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blender-archive/source/blender/editors/animation/anim_deps.c
Brecht Van Lommel 8d3955c28d Depsgraph:
* Move function to compute visible screen layers to BKE.
* Use this now in the depsgraph, was still using this all layers
  to flush. Still missing a way to get the current scene in
  background mode..
* Also two more function to not require a scene pointer anymore:
	* DAG_object_update_flags is now DAG_id_update_flags.
	* DAG_ids_flush_update is now available next to DAG_scene_flush_update.
2009-09-14 12:26:34 +00:00

172 lines
5.3 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) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation, Joshua Leung
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BLI_blenlib.h"
#include "BKE_action.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_utildefines.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "ED_anim_api.h"
#include "ED_screen.h"
#include "WM_api.h"
#include "WM_types.h"
/* ***************** depsgraph calls and anim updates ************* */
/* ***************** only these can be called from editors ******** */
void ED_anim_dag_flush_update(const bContext *C)
{
DAG_ids_flush_update(0);
}
/* flushes changes from object to all relations in scene */
void ED_anim_object_flush_update(const bContext *C, Object *ob)
{
DAG_id_update_flags(&ob->id);
}
/* **************************** pose <-> action syncing ******************************** */
/* Summary of what needs to be synced between poses and actions:
* 1) Flags
* a) Visibility (only for pose to action)
* b) Selection status (both ways)
* 2) Group settings (only for pose to action) - do we also need to make sure same groups exist?
* 3) Grouping (only for pose to action for now)
*/
/* XXX OBSOLETE CODE WARNING:
* With the Animato system, the code below is somewhat obsolete now...
*/
/* Notifier from Action/Dopesheet (this may be extended to include other things such as Python...)
* Channels in action changed, so update pose channels/groups to reflect changes.
*
* An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with
* the channels in its active Action.
*/
void ANIM_action_to_pose_sync (Object *ob)
{
bAction *act= (bAction *)ob->action;
bActionChannel *achan;
bPoseChannel *pchan;
/* error checking */
if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM(NULL, act, ob->pose))
return;
/* 1b) loop through all Action-Channels (there should be fewer channels to search through here in general) */
for (achan= act->chanbase.first; achan; achan= achan->next) {
/* find matching pose-channel */
pchan= get_pose_channel(ob->pose, achan->name);
/* sync active and selected flags */
if (pchan && pchan->bone) {
/* selection */
if (achan->flag & ACHAN_SELECTED)
pchan->bone->flag |= BONE_SELECTED;
else
pchan->bone->flag &= ~BONE_SELECTED;
/* active */
if (achan->flag & ACHAN_HILIGHTED)
pchan->bone->flag |= BONE_ACTIVE;
else
pchan->bone->flag &= ~BONE_ACTIVE;
}
}
// TODO: add grouping changes too? For now, these tools aren't exposed to users in animation editors yet...
}
/* Notifier from 3D-View/Outliner (this is likely to include other sources too...)
* Pose channels/groups changed, so update action channels
*
* An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with
* the channels in its active Action.
*/
void ANIM_pose_to_action_sync (Object *ob, ScrArea *sa)
{
#if 0 // XXX old animation system
SpaceAction *saction= (SpaceAction *)sa->spacedata.first;
bArmature *arm= (bArmature *)ob->data;
bAction *act= (bAction *)ob->action;
bActionChannel *achan;
//bActionGroup *agrp, *bgrp;
bPoseChannel *pchan;
/* error checking */
if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM3(NULL, arm, act, ob->pose))
return;
/* 1) loop through all Action-Channels (there should be fewer channels to search through here in general) */
for (achan= act->chanbase.first; achan; achan= achan->next) {
/* find matching pose-channel */
pchan= get_pose_channel(ob->pose, achan->name);
/* sync selection and visibility settings */
if (pchan && pchan->bone) {
/* visibility - if layer is hidden, or if bone itself is hidden */
if (!(saction->flag & SACTION_NOHIDE) && !(saction->pin)) {
if (!(pchan->bone->layer & arm->layer) || (pchan->bone->flag & BONE_HIDDEN_P))
achan->flag |= ACHAN_HIDDEN;
else
achan->flag &= ~ACHAN_HIDDEN;
}
/* selection */
if (pchan->bone->flag & BONE_SELECTED)
achan->flag |= ACHAN_SELECTED;
else
achan->flag &= ~ACHAN_SELECTED;
}
}
// XXX step 2 needs to be coded still... currently missing action/bone group API to do any more work here...
// XXX step 3 needs to be coded still... it's a messy case to deal with (we'll use the temp indices for this?)
#endif // XXX old animation system
}