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blender-archive/source/blender/src/poseobject.c
Joshua Leung 9c1ae55017 Bugfix:
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.
2007-01-30 01:04:39 +00:00

1000 lines
24 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;
int sfra, efra;
if(ob==NULL || ob->pose==NULL)
return;
arm= ob->data;
/* version patch for older files here (do_versions patch too complicated) */
if ((arm->pathsf == 0) || (arm->pathef == 0)) {
arm->pathsf = SFRA;
arm->pathef = EFRA;
}
if (arm->pathsize == 0) {
arm->pathsize = 1;
}
/* set frame values */
cfra= CFRA;
sfra = arm->pathsf;
efra = arm->pathef;
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;
pchan->pathsf= sfra;
pchan->pathef= efra+1;
if(pchan->path)
MEM_freeN(pchan->path);
pchan->path= MEM_callocN(3*pchan->pathlen*sizeof(float), "pchan path");
}
}
}
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);
if (arm->pathflag & ARM_PATH_HEADS) {
VECCOPY(fp, pchan->pose_head);
}
else {
VECCOPY(fp, pchan->pose_tail);
}
Mat4MulVecfl(ob->obmat, fp);
}
}
}
}
}
CFRA= cfra;
allqueue(REDRAWVIEW3D, 0); /* recalc tags are still there */
allqueue(REDRAWBUTSEDIT, 0);
}
/* 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 User Transform %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 User Transform 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|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");
else
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");
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;
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);
}
}