#ifdef HAVE_CONFIG_H #include <config.h> #endif Just need to finish cpp files now :) Kent -- mein@cs.umn.edu
227 lines
4.4 KiB
C
227 lines
4.4 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* support for animation modes - Reevan McKay
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_view3d_types.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "BKE_global.h"
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#include "BKE_displist.h"
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#include "BIF_gl.h"
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#include "BIF_graphics.h"
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#include "BIF_space.h"
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#include "BIF_toolbox.h"
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#include "BIF_screen.h"
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#include "BIF_poseobject.h"
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#include "BDR_editobject.h"
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#include "BSE_edit.h"
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#include "mydevice.h"
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#include "blendef.h"
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static void armature_filter_pose_keys (bPose *pose, bArmature* arm);
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static void armature_bonechildren_filter_pose_keys (bPose *pose, Bone *bone);
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void collect_pose_garbage(Object *ob)
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{
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bPoseChannel *pchan, *next;
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Bone *bone;
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if (!ob)
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return;
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if (!ob->pose)
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return;
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switch (ob->type){
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case OB_ARMATURE:
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/* Remove unused pose channels */
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for (pchan = ob->pose->chanbase.first; pchan; pchan=next){
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next=pchan->next;
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bone = get_named_bone(ob->data, pchan->name);
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if (!bone)
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BLI_freelinkN(&ob->pose->chanbase, pchan);
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}
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break;
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default:
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break;
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}
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}
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void enter_posemode(void)
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{
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Base *base;
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Object *ob;
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bArmature *arm;
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if(G.scene->id.lib) return;
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base= BASACT;
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if(base==0) return;
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if((base->lay & G.vd->lay)==0) return;
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ob= base->object;
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if(ob->data==0) return;
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if (ob->id.lib){
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error ("Can't pose libdata");
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return;
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}
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switch (ob->type){
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case OB_ARMATURE:
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arm= get_armature(ob);
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if( arm==0 ) return;
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G.obpose= ob;
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/* make_poseMesh(); */
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allqueue(REDRAWVIEW3D, 0);
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break;
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default:
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return;
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}
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if (G.obedit) exit_editmode(1);
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G.f &= ~(G_VERTEXPAINT | G_FACESELECT | G_TEXTUREPAINT | G_WEIGHTPAINT);
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}
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void filter_pose_keys (void)
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{
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Object *ob;
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bPoseChannel *chan;
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ob=G.obpose;
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if (!ob)
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return;
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switch (ob->type){
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case OB_ARMATURE:
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armature_filter_pose_keys (ob->pose, (bArmature*)ob->data);
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break;
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default:
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if (ob->pose){
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for (chan=ob->pose->chanbase.first; chan; chan=chan->next){
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chan->flag |= POSE_KEY;
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}
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}
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break;
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}
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}
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static void armature_filter_pose_keys (bPose *pose, bArmature *arm)
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{
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Bone *bone;
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if (!pose)
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return;
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if (!arm)
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return;
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for (bone=arm->bonebase.first; bone; bone=bone->next){
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armature_bonechildren_filter_pose_keys (pose, bone);
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}
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}
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static void armature_bonechildren_filter_pose_keys (bPose *pose, Bone *bone)
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{
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Bone *curbone;
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bPoseChannel *chan;
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if (!bone)
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return;
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for (chan=pose->chanbase.first; chan; chan=chan->next){
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if (BLI_streq(chan->name, bone->name))
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break;
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}
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if (chan){
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if (bone->flag & BONE_SELECTED){
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chan->flag |= POSE_KEY;
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}
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else {
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chan->flag &= ~POSE_KEY;
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}
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}
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for (curbone=bone->childbase.first; curbone; curbone=curbone->next){
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armature_bonechildren_filter_pose_keys (pose, curbone);
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}
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}
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void exit_posemode (int freedata)
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{
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Object *ob;
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if(G.obpose==0) return;
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ob= G.obpose;
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G.obpose= 0;
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makeDispList(ob);
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if(freedata) {
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setcursor_space(SPACE_VIEW3D, CURSOR_STD);
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countall();
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allqueue(REDRAWVIEW3D, 0);
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}
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else {
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G.obpose= ob;
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}
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scrarea_queue_headredraw(curarea);
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}
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