assign_to_posegroup (Scene *scene, short active)
{
Object *ob= OBACT;
bArmature *arm= (ob) ? ob->data : NULL;
bPose *pose= (ob) ? ob->pose : NULL;
bPoseChannel *pchan;
char *menustr;
int nr;
short done= 0;
/* sanity checks */
if (ELEM3(NULL, ob, pose, arm))
return;
/* get group to affect */
if ((active==0) || (pose->active_group <= 0)) {
menustr= build_posegroups_menustr(pose, 1);
nr= 0; // XXX pupmenu_col(menustr, 20);
MEM_freeN(menustr);
if (nr < 0)
return;
else if (nr == 0) {
/* add new - note: this does an undo push and sets active group */
pose_add_posegroup(scene);
}
else
pose->active_group= nr;
}
/* add selected bones to group then */
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone->flag & BONE_SELECTED) && (pchan->bone->layer & arm->layer)) {
pchan->agrp_index= pose->active_group;
done= 1;
}
}
if (done)
BIF_undo_push("Add Bones To Group");
}
/* Remove selected pchans from their bone groups */
void pose_remove_from_posegroups (Scene *scene)
{
Object *ob= OBACT;
bArmature *arm= (ob) ? ob->data : NULL;
bPose *pose= (ob) ? ob->pose : NULL;
bPoseChannel *pchan;
short done= 0;
/* sanity checks */
if (ELEM3(NULL, ob, pose, arm))
return;
/* remove selected bones from their groups */
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone->flag & BONE_SELECTED) && (pchan->bone->layer & arm->layer)) {
if (pchan->agrp_index) {
pchan->agrp_index= 0;
done= 1;
}
}
}
if (done)
BIF_undo_push("Remove Bones From Groups");
}
/* Ctrl-G in 3D-View while in PoseMode */
void pgroup_operation_with_menu (Scene *scene)
{
Object *ob= OBACT;
bArmature *arm= (ob) ? ob->data : NULL;
bPose *pose= (ob) ? ob->pose : NULL;
bPoseChannel *pchan= NULL;
int mode;
/* sanity checks */
if (ELEM3(NULL, ob, pose, arm))
return;
/* check that something is selected */
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone->flag & BONE_SELECTED) && (pchan->bone->layer & arm->layer))
break;
}
if (pchan == NULL)
return;
/* get mode of action */
if (pchan)
mode= pupmenu("Bone Groups%t|Add Selected to Active Group%x1|Add Selected to Group%x2|%|Remove Selected From Groups%x3|Remove Active Group%x4");
else
mode= pupmenu("Bone Groups%t|Add New Group%x5|Remove Active Group%x4");
/* handle mode */
switch (mode) {
case 1:
pose_assign_to_posegroup(scene, 1);
break;
case 2:
pose_assign_to_posegroup(scene, 0);
break;
case 5:
pose_add_posegroup(scene);
break;
case 3:
pose_remove_from_posegroups(scene);
break;
case 4:
pose_remove_posegroup(scene);
break;
}
}
/* ********************************************** */
static short pose_select_same_group (Object *ob)
{
bPose *pose= (ob)? ob->pose : NULL;
bArmature *arm= (ob)? ob->data : NULL;
bPoseChannel *pchan, *chan;
short changed= 0;
if (ELEM3(NULL, ob, pose, arm))
return 0;
/* loop in loop... bad and slow! */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if (arm->layer & pchan->bone->layer) {
if (pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
/* only if group matches (and is not selected or current bone) */
for (chan= ob->pose->chanbase.first; chan; chan= chan->next) {
if (arm->layer & chan->bone->layer) {
if (pchan->agrp_index == chan->agrp_index) {
chan->bone->flag |= BONE_SELECTED;
changed= 1;
}
}
}
}
}
}
return changed;
}
static short pose_select_same_layer (Object *ob)
{
bPose *pose= (ob)? ob->pose : NULL;
bArmature *arm= (ob)? ob->data : NULL;
bPoseChannel *pchan;
short layers= 0, changed= 0;
if (ELEM3(NULL, ob, pose, arm))
return 0;
/* figure out what bones are selected */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if (arm->layer & pchan->bone->layer) {
if (pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
layers |= pchan->bone->layer;
}
}
}
if (layers == 0)
return 0;
/* select bones that are on same layers as layers flag */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if (arm->layer & pchan->bone->layer) {
if (layers & pchan->bone->layer) {
pchan->bone->flag |= BONE_SELECTED;
changed= 1;
}
}
}
return changed;
}
void pose_select_grouped (Scene *scene, short nr)
{
short changed = 0;
if (nr == 1) changed= pose_select_same_group(OBACT);
else if (nr == 2) changed= pose_select_same_layer(OBACT);
if (changed) {
countall();
BIF_undo_push("Select Grouped");
}
}
/* Shift-G in 3D-View while in PoseMode */
void pose_select_grouped_menu (Scene *scene)
{
short nr;
/* here we go */
nr= pupmenu("Select Grouped%t|In Same Group%x1|In Same Layer%x2");
pose_select_grouped(scene, nr);
}
/* ********************************************** */
/* context active object */
void pose_flip_names(Scene *scene)
{
Object *obedit= scene->obedit; // XXX context
Object *ob= OBACT;
bArmature *arm= ob->data;
bPoseChannel *pchan;
char newname[32];
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
if(pose_has_protected_selected(ob, 0, 1))
return;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if(arm->layer & pchan->bone->layer) {
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
BLI_strncpy(newname, pchan->name, sizeof(newname));
bone_flip_name(newname, 1); // 1 = do strip off number extensions
armature_bone_rename(ob, pchan->name, newname);
}
}
}
BIF_undo_push("Flip names");
}
/* context active object */
void pose_autoside_names(Scene *scene, short axis)
{
Object *obedit= scene->obedit; // XXX context
Object *ob= OBACT;
bArmature *arm= ob->data;
bPoseChannel *pchan;
char newname[32];
/* paranoia checks */
if (ELEM(NULL, ob, ob->pose)) return;
if (ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
if (pose_has_protected_selected(ob, 0, 1))
return;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if(arm->layer & pchan->bone->layer) {
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
BLI_strncpy(newname, pchan->name, sizeof(newname));
bone_autoside_name(newname, 1, axis, pchan->bone->head[axis], pchan->bone->tail[axis]);
armature_bone_rename(ob, pchan->name, newname);
}
}
}
BIF_undo_push("Flip names");
}
/* 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(G.f & G_WEIGHTPAINT) {
ob= modifiers_isDeformedByArmature(ob);
}
if(ob && (ob->flag & OB_POSEMODE)) {
bPoseChannel *pchan, *pchanf;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if(arm->layer & pchan->bone->layer) {
if(pchan->bone->flag & BONE_ACTIVE)
break;
}
}
if(pchan) {
char name[32];
BLI_strncpy(name, pchan->name, 32);
bone_flip_name(name, 1); // 0 = do not strip off number extensions
pchanf= get_pose_channel(ob->pose, name);
if(pchanf && pchanf!=pchan) {
pchan->bone->flag &= ~(BONE_SELECTED|BONE_ACTIVE);
pchanf->bone->flag |= (BONE_SELECTED|BONE_ACTIVE);
/* in weightpaint we select the associated vertex group too */
if(G.f & G_WEIGHTPAINT) {
vertexgroup_select_by_name(OBACT, name);
DAG_object_flush_update(scene, OBACT, OB_RECALC_DATA);
}
select_actionchannel_by_name(ob->action, name, 1);
}
}
}
}
/* This function pops up the move-to-layer popup widgets when the user
* presses either SHIFT-MKEY or MKEY in PoseMode OR EditMode (for Armatures)
*/
void pose_movetolayer(Scene *scene)
{
Object *obedit= scene->obedit; // XXX context
Object *ob= OBACT;
bArmature *arm;
short lay= 0;
short shift= 0; // XXX
if (ob==NULL) return;
arm= ob->data;
if (shift) {
/* armature layers */
lay= arm->layer;
if ( movetolayer_short_buts(&lay, "Armature Layers")==0 ) return;
if (lay==0) return;
arm->layer= lay;
if(ob->pose)
ob->pose->proxy_layer= lay;
}
else if (obedit) {
/* the check for editbone layer moving needs to occur before posemode one to work */
EditBone *ebo;
EditBone *flipBone;
for (ebo= arm->edbo->first; ebo; ebo= ebo->next) {
if (arm->layer & ebo->layer) {
if (ebo->flag & BONE_SELECTED)
lay |= ebo->layer;
}
}
if (lay==0) return;
if ( movetolayer_short_buts(&lay, "Bone Layers")==0 ) return;
if (lay==0) return;
for (ebo= arm->edbo->first; ebo; ebo= ebo->next) {
if (arm->layer & ebo->layer) {
if (ebo->flag & BONE_SELECTED) {
ebo->layer= lay;
if (arm->flag & ARM_MIRROR_EDIT) {
flipBone = armature_bone_get_mirrored(arm->edbo, ebo);
if (flipBone)
flipBone->layer = lay;
}
}
}
}
BIF_undo_push("Move Bone Layer");
}
else if (ob->flag & OB_POSEMODE) {
/* pose-channel layers */
bPoseChannel *pchan;
if (pose_has_protected_selected(ob, 0, 1))
return;
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if (arm->layer & pchan->bone->layer) {
if (pchan->bone->flag & BONE_SELECTED)
lay |= pchan->bone->layer;
}
}
if (lay==0) return;
if ( movetolayer_short_buts(&lay, "Bone Layers")==0 ) return;
if (lay==0) return;
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if (arm->layer & pchan->bone->layer) {
if (pchan->bone->flag & BONE_SELECTED)
pchan->bone->layer= lay;
}
}
BIF_undo_push("Move Bone Layer");
}
}
/* for use with pose_relax only */
static int pose_relax_icu(struct IpoCurve *icu, float framef, float *val, float *frame_prev, float *frame_next)
{
if (!icu) {
return 0;
}
else {
BezTriple *bezt = icu->bezt;
BezTriple *bezt_prev=NULL, *bezt_next=NULL;
float w1, w2, wtot;
int i;
for (i=0; i < icu->totvert; i++, bezt++) {
if (bezt->vec[1][0] < framef - 0.5) {
bezt_prev = bezt;
} else {
break;
}
}
if (bezt_prev==NULL) return 0;
/* advance to the next, dont need to advance i */
bezt = bezt_prev+1;
for (; i < icu->totvert; i++, bezt++) {
if (bezt->vec[1][0] > framef + 0.5) {
bezt_next = bezt;
break;
}
}
if (bezt_next==NULL) return 0;
if (val) {
w1 = framef - bezt_prev->vec[1][0];
w2 = bezt_next->vec[1][0] - framef;
wtot = w1 + w2;
w1=w1/wtot;
w2=w2/wtot;
#if 0
val = (bezt_prev->vec[1][1] * w2) + (bezt_next->vec[1][1] * w1);
#else
/* apply the value with a hard coded 6th */
*val = (((bezt_prev->vec[1][1] * w2) + (bezt_next->vec[1][1] * w1)) + (*val * 5.0f)) / 6.0f;
#endif
}
if (frame_prev) *frame_prev = bezt_prev->vec[1][0];
if (frame_next) *frame_next = bezt_next->vec[1][0];
return 1;
}
}
void pose_relax(Scene *scene)
{
Object *ob = OBACT;
bPose *pose;
bAction *act;
bArmature *arm;
IpoCurve *icu_w, *icu_x, *icu_y, *icu_z;
bPoseChannel *pchan;
bActionChannel *achan;
float framef = F_CFRA;
float frame_prev, frame_next;
float quat_prev[4], quat_next[4], quat_interp[4], quat_orig[4];
int do_scale = 0;
int do_loc = 0;
int do_quat = 0;
int flag = 0;
int do_x, do_y, do_z;
if (!ob) return;
pose = ob->pose;
act = ob->action;
arm = (bArmature *)ob->data;
if (!pose || !act || !arm) return;
for (pchan=pose->chanbase.first; pchan; pchan= pchan->next) {
pchan->bone->flag &= ~BONE_TRANSFORM;
if (pchan->bone->layer & arm->layer) {
if (pchan->bone->flag & BONE_SELECTED) {
/* do we have an ipo curve? */
achan= get_action_channel(act, pchan->name);
if (achan && achan->ipo) {
/*calc_ipo(achan->ipo, ctime);*/
do_x = pose_relax_icu(find_ipocurve(achan->ipo, AC_LOC_X), framef, &pchan->loc[0], NULL, NULL);
do_y = pose_relax_icu(find_ipocurve(achan->ipo, AC_LOC_Y), framef, &pchan->loc[1], NULL, NULL);
do_z = pose_relax_icu(find_ipocurve(achan->ipo, AC_LOC_Z), framef, &pchan->loc[2], NULL, NULL);
do_loc += do_x + do_y + do_z;
do_x = pose_relax_icu(find_ipocurve(achan->ipo, AC_SIZE_X), framef, &pchan->size[0], NULL, NULL);
do_y = pose_relax_icu(find_ipocurve(achan->ipo, AC_SIZE_Y), framef, &pchan->size[1], NULL, NULL);
do_z = pose_relax_icu(find_ipocurve(achan->ipo, AC_SIZE_Z), framef, &pchan->size[2], NULL, NULL);
do_scale += do_x + do_y + do_z;
if( ((icu_w = find_ipocurve(achan->ipo, AC_QUAT_W))) &&
((icu_x = find_ipocurve(achan->ipo, AC_QUAT_X))) &&
((icu_y = find_ipocurve(achan->ipo, AC_QUAT_Y))) &&
((icu_z = find_ipocurve(achan->ipo, AC_QUAT_Z))) )
{
/* use the quatw keyframe as a basis for others */
if (pose_relax_icu(icu_w, framef, NULL, &frame_prev, &frame_next)) {
/* get 2 quats */
quat_prev[0] = eval_icu(icu_w, frame_prev);
quat_prev[1] = eval_icu(icu_x, frame_prev);
quat_prev[2] = eval_icu(icu_y, frame_prev);
quat_prev[3] = eval_icu(icu_z, frame_prev);
quat_next[0] = eval_icu(icu_w, frame_next);
quat_next[1] = eval_icu(icu_x, frame_next);
quat_next[2] = eval_icu(icu_y, frame_next);
quat_next[3] = eval_icu(icu_z, frame_next);
#if 0
/* apply the setting, completely smooth */
QuatInterpol(pchan->quat, quat_prev, quat_next, (framef-frame_prev) / (frame_next-frame_prev) );
#else
/* tricky interpolation */
QuatInterpol(quat_interp, quat_prev, quat_next, (framef-frame_prev) / (frame_next-frame_prev) );
QUATCOPY(quat_orig, pchan->quat);
QuatInterpol(pchan->quat, quat_orig, quat_interp, 1.0f/6.0f);
/* done */
#endif
do_quat++;
}
}
/* apply BONE_TRANSFORM tag so that autokeying will pick it up */
pchan->bone->flag |= BONE_TRANSFORM;
}
}
}
}
ob->pose->flag |= (POSE_LOCKED|POSE_DO_UNLOCK);
/* do auto-keying */
if (do_loc) flag |= TFM_TRANSLATION;
if (do_scale) flag |= TFM_RESIZE;
if (do_quat) flag |= TFM_ROTATION;
autokeyframe_pose_cb_func(ob, flag, 0);
/* clear BONE_TRANSFORM flags */
for (pchan=pose->chanbase.first; pchan; pchan= pchan->next)
pchan->bone->flag &= ~ BONE_TRANSFORM;
/* do depsgraph flush */
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
BIF_undo_push("Relax Pose");
}
/* for use in insertkey, ensure rotation goes other way around */
void pose_flipquats(Scene *scene)
{
Object *ob = OBACT;
bArmature *arm= ob->data;
bPoseChannel *pchan;
if(ob->pose==NULL)
return;
/* find sel bones */
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if(pchan->bone && (pchan->bone->flag & BONE_SELECTED) && (pchan->bone->layer & arm->layer)) {
/* 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];
}
}
/* do autokey */
autokeyframe_pose_cb_func(ob, TFM_ROTATION, 0);
}
/* 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->flag & OB_POSEMODE)==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(ob);
}
else if(nr==4) {
pose_clear_paths(ob);
}
else if(nr==5) {
rest_pose(ob->pose);
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
BIF_undo_push("Clear User Transform Pose");
}
else if(nr==6) {
pose_relax();
}
else if(ELEM3(nr, 7, 8, 9)) {
pose_autoside_names(nr-7);
}
#endif
}