2008-12-23 19:47:33 +00:00
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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) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation, Joshua Leung
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <stdlib.h>
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#include <math.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_action_types.h"
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2009-01-03 11:35:39 +00:00
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#include "DNA_armature_types.h"
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#include "DNA_object_types.h"
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2008-12-23 19:47:33 +00:00
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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2008-12-27 17:43:05 +00:00
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#include "DNA_texture_types.h"
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2008-12-23 19:47:33 +00:00
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#include "DNA_view3d_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BLI_blenlib.h"
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2009-01-03 11:35:39 +00:00
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#include "BKE_action.h"
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2008-12-23 19:47:33 +00:00
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#include "BKE_context.h"
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#include "BKE_depsgraph.h"
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2008-12-27 17:43:05 +00:00
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#include "BKE_global.h"
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#include "BKE_scene.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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2008-12-23 19:47:33 +00:00
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#include "BKE_utildefines.h"
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#include "RNA_access.h"
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#include "RNA_define.h"
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2009-01-03 11:35:39 +00:00
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#include "ED_anim_api.h"
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2009-01-05 09:54:39 +00:00
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#include "ED_screen.h"
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#include "WM_api.h"
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#include "WM_types.h"
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2008-12-23 19:47:33 +00:00
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/* ***************** depsgraph calls and anim updates ************* */
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2008-12-27 17:43:05 +00:00
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static unsigned int screen_view3d_layers(bScreen *screen)
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2008-12-23 19:47:33 +00:00
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{
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if(screen) {
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2008-12-27 17:43:05 +00:00
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unsigned int layer= screen->scene->lay; /* as minimum this */
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2008-12-23 19:47:33 +00:00
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ScrArea *sa;
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2008-12-27 17:43:05 +00:00
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2008-12-23 19:47:33 +00:00
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/* get all used view3d layers */
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for(sa= screen->areabase.first; sa; sa= sa->next) {
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if(sa->spacetype==SPACE_VIEW3D)
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layer |= ((View3D *)sa->spacedata.first)->lay;
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}
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2008-12-27 17:43:05 +00:00
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return layer;
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2008-12-23 19:47:33 +00:00
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}
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2008-12-27 17:43:05 +00:00
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return 0;
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}
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/* generic update flush, reads from context Screen (layers) and scene */
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/* this is for compliancy, later it can do all windows etc */
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2008-12-29 01:19:25 +00:00
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void ED_anim_dag_flush_update(const bContext *C)
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2008-12-27 17:43:05 +00:00
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{
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Scene *scene= CTX_data_scene(C);
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bScreen *screen= CTX_wm_screen(C);
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DAG_scene_flush_update(scene, screen_view3d_layers(screen), 0);
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}
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/* results in fully updated anim system */
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/* in future sound should be on WM level, only 1 sound can play! */
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2009-01-03 11:35:39 +00:00
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void ED_update_for_newframe(const bContext *C, int mute)
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2008-12-27 17:43:05 +00:00
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{
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bScreen *screen= CTX_wm_screen(C);
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Scene *scene= screen->scene;
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2008-12-23 19:47:33 +00:00
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2008-12-27 17:43:05 +00:00
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//extern void audiostream_scrub(unsigned int frame); /* seqaudio.c */
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/* this function applies the changes too */
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/* XXX future: do all windows */
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scene_update_for_newframe(scene, screen_view3d_layers(screen)); /* BKE_scene.h */
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2009-01-04 14:14:06 +00:00
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//if ( (CFRA>1) && (!mute) && (scene->audio.flag & AUDIO_SCRUB))
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2008-12-27 17:43:05 +00:00
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// audiostream_scrub( CFRA );
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/* 3d window, preview */
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//BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT);
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/* all movie/sequence images */
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//BIF_image_update_frame();
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/* composite */
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if(scene->use_nodes && scene->nodetree)
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ntreeCompositTagAnimated(scene->nodetree);
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/* update animated texture nodes */
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{
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Tex *tex;
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for(tex= G.main->tex.first; tex; tex= tex->id.next)
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if( tex->use_nodes && tex->nodetree ) {
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ntreeTexTagAnimated( tex->nodetree );
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}
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}
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2008-12-23 19:47:33 +00:00
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}
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2009-01-05 09:54:39 +00:00
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/* **************************** animation tool notifiers ******************************** */
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/* Send notifiers on behalf of animation editing tools, based on various context info
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* - data_changed: eAnimData_Changed
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*/
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void ANIM_animdata_send_notifiers (bContext *C, bAnimContext *ac, short data_changed)
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{
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/* types of notifiers to send, depends on the editor context */
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switch (ac->datatype) {
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case ANIMCONT_DOPESHEET: /* dopesheet */
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{
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/* what action was taken */
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switch (data_changed) {
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case ANIM_CHANGED_KEYFRAMES_VALUES:
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/* keyframe values changed, so transform may have changed */
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// XXX what about other cases? maybe we need general ND_KEYFRAMES or ND_ANIMATION?
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WM_event_add_notifier(C, NC_OBJECT|ND_TRANSFORM, NULL);
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break;
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//case ANIM_CHANGED_KEYFRAMES_SELECT: // XXX what to do here?
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// break;
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case ANIM_CHANGED_CHANNELS:
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// XXX err... check available datatypes in dopesheet first?
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// FIXME: this currently doesn't work (to update own view)
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WM_event_add_notifier(C, NC_SCENE|ND_OB_ACTIVE|ND_OB_SELECT, ac->scene);
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WM_event_add_notifier(C, NC_OBJECT|ND_BONE_ACTIVE|ND_BONE_SELECT, NULL);
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break;
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}
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// XXX for now, at least update own editor!
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ED_area_tag_redraw(CTX_wm_area(C));
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}
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break;
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case ANIMCONT_ACTION: /* action editor */
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{
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Object *obact= CTX_data_active_object(C);
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// only update active object for now... more detail to come!
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WM_event_add_notifier(C, NC_OBJECT, obact);
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}
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break;
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default: /* some other data... just update area for now */
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ED_area_tag_redraw(CTX_wm_area(C));
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}
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}
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2009-01-03 11:35:39 +00:00
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/* **************************** pose <-> action syncing ******************************** */
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/* Summary of what needs to be synced between poses and actions:
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* 1) Flags
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* a) Visibility (only for pose to action)
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* b) Selection status (both ways)
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* 2) Group settings (only for pose to action) - do we also need to make sure same groups exist?
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* 3) Grouping (only for pose to action for now)
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*/
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/* Notifier from Action/Dopesheet (this may be extended to include other things such as Python...)
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* Channels in action changed, so update pose channels/groups to reflect changes.
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*
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* An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with
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* the channels in its active Action.
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*/
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void ANIM_action_to_pose_sync (Object *ob)
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{
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bAction *act= (bAction *)ob->action;
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bActionChannel *achan;
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bPoseChannel *pchan;
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/* error checking */
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if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM(NULL, act, ob->pose))
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return;
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/* 1b) loop through all Action-Channels (there should be fewer channels to search through here in general) */
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for (achan= act->chanbase.first; achan; achan= achan->next) {
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/* find matching pose-channel */
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pchan= get_pose_channel(ob->pose, achan->name);
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/* sync active and selected flags */
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if (pchan && pchan->bone) {
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/* selection */
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if (achan->flag & ACHAN_SELECTED)
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pchan->bone->flag |= BONE_SELECTED;
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else
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pchan->bone->flag &= ~BONE_SELECTED;
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/* active */
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if (achan->flag & ACHAN_HILIGHTED)
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pchan->bone->flag |= BONE_ACTIVE;
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else
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pchan->bone->flag &= ~BONE_ACTIVE;
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}
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}
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// TODO: add grouping changes too? For now, these tools aren't exposed to users in animation editors yet...
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}
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/* Notifier from 3D-View/Outliner (this is likely to include other sources too...)
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* Pose channels/groups changed, so update action channels
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*
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* An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with
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* the channels in its active Action.
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*/
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2009-01-05 09:54:39 +00:00
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void ANIM_pose_to_action_sync (Object *ob, ScrArea *sa)
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2009-01-03 11:35:39 +00:00
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{
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2009-01-05 09:54:39 +00:00
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SpaceAction *saction= (SpaceAction *)sa->spacedata.first;
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2009-01-03 11:35:39 +00:00
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bArmature *arm= (bArmature *)ob->data;
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bAction *act= (bAction *)ob->action;
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bActionChannel *achan;
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//bActionGroup *agrp, *bgrp;
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bPoseChannel *pchan;
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/* error checking */
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if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM3(NULL, arm, act, ob->pose))
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return;
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/* 1) loop through all Action-Channels (there should be fewer channels to search through here in general) */
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for (achan= act->chanbase.first; achan; achan= achan->next) {
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/* find matching pose-channel */
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pchan= get_pose_channel(ob->pose, achan->name);
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/* sync selection and visibility settings */
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if (pchan && pchan->bone) {
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/* visibility - if layer is hidden, or if bone itself is hidden */
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2009-01-05 09:54:39 +00:00
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if (!(saction->flag & SACTION_NOHIDE) && !(saction->pin)) {
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if (!(pchan->bone->layer & arm->layer) || (pchan->bone->flag & BONE_HIDDEN_P))
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achan->flag |= ACHAN_HIDDEN;
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else
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achan->flag &= ~ACHAN_HIDDEN;
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}
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2009-01-03 11:35:39 +00:00
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/* selection */
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if (pchan->bone->flag & BONE_SELECTED)
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achan->flag |= ACHAN_SELECTED;
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else
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achan->flag &= ~ACHAN_SELECTED;
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}
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}
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// XXX step 2 needs to be coded still... currently missing action/bone group API to do any more work here...
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// XXX step 3 needs to be coded still... it's a messy case to deal with (we'll use the temp indices for this?)
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}
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