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

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/*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup edarmature
*/
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_string_utils.h"
#include "BKE_action.h"
#include "BKE_animsys.h"
#include "BKE_appdir.h"
#include "BKE_armature.h"
#include "BKE_blender_copybuffer.h"
#include "BKE_context.h"
#include "BKE_deform.h"
#include "BKE_idprop.h"
#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_report.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_armature.h"
#include "ED_keyframing.h"
#include "ED_screen.h"
#include "ED_util.h"
#include "armature_intern.h"
/* ********************************************** */
/* Pose Apply */
/* helper for apply_armature_pose2bones - fixes parenting of objects
* that are bone-parented to armature */
static void applyarmature_fix_boneparents(const bContext *C, Scene *scene, Object *armob)
{
Depsgraph *depsgraph = CTX_data_depsgraph(C);
Main *bmain = CTX_data_main(C);
Object workob, *ob;
/* go through all objects in database */
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
/* if parent is bone in this armature, apply corrections */
if ((ob->parent == armob) && (ob->partype == PARBONE)) {
/* apply current transform from parent (not yet destroyed),
* then calculate new parent inverse matrix
*/
BKE_object_apply_mat4(ob, ob->obmat, false, false);
BKE_object_workob_calc_parent(depsgraph, scene, ob, &workob);
invert_m4_m4(ob->parentinv, workob.obmat);
}
}
}
/* set the current pose as the restpose */
static int apply_armature_pose2bones_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Depsgraph *depsgraph = CTX_data_depsgraph(C);
Scene *scene = CTX_data_scene(C);
// must be active object, not edit-object
Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
const Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
bArmature *arm = BKE_armature_from_object(ob);
bPose *pose;
bPoseChannel *pchan;
EditBone *curbone;
/* don't check if editmode (should be done by caller) */
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if (ob->type != OB_ARMATURE) {
return OPERATOR_CANCELLED;
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}
if (BKE_object_obdata_is_libdata(ob)) {
BKE_report(op->reports, RPT_ERROR, "Cannot apply pose to lib-linked armature");
return OPERATOR_CANCELLED;
}
/* helpful warnings... */
/* TODO: add warnings to be careful about actions, applying deforms first, etc. */
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if (ob->adt && ob->adt->action) {
BKE_report(op->reports,
RPT_WARNING,
"Actions on this armature will be destroyed by this new rest pose as the "
"transforms stored are relative to the old rest pose");
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}
/* Get editbones of active armature to alter */
ED_armature_to_edit(arm);
/* get pose of active object and move it out of posemode */
pose = ob->pose;
for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
const bPoseChannel *pchan_eval = BKE_pose_channel_find_name(ob_eval->pose, pchan->name);
curbone = ED_armature_ebone_find_name(arm->edbo, pchan->name);
/* simply copy the head/tail values from pchan over to curbone */
copy_v3_v3(curbone->head, pchan_eval->pose_head);
copy_v3_v3(curbone->tail, pchan_eval->pose_tail);
/* fix roll:
* 1. find auto-calculated roll value for this bone now
* 2. remove this from the 'visual' y-rotation
*/
{
float premat[3][3], imat[3][3], pmat[3][3], tmat[3][3];
float delta[3], eul[3];
/* obtain new auto y-rotation */
sub_v3_v3v3(delta, curbone->tail, curbone->head);
vec_roll_to_mat3(delta, 0.0f, premat);
invert_m3_m3(imat, premat);
/* get pchan 'visual' matrix */
copy_m3_m4(pmat, pchan_eval->pose_mat);
/* remove auto from visual and get euler rotation */
mul_m3_m3m3(tmat, imat, pmat);
mat3_to_eul(eul, tmat);
/* just use this euler-y as new roll value */
curbone->roll = eul[1];
}
/* combine pose and rest values for bendy bone settings,
* then clear the pchan values (so we don't get a double-up)
*/
if (pchan->bone->segments > 1) {
/* combine rest/pose values */
curbone->curveInX += pchan_eval->curveInX;
curbone->curveInY += pchan_eval->curveInY;
curbone->curveOutX += pchan_eval->curveOutX;
curbone->curveOutY += pchan_eval->curveOutY;
curbone->roll1 += pchan_eval->roll1;
curbone->roll2 += pchan_eval->roll2;
curbone->ease1 += pchan_eval->ease1;
curbone->ease2 += pchan_eval->ease2;
curbone->scale_in_x *= pchan_eval->scale_in_x;
curbone->scale_in_y *= pchan_eval->scale_in_y;
curbone->scale_out_x *= pchan_eval->scale_out_x;
curbone->scale_out_y *= pchan_eval->scale_out_y;
/* reset pose values */
pchan->curveInX = pchan->curveOutX = 0.0f;
pchan->curveInY = pchan->curveOutY = 0.0f;
pchan->roll1 = pchan->roll2 = 0.0f;
pchan->ease1 = pchan->ease2 = 0.0f;
pchan->scale_in_x = pchan->scale_in_y = 1.0f;
pchan->scale_out_x = pchan->scale_out_y = 1.0f;
}
/* clear transform values for pchan */
zero_v3(pchan->loc);
zero_v3(pchan->eul);
unit_qt(pchan->quat);
unit_axis_angle(pchan->rotAxis, &pchan->rotAngle);
pchan->size[0] = pchan->size[1] = pchan->size[2] = 1.0f;
/* set anim lock */
curbone->flag |= BONE_UNKEYED;
}
/* convert editbones back to bones, and then free the edit-data */
ED_armature_from_edit(bmain, arm);
ED_armature_edit_free(arm);
/* flush positions of posebones */
BKE_pose_where_is(depsgraph, scene, ob);
/* fix parenting of objects which are bone-parented */
applyarmature_fix_boneparents(C, scene, ob);
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob);
DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE);
return OPERATOR_FINISHED;
}
void POSE_OT_armature_apply(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Apply Pose as Rest Pose";
ot->idname = "POSE_OT_armature_apply";
ot->description = "Apply the current pose as the new rest pose";
/* callbacks */
ot->exec = apply_armature_pose2bones_exec;
ot->poll = ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* set the current pose as the restpose */
static int pose_visual_transform_apply_exec(bContext *C, wmOperator *UNUSED(op))
{
ViewLayer *view_layer = CTX_data_view_layer(C);
View3D *v3d = CTX_wm_view3d(C);
Depsgraph *depsgraph = CTX_data_depsgraph(C);
FOREACH_OBJECT_IN_MODE_BEGIN (view_layer, v3d, OB_ARMATURE, OB_MODE_POSE, ob) {
/* loop over all selected pchans
*
* TODO, loop over children before parents if multiple bones
* at once are to be predictable*/
FOREACH_PCHAN_SELECTED_IN_OBJECT_BEGIN (ob, pchan) {
const Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
bPoseChannel *pchan_eval = BKE_pose_channel_find_name(ob_eval->pose, pchan->name);
float delta_mat[4][4];
/* chan_mat already contains the delta transform from rest pose to pose-mode pose
* as that is baked into there so that B-Bones will work. Once we've set this as the
* new raw-transform components, don't recalc the poses yet, otherwise IK result will
* change, thus changing the result we may be trying to record.
*/
/* XXX For some reason, we can't use pchan->chan_mat here, gives odd rotation/offset
* (see T38251).
* Using pchan->pose_mat and bringing it back in bone space seems to work as expected!
*/
BKE_armature_mat_pose_to_bone(pchan_eval, pchan_eval->pose_mat, delta_mat);
BKE_pchan_apply_mat4(pchan, delta_mat, true);
}
FOREACH_PCHAN_SELECTED_IN_OBJECT_END;
DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob);
}
FOREACH_OBJECT_IN_MODE_END;
return OPERATOR_FINISHED;
}
void POSE_OT_visual_transform_apply(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Apply Visual Transform to Pose";
ot->idname = "POSE_OT_visual_transform_apply";
ot->description = "Apply final constrained position of pose bones to their transform";
/* callbacks */
ot->exec = pose_visual_transform_apply_exec;
ot->poll = ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ********************************************** */
/* Copy/Paste */
/* This function is used to indicate that a bone is selected
* and needs to be included in copy buffer (used to be for inserting keys)
*/
static 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;
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if ((bone) && (bone->flag & BONE_SELECTED) && (arm->layer & bone->layer)) {
chan->flag |= POSE_KEY;
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}
else {
chan->flag &= ~POSE_KEY;
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}
}
}
}
/**
* Perform paste pose, for a single bone.
*
* \param ob: Object where bone to paste to lives
* \param chan: Bone that pose to paste comes from
* \param selOnly: Only paste on selected bones
* \param flip: Flip on x-axis
* \return Whether the bone that we pasted to if we succeeded
*/
static bPoseChannel *pose_bone_do_paste(Object *ob,
bPoseChannel *chan,
const bool selOnly,
const bool flip)
{
bPoseChannel *pchan;
char name[MAXBONENAME];
short paste_ok;
/* get the name - if flipping, we must flip this first */
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if (flip) {
BLI_string_flip_side_name(name, chan->name, false, sizeof(name));
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}
else {
BLI_strncpy(name, chan->name, sizeof(name));
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}
/* only copy when:
* 1) channel exists - poses are not meant to add random channels to anymore
* 2) if selection-masking is on, channel is selected -
* only selected bones get pasted on, allowing making both sides symmetrical.
*/
pchan = BKE_pose_channel_find_name(ob->pose, name);
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if (selOnly) {
paste_ok = ((pchan) && (pchan->bone->flag & BONE_SELECTED));
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}
else {
paste_ok = (pchan != NULL);
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}
/* continue? */
if (paste_ok) {
/* only loc rot size
* - only copies transform info for the pose
*/
copy_v3_v3(pchan->loc, chan->loc);
copy_v3_v3(pchan->size, chan->size);
pchan->flag = chan->flag;
/* check if rotation modes are compatible (i.e. do they need any conversions) */
if (pchan->rotmode == chan->rotmode) {
/* copy the type of rotation in use */
if (pchan->rotmode > 0) {
copy_v3_v3(pchan->eul, chan->eul);
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
copy_v3_v3(pchan->rotAxis, chan->rotAxis);
pchan->rotAngle = chan->rotAngle;
}
else {
copy_qt_qt(pchan->quat, chan->quat);
}
}
else if (pchan->rotmode > 0) {
/* quat/axis-angle to euler */
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if (chan->rotmode == ROT_MODE_AXISANGLE) {
axis_angle_to_eulO(pchan->eul, pchan->rotmode, chan->rotAxis, chan->rotAngle);
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}
else {
quat_to_eulO(pchan->eul, pchan->rotmode, chan->quat);
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}
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
/* quat/euler to axis angle */
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if (chan->rotmode > 0) {
eulO_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, chan->eul, chan->rotmode);
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}
else {
quat_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, chan->quat);
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}
}
else {
/* euler/axis-angle to quat */
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if (chan->rotmode > 0) {
eulO_to_quat(pchan->quat, chan->eul, chan->rotmode);
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}
else {
axis_angle_to_quat(pchan->quat, chan->rotAxis, pchan->rotAngle);
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}
}
/* B-Bone posing options should also be included... */
pchan->curveInX = chan->curveInX;
pchan->curveInY = chan->curveInY;
pchan->curveOutX = chan->curveOutX;
pchan->curveOutY = chan->curveOutY;
pchan->roll1 = chan->roll1;
pchan->roll2 = chan->roll2;
pchan->ease1 = chan->ease1;
pchan->ease2 = chan->ease2;
pchan->scale_in_x = chan->scale_in_x;
pchan->scale_in_y = chan->scale_in_y;
pchan->scale_out_x = chan->scale_out_x;
pchan->scale_out_y = chan->scale_out_y;
/* paste flipped pose? */
if (flip) {
pchan->loc[0] *= -1;
pchan->curveInX *= -1;
pchan->curveOutX *= -1;
pchan->roll1 *= -1; // XXX?
pchan->roll2 *= -1; // XXX?
/* has to be done as eulers... */
if (pchan->rotmode > 0) {
pchan->eul[1] *= -1;
pchan->eul[2] *= -1;
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
float eul[3];
axis_angle_to_eulO(eul, EULER_ORDER_DEFAULT, pchan->rotAxis, pchan->rotAngle);
eul[1] *= -1;
eul[2] *= -1;
eulO_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, eul, EULER_ORDER_DEFAULT);
}
else {
float eul[3];
normalize_qt(pchan->quat);
quat_to_eul(eul, pchan->quat);
eul[1] *= -1;
eul[2] *= -1;
eul_to_quat(pchan->quat, eul);
}
}
/* ID properties */
if (chan->prop) {
if (pchan->prop) {
/* if we have existing properties on a bone, just copy over the values of
* matching properties (i.e. ones which will have some impact) on to the
* target instead of just blinding replacing all [
*/
IDP_SyncGroupValues(pchan->prop, chan->prop);
}
else {
/* no existing properties, so assume that we want copies too? */
pchan->prop = IDP_CopyProperty(chan->prop);
}
}
}
/* return whether paste went ahead */
return pchan;
}
/* ---- */
static int pose_copy_exec(bContext *C, wmOperator *op)
{
Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
char str[FILE_MAX];
/* Sanity checking. */
if (ELEM(NULL, ob, ob->pose)) {
BKE_report(op->reports, RPT_ERROR, "No pose to copy");
return OPERATOR_CANCELLED;
}
/* Sets chan->flag to POSE_KEY if bone selected. */
set_pose_keys(ob);
/* Construct a local bmain and only put object and it's data into it,
* o this way we don't expand any other objects into the copy buffer
* file.
*
* TODO(sergey): Find an easier way to tell copy buffer to only store
* data we are actually interested in. Maybe pass it a flag to skip
* any datablock expansion?
*/
Main *temp_bmain = BKE_main_new();
Object ob_copy = *ob;
bArmature arm_copy = *((bArmature *)ob->data);
ob_copy.data = &arm_copy;
BLI_addtail(&temp_bmain->objects, &ob_copy);
BLI_addtail(&temp_bmain->armatures, &arm_copy);
/* begin copy buffer on a temp bmain. */
BKE_copybuffer_begin(temp_bmain);
/* Store the whole object to the copy buffer because pose can't be
* existing on it's own.
*/
BKE_copybuffer_tag_ID(&ob_copy.id);
BLI_make_file_string("/", str, BKE_tempdir_base(), "copybuffer_pose.blend");
BKE_copybuffer_save(temp_bmain, str, op->reports);
/* We clear the lists so no datablocks gets freed,
* This is required because objects in temp bmain shares same pointers
* as the real ones.
*/
BLI_listbase_clear(&temp_bmain->objects);
BLI_listbase_clear(&temp_bmain->armatures);
BKE_main_free(temp_bmain);
/* We are all done! */
BKE_report(op->reports, RPT_INFO, "Copied pose to buffer");
return OPERATOR_FINISHED;
}
void POSE_OT_copy(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Copy Pose";
ot->idname = "POSE_OT_copy";
ot->description = "Copies the current pose of the selected bones to copy/paste buffer";
/* api callbacks */
ot->exec = pose_copy_exec;
ot->poll = ED_operator_posemode;
/* flag */
ot->flag = OPTYPE_REGISTER;
}
/* ---- */
static int pose_paste_exec(bContext *C, wmOperator *op)
{
Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
Scene *scene = CTX_data_scene(C);
bPoseChannel *chan;
const bool flip = RNA_boolean_get(op->ptr, "flipped");
bool selOnly = RNA_boolean_get(op->ptr, "selected_mask");
/* Get KeyingSet to use. */
KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, ANIM_KS_WHOLE_CHARACTER_ID);
/* Sanity checks. */
if (ELEM(NULL, ob, ob->pose)) {
return OPERATOR_CANCELLED;
}
/* Read copy buffer .blend file. */
char str[FILE_MAX];
Main *tmp_bmain = BKE_main_new();
BLI_make_file_string("/", str, BKE_tempdir_base(), "copybuffer_pose.blend");
if (!BKE_copybuffer_read(tmp_bmain, str, op->reports, FILTER_ID_OB)) {
BKE_report(op->reports, RPT_ERROR, "Copy buffer is empty");
BKE_main_free(tmp_bmain);
return OPERATOR_CANCELLED;
}
/* Make sure data from this file is usable for pose paste. */
if (BLI_listbase_count_at_most(&tmp_bmain->objects, 2) != 1) {
BKE_report(op->reports, RPT_ERROR, "Copy buffer is not from pose mode");
BKE_main_free(tmp_bmain);
return OPERATOR_CANCELLED;
}
Object *object_from = tmp_bmain->objects.first;
bPose *pose_from = object_from->pose;
if (pose_from == NULL) {
BKE_report(op->reports, RPT_ERROR, "Copy buffer has no pose");
BKE_main_free(tmp_bmain);
return OPERATOR_CANCELLED;
}
/* If selOnly option is enabled, if user hasn't selected any bones,
* just go back to default behavior to be more in line with other
* pose tools.
*/
if (selOnly) {
if (CTX_DATA_COUNT(C, selected_pose_bones) == 0) {
selOnly = false;
}
}
/* Safely merge all of the channels in the buffer pose into any
* existing pose.
*/
for (chan = pose_from->chanbase.first; chan; chan = chan->next) {
if (chan->flag & POSE_KEY) {
/* Try to perform paste on this bone. */
bPoseChannel *pchan = pose_bone_do_paste(ob, chan, selOnly, flip);
if (pchan != NULL) {
/* Keyframing tagging for successful paste, */
ED_autokeyframe_pchan(C, scene, ob, pchan, ks);
}
}
}
BKE_main_free(tmp_bmain);
/* Update event for pose and deformation children. */
DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
/* Recalculate paths if any of the bones have paths... */
if ((ob->pose->avs.path_bakeflag & MOTIONPATH_BAKE_HAS_PATHS)) {
ED_pose_recalculate_paths(C, scene, ob, false);
}
/* Notifiers for updates, */
WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_paste(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Paste Pose";
ot->idname = "POSE_OT_paste";
ot->description = "Paste the stored pose on to the current pose";
/* api callbacks */
ot->exec = pose_paste_exec;
ot->poll = ED_operator_posemode;
/* flag */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
prop = RNA_def_boolean(ot->srna,
"flipped",
false,
"Flipped on X-Axis",
"Paste the stored pose flipped on to current pose");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
RNA_def_boolean(ot->srna,
"selected_mask",
false,
"On Selected Only",
"Only paste the stored pose on to selected bones in the current pose");
}
/* ********************************************** */
/* Clear Pose Transforms */
/* clear scale of pose-channel */
static void pchan_clear_scale(bPoseChannel *pchan)
{
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if ((pchan->protectflag & OB_LOCK_SCALEX) == 0) {
pchan->size[0] = 1.0f;
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}
if ((pchan->protectflag & OB_LOCK_SCALEY) == 0) {
pchan->size[1] = 1.0f;
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}
if ((pchan->protectflag & OB_LOCK_SCALEZ) == 0) {
pchan->size[2] = 1.0f;
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}
pchan->ease1 = 0.0f;
pchan->ease2 = 0.0f;
pchan->scale_in_x = pchan->scale_in_y = 1.0f;
pchan->scale_out_x = pchan->scale_out_y = 1.0f;
}
/* clear location of pose-channel */
static void pchan_clear_loc(bPoseChannel *pchan)
{
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if ((pchan->protectflag & OB_LOCK_LOCX) == 0) {
pchan->loc[0] = 0.0f;
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}
if ((pchan->protectflag & OB_LOCK_LOCY) == 0) {
pchan->loc[1] = 0.0f;
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}
if ((pchan->protectflag & OB_LOCK_LOCZ) == 0) {
pchan->loc[2] = 0.0f;
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}
}
/* clear rotation of pose-channel */
static void pchan_clear_rot(bPoseChannel *pchan)
{
if (pchan->protectflag & (OB_LOCK_ROTX | OB_LOCK_ROTY | OB_LOCK_ROTZ | OB_LOCK_ROTW)) {
/* check if convert to eulers for locking... */
if (pchan->protectflag & OB_LOCK_ROT4D) {
/* perform clamping on a component by component basis */
if (pchan->rotmode == ROT_MODE_AXISANGLE) {
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if ((pchan->protectflag & OB_LOCK_ROTW) == 0) {
pchan->rotAngle = 0.0f;
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}
if ((pchan->protectflag & OB_LOCK_ROTX) == 0) {
pchan->rotAxis[0] = 0.0f;
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}
if ((pchan->protectflag & OB_LOCK_ROTY) == 0) {
pchan->rotAxis[1] = 0.0f;
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}
if ((pchan->protectflag & OB_LOCK_ROTZ) == 0) {
pchan->rotAxis[2] = 0.0f;
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}
/* check validity of axis - axis should never be 0,0,0
* (if so, then we make it rotate about y). */
if (IS_EQF(pchan->rotAxis[0], pchan->rotAxis[1]) &&
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IS_EQF(pchan->rotAxis[1], pchan->rotAxis[2])) {
pchan->rotAxis[1] = 1.0f;
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}
}
else if (pchan->rotmode == ROT_MODE_QUAT) {
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if ((pchan->protectflag & OB_LOCK_ROTW) == 0) {
pchan->quat[0] = 1.0f;
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}
if ((pchan->protectflag & OB_LOCK_ROTX) == 0) {
pchan->quat[1] = 0.0f;
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}
if ((pchan->protectflag & OB_LOCK_ROTY) == 0) {
pchan->quat[2] = 0.0f;
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}
if ((pchan->protectflag & OB_LOCK_ROTZ) == 0) {
pchan->quat[3] = 0.0f;
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}
}
else {
/* the flag may have been set for the other modes, so just ignore the extra flag... */
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if ((pchan->protectflag & OB_LOCK_ROTX) == 0) {
pchan->eul[0] = 0.0f;
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}
if ((pchan->protectflag & OB_LOCK_ROTY) == 0) {
pchan->eul[1] = 0.0f;
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}
if ((pchan->protectflag & OB_LOCK_ROTZ) == 0) {
pchan->eul[2] = 0.0f;
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}
}
}
else {
/* perform clamping using euler form (3-components) */
float eul[3], oldeul[3], quat1[4] = {0};
float qlen = 0.0f;
if (pchan->rotmode == ROT_MODE_QUAT) {
qlen = normalize_qt_qt(quat1, pchan->quat);
quat_to_eul(oldeul, quat1);
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
axis_angle_to_eulO(oldeul, EULER_ORDER_DEFAULT, pchan->rotAxis, pchan->rotAngle);
}
else {
copy_v3_v3(oldeul, pchan->eul);
}
eul[0] = eul[1] = eul[2] = 0.0f;
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if (pchan->protectflag & OB_LOCK_ROTX) {
eul[0] = oldeul[0];
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}
if (pchan->protectflag & OB_LOCK_ROTY) {
eul[1] = oldeul[1];
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}
if (pchan->protectflag & OB_LOCK_ROTZ) {
eul[2] = oldeul[2];
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}
if (pchan->rotmode == ROT_MODE_QUAT) {
eul_to_quat(pchan->quat, eul);
/* restore original quat size */
mul_qt_fl(pchan->quat, qlen);
/* quaternions flip w sign to accumulate rotations correctly */
if ((quat1[0] < 0.0f && pchan->quat[0] > 0.0f) ||
(quat1[0] > 0.0f && pchan->quat[0] < 0.0f)) {
mul_qt_fl(pchan->quat, -1.0f);
}
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
eulO_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, eul, EULER_ORDER_DEFAULT);
}
else {
copy_v3_v3(pchan->eul, eul);
}
}
} /* Duplicated in source/blender/editors/object/object_transform.c */
else {
if (pchan->rotmode == ROT_MODE_QUAT) {
unit_qt(pchan->quat);
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
/* by default, make rotation of 0 radians around y-axis (roll) */
unit_axis_angle(pchan->rotAxis, &pchan->rotAngle);
}
else {
zero_v3(pchan->eul);
}
}
/* Clear also Bendy Bone stuff - Roll is obvious,
* but Curve X/Y stuff is also kindof rotational in nature... */
pchan->roll1 = 0.0f;
pchan->roll2 = 0.0f;
pchan->curveInX = 0.0f;
pchan->curveInY = 0.0f;
pchan->curveOutX = 0.0f;
pchan->curveOutY = 0.0f;
}
/* clear loc/rot/scale of pose-channel */
static void pchan_clear_transforms(bPoseChannel *pchan)
{
pchan_clear_loc(pchan);
pchan_clear_rot(pchan);
pchan_clear_scale(pchan);
}
/* --------------- */
/* generic exec for clear-pose operators */
static int pose_clear_transform_generic_exec(bContext *C,
wmOperator *op,
void (*clear_func)(bPoseChannel *),
const char default_ksName[])
{
Scene *scene = CTX_data_scene(C);
bool changed_multi = false;
/* sanity checks */
if (ELEM(NULL, clear_func, default_ksName)) {
BKE_report(op->reports,
RPT_ERROR,
"Programming error: missing clear transform function or keying set name");
return OPERATOR_CANCELLED;
}
/* only clear relevant transforms for selected bones */
ViewLayer *view_layer = CTX_data_view_layer(C);
View3D *v3d = CTX_wm_view3d(C);
FOREACH_OBJECT_IN_MODE_BEGIN (view_layer, v3d, OB_ARMATURE, OB_MODE_POSE, ob_iter) {
Object *ob_eval = DEG_get_evaluated_object(
CTX_data_depsgraph(C), ob_iter); // XXX: UGLY HACK (for autokey + clear transforms)
ListBase dsources = {NULL, NULL};
bool changed = false;
FOREACH_PCHAN_SELECTED_IN_OBJECT_BEGIN (ob_iter, pchan) {
/* run provided clearing function */
clear_func(pchan);
changed = true;
/* do auto-keyframing as appropriate */
if (autokeyframe_cfra_can_key(scene, &ob_iter->id)) {
/* clear any unkeyed tags */
if (pchan->bone) {
pchan->bone->flag &= ~BONE_UNKEYED;
}
/* tag for autokeying later */
ANIM_relative_keyingset_add_source(&dsources, &ob_iter->id, &RNA_PoseBone, pchan);
#if 1 /* XXX: Ugly Hack - Run clearing function on evaluated copy of pchan */
bPoseChannel *pchan_eval = BKE_pose_channel_find_name(ob_eval->pose, pchan->name);
clear_func(pchan_eval);
#endif
}
else {
/* add unkeyed tags */
if (pchan->bone) {
pchan->bone->flag |= BONE_UNKEYED;
}
}
}
FOREACH_PCHAN_SELECTED_IN_OBJECT_END;
if (changed) {
changed_multi = true;
/* perform autokeying on the bones if needed */
if (!BLI_listbase_is_empty(&dsources)) {
/* get KeyingSet to use */
KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, default_ksName);
/* insert keyframes */
ANIM_apply_keyingset(C, &dsources, NULL, ks, MODIFYKEY_MODE_INSERT, (float)CFRA);
/* now recalculate paths */
if ((ob_iter->pose->avs.path_bakeflag & MOTIONPATH_BAKE_HAS_PATHS)) {
ED_pose_recalculate_paths(C, scene, ob_iter, false);
}
BLI_freelistN(&dsources);
}
DEG_id_tag_update(&ob_iter->id, ID_RECALC_GEOMETRY);
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, ob_iter);
}
}
FOREACH_OBJECT_IN_MODE_END;
return changed_multi ? OPERATOR_FINISHED : OPERATOR_CANCELLED;
}
/* --------------- */
static int pose_clear_scale_exec(bContext *C, wmOperator *op)
{
return pose_clear_transform_generic_exec(C, op, pchan_clear_scale, ANIM_KS_SCALING_ID);
}
void POSE_OT_scale_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Clear Pose Scale";
ot->idname = "POSE_OT_scale_clear";
ot->description = "Reset scaling of selected bones to their default values";
/* api callbacks */
ot->exec = pose_clear_scale_exec;
ot->poll = ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int pose_clear_rot_exec(bContext *C, wmOperator *op)
{
return pose_clear_transform_generic_exec(C, op, pchan_clear_rot, ANIM_KS_ROTATION_ID);
}
void POSE_OT_rot_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Clear Pose Rotation";
ot->idname = "POSE_OT_rot_clear";
ot->description = "Reset rotations of selected bones to their default values";
/* api callbacks */
ot->exec = pose_clear_rot_exec;
ot->poll = ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int pose_clear_loc_exec(bContext *C, wmOperator *op)
{
return pose_clear_transform_generic_exec(C, op, pchan_clear_loc, ANIM_KS_LOCATION_ID);
}
void POSE_OT_loc_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Clear Pose Location";
ot->idname = "POSE_OT_loc_clear";
ot->description = "Reset locations of selected bones to their default values";
/* api callbacks */
ot->exec = pose_clear_loc_exec;
ot->poll = ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int pose_clear_transforms_exec(bContext *C, wmOperator *op)
{
return pose_clear_transform_generic_exec(
C, op, pchan_clear_transforms, ANIM_KS_LOC_ROT_SCALE_ID);
}
void POSE_OT_transforms_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Clear Pose Transforms";
ot->idname = "POSE_OT_transforms_clear";
ot->description =
"Reset location, rotation, and scaling of selected bones to their default values";
/* api callbacks */
ot->exec = pose_clear_transforms_exec;
ot->poll = ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ********************************************** */
/* Clear User Transforms */
static int pose_clear_user_transforms_exec(bContext *C, wmOperator *op)
{
ViewLayer *view_layer = CTX_data_view_layer(C);
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
float cframe = (float)CFRA;
const bool only_select = RNA_boolean_get(op->ptr, "only_selected");
FOREACH_OBJECT_IN_MODE_BEGIN (view_layer, v3d, OB_ARMATURE, OB_MODE_POSE, ob) {
if ((ob->adt) && (ob->adt->action)) {
/* XXX: this is just like this to avoid contaminating anything else;
* just pose values should change, so this should be fine
*/
bPose *dummyPose = NULL;
Object workob = {{NULL}};
bPoseChannel *pchan;
/* execute animation step for current frame using a dummy copy of the pose */
BKE_pose_copy_data(&dummyPose, ob->pose, 0);
BLI_strncpy(workob.id.name, "OB<ClearTfmWorkOb>", sizeof(workob.id.name));
workob.type = OB_ARMATURE;
workob.data = ob->data;
workob.adt = ob->adt;
workob.pose = dummyPose;
BKE_animsys_evaluate_animdata(NULL, scene, &workob.id, workob.adt, cframe, ADT_RECALC_ANIM);
/* copy back values, but on selected bones only */
for (pchan = dummyPose->chanbase.first; pchan; pchan = pchan->next) {
pose_bone_do_paste(ob, pchan, only_select, 0);
}
/* free temp data - free manually as was copied without constraints */
for (pchan = dummyPose->chanbase.first; pchan; pchan = pchan->next) {
if (pchan->prop) {
IDP_FreeProperty(pchan->prop);
MEM_freeN(pchan->prop);
}
}
/* was copied without constraints */
BLI_freelistN(&dummyPose->chanbase);
MEM_freeN(dummyPose);
}
else {
/* no animation, so just reset whole pose to rest pose
* (cannot just restore for selected though)
*/
BKE_pose_rest(ob->pose);
}
/* notifiers and updates */
DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, ob);
}
FOREACH_OBJECT_IN_MODE_END;
return OPERATOR_FINISHED;
}
void POSE_OT_user_transforms_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Clear User Transforms";
ot->idname = "POSE_OT_user_transforms_clear";
ot->description = "Reset pose on selected bones to keyframed state";
/* callbacks */
ot->exec = pose_clear_user_transforms_exec;
ot->poll = ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
RNA_def_boolean(ot->srna, "only_selected", true, "Only Selected", "Only visible/selected bones");
}