diff options
author | Joshua Leung <aligorith@gmail.com> | 2009-01-03 14:35:39 +0300 |
---|---|---|
committer | Joshua Leung <aligorith@gmail.com> | 2009-01-03 14:35:39 +0300 |
commit | 7d5847defb332b4b41bc1df39263755c3c250e5f (patch) | |
tree | 9cc96da36a47e44f5682040fde3f880da80579bb /source/blender/editors/animation/anim_deps.c | |
parent | 38fcc20580fc27994531f8ef49cc06affd6d54a3 (diff) |
2.5
* Start of Action/Pose syncing code (in anim_deps.c) This is currently not hooked up yet, as we still need to figure out where these should get called (due to a few dependencies they have - i.e. visibility syncing of channels is turned on/off by setting in appropriate views).
* Also added assorted comments/changes to rna/dna
Diffstat (limited to 'source/blender/editors/animation/anim_deps.c')
-rw-r--r-- | source/blender/editors/animation/anim_deps.c | 99 |
1 files changed, 98 insertions, 1 deletions
diff --git a/source/blender/editors/animation/anim_deps.c b/source/blender/editors/animation/anim_deps.c index fbd9f5ecdb7..985d57ed31f 100644 --- a/source/blender/editors/animation/anim_deps.c +++ b/source/blender/editors/animation/anim_deps.c @@ -32,6 +32,8 @@ #include "MEM_guardedalloc.h" #include "DNA_action_types.h" +#include "DNA_armature_types.h" +#include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_space_types.h" @@ -41,6 +43,7 @@ #include "BLI_blenlib.h" +#include "BKE_action.h" #include "BKE_context.h" #include "BKE_depsgraph.h" #include "BKE_global.h" @@ -52,6 +55,7 @@ #include "RNA_access.h" #include "RNA_define.h" +#include "ED_anim_api.h" /* ***************** depsgraph calls and anim updates ************* */ @@ -84,7 +88,7 @@ void ED_anim_dag_flush_update(const bContext *C) /* results in fully updated anim system */ /* in future sound should be on WM level, only 1 sound can play! */ -void ED_update_for_newframe(bContext *C, int mute) +void ED_update_for_newframe(const bContext *C, int mute) { bScreen *screen= CTX_wm_screen(C); Scene *scene= screen->scene; @@ -118,3 +122,96 @@ void ED_update_for_newframe(bContext *C, int mute) } } +/* **************************** pose <-> action syncing ******************************** */ +/* Summary of what needs to be synced between poses and actions: + * 1) Flags + * a) Visibility (only for pose to action) + * b) Selection status (both ways) + * 2) Group settings (only for pose to action) - do we also need to make sure same groups exist? + * 3) Grouping (only for pose to action for now) + */ + +/* Notifier from Action/Dopesheet (this may be extended to include other things such as Python...) + * Channels in action changed, so update pose channels/groups to reflect changes. + * + * An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with + * the channels in its active Action. + */ +void ANIM_action_to_pose_sync (Object *ob) +{ + bAction *act= (bAction *)ob->action; + bActionChannel *achan; + bPoseChannel *pchan; + + /* error checking */ + if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM(NULL, act, ob->pose)) + return; + + /* 1b) loop through all Action-Channels (there should be fewer channels to search through here in general) */ + for (achan= act->chanbase.first; achan; achan= achan->next) { + /* find matching pose-channel */ + pchan= get_pose_channel(ob->pose, achan->name); + + /* sync active and selected flags */ + if (pchan && pchan->bone) { + /* selection */ + if (achan->flag & ACHAN_SELECTED) + pchan->bone->flag |= BONE_SELECTED; + else + pchan->bone->flag &= ~BONE_SELECTED; + + /* active */ + if (achan->flag & ACHAN_HILIGHTED) + pchan->bone->flag |= BONE_ACTIVE; + else + pchan->bone->flag &= ~BONE_ACTIVE; + } + } + + // TODO: add grouping changes too? For now, these tools aren't exposed to users in animation editors yet... +} + +/* Notifier from 3D-View/Outliner (this is likely to include other sources too...) + * Pose channels/groups changed, so update action channels + * + * An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with + * the channels in its active Action. + */ +void ANIM_pose_to_action_sync (Object *ob) +{ + bArmature *arm= (bArmature *)ob->data; + bAction *act= (bAction *)ob->action; + bActionChannel *achan; + //bActionGroup *agrp, *bgrp; + bPoseChannel *pchan; + + /* error checking */ + if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM3(NULL, arm, act, ob->pose)) + return; + + /* 1) loop through all Action-Channels (there should be fewer channels to search through here in general) */ + for (achan= act->chanbase.first; achan; achan= achan->next) { + /* find matching pose-channel */ + pchan= get_pose_channel(ob->pose, achan->name); + + /* sync selection and visibility settings */ + if (pchan && pchan->bone) { + /* visibility - if layer is hidden, or if bone itself is hidden */ + // XXX we may not want this happening though! (maybe we need some extra flags from context or so) + // only if SACTION_NOHIDE==0, and saction->pin == 0, when in Action Editor mode + if (!(pchan->bone->layer & arm->layer) || (pchan->bone->flag & BONE_HIDDEN_P)) + achan->flag |= ACHAN_HIDDEN; + else + achan->flag &= ~ACHAN_HIDDEN; + + /* selection */ + if (pchan->bone->flag & BONE_SELECTED) + achan->flag |= ACHAN_SELECTED; + else + achan->flag &= ~ACHAN_SELECTED; + } + } + + // XXX step 2 needs to be coded still... currently missing action/bone group API to do any more work here... + // XXX step 3 needs to be coded still... it's a messy case to deal with (we'll use the temp indices for this?) +} |