Remove the assumption of the pose library that Action groups are named after the bones in the armature. Even though this assumption is correct when the keys are created by Blender, action groups can be renamed. Keys created by Python scripts can also use arbitrary group names. Since there is more code in Blender making this assumption, and looping over selected bones is also a common occurrence, this commit contains some generic functionality to aid in this: - `BKE_armature_find_selected_bones`: function that iterates over all bones in an armature and calls a callback for each selected one. It returns a struct with info about the selection states (all or no bones selected). - `BKE_armature_find_selected_bone_names(armature)` uses the above function to return a set of selected bone names. - `BKE_pose_find_fcurves_with_bones()` calls a callback for each FCurve in an Action that targets a bone, also passing it the bone name.
147 lines
4.8 KiB
C++
147 lines
4.8 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_action.hh"
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#include "BKE_animsys.h"
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#include "BKE_armature.hh"
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#include "BLI_function_ref.hh"
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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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using namespace blender::bke;
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namespace {
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using ActionApplier =
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blender::FunctionRef<void(PointerRNA *, bAction *, const AnimationEvalContext *)>;
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/* Forward declarations. */
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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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void pose_apply(struct Object *ob,
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struct bAction *action,
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struct AnimationEvalContext *anim_eval_context,
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ActionApplier applier);
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} // namespace
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void BKE_pose_apply_action_selected_bones(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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auto evaluate_and_apply =
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[](PointerRNA *ptr, bAction *act, const AnimationEvalContext *anim_eval_context) {
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animsys_evaluate_action(ptr, act, anim_eval_context, false);
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};
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pose_apply(ob, action, anim_eval_context, evaluate_and_apply);
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}
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void BKE_pose_apply_action_all_bones(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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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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}
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void BKE_pose_apply_action_blend(struct Object *ob,
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struct bAction *action,
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struct AnimationEvalContext *anim_eval_context,
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const float blend_factor)
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{
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auto evaluate_and_blend = [blend_factor](PointerRNA *ptr,
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bAction *act,
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const AnimationEvalContext *anim_eval_context) {
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animsys_blend_in_action(ptr, act, anim_eval_context, blend_factor);
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};
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pose_apply(ob, action, anim_eval_context, evaluate_and_blend);
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}
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namespace {
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void pose_apply(struct Object *ob,
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struct bAction *action,
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struct AnimationEvalContext *anim_eval_context,
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ActionApplier applier)
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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 = BKE_armature_find_selected_bone_names(armature);
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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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applier(&pose_owner_ptr, action, anim_eval_context);
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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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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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auto disable_unselected_fcurve = [&](FCurve *fcu, const char *bone_name) {
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const bool is_bone_selected = selected_bone_names.contains(bone_name);
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if (!is_bone_selected) {
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fcu->flag |= FCURVE_DISABLED;
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}
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};
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BKE_action_find_fcurves_with_bones(action, disable_unselected_fcurve);
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}
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} // namespace
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