Add `PBONE_SELECTED` macro to determine selection state of bones, while also taking visibility into account.
134 lines
4.1 KiB
C++
134 lines
4.1 KiB
C++
/*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2015 Blender Foundation.
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* All rights reserved.
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*
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* Defines and code for core node types
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*/
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/** \file
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* \ingroup bke
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*/
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#include "BKE_animsys.h"
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#include "BKE_armature.h"
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#include "BLI_set.hh"
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#include "DNA_action_types.h"
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#include "DNA_anim_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 "RNA_access.h"
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namespace {
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using BoneNameSet = blender::Set<std::string>;
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// Forward declarations.
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BoneNameSet pose_apply_find_selected_bones(const bArmature *armature, const bPose *pose);
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void pose_apply_disable_fcurves_for_unselected_bones(bAction *action,
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const BoneNameSet &selected_bone_names);
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void pose_apply_restore_fcurves(bAction *action);
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} // namespace
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void BKE_pose_apply_action(struct Object *ob,
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struct bAction *action,
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struct AnimationEvalContext *anim_eval_context)
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{
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bPose *pose = ob->pose;
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if (pose == nullptr) {
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return;
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}
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const bArmature *armature = (bArmature *)ob->data;
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const BoneNameSet selected_bone_names = pose_apply_find_selected_bones(armature, pose);
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const bool limit_to_selected_bones = !selected_bone_names.is_empty();
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if (limit_to_selected_bones) {
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/* Mute all FCurves that are not associated with selected bones. This separates the concept of
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* bone selection from the FCurve evaluation code. */
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pose_apply_disable_fcurves_for_unselected_bones(action, selected_bone_names);
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}
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/* Apply the Action. */
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PointerRNA pose_owner_ptr;
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RNA_id_pointer_create(&ob->id, &pose_owner_ptr);
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animsys_evaluate_action(&pose_owner_ptr, action, anim_eval_context, false);
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if (limit_to_selected_bones) {
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pose_apply_restore_fcurves(action);
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}
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}
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namespace {
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BoneNameSet pose_apply_find_selected_bones(const bArmature *armature, const bPose *pose)
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{
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BoneNameSet selected_bone_names;
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bool all_bones_selected = true;
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bool no_bones_selected = true;
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LISTBASE_FOREACH (bPoseChannel *, pchan, &pose->chanbase) {
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const bool is_selected = PBONE_SELECTED(armature, pchan->bone);
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all_bones_selected &= is_selected;
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no_bones_selected &= !is_selected;
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if (is_selected) {
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/* Bone names are unique, so no need to check for duplicates. */
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selected_bone_names.add_new(pchan->name);
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}
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}
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/* If no bones are selected, act as if all are. */
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if (all_bones_selected || no_bones_selected) {
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return BoneNameSet(); /* An empty set means "ignore bone selection". */
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}
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return selected_bone_names;
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}
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void pose_apply_restore_fcurves(bAction *action)
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{
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/* TODO(Sybren): Restore the FCurve flags, instead of just erasing the 'disabled' flag. */
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LISTBASE_FOREACH (FCurve *, fcu, &action->curves) {
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fcu->flag &= ~FCURVE_DISABLED;
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}
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}
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void pose_apply_disable_fcurves_for_unselected_bones(bAction *action,
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const BoneNameSet &selected_bone_names)
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{
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LISTBASE_FOREACH (FCurve *, fcu, &action->curves) {
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if (!fcu->rna_path || !strstr(fcu->rna_path, "pose.bones[")) {
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continue;
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}
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/* Get bone name, and check if this bone is selected. */
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char *bone_name = BLI_str_quoted_substrN(fcu->rna_path, "pose.bones[");
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if (!bone_name) {
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continue;
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}
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const bool is_selected = selected_bone_names.contains(bone_name);
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MEM_freeN(bone_name);
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if (is_selected) {
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continue;
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}
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fcu->flag |= FCURVE_DISABLED;
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}
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}
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} // namespace
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