439 lines
12 KiB
C
439 lines
12 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) 2008 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup edanimation
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*/
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#include <string.h>
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#include "MEM_guardedalloc.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_gpencil_types.h"
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#include "DNA_mask_types.h"
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#include "DNA_node_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_sequence_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BKE_action.h"
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#include "BKE_anim_data.h"
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#include "BKE_context.h"
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#include "BKE_fcurve.h"
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#include "BKE_gpencil.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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#include "DEG_depsgraph.h"
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#include "RNA_access.h"
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#include "SEQ_sequencer.h"
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#include "SEQ_utils.h"
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#include "ED_anim_api.h"
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/* **************************** depsgraph tagging ******************************** */
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/* tags the given anim list element for refreshes (if applicable)
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* due to Animation Editor editing
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*/
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void ANIM_list_elem_update(Main *bmain, Scene *scene, bAnimListElem *ale)
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{
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ID *id;
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FCurve *fcu;
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AnimData *adt;
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id = ale->id;
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if (!id) {
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return;
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}
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/* tag AnimData for refresh so that other views will update in realtime with these changes */
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adt = BKE_animdata_from_id(id);
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if (adt) {
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DEG_id_tag_update(id, ID_RECALC_ANIMATION);
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if (adt->action != NULL) {
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DEG_id_tag_update(&adt->action->id, ID_RECALC_ANIMATION);
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}
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}
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/* Tag copy on the main object if updating anything directly inside AnimData */
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if (ELEM(ale->type,
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ANIMTYPE_ANIMDATA,
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ANIMTYPE_NLAACTION,
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ANIMTYPE_NLATRACK,
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ANIMTYPE_NLACURVE)) {
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DEG_id_tag_update(id, ID_RECALC_ANIMATION);
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return;
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}
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/* update data */
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fcu = (ale->datatype == ALE_FCURVE) ? ale->key_data : NULL;
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if (fcu && fcu->rna_path) {
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/* if we have an fcurve, call the update for the property we
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* are editing, this is then expected to do the proper redraws
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* and depsgraph updates */
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PointerRNA id_ptr, ptr;
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PropertyRNA *prop;
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RNA_id_pointer_create(id, &id_ptr);
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if (RNA_path_resolve_property(&id_ptr, fcu->rna_path, &ptr, &prop)) {
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RNA_property_update_main(bmain, scene, &ptr, prop);
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}
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}
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else {
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/* in other case we do standard depsgraph update, ideally
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* we'd be calling property update functions here too ... */
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DEG_id_tag_update(id,
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ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY |
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ID_RECALC_ANIMATION); /* XXX or do we want something more restrictive? */
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}
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}
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/* tags the given ID block for refreshes (if applicable) due to
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* Animation Editor editing */
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void ANIM_id_update(Main *bmain, ID *id)
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{
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if (id) {
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DEG_id_tag_update_ex(
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bmain,
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id,
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ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY |
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ID_RECALC_ANIMATION); /* XXX or do we want something more restrictive? */
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}
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}
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/* **************************** animation data <-> data syncing ******************************** */
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/* This code here is used to synchronize the
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* - selection (to find selected data easier)
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* - ... (insert other relevant items here later)
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* status in relevant Blender data with the status stored in animation channels.
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*
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* This should be called in the refresh() callbacks for various editors in
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* response to appropriate notifiers.
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*/
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/* perform syncing updates for Action Groups */
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static void animchan_sync_group(bAnimContext *ac, bAnimListElem *ale, bActionGroup **active_agrp)
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{
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bActionGroup *agrp = (bActionGroup *)ale->data;
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ID *owner_id = ale->id;
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/* major priority is selection status
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* so we need both a group and an owner
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*/
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if (ELEM(NULL, agrp, owner_id)) {
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return;
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}
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/* for standard Objects, check if group is the name of some bone */
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if (GS(owner_id->name) == ID_OB) {
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Object *ob = (Object *)owner_id;
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/* check if there are bones, and whether the name matches any
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* NOTE: this feature will only really work if groups by default contain the F-Curves
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* for a single bone.
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*/
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if (ob->pose) {
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bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, agrp->name);
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bArmature *arm = ob->data;
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if (pchan) {
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bActionGroup *bgrp;
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/* if one matches, sync the selection status */
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if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) {
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agrp->flag |= AGRP_SELECTED;
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}
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else {
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agrp->flag &= ~AGRP_SELECTED;
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}
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/* also sync active group status */
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if ((ob == ac->obact) && (pchan->bone == arm->act_bone)) {
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/* if no previous F-Curve has active flag, then we're the first and only one to get it */
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if (*active_agrp == NULL) {
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agrp->flag |= AGRP_ACTIVE;
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*active_agrp = agrp;
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}
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else {
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/* someone else has already taken it - set as not active */
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agrp->flag &= ~AGRP_ACTIVE;
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}
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}
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else {
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/* this can't possibly be active now */
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agrp->flag &= ~AGRP_ACTIVE;
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}
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/* sync group colors */
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bgrp = (bActionGroup *)BLI_findlink(&ob->pose->agroups, (pchan->agrp_index - 1));
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if (bgrp) {
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agrp->customCol = bgrp->customCol;
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action_group_colors_sync(agrp, bgrp);
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}
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}
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}
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}
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}
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static void animchan_sync_fcurve_scene(bAnimListElem *ale)
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{
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ID *owner_id = ale->id;
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BLI_assert(GS(owner_id->name) == ID_SCE);
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Scene *scene = (Scene *)owner_id;
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FCurve *fcu = (FCurve *)ale->data;
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/* only affect if F-Curve involves sequence_editor.sequences */
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if (!strstr(fcu->rna_path, "sequences_all")) {
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return;
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}
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Editing *ed = SEQ_editing_get(scene, false);
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/* get strip name, and check if this strip is selected */
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char *seq_name = BLI_str_quoted_substrN(fcu->rna_path, "sequences_all[");
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if (seq_name == NULL) {
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return;
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}
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Sequence *seq = SEQ_get_sequence_by_name(ed->seqbasep, seq_name, false);
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MEM_freeN(seq_name);
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if (seq == NULL) {
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return;
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}
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/* update selection status */
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if (seq->flag & SELECT) {
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fcu->flag |= FCURVE_SELECTED;
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}
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else {
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fcu->flag &= ~FCURVE_SELECTED;
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}
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}
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/* perform syncing updates for F-Curves */
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static void animchan_sync_fcurve(bAnimListElem *ale)
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{
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FCurve *fcu = (FCurve *)ale->data;
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ID *owner_id = ale->id;
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/* major priority is selection status, so refer to the checks done in anim_filter.c
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* skip_fcurve_selected_data() for reference about what's going on here...
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*/
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if (ELEM(NULL, fcu, fcu->rna_path, owner_id)) {
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return;
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}
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switch (GS(owner_id->name)) {
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case ID_SCE:
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animchan_sync_fcurve_scene(ale);
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break;
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default:
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break;
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}
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}
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/* perform syncing updates for GPencil Layers */
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static void animchan_sync_gplayer(bAnimListElem *ale)
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{
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bGPDlayer *gpl = (bGPDlayer *)ale->data;
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/* Make sure the selection flags agree with the "active" flag.
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* The selection flags are used in the Dopesheet only, whereas
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* the active flag is used everywhere else. Hence, we try to
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* sync these here so that it all seems to be have as the user
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* expects - T50184
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*
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* Assume that we only really do this when the active status changes.
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* (NOTE: This may prove annoying if it means selection is always lost)
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*/
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if (gpl->flag & GP_LAYER_ACTIVE) {
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gpl->flag |= GP_LAYER_SELECT;
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}
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else {
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gpl->flag &= ~GP_LAYER_SELECT;
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}
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}
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/* ---------------- */
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/* Main call to be exported to animation editors */
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void ANIM_sync_animchannels_to_data(const bContext *C)
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{
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bAnimContext ac;
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ListBase anim_data = {NULL, NULL};
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bAnimListElem *ale;
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int filter;
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bActionGroup *active_agrp = NULL;
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/* get animation context info for filtering the channels */
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if (ANIM_animdata_get_context(C, &ac) == 0) {
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return;
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}
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/* filter data */
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/* NOTE: we want all channels, since we want to be able to set selection status on some of them
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* even when collapsed... however,
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* don't include duplicates so that selection statuses don't override each other.
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*/
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filter = ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_CHANNELS | ANIMFILTER_NODUPLIS;
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ANIM_animdata_filter(&ac, &anim_data, filter, ac.data, ac.datatype);
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/* flush settings as appropriate depending on the types of the channels */
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for (ale = anim_data.first; ale; ale = ale->next) {
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switch (ale->type) {
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case ANIMTYPE_GROUP:
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animchan_sync_group(&ac, ale, &active_agrp);
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break;
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case ANIMTYPE_FCURVE:
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animchan_sync_fcurve(ale);
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break;
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case ANIMTYPE_GPLAYER:
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animchan_sync_gplayer(ale);
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break;
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}
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}
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ANIM_animdata_freelist(&anim_data);
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}
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void ANIM_animdata_update(bAnimContext *ac, ListBase *anim_data)
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{
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bAnimListElem *ale;
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for (ale = anim_data->first; ale; ale = ale->next) {
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if (ale->type == ANIMTYPE_GPLAYER) {
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bGPDlayer *gpl = ale->data;
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if (ale->update & ANIM_UPDATE_ORDER) {
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ale->update &= ~ANIM_UPDATE_ORDER;
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if (gpl) {
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BKE_gpencil_layer_frames_sort(gpl, NULL);
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}
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}
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if (ale->update & ANIM_UPDATE_DEPS) {
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ale->update &= ~ANIM_UPDATE_DEPS;
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ANIM_list_elem_update(ac->bmain, ac->scene, ale);
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}
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/* disable handles to avoid crash */
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if (ale->update & ANIM_UPDATE_HANDLES) {
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ale->update &= ~ANIM_UPDATE_HANDLES;
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}
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}
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else if (ale->datatype == ALE_MASKLAY) {
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MaskLayer *masklay = ale->data;
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if (ale->update & ANIM_UPDATE_ORDER) {
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ale->update &= ~ANIM_UPDATE_ORDER;
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if (masklay) {
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/* While correct & we could enable it: 'posttrans_mask_clean' currently
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* both sorts and removes doubles, so this is not necessary here. */
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// BKE_mask_layer_shape_sort(masklay);
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}
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}
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if (ale->update & ANIM_UPDATE_DEPS) {
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ale->update &= ~ANIM_UPDATE_DEPS;
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ANIM_list_elem_update(ac->bmain, ac->scene, ale);
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}
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/* Disable handles to avoid assert. */
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if (ale->update & ANIM_UPDATE_HANDLES) {
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ale->update &= ~ANIM_UPDATE_HANDLES;
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}
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}
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else if (ale->datatype == ALE_FCURVE) {
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FCurve *fcu = ale->key_data;
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if (ale->update & ANIM_UPDATE_ORDER) {
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ale->update &= ~ANIM_UPDATE_ORDER;
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if (fcu) {
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sort_time_fcurve(fcu);
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}
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}
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if (ale->update & ANIM_UPDATE_HANDLES) {
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ale->update &= ~ANIM_UPDATE_HANDLES;
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if (fcu) {
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calchandles_fcurve(fcu);
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}
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}
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if (ale->update & ANIM_UPDATE_DEPS) {
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ale->update &= ~ANIM_UPDATE_DEPS;
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ANIM_list_elem_update(ac->bmain, ac->scene, ale);
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}
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}
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else if (ELEM(ale->type,
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ANIMTYPE_ANIMDATA,
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ANIMTYPE_NLAACTION,
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ANIMTYPE_NLATRACK,
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ANIMTYPE_NLACURVE)) {
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if (ale->update & ANIM_UPDATE_DEPS) {
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ale->update &= ~ANIM_UPDATE_DEPS;
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ANIM_list_elem_update(ac->bmain, ac->scene, ale);
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}
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}
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else if (ale->update) {
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#if 0
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if (G.debug & G_DEBUG) {
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printf("%s: Unhandled animchannel updates (%d) for type=%d (%p)\n",
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__func__,
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ale->update,
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ale->type,
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ale->data);
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}
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#endif
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/* Prevent crashes in cases where it can't be handled */
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ale->update = 0;
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}
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BLI_assert(ale->update == 0);
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}
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}
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void ANIM_animdata_freelist(ListBase *anim_data)
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{
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#ifndef NDEBUG
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bAnimListElem *ale, *ale_next;
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for (ale = anim_data->first; ale; ale = ale_next) {
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ale_next = ale->next;
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BLI_assert(ale->update == 0);
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MEM_freeN(ale);
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}
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BLI_listbase_clear(anim_data);
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#else
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BLI_freelistN(anim_data);
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#endif
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}
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