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blender-archive/source/blender/src/poseobject.c

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2002-10-12 11:37:38 +00:00
/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
2002-10-12 11:37:38 +00:00
*
* 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.
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*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Ton Roosendaal, Blender Foundation '05, full recode.
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*
* ***** END GPL LICENSE BLOCK *****
2002-10-12 11:37:38 +00:00
* support for animation modes - Reevan McKay
*/
#include <stdlib.h>
#include <stddef.h>
#include <string.h>
#include "MEM_guardedalloc.h"
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#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "BLI_dynstr.h"
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#include "DNA_action_types.h"
#include "DNA_armature_types.h"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
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#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "DNA_userdef_types.h"
2002-10-12 11:37:38 +00:00
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_blender.h"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
#include "BKE_constraint.h"
#include "BKE_deform.h"
#include "BKE_depsgraph.h"
2002-10-12 11:37:38 +00:00
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_utildefines.h"
#include "BKE_ipo.h"
2002-10-12 11:37:38 +00:00
#include "BIF_editarmature.h"
#include "BIF_editaction.h"
#include "BIF_editconstraint.h"
#include "BIF_editdeform.h"
2002-10-12 11:37:38 +00:00
#include "BIF_gl.h"
#include "BIF_graphics.h"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
#include "BIF_interface.h"
#include "BIF_poseobject.h"
2002-10-12 11:37:38 +00:00
#include "BIF_space.h"
#include "BIF_toolbox.h"
#include "BIF_screen.h"
#include "BDR_editobject.h"
#include "BSE_edit.h"
#include "BSE_editipo.h"
#include "BSE_trans_types.h"
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#include "mydevice.h"
#include "blendef.h"
#include "transform.h"
#include "BIF_transform.h" /* for autokey TFM_TRANSLATION, etc */
2002-10-12 11:37:38 +00:00
void enter_posemode(void)
{
Base *base;
Object *ob;
bArmature *arm;
if(G.scene->id.lib) return;
base= BASACT;
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
if(base==NULL) return;
2002-10-12 11:37:38 +00:00
ob= base->object;
if (ob->id.lib){
error ("Can't pose libdata");
return;
}
switch (ob->type){
case OB_ARMATURE:
arm= get_armature(ob);
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
if( arm==NULL ) return;
ob->flag |= OB_POSEMODE;
base->flag= ob->flag;
allqueue(REDRAWHEADERS, 0);
allqueue(REDRAWBUTSALL, 0);
allqueue(REDRAWOOPS, 0);
2002-10-12 11:37:38 +00:00
allqueue(REDRAWVIEW3D, 0);
break;
default:
return;
}
if (G.obedit) exit_editmode(EM_FREEDATA|EM_WAITCURSOR);
G.f &= ~(G_VERTEXPAINT | G_TEXTUREPAINT | G_WEIGHTPAINT);
2002-10-12 11:37:38 +00:00
}
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
void set_pose_keys (Object *ob)
2002-10-12 11:37:38 +00:00
{
bArmature *arm= ob->data;
2002-10-12 11:37:38 +00:00
bPoseChannel *chan;
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
if (ob->pose){
for (chan=ob->pose->chanbase.first; chan; chan=chan->next){
Bone *bone= chan->bone;
if(bone && (bone->flag & BONE_SELECTED) && (arm->layer & bone->layer)) {
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
chan->flag |= POSE_KEY;
}
else {
chan->flag &= ~POSE_KEY;
2002-10-12 11:37:38 +00:00
}
}
}
}
void exit_posemode(void)
2002-10-12 11:37:38 +00:00
{
Object *ob= OBACT;
Base *base= BASACT;
2002-10-12 11:37:38 +00:00
if(ob==NULL) return;
ob->flag &= ~OB_POSEMODE;
base->flag= ob->flag;
2002-10-12 11:37:38 +00:00
countall();
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWOOPS, 0);
allqueue(REDRAWHEADERS, 0);
allqueue(REDRAWBUTSALL, 0);
2002-10-12 11:37:38 +00:00
scrarea_queue_headredraw(curarea);
}
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
/* called by buttons to find a bone to display/edit values for */
bPoseChannel *get_active_posechannel (Object *ob)
{
bArmature *arm= ob->data;
bPoseChannel *pchan;
if ELEM(NULL, ob, ob->pose)
return NULL;
/* find active */
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if(pchan->bone && (pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer))
return pchan;
}
return NULL;
}
/* if a selected or active bone is protected, throw error and return 1 */
/* only_selected==1 : the active bone is allowed to be protected */
static int pose_has_protected_selected(Object *ob, int only_selected)
{
/* check protection */
if(ob->proxy) {
bPoseChannel *pchan;
bArmature *arm= ob->data;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if(pchan->bone && (pchan->bone->layer & arm->layer)) {
if(pchan->bone->layer & arm->layer_protected) {
if(only_selected && (pchan->bone->flag & BONE_ACTIVE));
else if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED))
break;
}
}
}
if(pchan) {
error("Cannot change Proxy protected bones");
return 1;
}
}
return 0;
}
/* only for real IK, not for auto-IK */
int pose_channel_in_IK_chain(Object *ob, bPoseChannel *pchan)
{
bConstraint *con;
Bone *bone;
for(con= pchan->constraints.first; con; con= con->next) {
if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
bKinematicConstraint *data= con->data;
if((data->flag & CONSTRAINT_IK_AUTO)==0)
return 1;
}
}
for(bone= pchan->bone->childbase.first; bone; bone= bone->next) {
pchan= get_pose_channel(ob->pose, bone->name);
if(pchan && pose_channel_in_IK_chain(ob, pchan))
return 1;
}
return 0;
}
/* ********************************************** */
/* For the object with pose/action: create path curves for selected bones
* This recalculates the WHOLE path within the pchan->pathsf and pchan->pathef range
*/
void pose_calculate_path(Object *ob)
{
bArmature *arm;
bPoseChannel *pchan;
Base *base;
float *fp;
int cfra;
int sfra, efra;
if (ob==NULL || ob->pose==NULL)
return;
arm= ob->data;
/* version patch for older files here (do_versions patch too complicated) */
if ((arm->pathsf == 0) || (arm->pathef == 0)) {
arm->pathsf = SFRA;
arm->pathef = EFRA;
}
if (arm->pathsize == 0) {
arm->pathsize = 1;
}
/* set frame values */
cfra= CFRA;
sfra = arm->pathsf;
efra = arm->pathef;
if (efra <= sfra) {
error("Can't calculate paths when pathlen <= 0");
return;
}
waitcursor(1);
/* hack: for unsaved files, set OB_RECALC so that paths can get calculated */
if ((ob->recalc & OB_RECALC)==0) {
ob->recalc |= OB_RECALC;
DAG_object_update_flags(G.scene, ob, screen_view3d_layers());
}
else
DAG_object_update_flags(G.scene, ob, screen_view3d_layers());
/* malloc the path blocks */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) {
if (arm->layer & pchan->bone->layer) {
pchan->pathlen= efra-sfra+1;
pchan->pathsf= sfra;
pchan->pathef= efra+1;
if (pchan->path)
MEM_freeN(pchan->path);
pchan->path= MEM_callocN(3*pchan->pathlen*sizeof(float), "pchan path");
}
}
}
for (CFRA=sfra; CFRA<=efra; CFRA++) {
/* do all updates */
for (base= FIRSTBASE; base; base= base->next) {
if (base->object->recalc) {
int temp= base->object->recalc;
object_handle_update(base->object);
base->object->recalc= temp;
}
}
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) {
if (arm->layer & pchan->bone->layer) {
if (pchan->path) {
fp= pchan->path+3*(CFRA-sfra);
if (arm->pathflag & ARM_PATH_HEADS) {
VECCOPY(fp, pchan->pose_head);
}
else {
VECCOPY(fp, pchan->pose_tail);
}
Mat4MulVecfl(ob->obmat, fp);
}
}
}
}
}
waitcursor(0);
CFRA= cfra;
allqueue(REDRAWVIEW3D, 0); /* recalc tags are still there */
allqueue(REDRAWBUTSEDIT, 0);
}
/* For the object with pose/action: update paths for those that have got them
* This should selectively update paths that exist...
*/
void pose_recalculate_paths(Object *ob)
{
bArmature *arm;
bPoseChannel *pchan;
Base *base;
float *fp;
int cfra;
int sfra, efra;
if (ob==NULL || ob->pose==NULL)
return;
arm= ob->data;
/* set frame values */
cfra = CFRA;
sfra = efra = cfra;
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
if (pchan->path) {
/* if the pathsf and pathef aren't initialised, abort! */
if (ELEM(0, pchan->pathsf, pchan->pathef))
return;
/* try to increase area to do (only as much as needed) */
sfra= MIN2(sfra, pchan->pathsf);
efra= MAX2(efra, pchan->pathef);
}
}
}
if (efra <= sfra) return;
waitcursor(1);
/* hack: for unsaved files, set OB_RECALC so that paths can get calculated */
if ((ob->recalc & OB_RECALC)==0) {
ob->recalc |= OB_RECALC;
DAG_object_update_flags(G.scene, ob, screen_view3d_layers());
}
else
DAG_object_update_flags(G.scene, ob, screen_view3d_layers());
for (CFRA=sfra; CFRA<=efra; CFRA++) {
/* do all updates */
for (base= FIRSTBASE; base; base= base->next) {
if (base->object->recalc) {
int temp= base->object->recalc;
object_handle_update(base->object);
base->object->recalc= temp;
}
}
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
if (pchan->path) {
/* only update if:
* - in range of this pchan's existing path
* - ... insert evil filtering/optimising conditions here...
*/
if (IN_RANGE(CFRA, pchan->pathsf, pchan->pathef)) {
fp= pchan->path+3*(CFRA-sfra);
if (arm->pathflag & ARM_PATH_HEADS) {
VECCOPY(fp, pchan->pose_head);
}
else {
VECCOPY(fp, pchan->pose_tail);
}
Mat4MulVecfl(ob->obmat, fp);
}
}
}
}
}
waitcursor(0);
CFRA= cfra;
allqueue(REDRAWVIEW3D, 0); /* recalc tags are still there */
allqueue(REDRAWBUTSEDIT, 0);
}
/* 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;
}
}
}
allqueue(REDRAWVIEW3D, 0);
}
void pose_select_constraint_target(void)
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
{
Object *ob= OBACT;
bArmature *arm= ob->data;
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
bPoseChannel *pchan;
bConstraint *con;
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
/* paranoia checks */
if (!ob && !ob->pose) return;
if (ob==G.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);
}
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
}
}
}
}
allqueue (REDRAWVIEW3D, 0);
allqueue (REDRAWBUTSOBJECT, 0);
allqueue (REDRAWOOPS, 0);
BIF_undo_push("Select constraint target");
}
/* context: active channel */
void pose_special_editmenu(void)
{
Object *ob= OBACT;
short nr;
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==G.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();
}
else if(nr==2) {
pose_flip_names();
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
}
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(G.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);
}
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
}
void pose_add_IK(void)
{
Object *ob= OBACT;
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
add_constraint(1); /* 1 means only IK */
}
/* context: all selected channels */
void pose_clear_IK(void)
{
Object *ob= OBACT;
bArmature *arm= ob->data;
bPoseChannel *pchan;
bConstraint *con;
bConstraint *next;
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
if(pose_has_protected_selected(ob, 0))
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(G.scene, ob, OB_RECALC_DATA); // and all its relations
allqueue (REDRAWVIEW3D, 0);
allqueue (REDRAWBUTSOBJECT, 0);
allqueue (REDRAWOOPS, 0);
BIF_undo_push("Remove IK constraint(s)");
}
void pose_clear_constraints(void)
{
Object *ob= OBACT;
bArmature *arm= ob->data;
bPoseChannel *pchan;
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
if(pose_has_protected_selected(ob, 0))
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(G.scene, ob, OB_RECALC_DATA); // and all its relations
allqueue (REDRAWVIEW3D, 0);
allqueue (REDRAWBUTSOBJECT, 0);
allqueue (REDRAWOOPS, 0);
BIF_undo_push("Remove Constraint(s)");
}
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
void pose_copy_menu(void)
{
Object *ob= OBACT;
bArmature *arm= ob->data;
bPoseChannel *pchan, *pchanact;
short nr;
int i=0;
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==G.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;
if(pose_has_protected_selected(ob, 1))
return;
pchanact= pchan;
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==-1) 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 */
{
free_constraints(&pchan->constraints);
copy_constraints(&pchan->constraints, &pchanact->constraints);
pchan->constflag = pchanact->constflag;
}
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 */
bConstraint *con, *con_back;
int const_toggle[24];
ListBase const_copy={0, 0};
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 (!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)
) {
free_constraints(&pchan->constraints);
copy_constraints(&pchan->constraints, &const_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 */
}
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
allqueue (REDRAWVIEW3D, 0);
allqueue (REDRAWBUTSOBJECT, 0);
allqueue (REDRAWOOPS, 0);
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 (void)
{
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 (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))
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(G.scene, ob, OB_RECALC_DATA);
if (IS_AUTOKEY_ON) {
remake_action_ipos(ob->action);
allqueue(REDRAWIPO, 0);
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWACTION, 0);
allqueue(REDRAWNLA, 0);
}
else {
/* need to trick depgraph, action is not allowed to execute on pose */
where_is_pose(ob);
ob->recalc= 0;
}
BIF_undo_push("Paste Action Pose");
}
/* ********************************************** */
/* context weightpaint and deformer in posemode */
void pose_adds_vgroups(Object *meshobj, int heatweights)
{
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;
}
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");
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
// and all its relations
DAG_object_flush_update(G.scene, meshobj, OB_RECALC_DATA);
}
/* ********************************************** */
/* adds a new pose-group */
void pose_add_posegroup ()
{
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");
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWVIEW3D, 0);
}
/* Remove the active bone-group */
void pose_remove_posegroup ()
{
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) {
/* firstly, make sure nothing references it */
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
if (pchan->agrp_index == pose->active_group)
pchan->agrp_index= 0;
}
/* now, remove it from the pose */
BLI_freelinkN(&pose->agroups, grp);
pose->active_group= 0;
BIF_undo_push("Remove Bone Group");
}
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWVIEW3D, 0);
}
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 markers, 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 (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= pupmenu(menustr);
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();
}
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");
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWVIEW3D, 0);
}
/* Remove selected pchans from their bone groups */
void pose_remove_from_posegroups ()
{
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");
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWVIEW3D, 0);
}
/* Ctrl-G in 3D-View while in PoseMode */
void pgroup_operation_with_menu (void)
{
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(1);
break;
case 2:
pose_assign_to_posegroup(0);
break;
case 5:
pose_add_posegroup();
break;
case 3:
pose_remove_from_posegroups();
break;
case 4:
pose_remove_posegroup();
break;
}
}
/* ********************************************** */
/* context active object */
void pose_flip_names(void)
{
Object *ob= OBACT;
bArmature *arm= ob->data;
bPoseChannel *pchan;
char newname[32];
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
if(pose_has_protected_selected(ob, 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)) {
BLI_strncpy(newname, pchan->name, sizeof(newname));
bone_flip_name(newname, 1); // 1 = do strip off number extensions
armature_bone_rename(ob->data, pchan->name, newname);
}
}
}
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue (REDRAWACTION, 0);
allqueue(REDRAWOOPS, 0);
BIF_undo_push("Flip names");
}
/* context active object */
void pose_autoside_names(short axis)
{
Object *ob= OBACT;
bArmature *arm= ob->data;
bPoseChannel *pchan;
char newname[32];
/* paranoia checks */
if (ELEM(NULL, ob, ob->pose)) return;
if (ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
if (pose_has_protected_selected(ob, 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)) {
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->data, pchan->name, newname);
}
}
}
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue (REDRAWACTION, 0);
allqueue(REDRAWOOPS, 0);
BIF_undo_push("Flip names");
}
/* context active object, or weightpainted object with armature in posemode */
void pose_activate_flipped_bone(void)
{
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(G.scene, OBACT, OB_RECALC_DATA);
}
select_actionchannel_by_name(ob->action, name, 1);
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWACTION, 0);
allqueue(REDRAWIPO, 0); /* To force action/constraint ipo update */
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWOOPS, 0);
}
}
}
}
/* 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(void)
{
Object *ob= OBACT;
bArmature *arm;
short lay= 0;
if (ob==NULL) return;
arm= ob->data;
if (G.qual & LR_SHIFTKEY) {
/* 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;
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWACTION, 0);
allqueue(REDRAWBUTSEDIT, 0);
}
else if (G.obedit) {
/* the check for editbone layer moving needs to occur before posemode one to work */
EditBone *ebo;
EditBone *flipBone;
for (ebo= G.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= G.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(ebo);
if (flipBone)
flipBone->layer = lay;
}
}
}
}
BIF_undo_push("Move Bone Layer");
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
}
else if (ob->flag & OB_POSEMODE) {
/* pose-channel layers */
bPoseChannel *pchan;
if (pose_has_protected_selected(ob, 0))
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");
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWACTION, 0);
allqueue(REDRAWBUTSEDIT, 0);
}
}
/* for use with pose_relax only */
static int pose_relax_icu(struct IpoCurve *icu, float framef, float *val, float *frame_prev, float *frame_next)
{
if (!icu) {
return 0;
} else {
BezTriple *bezt = icu->bezt;
BezTriple *bezt_prev=NULL, *bezt_next=NULL;
float w1, w2, wtot;
int i;
for (i=0; i < icu->totvert; i++, bezt++) {
if (bezt->vec[1][0] < framef - 0.5) {
bezt_prev = bezt;
} else {
break;
}
}
if (bezt_prev==NULL) return 0;
/* advance to the next, dont need to advance i */
bezt = bezt_prev+1;
for (; i < icu->totvert; i++, bezt++) {
if (bezt->vec[1][0] > framef + 0.5) {
bezt_next = bezt;
break;
}
}
if (bezt_next==NULL) return 0;
if (val) {
w1 = framef - bezt_prev->vec[1][0];
w2 = bezt_next->vec[1][0] - framef;
wtot = w1 + w2;
w1=w1/wtot;
w2=w2/wtot;
#if 0
val = (bezt_prev->vec[1][1] * w2) + (bezt_next->vec[1][1] * w1);
#else
/* apply the value with a hard coded 6th */
*val = (((bezt_prev->vec[1][1] * w2) + (bezt_next->vec[1][1] * w1)) + (*val * 5.0f)) / 6.0f;
#endif
}
if (frame_prev) *frame_prev = bezt_prev->vec[1][0];
if (frame_next) *frame_next = bezt_next->vec[1][0];
return 1;
}
}
void pose_relax()
{
Object *ob = OBACT;
bPose *pose;
bAction *act;
bArmature *arm;
IpoCurve *icu_w, *icu_x, *icu_y, *icu_z;
bPoseChannel *pchan;
bActionChannel *achan;
float framef = F_CFRA;
float frame_prev, frame_next;
float quat_prev[4], quat_next[4], quat_interp[4], quat_orig[4];
int do_scale = 0;
int do_loc = 0;
int do_quat = 0;
int flag = 0;
int do_x, do_y, do_z;
if (!ob) return;
pose = ob->pose;
act = ob->action;
arm = (bArmature *)ob->data;
if (!pose || !act || !arm) return;
for (pchan=pose->chanbase.first; pchan; pchan= pchan->next) {
pchan->bone->flag &= ~BONE_TRANSFORM;
if (pchan->bone->layer & arm->layer) {
if (pchan->bone->flag & BONE_SELECTED) {
/* do we have an ipo curve? */
achan= get_action_channel(act, pchan->name);
if (achan && achan->ipo) {
/*calc_ipo(achan->ipo, ctime);*/
do_x = pose_relax_icu(find_ipocurve(achan->ipo, AC_LOC_X), framef, &pchan->loc[0], NULL, NULL);
do_y = pose_relax_icu(find_ipocurve(achan->ipo, AC_LOC_Y), framef, &pchan->loc[1], NULL, NULL);
do_z = pose_relax_icu(find_ipocurve(achan->ipo, AC_LOC_Z), framef, &pchan->loc[2], NULL, NULL);
do_loc += do_x + do_y + do_z;
do_x = pose_relax_icu(find_ipocurve(achan->ipo, AC_SIZE_X), framef, &pchan->size[0], NULL, NULL);
do_y = pose_relax_icu(find_ipocurve(achan->ipo, AC_SIZE_Y), framef, &pchan->size[1], NULL, NULL);
do_z = pose_relax_icu(find_ipocurve(achan->ipo, AC_SIZE_Z), framef, &pchan->size[2], NULL, NULL);
do_scale += do_x + do_y + do_z;
if( ((icu_w = find_ipocurve(achan->ipo, AC_QUAT_W))) &&
((icu_x = find_ipocurve(achan->ipo, AC_QUAT_X))) &&
((icu_y = find_ipocurve(achan->ipo, AC_QUAT_Y))) &&
((icu_z = find_ipocurve(achan->ipo, AC_QUAT_Z))) )
{
/* use the quatw keyframe as a basis for others */
if (pose_relax_icu(icu_w, framef, NULL, &frame_prev, &frame_next)) {
/* get 2 quats */
quat_prev[0] = eval_icu(icu_w, frame_prev);
quat_prev[1] = eval_icu(icu_x, frame_prev);
quat_prev[2] = eval_icu(icu_y, frame_prev);
quat_prev[3] = eval_icu(icu_z, frame_prev);
quat_next[0] = eval_icu(icu_w, frame_next);
quat_next[1] = eval_icu(icu_x, frame_next);
quat_next[2] = eval_icu(icu_y, frame_next);
quat_next[3] = eval_icu(icu_z, frame_next);
#if 0
/* apply the setting, completely smooth */
QuatInterpol(pchan->quat, quat_prev, quat_next, (framef-frame_prev) / (frame_next-frame_prev) );
#else
/* tricky interpolation */
QuatInterpol(quat_interp, quat_prev, quat_next, (framef-frame_prev) / (frame_next-frame_prev) );
QUATCOPY(quat_orig, pchan->quat);
QuatInterpol(pchan->quat, quat_orig, quat_interp, 1.0f/6.0f);
/* done */
#endif
do_quat++;
}
}
/* apply BONE_TRANSFORM tag so that autokeying will pick it up */
pchan->bone->flag |= BONE_TRANSFORM;
}
}
}
}
ob->pose->flag |= (POSE_LOCKED|POSE_DO_UNLOCK);
/* do auto-keying */
if (do_loc) flag |= TFM_TRANSLATION;
if (do_scale) flag |= TFM_RESIZE;
if (do_quat) flag |= TFM_ROTATION;
autokeyframe_pose_cb_func(ob, flag, 0);
/* clear BONE_TRANSFORM flags */
for (pchan=pose->chanbase.first; pchan; pchan= pchan->next)
pchan->bone->flag &= ~ BONE_TRANSFORM;
/* do depsgraph flush */
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
BIF_undo_push("Relax Pose");
}
/* for use in insertkey, ensure rotation goes other way around */
void pose_flipquats(void)
{
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];
}
}
}