This commit upgrades the modifier stack to only calculate the data which is needed, either by modifiers further down the stack or by other functions at the end of the stack (e.g. drawing functions). This speeds up modifier stack recalculation, especially where vertex groups and UV coordinates are concerned. For example, a mesh with an Armature modifier followed by a Subsurf modifier would previously have required the Subsurf modifier to interpolate all the vertex groups in the mesh, slowing down modifier calculations considerably. With this update, vertex group data is not propagated beyond the Armature modifier, so calculations are faster. Note that this depends on the order of modifiers in the stack. If the Armature and Subsurf modifiers were swapped in the above example, the Subsurf modifier would have to interpolate vertex groups, as they are needed by the Armature modifier.
958 lines
23 KiB
C
958 lines
23 KiB
C
/**
|
|
* $Id$
|
|
*
|
|
* ***** 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.
|
|
*
|
|
* Contributor(s): Ton Roosendaal, Blender Foundation '05, full recode.
|
|
*
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
* support for animation modes - Reevan McKay
|
|
*/
|
|
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
#include "BLI_arithb.h"
|
|
#include "BLI_blenlib.h"
|
|
|
|
#include "DNA_action_types.h"
|
|
#include "DNA_armature_types.h"
|
|
#include "DNA_constraint_types.h"
|
|
#include "DNA_mesh_types.h"
|
|
#include "DNA_meshdata_types.h"
|
|
#include "DNA_modifier_types.h"
|
|
#include "DNA_object_types.h"
|
|
#include "DNA_scene_types.h"
|
|
#include "DNA_screen_types.h"
|
|
#include "DNA_view3d_types.h"
|
|
|
|
#include "BKE_action.h"
|
|
#include "BKE_armature.h"
|
|
#include "BKE_blender.h"
|
|
#include "BKE_constraint.h"
|
|
#include "BKE_deform.h"
|
|
#include "BKE_depsgraph.h"
|
|
#include "BKE_DerivedMesh.h"
|
|
#include "BKE_displist.h"
|
|
#include "BKE_global.h"
|
|
#include "BKE_modifier.h"
|
|
#include "BKE_object.h"
|
|
#include "BKE_utildefines.h"
|
|
|
|
#include "BIF_editarmature.h"
|
|
#include "BIF_editaction.h"
|
|
#include "BIF_editconstraint.h"
|
|
#include "BIF_editdeform.h"
|
|
#include "BIF_gl.h"
|
|
#include "BIF_graphics.h"
|
|
#include "BIF_interface.h"
|
|
#include "BIF_poseobject.h"
|
|
#include "BIF_meshtools.h"
|
|
#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"
|
|
|
|
#include "mydevice.h"
|
|
#include "blendef.h"
|
|
|
|
void enter_posemode(void)
|
|
{
|
|
Base *base;
|
|
Object *ob;
|
|
bArmature *arm;
|
|
|
|
if(G.scene->id.lib) return;
|
|
base= BASACT;
|
|
if(base==NULL) return;
|
|
|
|
ob= base->object;
|
|
|
|
if (ob->id.lib){
|
|
error ("Can't pose libdata");
|
|
return;
|
|
}
|
|
|
|
switch (ob->type){
|
|
case OB_ARMATURE:
|
|
arm= get_armature(ob);
|
|
if( arm==NULL ) return;
|
|
|
|
ob->flag |= OB_POSEMODE;
|
|
base->flag= ob->flag;
|
|
|
|
allqueue(REDRAWHEADERS, 0);
|
|
allqueue(REDRAWBUTSALL, 0);
|
|
allqueue(REDRAWOOPS, 0);
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
if (G.obedit) exit_editmode(EM_FREEDATA|EM_WAITCURSOR);
|
|
G.f &= ~(G_VERTEXPAINT | G_FACESELECT | G_TEXTUREPAINT | G_WEIGHTPAINT);
|
|
}
|
|
|
|
void set_pose_keys (Object *ob)
|
|
{
|
|
bArmature *arm= ob->data;
|
|
bPoseChannel *chan;
|
|
|
|
if (ob->pose){
|
|
for (chan=ob->pose->chanbase.first; chan; chan=chan->next){
|
|
Bone *bone= chan->bone;
|
|
if(bone && (bone->flag & BONE_SELECTED) && (arm->layer & bone->layer)) {
|
|
chan->flag |= POSE_KEY;
|
|
}
|
|
else {
|
|
chan->flag &= ~POSE_KEY;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void exit_posemode(void)
|
|
{
|
|
Object *ob= OBACT;
|
|
Base *base= BASACT;
|
|
|
|
if(ob==NULL) return;
|
|
|
|
ob->flag &= ~OB_POSEMODE;
|
|
base->flag= ob->flag;
|
|
|
|
countall();
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
allqueue(REDRAWOOPS, 0);
|
|
allqueue(REDRAWHEADERS, 0);
|
|
allqueue(REDRAWBUTSALL, 0);
|
|
|
|
scrarea_queue_headredraw(curarea);
|
|
}
|
|
|
|
/* called by buttons to find a bone to display/edit values for */
|
|
bPoseChannel *get_active_posechannel (Object *ob)
|
|
{
|
|
bArmature *arm= ob->data;
|
|
bPoseChannel *pchan;
|
|
|
|
/* 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 */
|
|
void pose_calculate_path(Object *ob)
|
|
{
|
|
bArmature *arm;
|
|
bPoseChannel *pchan;
|
|
Base *base;
|
|
float *fp;
|
|
int cfra;
|
|
|
|
if(ob==NULL || ob->pose==NULL)
|
|
return;
|
|
arm= ob->data;
|
|
|
|
if(EFRA<=SFRA) return;
|
|
|
|
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;
|
|
if(pchan->path)
|
|
MEM_freeN(pchan->path);
|
|
pchan->path= MEM_callocN(3*pchan->pathlen*sizeof(float), "pchan path");
|
|
}
|
|
}
|
|
}
|
|
|
|
cfra= CFRA;
|
|
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);
|
|
VECCOPY(fp, pchan->pose_tail);
|
|
Mat4MulVecfl(ob->obmat, fp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CFRA= cfra;
|
|
allqueue(REDRAWVIEW3D, 0); /* recalc tags are still there */
|
|
}
|
|
|
|
|
|
/* for the object with pose/action: clear all path curves */
|
|
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->path) {
|
|
MEM_freeN(pchan->path);
|
|
pchan->path= NULL;
|
|
}
|
|
}
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
}
|
|
|
|
|
|
|
|
void pose_select_constraint_target(void)
|
|
{
|
|
Object *ob= OBACT;
|
|
bArmature *arm= ob->data;
|
|
bPoseChannel *pchan;
|
|
bConstraint *con;
|
|
|
|
/* 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) {
|
|
char *subtarget;
|
|
Object *target= get_constraint_target(con, &subtarget);
|
|
|
|
if(ob==target) {
|
|
if(subtarget) {
|
|
bPoseChannel *pchanc= get_pose_channel(ob->pose, subtarget);
|
|
if(pchanc)
|
|
pchanc->bone->flag |= BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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 All Paths%x4|Clear Pose %x5");
|
|
if(nr==1) {
|
|
pose_select_constraint_target();
|
|
}
|
|
else if(nr==2) {
|
|
pose_flip_names();
|
|
}
|
|
else if(nr==3) {
|
|
pose_calculate_path(ob);
|
|
}
|
|
else if(nr==4) {
|
|
pose_clear_paths(ob);
|
|
}
|
|
else if(nr==5) {
|
|
rest_pose(ob->pose);
|
|
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
|
|
BIF_undo_push("Clear Pose");
|
|
}
|
|
}
|
|
|
|
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)");
|
|
|
|
}
|
|
|
|
|
|
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|Location%x1|Rotation%x2|Size%x3|Constraints (All)%x4|Constraints...%x5|Transform Locks%x6|IK Limits%x7|Bone Shape%x8");
|
|
else
|
|
nr= pupmenu("Copy Pose Attributes %t|Location%x1|Rotation%x2|Size%x3|Constraints (All)%x4|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:
|
|
VECCOPY(pchan->loc, pchanact->loc);
|
|
break;
|
|
case 2:
|
|
QUATCOPY(pchan->quat, pchanact->quat);
|
|
break;
|
|
case 3:
|
|
VECCOPY(pchan->size, pchanact->size);
|
|
break;
|
|
case 4:
|
|
{
|
|
free_constraints(&pchan->constraints);
|
|
copy_constraints(&pchan->constraints, &pchanact->constraints);
|
|
pchan->constflag = pchanact->constflag;
|
|
}
|
|
break;
|
|
case 6:
|
|
pchan->protectflag = pchanact->protectflag;
|
|
break;
|
|
case 7:
|
|
{
|
|
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:
|
|
pchan->custom = pchanact->custom;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
} 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;
|
|
}
|
|
|
|
/* 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 (G.flags & G_RECORDKEYS){
|
|
ID *id= &ob->id;
|
|
|
|
/* Set keys on pose */
|
|
if (chan->flag & POSE_ROT){
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_X);
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_Y);
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_Z);
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_W);
|
|
}
|
|
if (chan->flag & POSE_SIZE){
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_X);
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_Y);
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_Z);
|
|
}
|
|
if (chan->flag & POSE_LOC){
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_X);
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_Y);
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_Z);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Update event for pose and deformation children */
|
|
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
|
|
|
|
if (G.flags & G_RECORDKEYS) {
|
|
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");
|
|
}
|
|
|
|
/* ********************************************** */
|
|
|
|
struct vgroup_map {
|
|
float head[3], tail[3];
|
|
Bone *bone;
|
|
bDeformGroup *dg, *dgflip;
|
|
Object *meshobj;
|
|
};
|
|
|
|
static void pose_adds_vgroups__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
|
|
{
|
|
struct vgroup_map *map= userData;
|
|
float vec[3], fac;
|
|
|
|
VECCOPY(vec, co);
|
|
Mat4MulVecfl(map->meshobj->obmat, vec);
|
|
|
|
/* get the distance-factor from the vertex to bone */
|
|
fac= distfactor_to_bone (vec, map->head, map->tail, map->bone->rad_head, map->bone->rad_tail, map->bone->dist);
|
|
|
|
/* add to vgroup. this call also makes me->dverts */
|
|
if(fac!=0.0f)
|
|
add_vert_to_defgroup (map->meshobj, map->dg, index, fac, WEIGHT_REPLACE);
|
|
else
|
|
remove_vert_defgroup (map->meshobj, map->dg, index);
|
|
|
|
if(map->dgflip) {
|
|
int j= mesh_get_x_mirror_vert(map->meshobj, index);
|
|
if(j>=0) {
|
|
if(fac!=0.0f)
|
|
add_vert_to_defgroup (map->meshobj, map->dgflip, j, fac, WEIGHT_REPLACE);
|
|
else
|
|
remove_vert_defgroup (map->meshobj, map->dgflip, j);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* context weightpaint and deformer in posemode */
|
|
void pose_adds_vgroups(Object *meshobj)
|
|
{
|
|
extern VPaint Gwp; /* from vpaint */
|
|
struct vgroup_map map;
|
|
DerivedMesh *dm;
|
|
Object *poseobj= modifiers_isDeformedByArmature(meshobj);
|
|
bArmature *arm= poseobj->data;
|
|
bPoseChannel *pchan;
|
|
Bone *bone;
|
|
bDeformGroup *dg, *curdef;
|
|
|
|
if(poseobj==NULL || (poseobj->flag & OB_POSEMODE)==0) return;
|
|
|
|
dm = mesh_get_derived_final(meshobj, CD_MASK_BAREMESH);
|
|
|
|
map.meshobj= meshobj;
|
|
|
|
for(pchan= poseobj->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
bone= pchan->bone;
|
|
if(arm->layer & pchan->bone->layer) {
|
|
if(bone->flag & (BONE_SELECTED)) {
|
|
|
|
/* check if mesh has vgroups */
|
|
dg= get_named_vertexgroup(meshobj, bone->name);
|
|
if(dg==NULL)
|
|
dg= add_defgroup_name(meshobj, bone->name);
|
|
|
|
/* flipped bone */
|
|
if(Gwp.flag & VP_MIRROR_X) {
|
|
char name[32];
|
|
|
|
BLI_strncpy(name, dg->name, 32);
|
|
bone_flip_name(name, 0); // 0 = don't strip off number extensions
|
|
|
|
for (curdef = meshobj->defbase.first; curdef; curdef=curdef->next)
|
|
if (!strcmp(curdef->name, name))
|
|
break;
|
|
map.dgflip= curdef;
|
|
}
|
|
else map.dgflip= NULL;
|
|
|
|
/* get the root of the bone in global coords */
|
|
VECCOPY(map.head, bone->arm_head);
|
|
Mat4MulVecfl(poseobj->obmat, map.head);
|
|
|
|
/* get the tip of the bone in global coords */
|
|
VECCOPY(map.tail, bone->arm_tail);
|
|
Mat4MulVecfl(poseobj->obmat, map.tail);
|
|
|
|
/* use the optimal vertices instead of mverts */
|
|
map.dg= dg;
|
|
map.bone= bone;
|
|
if(dm->foreachMappedVert)
|
|
dm->foreachMappedVert(dm, pose_adds_vgroups__mapFunc, (void*) &map);
|
|
else {
|
|
Mesh *me= meshobj->data;
|
|
int i;
|
|
for(i=0; i<me->totvert; i++)
|
|
pose_adds_vgroups__mapFunc(&map, i, (me->mvert+i)->co, NULL, NULL);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
dm->release(dm);
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
allqueue(REDRAWBUTSEDIT, 0);
|
|
|
|
DAG_object_flush_update(G.scene, meshobj, OB_RECALC_DATA); // and all its relations
|
|
|
|
}
|
|
|
|
/* ********************************************** */
|
|
|
|
/* 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, 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void pose_movetolayer(void)
|
|
{
|
|
Object *ob= OBACT;
|
|
bArmature *arm;
|
|
short lay= 0;
|
|
|
|
if(ob==NULL) return;
|
|
arm= ob->data;
|
|
|
|
if(G.qual & LR_SHIFTKEY) {
|
|
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(ob->flag & OB_POSEMODE) {
|
|
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);
|
|
}
|
|
}
|