1664 lines
43 KiB
C
1664 lines
43 KiB
C
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/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Contributor(s): Ton Roosendaal, Blender Foundation '05, full recode.
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*
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* ***** END GPL LICENSE BLOCK *****
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* support for animation modes - Reevan McKay
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*/
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#include <stdlib.h>
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#include <stddef.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "BLI_dynstr.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_userdef_types.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "BKE_blender.h"
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#include "BKE_constraint.h"
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#include "BKE_deform.h"
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#include "BKE_depsgraph.h"
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#include "BKE_displist.h"
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#include "BKE_global.h"
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#include "BKE_modifier.h"
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#include "BKE_object.h"
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#include "BKE_utildefines.h"
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#include "BKE_ipo.h"
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#include "BIF_transform.h" /* for autokey TFM_TRANSLATION, etc */
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#include "BIF_gl.h"
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#include "ED_armature.h"
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#include "ED_keyframing.h"
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#include "ED_object.h"
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#include "ED_view3d.h"
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#include "armature_intern.h"
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/* ************* XXX *************** */
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static int movetolayer_short_buts() {return 1;}
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static int okee() {return 0;}
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static int pupmenu() {return 0;}
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static void waitcursor() {};
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static void error() {};
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static void BIF_undo_push() {}
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static void countall() {}
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static void add_constraint() {}
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static void vertexgroup_select_by_name() {}
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static int screen_view3d_layers() {return 0;}
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static void select_actionchannel_by_name() {}
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static int autokeyframe_cfra_can_key() {return 0;}
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static void autokeyframe_pose_cb_func() {}
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/* ************* XXX *************** */
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void enter_posemode(Scene *scene)
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{
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Object *obedit= scene->obedit; // XXX context
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Base *base;
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Object *ob;
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if(scene->id.lib) return;
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base= BASACT;
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if(base==NULL) return;
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ob= base->object;
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if (ob->id.lib){
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error ("Can't pose libdata");
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return;
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}
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switch (ob->type){
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case OB_ARMATURE:
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ob->flag |= OB_POSEMODE;
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base->flag= ob->flag;
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break;
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default:
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return;
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}
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if (obedit) {
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ED_armature_from_edit(scene, obedit);
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ED_armature_edit_free(obedit);
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}
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G.f &= ~(G_VERTEXPAINT | G_TEXTUREPAINT | G_WEIGHTPAINT | G_SCULPTMODE);
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}
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void set_pose_keys (Object *ob)
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{
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bArmature *arm= ob->data;
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bPoseChannel *chan;
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if (ob->pose){
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for (chan=ob->pose->chanbase.first; chan; chan=chan->next){
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Bone *bone= chan->bone;
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if(bone && (bone->flag & BONE_SELECTED) && (arm->layer & bone->layer)) {
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chan->flag |= POSE_KEY;
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}
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else {
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chan->flag &= ~POSE_KEY;
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}
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}
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}
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}
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void exit_posemode(Scene *scene)
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{
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Object *ob= OBACT;
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Base *base= BASACT;
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if(ob==NULL) return;
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ob->flag &= ~OB_POSEMODE;
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base->flag= ob->flag;
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countall();
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}
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/* if a selected or active bone is protected, throw error (oonly if warn==1) and return 1 */
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/* only_selected==1 : the active bone is allowed to be protected */
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static short pose_has_protected_selected(Object *ob, short only_selected, short warn)
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{
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/* check protection */
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if (ob->proxy) {
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bPoseChannel *pchan;
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bArmature *arm= ob->data;
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for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if (pchan->bone && (pchan->bone->layer & arm->layer)) {
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if (pchan->bone->layer & arm->layer_protected) {
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if (only_selected && (pchan->bone->flag & BONE_ACTIVE));
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else if (pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED))
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break;
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}
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}
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}
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if (pchan) {
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if (warn) error("Cannot change Proxy protected bones");
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return 1;
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}
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}
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return 0;
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}
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/* only for real IK, not for auto-IK */
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int pose_channel_in_IK_chain(Object *ob, bPoseChannel *pchan)
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{
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bConstraint *con;
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Bone *bone;
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/* No need to check if constraint is active (has influence),
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* since all constraints with CONSTRAINT_IK_AUTO are active */
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for(con= pchan->constraints.first; con; con= con->next) {
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if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
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bKinematicConstraint *data= con->data;
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if((data->flag & CONSTRAINT_IK_AUTO)==0)
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return 1;
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}
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}
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for(bone= pchan->bone->childbase.first; bone; bone= bone->next) {
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pchan= get_pose_channel(ob->pose, bone->name);
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if(pchan && pose_channel_in_IK_chain(ob, pchan))
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return 1;
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}
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return 0;
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}
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/* ********************************************** */
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/* For the object with pose/action: create path curves for selected bones
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* This recalculates the WHOLE path within the pchan->pathsf and pchan->pathef range
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*/
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void pose_calculate_path(Scene *scene, Object *ob)
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{
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bArmature *arm;
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bPoseChannel *pchan;
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Base *base;
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float *fp;
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int cfra;
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int sfra, efra;
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if (ob==NULL || ob->pose==NULL)
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return;
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arm= ob->data;
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/* version patch for older files here (do_versions patch too complicated) */
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if ((arm->pathsf == 0) || (arm->pathef == 0)) {
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arm->pathsf = SFRA;
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arm->pathef = EFRA;
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}
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if (arm->pathsize == 0) {
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arm->pathsize = 1;
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}
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/* set frame values */
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cfra= CFRA;
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sfra = arm->pathsf;
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efra = arm->pathef;
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if (efra <= sfra) {
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error("Can't calculate paths when pathlen <= 0");
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return;
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}
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waitcursor(1);
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/* hack: for unsaved files, set OB_RECALC so that paths can get calculated */
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if ((ob->recalc & OB_RECALC)==0) {
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ob->recalc |= OB_RECALC;
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DAG_object_update_flags(scene, ob, screen_view3d_layers());
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}
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else
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DAG_object_update_flags(scene, ob, screen_view3d_layers());
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/* malloc the path blocks */
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for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) {
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if (arm->layer & pchan->bone->layer) {
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pchan->pathlen= efra-sfra+1;
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pchan->pathsf= sfra;
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pchan->pathef= efra+1;
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if (pchan->path)
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MEM_freeN(pchan->path);
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pchan->path= MEM_callocN(3*pchan->pathlen*sizeof(float), "pchan path");
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}
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}
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}
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for (CFRA=sfra; CFRA<=efra; CFRA++) {
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/* do all updates */
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for (base= FIRSTBASE; base; base= base->next) {
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if (base->object->recalc) {
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int temp= base->object->recalc;
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object_handle_update(scene, base->object);
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base->object->recalc= temp;
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}
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}
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for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) {
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if (arm->layer & pchan->bone->layer) {
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if (pchan->path) {
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fp= pchan->path+3*(CFRA-sfra);
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if (arm->pathflag & ARM_PATH_HEADS) {
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VECCOPY(fp, pchan->pose_head);
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}
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else {
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VECCOPY(fp, pchan->pose_tail);
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}
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Mat4MulVecfl(ob->obmat, fp);
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}
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}
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}
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}
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}
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waitcursor(0);
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CFRA= cfra;
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}
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/* For the object with pose/action: update paths for those that have got them
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* This should selectively update paths that exist...
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*/
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void pose_recalculate_paths(Scene *scene, Object *ob)
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{
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bArmature *arm;
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bPoseChannel *pchan;
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Base *base;
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float *fp;
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int cfra;
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int sfra, efra;
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|
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if (ob==NULL || ob->pose==NULL)
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return;
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arm= ob->data;
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/* set frame values */
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cfra = CFRA;
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sfra = efra = cfra;
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for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
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if (pchan->path) {
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/* if the pathsf and pathef aren't initialised, abort! */
|
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if (ELEM(0, pchan->pathsf, pchan->pathef))
|
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return;
|
||
|
|
|
||
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/* try to increase area to do (only as much as needed) */
|
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sfra= MIN2(sfra, pchan->pathsf);
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efra= MAX2(efra, pchan->pathef);
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}
|
||
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}
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||
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}
|
||
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if (efra <= sfra) return;
|
||
|
|
|
||
|
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waitcursor(1);
|
||
|
|
|
||
|
|
/* hack: for unsaved files, set OB_RECALC so that paths can get calculated */
|
||
|
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if ((ob->recalc & OB_RECALC)==0) {
|
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ob->recalc |= OB_RECALC;
|
||
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DAG_object_update_flags(scene, ob, screen_view3d_layers());
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||
|
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}
|
||
|
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else
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||
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DAG_object_update_flags(scene, ob, screen_view3d_layers());
|
||
|
|
|
||
|
|
for (CFRA=sfra; CFRA<=efra; CFRA++) {
|
||
|
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/* do all updates */
|
||
|
|
for (base= FIRSTBASE; base; base= base->next) {
|
||
|
|
if (base->object->recalc) {
|
||
|
|
int temp= base->object->recalc;
|
||
|
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object_handle_update(scene, base->object);
|
||
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base->object->recalc= temp;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
||
|
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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;
|
||
|
|
}
|
||
|
|
}
|
||
|
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||
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|
void pose_relax(Scene *scene)
|
||
|
|
{
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||
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|
Object *ob = OBACT;
|
||
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|
bPose *pose;
|
||
|
|
bAction *act;
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||
|
|
bArmature *arm;
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||
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||
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IpoCurve *icu_w, *icu_x, *icu_y, *icu_z;
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||
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|
bPoseChannel *pchan;
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||
|
|
bActionChannel *achan;
|
||
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|
float framef = F_CFRA;
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float frame_prev, frame_next;
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||
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|
float quat_prev[4], quat_next[4], quat_interp[4], quat_orig[4];
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||
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int do_scale = 0;
|
||
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|
int do_loc = 0;
|
||
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|
int do_quat = 0;
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||
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|
int flag = 0;
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int do_x, do_y, do_z;
|
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if (!ob) return;
|
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pose = ob->pose;
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|
act = ob->action;
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||
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arm = (bArmature *)ob->data;
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if (!pose || !act || !arm) return;
|
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for (pchan=pose->chanbase.first; pchan; pchan= pchan->next) {
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pchan->bone->flag &= ~BONE_TRANSFORM;
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|
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if (pchan->bone->layer & arm->layer) {
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||
|
|
if (pchan->bone->flag & BONE_SELECTED) {
|
||
|
|
/* do we have an ipo curve? */
|
||
|
|
achan= get_action_channel(act, pchan->name);
|
||
|
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|
||
|
|
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
|
||
|
|
}
|
||
|
|
|