Calculate Paths for Armatures didn't work if called from the WKEY menu before doing so from the Armature Visualisations panel. Was caused by the absence of version-patches for older-files where the settings used for path calculation were uninitialised.
1000 lines
24 KiB
C
1000 lines
24 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL 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.
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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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* Contributor(s): Ton Roosendaal, Blender Foundation '05, full recode.
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*
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* ***** END GPL LICENSE BLOCK *****
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* support for animation modes - Reevan McKay
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*/
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#include <stdlib.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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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_constraint_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_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_blender.h"
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#include "BKE_constraint.h"
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#include "BKE_deform.h"
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#include "BKE_depsgraph.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_displist.h"
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#include "BKE_global.h"
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#include "BKE_modifier.h"
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#include "BKE_object.h"
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#include "BKE_utildefines.h"
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#include "BIF_editarmature.h"
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#include "BIF_editaction.h"
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#include "BIF_editconstraint.h"
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#include "BIF_editdeform.h"
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#include "BIF_gl.h"
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#include "BIF_graphics.h"
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#include "BIF_interface.h"
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#include "BIF_poseobject.h"
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#include "BIF_meshtools.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 "BDR_editobject.h"
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#include "BSE_edit.h"
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#include "BSE_editipo.h"
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#include "BSE_trans_types.h"
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#include "mydevice.h"
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#include "blendef.h"
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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==NULL) return;
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ob= base->object;
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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==NULL ) return;
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ob->flag |= OB_POSEMODE;
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base->flag= ob->flag;
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allqueue(REDRAWHEADERS, 0);
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allqueue(REDRAWBUTSALL, 0);
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allqueue(REDRAWOOPS, 0);
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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(EM_FREEDATA|EM_WAITCURSOR);
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G.f &= ~(G_VERTEXPAINT | G_FACESELECT | G_TEXTUREPAINT | G_WEIGHTPAINT);
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}
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void set_pose_keys (Object *ob)
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{
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bArmature *arm= ob->data;
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bPoseChannel *chan;
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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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Bone *bone= chan->bone;
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if(bone && (bone->flag & BONE_SELECTED) && (arm->layer & bone->layer)) {
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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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}
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}
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void exit_posemode(void)
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{
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Object *ob= OBACT;
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Base *base= BASACT;
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if(ob==NULL) return;
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ob->flag &= ~OB_POSEMODE;
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base->flag= ob->flag;
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countall();
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWOOPS, 0);
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allqueue(REDRAWHEADERS, 0);
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allqueue(REDRAWBUTSALL, 0);
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scrarea_queue_headredraw(curarea);
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}
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/* called by buttons to find a bone to display/edit values for */
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bPoseChannel *get_active_posechannel (Object *ob)
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{
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bArmature *arm= ob->data;
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bPoseChannel *pchan;
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/* find active */
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if(pchan->bone && (pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer))
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return pchan;
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}
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return NULL;
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}
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/* if a selected or active bone is protected, throw error and return 1 */
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/* only_selected==1 : the active bone is allowed to be protected */
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static int pose_has_protected_selected(Object *ob, int only_selected)
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{
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/* check protection */
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if(ob->proxy) {
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bPoseChannel *pchan;
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bArmature *arm= ob->data;
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if(pchan->bone && (pchan->bone->layer & arm->layer)) {
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if(pchan->bone->layer & arm->layer_protected) {
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if(only_selected && (pchan->bone->flag & BONE_ACTIVE));
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else if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED))
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break;
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}
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}
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}
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if(pchan) {
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error("Cannot change Proxy protected bones");
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return 1;
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}
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}
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return 0;
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}
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/* only for real IK, not for auto-IK */
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int pose_channel_in_IK_chain(Object *ob, bPoseChannel *pchan)
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{
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bConstraint *con;
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Bone *bone;
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for(con= pchan->constraints.first; con; con= con->next) {
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if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
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bKinematicConstraint *data= con->data;
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if((data->flag & CONSTRAINT_IK_AUTO)==0)
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return 1;
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}
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}
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for(bone= pchan->bone->childbase.first; bone; bone= bone->next) {
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pchan= get_pose_channel(ob->pose, bone->name);
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if(pchan && pose_channel_in_IK_chain(ob, pchan))
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return 1;
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}
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return 0;
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}
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/* ********************************************** */
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/* for the object with pose/action: create path curves for selected bones */
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void pose_calculate_path(Object *ob)
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{
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bArmature *arm;
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bPoseChannel *pchan;
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Base *base;
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float *fp;
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int cfra;
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int sfra, efra;
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if(ob==NULL || ob->pose==NULL)
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return;
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arm= ob->data;
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/* version patch for older files here (do_versions patch too complicated) */
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if ((arm->pathsf == 0) || (arm->pathef == 0)) {
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arm->pathsf = SFRA;
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arm->pathef = EFRA;
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}
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if (arm->pathsize == 0) {
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arm->pathsize = 1;
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}
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/* set frame values */
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cfra= CFRA;
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sfra = arm->pathsf;
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efra = arm->pathef;
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if (efra<=sfra) return;
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DAG_object_update_flags(G.scene, ob, screen_view3d_layers());
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/* malloc the path blocks */
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if(pchan->bone && (pchan->bone->flag & BONE_SELECTED)) {
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if(arm->layer & pchan->bone->layer) {
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pchan->pathlen= efra-sfra+1;
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pchan->pathsf= sfra;
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pchan->pathef= efra+1;
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if(pchan->path)
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MEM_freeN(pchan->path);
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pchan->path= MEM_callocN(3*pchan->pathlen*sizeof(float), "pchan path");
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}
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}
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}
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for(CFRA=sfra; CFRA<=efra; CFRA++) {
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/* do all updates */
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for(base= FIRSTBASE; base; base= base->next) {
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if(base->object->recalc) {
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int temp= base->object->recalc;
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object_handle_update(base->object);
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base->object->recalc= temp;
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}
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}
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if(pchan->bone && (pchan->bone->flag & BONE_SELECTED)) {
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if(arm->layer & pchan->bone->layer) {
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if(pchan->path) {
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fp= pchan->path+3*(CFRA-sfra);
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if (arm->pathflag & ARM_PATH_HEADS) {
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VECCOPY(fp, pchan->pose_head);
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}
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else {
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VECCOPY(fp, pchan->pose_tail);
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}
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Mat4MulVecfl(ob->obmat, fp);
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}
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}
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}
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}
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}
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CFRA= cfra;
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allqueue(REDRAWVIEW3D, 0); /* recalc tags are still there */
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allqueue(REDRAWBUTSEDIT, 0);
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}
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/* for the object with pose/action: clear all path curves */
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void pose_clear_paths(Object *ob)
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{
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bPoseChannel *pchan;
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if(ob==NULL || ob->pose==NULL)
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return;
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/* free the path blocks */
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if(pchan->path) {
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MEM_freeN(pchan->path);
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pchan->path= NULL;
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}
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}
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allqueue(REDRAWVIEW3D, 0);
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}
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void pose_select_constraint_target(void)
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{
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Object *ob= OBACT;
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bArmature *arm= ob->data;
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bPoseChannel *pchan;
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bConstraint *con;
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/* paranoia checks */
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if(!ob && !ob->pose) return;
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if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if(arm->layer & pchan->bone->layer) {
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if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
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for(con= pchan->constraints.first; con; con= con->next) {
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char *subtarget;
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Object *target= get_constraint_target(con, &subtarget);
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if(ob==target) {
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if(subtarget) {
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bPoseChannel *pchanc= get_pose_channel(ob->pose, subtarget);
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if(pchanc)
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pchanc->bone->flag |= BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
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}
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}
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}
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}
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}
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}
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allqueue (REDRAWVIEW3D, 0);
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allqueue (REDRAWBUTSOBJECT, 0);
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allqueue (REDRAWOOPS, 0);
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BIF_undo_push("Select constraint target");
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}
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/* context: active channel */
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void pose_special_editmenu(void)
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{
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Object *ob= OBACT;
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short nr;
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/* paranoia checks */
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if(!ob && !ob->pose) return;
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if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
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nr= pupmenu("Specials%t|Select Constraint Target%x1|Flip Left-Right Names%x2|Calculate Paths%x3|Clear All Paths%x4|Clear User Transform %x5");
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if(nr==1) {
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pose_select_constraint_target();
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}
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else if(nr==2) {
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pose_flip_names();
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}
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else if(nr==3) {
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pose_calculate_path(ob);
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}
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else if(nr==4) {
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pose_clear_paths(ob);
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}
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else if(nr==5) {
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rest_pose(ob->pose);
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DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
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BIF_undo_push("Clear User Transform Pose");
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}
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}
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void pose_add_IK(void)
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{
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Object *ob= OBACT;
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/* paranoia checks */
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if(!ob && !ob->pose) return;
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if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
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add_constraint(1); /* 1 means only IK */
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}
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/* context: all selected channels */
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void pose_clear_IK(void)
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{
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Object *ob= OBACT;
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bArmature *arm= ob->data;
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bPoseChannel *pchan;
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bConstraint *con;
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bConstraint *next;
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/* paranoia checks */
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if(!ob && !ob->pose) return;
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if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
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if(pose_has_protected_selected(ob, 0))
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return;
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if(okee("Remove IK constraint(s)")==0) return;
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if(arm->layer & pchan->bone->layer) {
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if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
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for(con= pchan->constraints.first; con; con= next) {
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next= con->next;
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if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
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BLI_remlink(&pchan->constraints, con);
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free_constraint_data(con);
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MEM_freeN(con);
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}
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}
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pchan->constflag &= ~(PCHAN_HAS_IK|PCHAN_HAS_TARGET);
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}
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}
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}
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DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
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allqueue (REDRAWVIEW3D, 0);
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allqueue (REDRAWBUTSOBJECT, 0);
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allqueue (REDRAWOOPS, 0);
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BIF_undo_push("Remove IK constraint(s)");
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}
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void pose_clear_constraints(void)
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{
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Object *ob= OBACT;
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bArmature *arm= ob->data;
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bPoseChannel *pchan;
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/* paranoia checks */
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if(!ob && !ob->pose) return;
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if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
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if(pose_has_protected_selected(ob, 0))
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return;
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if(okee("Remove Constraints")==0) return;
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/* find active */
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if(arm->layer & pchan->bone->layer) {
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if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
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free_constraints(&pchan->constraints);
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pchan->constflag= 0;
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}
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}
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}
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DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
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allqueue (REDRAWVIEW3D, 0);
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allqueue (REDRAWBUTSOBJECT, 0);
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allqueue (REDRAWOOPS, 0);
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BIF_undo_push("Remove Constraint(s)");
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}
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void pose_copy_menu(void)
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{
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Object *ob= OBACT;
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bArmature *arm= ob->data;
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bPoseChannel *pchan, *pchanact;
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short nr;
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int i=0;
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/* paranoia checks */
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if(!ob && !ob->pose) return;
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if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
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/* find active */
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if(pchan->bone->flag & BONE_ACTIVE) break;
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}
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if(pchan==NULL) return;
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if(pose_has_protected_selected(ob, 1))
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return;
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pchanact= pchan;
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i= BLI_countlist(&(pchanact->constraints)); /* if there are 24 or less, allow for the user to select constraints */
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if (i<25)
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nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4|Constraints...%x5|%l|Transform Locks%x6|IK Limits%x7|Bone Shape%x8");
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else
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nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4|%l|Transform Locks%x6|IK Limits%x7|Bone Shape%x8");
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if(nr==-1) return;
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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;
|
|
case 9:
|
|
armature_loc_pose_to_bone(pchan, pchanact->pose_mat[3], pchan->loc);
|
|
break;
|
|
case 10:
|
|
{
|
|
float delta_mat[4][4], quat[4];
|
|
|
|
armature_mat_pose_to_bone(pchan, pchanact->pose_mat, delta_mat);
|
|
Mat4ToQuat(delta_mat, quat);
|
|
QUATCOPY(pchan->quat, quat);
|
|
}
|
|
break;
|
|
case 11:
|
|
{
|
|
float delta_mat[4][4], size[4];
|
|
|
|
armature_mat_pose_to_bone(pchan, pchanact->pose_mat, delta_mat);
|
|
Mat4ToSize(delta_mat, size);
|
|
VECCOPY(pchan->size, size);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} 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);
|
|
}
|
|
}
|