1) Target-less IK If you add an IK constraint without a target set (no object or bone target), it now can be grabbed and moved with IK, using its own Bone tip or root as target itself. This way you can use IK for posing, without having the IK executed while it animates or while a Pose is being solved for real IK. After grabbing "Target-less IK", it applies the resulted motion in the pose-channels, which then can be used to insert keypositions. The Target-less IK bone can still be rotated without IK, also its chain can be edited as usual. UI: The CTRL+I menu gives this as an option too. In the 3D window it is drawn with orangish color. Note that IK is not resistant to non-uniform scaling yet. 2) Auto-IK When the option "Automatic IK" is set, in Edit Buttons Armature Panel, it creates automatic temporal Target-less IK for the Bone you grab or translate. The rules are: - it only works when a single Bone is selected - if the Bone is a root bone (no parent), it adds IK to the end of the chain(s) - otherwise it adds the IK to the active Bone - the temporal IK chain only consists of connected Bones. This method is still a bit experimental. Maybe it should become a special grabbing option (like SHIFT+G in Pose Mode). It also only works OK for rigs that fit for it well... when a rig already is fully setup with IK it can't do much good. :)
		
			
				
	
	
		
			757 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			757 lines
		
	
	
		
			18 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_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(1);
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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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	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)) {
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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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	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))
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			return pchan;
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	}
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	return NULL;
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}
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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) return 1;
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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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	bPoseChannel *pchan;
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	Base *base;
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	float *fp;
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	int cfra;
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	if(ob==NULL || ob->pose==NULL)
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		return;
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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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			pchan->pathlen= EFRA-SFRA;
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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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	cfra= CFRA;
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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(pchan->path) {
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					fp= pchan->path+3*(CFRA-SFRA);
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					VECCOPY(fp, pchan->pose_tail);
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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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	CFRA= cfra;
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	allqueue(REDRAWVIEW3D, 0);	/* recalc tags are still there */
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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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	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(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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						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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	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");
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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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}
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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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	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(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(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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	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)
 | 
						|
{
 | 
						|
	Object *ob= OBACT;
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						|
	bPoseChannel *pchan;
 | 
						|
	
 | 
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	/* paranoia checks */
 | 
						|
	if(!ob && !ob->pose) return;
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						|
	if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
 | 
						|
	
 | 
						|
	if(okee("Remove Constraints")==0) return;
 | 
						|
	
 | 
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	/* find active */
 | 
						|
	for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
 | 
						|
		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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						|
	}
 | 
						|
	
 | 
						|
	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;
 | 
						|
	bPoseChannel *pchan, *pchanact;
 | 
						|
	short nr;
 | 
						|
	
 | 
						|
	/* 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;
 | 
						|
	pchanact= pchan;
 | 
						|
	
 | 
						|
	nr= pupmenu("Copy Pose Attributes %t|Location%x1|Rotation%x2|Size%x3|Constraints");
 | 
						|
	
 | 
						|
	for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
 | 
						|
		if(pchan->bone->flag & BONE_SELECTED) {
 | 
						|
			if(pchan!=pchanact) {
 | 
						|
				if(nr==1) {
 | 
						|
					VECCOPY(pchan->loc, pchanact->loc);
 | 
						|
				}
 | 
						|
				else if(nr==2) {
 | 
						|
					QUATCOPY(pchan->quat, pchanact->quat);
 | 
						|
				}
 | 
						|
				else if(nr==3) {
 | 
						|
					VECCOPY(pchan->size, pchanact->size);
 | 
						|
				}
 | 
						|
				else if(nr==4) {
 | 
						|
					free_constraints(&pchan->constraints);
 | 
						|
					copy_constraints(&pchan->constraints, &pchanact->constraints);
 | 
						|
					pchan->constflag = pchanact->constflag;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	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, chan->name, NULL, AC_QUAT_X);
 | 
						|
						insertkey(id, ID_PO, chan->name, NULL, AC_QUAT_Y);
 | 
						|
						insertkey(id, ID_PO, chan->name, NULL, AC_QUAT_Z);
 | 
						|
						insertkey(id, ID_PO, chan->name, NULL, AC_QUAT_W);
 | 
						|
					}
 | 
						|
					if (chan->flag & POSE_SIZE){
 | 
						|
						insertkey(id, ID_PO, chan->name, NULL, AC_SIZE_X);
 | 
						|
						insertkey(id, ID_PO, chan->name, NULL, AC_SIZE_Y);
 | 
						|
						insertkey(id, ID_PO, chan->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);
 | 
						|
	bPoseChannel *pchan;
 | 
						|
	Bone *bone;
 | 
						|
	bDeformGroup *dg, *curdef;
 | 
						|
	int DMneedsFree;
 | 
						|
	
 | 
						|
	if(poseobj==NULL || (poseobj->flag & OB_POSEMODE)==0) return;
 | 
						|
	
 | 
						|
	dm = mesh_get_derived_final(meshobj, &DMneedsFree);
 | 
						|
	
 | 
						|
	map.meshobj= meshobj;
 | 
						|
	
 | 
						|
	for(pchan= poseobj->pose->chanbase.first; pchan; pchan= pchan->next) {
 | 
						|
		bone= pchan->bone;
 | 
						|
		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);
 | 
						|
			}
 | 
						|
			
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (DMneedsFree) 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;
 | 
						|
	bPoseChannel *pchan;
 | 
						|
	char newname[32];
 | 
						|
	
 | 
						|
	/* 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(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;
 | 
						|
	
 | 
						|
	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(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);
 | 
						|
			}			
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 |