This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/src/poseobject.c
Kent Mein d0e346d544 updated .c files to include:
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

Just need to finish cpp files now :)

Kent
--
mein@cs.umn.edu
2002-11-25 12:02:15 +00:00

227 lines
4.4 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* support for animation modes - Reevan McKay
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "DNA_action_types.h"
#include "DNA_armature_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_global.h"
#include "BKE_displist.h"
#include "BIF_gl.h"
#include "BIF_graphics.h"
#include "BIF_space.h"
#include "BIF_toolbox.h"
#include "BIF_screen.h"
#include "BIF_poseobject.h"
#include "BDR_editobject.h"
#include "BSE_edit.h"
#include "mydevice.h"
#include "blendef.h"
static void armature_filter_pose_keys (bPose *pose, bArmature* arm);
static void armature_bonechildren_filter_pose_keys (bPose *pose, Bone *bone);
void collect_pose_garbage(Object *ob)
{
bPoseChannel *pchan, *next;
Bone *bone;
if (!ob)
return;
if (!ob->pose)
return;
switch (ob->type){
case OB_ARMATURE:
/* Remove unused pose channels */
for (pchan = ob->pose->chanbase.first; pchan; pchan=next){
next=pchan->next;
bone = get_named_bone(ob->data, pchan->name);
if (!bone)
BLI_freelinkN(&ob->pose->chanbase, pchan);
}
break;
default:
break;
}
}
void enter_posemode(void)
{
Base *base;
Object *ob;
bArmature *arm;
if(G.scene->id.lib) return;
base= BASACT;
if(base==0) return;
if((base->lay & G.vd->lay)==0) return;
ob= base->object;
if(ob->data==0) return;
if (ob->id.lib){
error ("Can't pose libdata");
return;
}
switch (ob->type){
case OB_ARMATURE:
arm= get_armature(ob);
if( arm==0 ) return;
G.obpose= ob;
/* make_poseMesh(); */
allqueue(REDRAWVIEW3D, 0);
break;
default:
return;
}
if (G.obedit) exit_editmode(1);
G.f &= ~(G_VERTEXPAINT | G_FACESELECT | G_TEXTUREPAINT | G_WEIGHTPAINT);
}
void filter_pose_keys (void)
{
Object *ob;
bPoseChannel *chan;
ob=G.obpose;
if (!ob)
return;
switch (ob->type){
case OB_ARMATURE:
armature_filter_pose_keys (ob->pose, (bArmature*)ob->data);
break;
default:
if (ob->pose){
for (chan=ob->pose->chanbase.first; chan; chan=chan->next){
chan->flag |= POSE_KEY;
}
}
break;
}
}
static void armature_filter_pose_keys (bPose *pose, bArmature *arm)
{
Bone *bone;
if (!pose)
return;
if (!arm)
return;
for (bone=arm->bonebase.first; bone; bone=bone->next){
armature_bonechildren_filter_pose_keys (pose, bone);
}
}
static void armature_bonechildren_filter_pose_keys (bPose *pose, Bone *bone)
{
Bone *curbone;
bPoseChannel *chan;
if (!bone)
return;
for (chan=pose->chanbase.first; chan; chan=chan->next){
if (BLI_streq(chan->name, bone->name))
break;
}
if (chan){
if (bone->flag & BONE_SELECTED){
chan->flag |= POSE_KEY;
}
else {
chan->flag &= ~POSE_KEY;
}
}
for (curbone=bone->childbase.first; curbone; curbone=curbone->next){
armature_bonechildren_filter_pose_keys (pose, curbone);
}
}
void exit_posemode (int freedata)
{
Object *ob;
if(G.obpose==0) return;
ob= G.obpose;
G.obpose= 0;
makeDispList(ob);
if(freedata) {
setcursor_space(SPACE_VIEW3D, CURSOR_STD);
countall();
allqueue(REDRAWVIEW3D, 0);
}
else {
G.obpose= ob;
}
scrarea_queue_headredraw(curarea);
}