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blender-archive/source/blender/editors/object/editconstraint.c

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Joshua Leung, Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_dynstr.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_text_types.h"
#include "DNA_view3d_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_constraint.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_utildefines.h"
#ifndef DISABLE_PYTHON
#include "BPY_extern.h"
#endif
#include "ED_object.h"
#include "object_intern.h"
/* XXX */
static void BIF_undo_push() {}
static void error() {}
static int okee() {return 0;}
static int pupmenu() {return 0;}
/* -------------- Get Active Constraint Data ---------------------- */
/* if object in posemode, active bone constraints, else object constraints */
ListBase *get_active_constraints (Object *ob)
{
if (ob == NULL)
return NULL;
if (ob->flag & OB_POSEMODE) {
bPoseChannel *pchan;
pchan = get_active_posechannel(ob);
if (pchan)
return &pchan->constraints;
}
else
return &ob->constraints;
return NULL;
}
/* single constraint */
bConstraint *get_active_constraint (Object *ob)
{
ListBase *lb= get_active_constraints(ob);
if (lb) {
bConstraint *con;
for (con= lb->first; con; con=con->next) {
if (con->flag & CONSTRAINT_ACTIVE)
return con;
}
}
return NULL;
}
/* single channel, for ipo */
bConstraintChannel *get_active_constraint_channel (Scene *scene, Object *ob)
{
bConstraint *con;
if (ob->flag & OB_POSEMODE) {
2.5: Blender "Animato" - New Animation System Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
//if (ob->action) { // XXX old animation system
bPoseChannel *pchan;
pchan = get_active_posechannel(ob);
if (pchan) {
for (con= pchan->constraints.first; con; con= con->next) {
if (con->flag & CONSTRAINT_ACTIVE)
break;
}
if (con) {
2.5: Blender "Animato" - New Animation System Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
#if 0 // XXX old animation system
bActionChannel *achan = get_action_channel(ob->action, pchan->name);
if (achan) {
for (chan= achan->constraintChannels.first; chan; chan= chan->next) {
if (!strcmp(chan->name, con->name))
break;
}
return chan;
}
2.5: Blender "Animato" - New Animation System Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
#endif // XXX old animation system
}
}
2.5: Blender "Animato" - New Animation System Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
//} // xxx old animation system
}
else {
for (con= ob->constraints.first; con; con= con->next) {
if (con->flag & CONSTRAINT_ACTIVE)
break;
}
if (con) {
2.5: Blender "Animato" - New Animation System Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
#if 0 // XXX old animation system
ListBase *lb= get_active_constraint_channels(scene, ob, 0);
if (lb) {
for (chan= lb->first; chan; chan= chan->next) {
if (!strcmp(chan->name, con->name))
break;
}
return chan;
}
2.5: Blender "Animato" - New Animation System Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
#endif // XXX old animation system
}
}
return NULL;
}
/* -------------- Constraint Management (Add New, Remove, Rename) -------------------- */
/* ------------- PyConstraints ------------------ */
/* this callback sets the text-file to be used for selected menu item */
void validate_pyconstraint_cb (void *arg1, void *arg2)
{
bPythonConstraint *data = arg1;
Text *text= NULL;
int index = *((int *)arg2);
int i;
/* exception for no script */
if (index) {
/* innovative use of a for...loop to search */
for (text=G.main->text.first, i=1; text && index!=i; i++, text=text->id.next);
}
data->text = text;
}
#ifndef DISABLE_PYTHON
/* this returns a string for the list of usable pyconstraint script names */
char *buildmenu_pyconstraints (Text *con_text, int *pyconindex)
{
DynStr *pupds= BLI_dynstr_new();
Text *text;
char *str;
char buf[64];
int i;
/* add title first */
sprintf(buf, "Scripts: %%t|[None]%%x0|");
BLI_dynstr_append(pupds, buf);
/* init active-index first */
if (con_text == NULL)
*pyconindex= 0;
/* loop through markers, adding them */
for (text=G.main->text.first, i=1; text; i++, text=text->id.next) {
/* this is important to ensure that right script is shown as active */
if (text == con_text) *pyconindex = i;
/* only include valid pyconstraint scripts */
if (BPY_is_pyconstraint(text)) {
BLI_dynstr_append(pupds, text->id.name+2);
sprintf(buf, "%%x%d", i);
BLI_dynstr_append(pupds, buf);
if (text->id.next)
BLI_dynstr_append(pupds, "|");
}
}
/* convert to normal MEM_malloc'd string */
str= BLI_dynstr_get_cstring(pupds);
BLI_dynstr_free(pupds);
return str;
}
#endif /* DISABLE_PYTHON */
/* this callback gets called when the 'refresh' button of a pyconstraint gets pressed */
void update_pyconstraint_cb (void *arg1, void *arg2)
{
Object *owner= (Object *)arg1;
bConstraint *con= (bConstraint *)arg2;
#ifndef DISABLE_PYTHON
if (owner && con)
BPY_pyconstraint_update(owner, con);
#endif
}
/* Creates a new constraint, initialises its data, and returns it */
bConstraint *add_new_constraint (short type)
{
bConstraint *con;
bConstraintTypeInfo *cti;
con = MEM_callocN(sizeof(bConstraint), "Constraint");
/* Set up a generic constraint datablock */
con->type = type;
con->flag |= CONSTRAINT_EXPAND;
con->enforce = 1.0F;
strcpy(con->name, "Const");
/* Load the data for it */
cti = constraint_get_typeinfo(con);
if (cti) {
con->data = MEM_callocN(cti->size, cti->structName);
/* only constraints that change any settings need this */
if (cti->new_data)
cti->new_data(con->data);
}
return con;
}
/* Adds the given constraint to the Object-level set of constraints for the given Object */
void add_constraint_to_object (bConstraint *con, Object *ob)
{
ListBase *list;
list = &ob->constraints;
if (list) {
unique_constraint_name(con, list);
BLI_addtail(list, con);
if (proxylocked_constraints_owner(ob, NULL))
con->flag |= CONSTRAINT_PROXY_LOCAL;
con->flag |= CONSTRAINT_ACTIVE;
for (con= con->prev; con; con= con->prev)
con->flag &= ~CONSTRAINT_ACTIVE;
}
}
/* helper function for add_constriant - sets the last target for the active constraint */
static void set_constraint_nth_target (bConstraint *con, Object *target, char subtarget[], int index)
{
bConstraintTypeInfo *cti= constraint_get_typeinfo(con);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
int num_targets, i;
if (cti && cti->get_constraint_targets) {
cti->get_constraint_targets(con, &targets);
num_targets= BLI_countlist(&targets);
if (index < 0) {
if (abs(index) < num_targets)
index= num_targets - abs(index);
else
index= num_targets - 1;
}
else if (index >= num_targets) {
index= num_targets - 1;
}
for (ct=targets.first, i=0; ct; ct= ct->next, i++) {
if (i == index) {
ct->tar= target;
strcpy(ct->subtarget, subtarget);
break;
}
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(con, &targets, 0);
}
}
/* context: active object in posemode, active channel, optional selected channel */
void add_constraint (Scene *scene, View3D *v3d, short only_IK)
{
Object *ob= OBACT, *obsel=NULL;
bPoseChannel *pchanact=NULL, *pchansel=NULL;
bConstraint *con=NULL;
Base *base;
short nr;
/* paranoia checks */
if ((ob==NULL) || (ob==scene->obedit))
return;
if ((ob->pose) && (ob->flag & OB_POSEMODE)) {
bArmature *arm= ob->data;
/* find active channel */
pchanact= get_active_posechannel(ob);
if (pchanact==NULL)
return;
/* find selected bone */
for (pchansel=ob->pose->chanbase.first; pchansel; pchansel=pchansel->next) {
if (pchansel != pchanact) {
if (pchansel->bone->flag & BONE_SELECTED) {
if (pchansel->bone->layer & arm->layer)
break;
}
}
}
}
/* find selected object */
for (base= FIRSTBASE; base; base= base->next) {
if ((TESTBASE(v3d, base)) && (base->object!=ob))
obsel= base->object;
}
/* the only_IK caller has checked for posemode! */
if (only_IK) {
for (con= pchanact->constraints.first; con; con= con->next) {
if (con->type==CONSTRAINT_TYPE_KINEMATIC) break;
}
if (con) {
error("Pose Channel already has IK");
return;
}
if (pchansel)
nr= pupmenu("Add IK Constraint%t|To Active Bone%x10");
else if (obsel)
nr= pupmenu("Add IK Constraint%t|To Active Object%x10");
else
nr= pupmenu("Add IK Constraint%t|To New Empty Object%x10|Without Target%x11");
}
else {
if (pchanact) {
if (pchansel)
nr= pupmenu("Add Constraint to Active Bone%t|Child Of%x19|Transformation%x20|%l|Copy Location%x1|Copy Rotation%x2|Copy Scale%x8|%l|Limit Location%x13|Limit Rotation%x14|Limit Scale%x15|Limit Distance%x21|%l|Track To%x3|Floor%x4|Locked Track%x5|Stretch To%x7|%l|Action%x16|Script%x18");
else if ((obsel) && (obsel->type==OB_CURVE))
nr= pupmenu("Add Constraint to Active Object%t|Child Of%x19|Transformation%x20|%l|Copy Location%x1|Copy Rotation%x2|Copy Scale%x8|%l|Limit Location%x13|Limit Rotation%x14|Limit Scale%x15|Limit Distance%x21|%l|Track To%x3|Floor%x4|Locked Track%x5|Follow Path%x6|Clamp To%x17|Stretch To%x7|%l|Action%x16|Script%x18");
else if ((obsel) && (obsel->type==OB_MESH))
nr= pupmenu("Add Constraint to Active Object%t|Child Of%x19|Transformation%x20|%l|Copy Location%x1|Copy Rotation%x2|Copy Scale%x8|%l|Limit Location%x13|Limit Rotation%x14|Limit Scale%x15|Limit Distance%x21|%l|Track To%x3|Floor%x4|Locked Track%x5|Shrinkwrap%x22|Stretch To%x7|%l|Action%x16|Script%x18");
else if (obsel)
nr= pupmenu("Add Constraint to Active Object%t|Child Of%x19|Transformation%x20|%l|Copy Location%x1|Copy Rotation%x2|Copy Scale%x8|%l|Limit Location%x13|Limit Rotation%x14|Limit Scale%x15|Limit Distance%x21|%l|Track To%x3|Floor%x4|Locked Track%x5|Stretch To%x7|%l|Action%x16|Script%x18");
else
nr= pupmenu("Add Constraint to New Empty Object%t|Child Of%x19|Transformation%x20|%l|Copy Location%x1|Copy Rotation%x2|Copy Scale%x8|%l|Limit Location%x13|Limit Rotation%x14|Limit Scale%x15|Limit Distance%x21|%l|Track To%x3|Floor%x4|Locked Track%x5|Stretch To%x7|%l|Action%x16|Script%x18");
}
else {
if ((obsel) && (obsel->type==OB_CURVE))
nr= pupmenu("Add Constraint to Active Object%t|Child Of%x19|Transformation%x20|%l|Copy Location%x1|Copy Rotation%x2|Copy Scale%x8|%l|Limit Location%x13|Limit Rotation%x14|Limit Scale%x15|Limit Distance%x21|%l|Track To%x3|Floor%x4|Locked Track%x5|Follow Path%x6|Clamp To%x17|%l|Action%x16|Script%x18");
else if ((obsel) && (obsel->type==OB_MESH))
nr= pupmenu("Add Constraint to Active Object%t|Child Of%x19|Transformation%x20|%l|Copy Location%x1|Copy Rotation%x2|Copy Scale%x8|%l|Limit Location%x13|Limit Rotation%x14|Limit Scale%x15|Limit Distance%x21|%l|Track To%x3|Floor%x4|Locked Track%x5|Shrinkwrap%x22|%l|Action%x16|Script%x18");
else if (obsel)
nr= pupmenu("Add Constraint to Active Object%t|Child Of%x19|Transformation%x20|%l|Copy Location%x1|Copy Rotation%x2|Copy Scale%x8|%l|Limit Location%x13|Limit Rotation%x14|Limit Scale%x15|Limit Distance%x21|%l|Track To%x3|Floor%x4|Locked Track%x5|%l|Action%x16|Script%x18");
else
nr= pupmenu("Add Constraint to New Empty Object%t|Child Of%x19|Transformation%x20|%l|Copy Location%x1|Copy Rotation%x2|Copy Scale%x8|%l|Limit Location%x13|Limit Rotation%x14|Limit Scale%x15|Limit Distance%x21|%l|Track To%x3|Floor%x4|Locked Track%x5|%l|Action%x16|Script%x18");
}
}
if (nr < 1) return;
/* handle IK separate */
if (nr==10 || nr==11) {
/* ik - prevent weird chains... */
if (pchansel) {
bPoseChannel *pchan= pchanact;
while (pchan) {
if (pchan==pchansel) break;
pchan= pchan->parent;
}
if (pchan) {
error("IK root cannot be linked to IK tip");
return;
}
pchan= pchansel;
while (pchan) {
if (pchan==pchanact) break;
pchan= pchan->parent;
}
if (pchan) {
error("IK tip cannot be linked to IK root");
return;
}
}
con = add_new_constraint(CONSTRAINT_TYPE_KINEMATIC);
BLI_addtail(&pchanact->constraints, con);
unique_constraint_name(con, &pchanact->constraints);
pchanact->constflag |= PCHAN_HAS_IK; /* for draw, but also for detecting while pose solving */
if (nr==11)
pchanact->constflag |= PCHAN_HAS_TARGET;
if (proxylocked_constraints_owner(ob, pchanact))
con->flag |= CONSTRAINT_PROXY_LOCAL;
}
else {
/* normal constraints - add data */
if (nr==1) con = add_new_constraint(CONSTRAINT_TYPE_LOCLIKE);
else if (nr==2) con = add_new_constraint(CONSTRAINT_TYPE_ROTLIKE);
else if (nr==3) con = add_new_constraint(CONSTRAINT_TYPE_TRACKTO);
else if (nr==4) con = add_new_constraint(CONSTRAINT_TYPE_MINMAX);
else if (nr==5) con = add_new_constraint(CONSTRAINT_TYPE_LOCKTRACK);
else if (nr==6) {
Curve *cu= obsel->data;
cu->flag |= CU_PATH;
con = add_new_constraint(CONSTRAINT_TYPE_FOLLOWPATH);
}
else if (nr==7) con = add_new_constraint(CONSTRAINT_TYPE_STRETCHTO);
else if (nr==8) con = add_new_constraint(CONSTRAINT_TYPE_SIZELIKE);
else if (nr==13) con = add_new_constraint(CONSTRAINT_TYPE_LOCLIMIT);
else if (nr==14) con = add_new_constraint(CONSTRAINT_TYPE_ROTLIMIT);
else if (nr==15) con = add_new_constraint(CONSTRAINT_TYPE_SIZELIMIT);
else if (nr==16) {
/* TODO: add a popup-menu to display list of available actions to use (like for pyconstraints) */
con = add_new_constraint(CONSTRAINT_TYPE_ACTION);
}
else if (nr==17) {
Curve *cu= obsel->data;
cu->flag |= CU_PATH;
con = add_new_constraint(CONSTRAINT_TYPE_CLAMPTO);
}
else if (nr==18) {
char *menustr;
int scriptint= 0;
#ifndef DISABLE_PYTHON
/* popup a list of usable scripts */
menustr = buildmenu_pyconstraints(NULL, &scriptint);
scriptint = pupmenu(menustr);
MEM_freeN(menustr);
/* only add constraint if a script was chosen */
if (scriptint) {
/* add constraint */
con = add_new_constraint(CONSTRAINT_TYPE_PYTHON);
validate_pyconstraint_cb(con->data, &scriptint);
/* make sure target allowance is set correctly */
BPY_pyconstraint_update(ob, con);
}
#endif
}
else if (nr==19) {
con = add_new_constraint(CONSTRAINT_TYPE_CHILDOF);
/* if this constraint is being added to a posechannel, make sure
* the constraint gets evaluated in pose-space
*/
if (pchanact) {
con->ownspace = CONSTRAINT_SPACE_POSE;
con->flag |= CONSTRAINT_SPACEONCE;
}
}
else if (nr==20) con = add_new_constraint(CONSTRAINT_TYPE_TRANSFORM);
else if (nr==21) con = add_new_constraint(CONSTRAINT_TYPE_DISTLIMIT);
else if (nr==22) con = add_new_constraint(CONSTRAINT_TYPE_SHRINKWRAP);
if (con==NULL) return; /* paranoia */
if (pchanact) {
BLI_addtail(&pchanact->constraints, con);
unique_constraint_name(con, &pchanact->constraints);
pchanact->constflag |= PCHAN_HAS_CONST; /* for draw */
if (proxylocked_constraints_owner(ob, pchanact))
con->flag |= CONSTRAINT_PROXY_LOCAL;
}
else {
BLI_addtail(&ob->constraints, con);
unique_constraint_name(con, &ob->constraints);
if (proxylocked_constraints_owner(ob, NULL))
con->flag |= CONSTRAINT_PROXY_LOCAL;
}
}
/* set the target */
if (pchansel) {
set_constraint_nth_target(con, ob, pchansel->name, 0);
}
else if (obsel) {
set_constraint_nth_target(con, obsel, "", 0);
}
else if (ELEM4(nr, 11, 13, 14, 15)==0) { /* add new empty as target */
Base *base= BASACT, *newbase;
Object *obt;
obt= add_object(scene, OB_EMPTY);
/* set layers OK */
newbase= BASACT;
newbase->lay= base->lay;
obt->lay= newbase->lay;
/* transform cent to global coords for loc */
if (pchanact) {
if (only_IK)
VecMat4MulVecfl(obt->loc, ob->obmat, pchanact->pose_tail);
else
VecMat4MulVecfl(obt->loc, ob->obmat, pchanact->pose_head);
}
else
VECCOPY(obt->loc, ob->obmat[3]);
set_constraint_nth_target(con, obt, "", 0);
/* restore, add_object sets active */
BASACT= base;
base->flag |= SELECT;
}
/* active flag */
con->flag |= CONSTRAINT_ACTIVE;
for (con= con->prev; con; con= con->prev)
con->flag &= ~CONSTRAINT_ACTIVE;
DAG_scene_sort(scene); // sort order of objects
if (pchanact) {
ob->pose->flag |= POSE_RECALC; // sort pose channels
DAG_object_flush_update(scene, ob, OB_RECALC_DATA); // and all its relations
}
else
DAG_object_flush_update(scene, ob, OB_RECALC_OB); // and all its relations
if (only_IK)
BIF_undo_push("Add IK Constraint");
else
BIF_undo_push("Add Constraint");
}
/* Remove all constraints from the active object */
void ob_clear_constraints (Scene *scene)
{
Object *ob= OBACT;
/* paranoia checks */
if ((ob==NULL) || (ob==scene->obedit) || (ob->flag & OB_POSEMODE))
return;
/* get user permission */
if (okee("Clear Constraints")==0)
return;
/* do freeing */
free_constraints(&ob->constraints);
/* do updates */
DAG_object_flush_update(scene, ob, OB_RECALC_OB);
BIF_undo_push("Clear Constraint(s)");
}
/* Rename the given constraint
* - con already has the new name
*/
void rename_constraint (Object *ob, bConstraint *con, char *oldname)
{
bConstraint *tcon;
ListBase *conlist= NULL;
int from_object= 0;
char *channame="";
/* get context by searching for con (primitive...) */
for (tcon= ob->constraints.first; tcon; tcon= tcon->next) {
if (tcon==con)
break;
}
if (tcon) {
conlist= &ob->constraints;
channame= "Object";
from_object= 1;
}
else if (ob->pose) {
bPoseChannel *pchan;
for (pchan=ob->pose->chanbase.first; pchan; pchan=pchan->next) {
for (tcon= pchan->constraints.first; tcon; tcon= tcon->next) {
if (tcon==con)
break;
}
if (tcon)
break;
}
if (tcon) {
conlist= &pchan->constraints;
channame= pchan->name;
}
}
if (conlist==NULL) {
printf("rename constraint failed\n"); /* should not happen in UI */
return;
}
/* first make sure it's a unique name within context */
unique_constraint_name (con, conlist);
}
/* ------------- Constraint Sanity Testing ------------------- */
/* checks validity of object pointers, and NULLs,
* if Bone doesnt exist it sets the CONSTRAINT_DISABLE flag
*/
static void test_constraints (Object *owner, const char substring[])
{
bConstraint *curcon;
ListBase *conlist= NULL;
int type;
if (owner==NULL) return;
/* Check parents */
if (strlen(substring)) {
switch (owner->type) {
case OB_ARMATURE:
type = CONSTRAINT_OBTYPE_BONE;
break;
default:
type = CONSTRAINT_OBTYPE_OBJECT;
break;
}
}
else
type = CONSTRAINT_OBTYPE_OBJECT;
/* Get the constraint list for this object */
switch (type) {
case CONSTRAINT_OBTYPE_OBJECT:
conlist = &owner->constraints;
break;
case CONSTRAINT_OBTYPE_BONE:
{
Bone *bone;
bPoseChannel *chan;
bone = get_named_bone( ((bArmature *)owner->data), substring );
chan = get_pose_channel(owner->pose, substring);
if (bone && chan) {
conlist = &chan->constraints;
}
}
break;
}
/* Check all constraints - is constraint valid? */
if (conlist) {
for (curcon = conlist->first; curcon; curcon=curcon->next) {
bConstraintTypeInfo *cti= constraint_get_typeinfo(curcon);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
/* clear disabled-flag first */
curcon->flag &= ~CONSTRAINT_DISABLE;
if (curcon->type == CONSTRAINT_TYPE_KINEMATIC) {
bKinematicConstraint *data = curcon->data;
/* bad: we need a separate set of checks here as poletarget is
* optional... otherwise poletarget must exist too or else
* the constraint is deemed invalid
*/
if (exist_object(data->tar) == 0) {
data->tar = NULL;
curcon->flag |= CONSTRAINT_DISABLE;
}
else if (data->tar == owner) {
if (!get_named_bone(get_armature(owner), data->subtarget)) {
curcon->flag |= CONSTRAINT_DISABLE;
}
}
if (data->poletar) {
if (exist_object(data->poletar) == 0) {
data->poletar = NULL;
curcon->flag |= CONSTRAINT_DISABLE;
}
else if (data->poletar == owner) {
if (!get_named_bone(get_armature(owner), data->polesubtarget)) {
curcon->flag |= CONSTRAINT_DISABLE;
}
}
}
/* targets have already been checked for this */
continue;
}
else if (curcon->type == CONSTRAINT_TYPE_ACTION) {
bActionConstraint *data = curcon->data;
/* validate action */
if (data->act == NULL)
curcon->flag |= CONSTRAINT_DISABLE;
}
else if (curcon->type == CONSTRAINT_TYPE_FOLLOWPATH) {
bFollowPathConstraint *data = curcon->data;
/* don't allow track/up axes to be the same */
if (data->upflag==data->trackflag)
curcon->flag |= CONSTRAINT_DISABLE;
if (data->upflag+3==data->trackflag)
curcon->flag |= CONSTRAINT_DISABLE;
}
else if (curcon->type == CONSTRAINT_TYPE_TRACKTO) {
bTrackToConstraint *data = curcon->data;
/* don't allow track/up axes to be the same */
if (data->reserved2==data->reserved1)
curcon->flag |= CONSTRAINT_DISABLE;
if (data->reserved2+3==data->reserved1)
curcon->flag |= CONSTRAINT_DISABLE;
}
else if (curcon->type == CONSTRAINT_TYPE_LOCKTRACK) {
bLockTrackConstraint *data = curcon->data;
if (data->lockflag==data->trackflag)
curcon->flag |= CONSTRAINT_DISABLE;
if (data->lockflag+3==data->trackflag)
curcon->flag |= CONSTRAINT_DISABLE;
}
/* Check targets for constraints */
if (cti && cti->get_constraint_targets) {
cti->get_constraint_targets(curcon, &targets);
/* disable and clear constraints targets that are incorrect */
for (ct= targets.first; ct; ct= ct->next) {
/* general validity checks (for those constraints that need this) */
if (exist_object(ct->tar) == 0) {
ct->tar = NULL;
curcon->flag |= CONSTRAINT_DISABLE;
}
else if (ct->tar == owner) {
if (!get_named_bone(get_armature(owner), ct->subtarget)) {
curcon->flag |= CONSTRAINT_DISABLE;
}
}
/* target checks for specific constraints */
if (ELEM(curcon->type, CONSTRAINT_TYPE_FOLLOWPATH, CONSTRAINT_TYPE_CLAMPTO)) {
if (ct->tar) {
if (ct->tar->type != OB_CURVE) {
ct->tar= NULL;
curcon->flag |= CONSTRAINT_DISABLE;
}
else {
Curve *cu= ct->tar->data;
/* auto-set 'Path' setting on curve so this works */
cu->flag |= CU_PATH;
}
}
}
}
/* free any temporary targets */
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(curcon, &targets, 0);
}
}
}
}
static void test_bonelist_constraints (Object *owner, ListBase *list)
{
Bone *bone;
for (bone = list->first; bone; bone = bone->next) {
test_constraints(owner, bone->name);
test_bonelist_constraints(owner, &bone->childbase);
}
}
void object_test_constraints (Object *owner)
{
test_constraints(owner, "");
if (owner->type==OB_ARMATURE) {
bArmature *arm= get_armature(owner);
if (arm)
test_bonelist_constraints(owner, &arm->bonebase);
}
}
/* ********************** CONSTRAINT-SPECIFIC STUFF ********************* */
/* ------------- Child-Of Constraint ------------------ */
/* ChildOf Constraint - set inverse callback */
void childof_const_setinv (void *conv, void *scenev)
{
bConstraint *con= (bConstraint *)conv;
Scene *scene= (Scene *)scenev;
bChildOfConstraint *data= (bChildOfConstraint *)con->data;
Object *ob= OBACT;
bPoseChannel *pchan= NULL;
/* try to find a pose channel */
if (ob && ob->pose)
pchan= get_active_posechannel(ob);
/* calculate/set inverse matrix */
if (pchan) {
float pmat[4][4], cinf;
float imat[4][4], tmat[4][4];
/* make copy of pchan's original pose-mat (for use later) */
Mat4CpyMat4(pmat, pchan->pose_mat);
/* disable constraint for pose to be solved without it */
cinf= con->enforce;
con->enforce= 0.0f;
/* solve pose without constraint */
where_is_pose(scene, ob);
/* determine effect of constraint by removing the newly calculated
* pchan->pose_mat from the original pchan->pose_mat, thus determining
* the effect of the constraint
*/
Mat4Invert(imat, pchan->pose_mat);
Mat4MulMat4(tmat, imat, pmat);
Mat4Invert(data->invmat, tmat);
/* recalculate pose with new inv-mat */
con->enforce= cinf;
where_is_pose(scene, ob);
}
else if (ob) {
Object workob;
/* use what_does_parent to find inverse - just like for normal parenting.
* NOTE: what_does_parent uses a static workob defined in object.c
*/
what_does_parent(scene, ob, &workob);
Mat4Invert(data->invmat, workob.obmat);
}
else
Mat4One(data->invmat);
}
/* ChildOf Constraint - clear inverse callback */
void childof_const_clearinv (void *conv, void *unused)
{
bConstraint *con= (bConstraint *)conv;
bChildOfConstraint *data= (bChildOfConstraint *)con->data;
/* simply clear the matrix */
Mat4One(data->invmat);
}