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authorJoshua Leung <aligorith@gmail.com>2013-02-28 03:34:29 +0400
committerJoshua Leung <aligorith@gmail.com>2013-02-28 03:34:29 +0400
commit28a84a2c3a204bfab21541df0d6a78d718248f42 (patch)
tree1829518e5a0952bb8e52e7380007ed906992290d /source/blender/editors/armature/armature_edit.c
parent07cd75d7b04836e6d4b19f35f79c9c1283458aaa (diff)
Code Maintenance - Splitting up Armature/Pose Editing Files
This commit splits editarmature.c and poseobject.c into several files, such that certain types of functionality are (mostly) self-contained within particular files (instead of being mixed in with other functionality in a large file). In particular, this was done so that: 1) Armature EditMode tools are now in the armature_*.c files only, and Pose Mode tools in pose_*.c files only. - In one or two cases, this hasn't been possible as the two modes rely on much of the same shared infrastructure. 2) The "clear loc/rot/scale" operators and pose show/hide are no longer housed in editarmature.c 3) Selection operators, Transform operators, structural (add/delete) operators, and supporting utilities for the modes (enter/exit/roll-calculations) are not all interleaved in an ad-hoc manner Notes: * I've tried to ensure that the history of the new files has been maintained by doing svn copy {editarmature.c/poseobject.c} {armature_*.c/pose_*.c} Unfortunately, this means that the diffs are a bit messy. * There should be no functional/logic changes here. Just code moving around and cosmetic comment tweaks where needed. * #includes have largely been untouched for now, but could be cleaned up later * CMake changes untested, but should work in theory.
Diffstat (limited to 'source/blender/editors/armature/armature_edit.c')
-rw-r--r--source/blender/editors/armature/armature_edit.c1326
1 files changed, 1326 insertions, 0 deletions
diff --git a/source/blender/editors/armature/armature_edit.c b/source/blender/editors/armature/armature_edit.c
new file mode 100644
index 00000000000..65c3c1c64e2
--- /dev/null
+++ b/source/blender/editors/armature/armature_edit.c
@@ -0,0 +1,1326 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation, 2002-2009 full recode.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ *
+ * Armature EditMode tools - transforms, chain based editing, and other settings
+ */
+
+/** \file blender/editors/armature/armature_edit.c
+ * \ingroup edarmature
+ */
+
+
+#include <ctype.h>
+#include <stdlib.h>
+#include <stddef.h>
+#include <string.h>
+#include <math.h>
+#include <float.h>
+#include <assert.h>
+
+
+#include "DNA_anim_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_modifier_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+#include "BLI_ghash.h"
+
+#include "BKE_animsys.h"
+#include "BKE_action.h"
+#include "BKE_armature.h"
+#include "BKE_constraint.h"
+#include "BKE_context.h"
+#include "BKE_deform.h"
+#include "BKE_depsgraph.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_global.h"
+#include "BKE_idprop.h"
+#include "BKE_main.h"
+#include "BKE_object.h"
+#include "BKE_report.h"
+#include "BKE_modifier.h"
+
+#include "BIF_gl.h"
+
+#include "RNA_access.h"
+#include "RNA_define.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "ED_armature.h"
+#include "ED_keyframing.h"
+#include "ED_object.h"
+#include "ED_screen.h"
+#include "ED_util.h"
+#include "ED_view3d.h"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+
+#include "armature_intern.h"
+
+/* ************************** Object Tools Exports ******************************* */
+/* NOTE: these functions are exported to the Object module to be called from the tools there */
+
+void ED_armature_apply_transform(Object *ob, float mat[4][4])
+{
+ EditBone *ebone;
+ bArmature *arm = ob->data;
+ float scale = mat4_to_scale(mat); /* store the scale of the matrix here to use on envelopes */
+ float mat3[3][3];
+
+ copy_m3_m4(mat3, mat);
+ normalize_m3(mat3);
+
+ /* Put the armature into editmode */
+ ED_armature_to_edit(ob);
+
+ /* Do the rotations */
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ float delta[3], tmat[3][3];
+
+ /* find the current bone's roll matrix */
+ sub_v3_v3v3(delta, ebone->tail, ebone->head);
+ vec_roll_to_mat3(delta, ebone->roll, tmat);
+
+ /* transform the roll matrix */
+ mul_m3_m3m3(tmat, mat3, tmat);
+
+ /* transform the bone */
+ mul_m4_v3(mat, ebone->head);
+ mul_m4_v3(mat, ebone->tail);
+
+ /* apply the transfiormed roll back */
+ mat3_to_vec_roll(tmat, NULL, &ebone->roll);
+
+ ebone->rad_head *= scale;
+ ebone->rad_tail *= scale;
+ ebone->dist *= scale;
+
+ /* we could be smarter and scale by the matrix along the x & z axis */
+ ebone->xwidth *= scale;
+ ebone->zwidth *= scale;
+ }
+
+ /* Turn the list into an armature */
+ ED_armature_from_edit(ob);
+ ED_armature_edit_free(ob);
+}
+
+/* exported for use in editors/object/ */
+/* 0 == do center, 1 == center new, 2 == center cursor */
+void docenter_armature(Scene *scene, Object *ob, float cursor[3], int centermode, int around)
+{
+ Object *obedit = scene->obedit; // XXX get from context
+ EditBone *ebone;
+ bArmature *arm = ob->data;
+ float cent[3];
+
+ /* Put the armature into editmode */
+ if (ob != obedit) {
+ ED_armature_to_edit(ob);
+ obedit = NULL; /* we cant use this so behave as if there is no obedit */
+ }
+
+ /* Find the centerpoint */
+ if (centermode == 2) {
+ copy_v3_v3(cent, cursor);
+ invert_m4_m4(ob->imat, ob->obmat);
+ mul_m4_v3(ob->imat, cent);
+ }
+ else {
+ if (around == V3D_CENTROID) {
+ int total = 0;
+ zero_v3(cent);
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ total += 2;
+ add_v3_v3(cent, ebone->head);
+ add_v3_v3(cent, ebone->tail);
+ }
+ if (total) {
+ mul_v3_fl(cent, 1.0f / (float)total);
+ }
+ }
+ else {
+ float min[3], max[3];
+ INIT_MINMAX(min, max);
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ minmax_v3v3_v3(min, max, ebone->head);
+ minmax_v3v3_v3(min, max, ebone->tail);
+ }
+ mid_v3_v3v3(cent, min, max);
+ }
+ }
+
+ /* Do the adjustments */
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ sub_v3_v3(ebone->head, cent);
+ sub_v3_v3(ebone->tail, cent);
+ }
+
+ /* Turn the list into an armature */
+ if (obedit == NULL) {
+ ED_armature_from_edit(ob);
+ ED_armature_edit_free(ob);
+ }
+
+ /* Adjust object location for new centerpoint */
+ if (centermode && obedit == NULL) {
+ mul_mat3_m4_v3(ob->obmat, cent); /* ommit translation part */
+ add_v3_v3(ob->loc, cent);
+ }
+}
+
+/* ********************************* Roll ******************************* */
+
+/* adjust bone roll to align Z axis with vector
+ * vec is in local space and is normalized
+ */
+float ED_rollBoneToVector(EditBone *bone, const float align_axis[3], const short axis_only)
+{
+ float mat[3][3], nor[3];
+
+ sub_v3_v3v3(nor, bone->tail, bone->head);
+ vec_roll_to_mat3(nor, 0.0f, mat);
+
+ /* check the bone isn't aligned with the axis */
+ if (!is_zero_v3(align_axis) && angle_v3v3(align_axis, mat[2]) > FLT_EPSILON) {
+ float vec[3], align_axis_proj[3], roll;
+
+ /* project the new_up_axis along the normal */
+ project_v3_v3v3(vec, align_axis, nor);
+ sub_v3_v3v3(align_axis_proj, align_axis, vec);
+
+ if (axis_only) {
+ if (angle_v3v3(align_axis_proj, mat[2]) > (float)(M_PI / 2.0)) {
+ negate_v3(align_axis_proj);
+ }
+ }
+
+ roll = angle_v3v3(align_axis_proj, mat[2]);
+
+ cross_v3_v3v3(vec, mat[2], align_axis_proj);
+
+ if (dot_v3v3(vec, nor) < 0) {
+ roll = -roll;
+ }
+
+ return roll;
+ }
+
+ return 0.0f;
+}
+
+
+static EnumPropertyItem prop_calc_roll_types[] = {
+ {0, "X", 0, "X Axis", ""},
+ {1, "Y", 0, "Y Axis", ""},
+ {2, "Z", 0, "Z Axis", ""},
+ {5, "ACTIVE", 0, "Active Bone", ""},
+ {6, "VIEW", 0, "View Axis", ""},
+ {7, "CURSOR", 0, "Cursor", ""},
+ {0, NULL, 0, NULL, NULL}
+};
+
+
+static int armature_calc_roll_exec(bContext *C, wmOperator *op)
+{
+ Object *ob = CTX_data_edit_object(C);
+ const short type = RNA_enum_get(op->ptr, "type");
+ const short axis_only = RNA_boolean_get(op->ptr, "axis_only");
+ const short axis_flip = RNA_boolean_get(op->ptr, "axis_flip");
+
+ float imat[3][3];
+
+ bArmature *arm = ob->data;
+ EditBone *ebone;
+
+ copy_m3_m4(imat, ob->obmat);
+ invert_m3(imat);
+
+ if (type == 7) { /* Cursor */
+ Scene *scene = CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C); /* can be NULL */
+ float cursor_local[3];
+ const float *cursor = give_cursor(scene, v3d);
+
+
+ copy_v3_v3(cursor_local, cursor);
+ mul_m3_v3(imat, cursor_local);
+
+ /* cursor */
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ if (EBONE_VISIBLE(arm, ebone) && EBONE_EDITABLE(ebone)) {
+ float cursor_rel[3];
+ sub_v3_v3v3(cursor_rel, cursor_local, ebone->head);
+ if (axis_flip) negate_v3(cursor_rel);
+ ebone->roll = ED_rollBoneToVector(ebone, cursor_rel, axis_only);
+ }
+ }
+ }
+ else {
+ float vec[3] = {0.0f, 0.0f, 0.0f};
+ if (type == 6) { /* View */
+ RegionView3D *rv3d = CTX_wm_region_view3d(C);
+ if (rv3d == NULL) {
+ BKE_report(op->reports, RPT_ERROR, "No region view3d available");
+ return OPERATOR_CANCELLED;
+ }
+
+ copy_v3_v3(vec, rv3d->viewinv[2]);
+ mul_m3_v3(imat, vec);
+ }
+ else if (type == 5) {
+ float mat[3][3], nor[3];
+ ebone = (EditBone *)arm->act_edbone;
+ if (ebone == NULL) {
+ BKE_report(op->reports, RPT_ERROR, "No active bone set");
+ return OPERATOR_CANCELLED;
+ }
+
+ sub_v3_v3v3(nor, ebone->tail, ebone->head);
+ vec_roll_to_mat3(nor, ebone->roll, mat);
+ copy_v3_v3(vec, mat[2]);
+ }
+ else { /* Axis */
+ assert(type >= 0 && type <= 5);
+ if (type < 3) vec[type] = 1.0f;
+ else vec[type - 2] = -1.0f;
+ mul_m3_v3(imat, vec);
+ }
+
+ if (axis_flip) negate_v3(vec);
+
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ if (EBONE_VISIBLE(arm, ebone) && EBONE_EDITABLE(ebone)) {
+ /* roll func is a callback which assumes that all is well */
+ ebone->roll = ED_rollBoneToVector(ebone, vec, axis_only);
+ }
+ }
+ }
+
+ if (arm->flag & ARM_MIRROR_EDIT) {
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ if ((EBONE_VISIBLE(arm, ebone) && EBONE_EDITABLE(ebone)) == 0) {
+ EditBone *ebone_mirr = ED_armature_bone_get_mirrored(arm->edbo, ebone);
+ if (ebone_mirr && (EBONE_VISIBLE(arm, ebone_mirr) && EBONE_EDITABLE(ebone_mirr))) {
+ ebone->roll = -ebone_mirr->roll;
+ }
+ }
+ }
+ }
+
+ /* note, notifier might evolve */
+ WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob);
+
+ return OPERATOR_FINISHED;
+}
+
+void ARMATURE_OT_calculate_roll(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Recalculate Roll";
+ ot->idname = "ARMATURE_OT_calculate_roll";
+ ot->description = "Automatically fix alignment of select bones' axes";
+
+ /* api callbacks */
+ ot->invoke = WM_menu_invoke;
+ ot->exec = armature_calc_roll_exec;
+ ot->poll = ED_operator_editarmature;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+
+ /* properties */
+ ot->prop = RNA_def_enum(ot->srna, "type", prop_calc_roll_types, 0, "Type", "");
+ RNA_def_boolean(ot->srna, "axis_flip", 0, "Flip Axis", "Negate the alignment axis");
+ RNA_def_boolean(ot->srna, "axis_only", 0, "Shortest Rotation", "Ignore the axis direction, use the shortest rotation to align");
+}
+
+/* ******************************** Chain-Based Tools ********************************* */
+
+/* temporary data-structure for merge/fill bones */
+typedef struct EditBonePoint {
+ struct EditBonePoint *next, *prev;
+
+ EditBone *head_owner; /* EditBone which uses this point as a 'head' point */
+ EditBone *tail_owner; /* EditBone which uses this point as a 'tail' point */
+
+ float vec[3]; /* the actual location of the point in local/EditMode space */
+} EditBonePoint;
+
+/* find chain-tips (i.e. bones without children) */
+static void chains_find_tips(ListBase *edbo, ListBase *list)
+{
+ EditBone *curBone, *ebo;
+ LinkData *ld;
+
+ /* note: this is potentially very slow ... there's got to be a better way */
+ for (curBone = edbo->first; curBone; curBone = curBone->next) {
+ short stop = 0;
+
+ /* is this bone contained within any existing chain? (skip if so) */
+ for (ld = list->first; ld; ld = ld->next) {
+ for (ebo = ld->data; ebo; ebo = ebo->parent) {
+ if (ebo == curBone) {
+ stop = 1;
+ break;
+ }
+ }
+
+ if (stop) break;
+ }
+ /* skip current bone if it is part of an existing chain */
+ if (stop) continue;
+
+ /* is any existing chain part of the chain formed by this bone? */
+ stop = 0;
+ for (ebo = curBone->parent; ebo; ebo = ebo->parent) {
+ for (ld = list->first; ld; ld = ld->next) {
+ if (ld->data == ebo) {
+ ld->data = curBone;
+ stop = 1;
+ break;
+ }
+ }
+
+ if (stop) break;
+ }
+ /* current bone has already been added to a chain? */
+ if (stop) continue;
+
+ /* add current bone to a new chain */
+ ld = MEM_callocN(sizeof(LinkData), "BoneChain");
+ ld->data = curBone;
+ BLI_addtail(list, ld);
+ }
+}
+
+/* --------------------- */
+
+static void fill_add_joint(EditBone *ebo, short eb_tail, ListBase *points)
+{
+ EditBonePoint *ebp;
+ float vec[3];
+ short found = 0;
+
+ if (eb_tail) {
+ copy_v3_v3(vec, ebo->tail);
+ }
+ else {
+ copy_v3_v3(vec, ebo->head);
+ }
+
+ for (ebp = points->first; ebp; ebp = ebp->next) {
+ if (equals_v3v3(ebp->vec, vec)) {
+ if (eb_tail) {
+ if ((ebp->head_owner) && (ebp->head_owner->parent == ebo)) {
+ /* so this bone's tail owner is this bone */
+ ebp->tail_owner = ebo;
+ found = 1;
+ break;
+ }
+ }
+ else {
+ if ((ebp->tail_owner) && (ebo->parent == ebp->tail_owner)) {
+ /* so this bone's head owner is this bone */
+ ebp->head_owner = ebo;
+ found = 1;
+ break;
+ }
+ }
+ }
+ }
+
+ /* allocate a new point if no existing point was related */
+ if (found == 0) {
+ ebp = MEM_callocN(sizeof(EditBonePoint), "EditBonePoint");
+
+ if (eb_tail) {
+ copy_v3_v3(ebp->vec, ebo->tail);
+ ebp->tail_owner = ebo;
+ }
+ else {
+ copy_v3_v3(ebp->vec, ebo->head);
+ ebp->head_owner = ebo;
+ }
+
+ BLI_addtail(points, ebp);
+ }
+}
+
+/* bone adding between selected joints */
+static int armature_fill_bones_exec(bContext *C, wmOperator *op)
+{
+ Object *obedit = CTX_data_edit_object(C);
+ bArmature *arm = (obedit) ? obedit->data : NULL;
+ Scene *scene = CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
+ ListBase points = {NULL, NULL};
+ int count;
+
+ /* sanity checks */
+ if (ELEM(NULL, obedit, arm))
+ return OPERATOR_CANCELLED;
+
+ /* loop over all bones, and only consider if visible */
+ CTX_DATA_BEGIN(C, EditBone *, ebone, visible_bones)
+ {
+ if (!(ebone->flag & BONE_CONNECTED) && (ebone->flag & BONE_ROOTSEL))
+ fill_add_joint(ebone, 0, &points);
+ if (ebone->flag & BONE_TIPSEL)
+ fill_add_joint(ebone, 1, &points);
+ }
+ CTX_DATA_END;
+
+ /* the number of joints determines how we fill:
+ * 1) between joint and cursor (joint=head, cursor=tail)
+ * 2) between the two joints (order is dependent on active-bone/hierachy)
+ * 3+) error (a smarter method involving finding chains needs to be worked out
+ */
+ count = BLI_countlist(&points);
+
+ if (count == 0) {
+ BKE_report(op->reports, RPT_ERROR, "No joints selected");
+ return OPERATOR_CANCELLED;
+ }
+ else if (count == 1) {
+ EditBonePoint *ebp;
+ float curs[3];
+
+ /* Get Points - selected joint */
+ ebp = (EditBonePoint *)points.first;
+
+ /* Get points - cursor (tail) */
+ invert_m4_m4(obedit->imat, obedit->obmat);
+ mul_v3_m4v3(curs, obedit->imat, give_cursor(scene, v3d));
+
+ /* Create a bone */
+ /* newbone = */ add_points_bone(obedit, ebp->vec, curs);
+ }
+ else if (count == 2) {
+ EditBonePoint *ebp, *ebp2;
+ float head[3], tail[3];
+ short headtail = 0;
+
+ /* check that the points don't belong to the same bone */
+ ebp = (EditBonePoint *)points.first;
+ ebp2 = ebp->next;
+
+ if ((ebp->head_owner == ebp2->tail_owner) && (ebp->head_owner != NULL)) {
+ BKE_report(op->reports, RPT_ERROR, "Same bone selected...");
+ BLI_freelistN(&points);
+ return OPERATOR_CANCELLED;
+ }
+ if ((ebp->tail_owner == ebp2->head_owner) && (ebp->tail_owner != NULL)) {
+ BKE_report(op->reports, RPT_ERROR, "Same bone selected...");
+ BLI_freelistN(&points);
+ return OPERATOR_CANCELLED;
+ }
+
+ /* find which one should be the 'head' */
+ if ((ebp->head_owner && ebp2->head_owner) || (ebp->tail_owner && ebp2->tail_owner)) {
+ /* rule: whichever one is closer to 3d-cursor */
+ float curs[3];
+ float vecA[3], vecB[3];
+ float distA, distB;
+
+ /* get cursor location */
+ invert_m4_m4(obedit->imat, obedit->obmat);
+ mul_v3_m4v3(curs, obedit->imat, give_cursor(scene, v3d));
+
+ /* get distances */
+ sub_v3_v3v3(vecA, ebp->vec, curs);
+ sub_v3_v3v3(vecB, ebp2->vec, curs);
+ distA = len_v3(vecA);
+ distB = len_v3(vecB);
+
+ /* compare distances - closer one therefore acts as direction for bone to go */
+ headtail = (distA < distB) ? 2 : 1;
+ }
+ else if (ebp->head_owner) {
+ headtail = 1;
+ }
+ else if (ebp2->head_owner) {
+ headtail = 2;
+ }
+
+ /* assign head/tail combinations */
+ if (headtail == 2) {
+ copy_v3_v3(head, ebp->vec);
+ copy_v3_v3(tail, ebp2->vec);
+ }
+ else if (headtail == 1) {
+ copy_v3_v3(head, ebp2->vec);
+ copy_v3_v3(tail, ebp->vec);
+ }
+
+ /* add new bone and parent it to the appropriate end */
+ if (headtail) {
+ EditBone *newbone = add_points_bone(obedit, head, tail);
+
+ /* do parenting (will need to set connected flag too) */
+ if (headtail == 2) {
+ /* ebp tail or head - tail gets priority */
+ if (ebp->tail_owner)
+ newbone->parent = ebp->tail_owner;
+ else
+ newbone->parent = ebp->head_owner;
+ }
+ else {
+ /* ebp2 tail or head - tail gets priority */
+ if (ebp2->tail_owner)
+ newbone->parent = ebp2->tail_owner;
+ else
+ newbone->parent = ebp2->head_owner;
+ }
+
+ newbone->flag |= BONE_CONNECTED;
+ }
+ }
+ else {
+ /* FIXME.. figure out a method for multiple bones */
+ BKE_reportf(op->reports, RPT_ERROR, "Too many points selected: %d", count);
+ BLI_freelistN(&points);
+ return OPERATOR_CANCELLED;
+ }
+
+ /* updates */
+ WM_event_add_notifier(C, NC_OBJECT | ND_POSE, obedit);
+
+ /* free points */
+ BLI_freelistN(&points);
+
+ return OPERATOR_FINISHED;
+}
+
+void ARMATURE_OT_fill(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Fill Between Joints";
+ ot->idname = "ARMATURE_OT_fill";
+ ot->description = "Add bone between selected joint(s) and/or 3D-Cursor";
+
+ /* callbacks */
+ ot->exec = armature_fill_bones_exec;
+ ot->poll = ED_operator_editarmature;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+/* --------------------- */
+
+/* this function merges between two bones, removes them and those in-between,
+ * and adjusts the parent relationships for those in-between
+ */
+static void bones_merge(Object *obedit, EditBone *start, EditBone *end, EditBone *endchild, ListBase *chains)
+{
+ bArmature *arm = obedit->data;
+ EditBone *ebo, *ebone, *newbone;
+ LinkData *chain;
+ float head[3], tail[3];
+
+ /* check if same bone */
+ if (start == end) {
+ if (G.debug & G_DEBUG) {
+ printf("Error: same bone!\n");
+ printf("\tstart = %s, end = %s\n", start->name, end->name);
+ }
+ }
+
+ /* step 1: add a new bone
+ * - head = head/tail of start (default head)
+ * - tail = head/tail of end (default tail)
+ * - parent = parent of start
+ */
+ if ((start->flag & BONE_TIPSEL) && (start->flag & BONE_SELECTED) == 0) {
+ copy_v3_v3(head, start->tail);
+ }
+ else {
+ copy_v3_v3(head, start->head);
+ }
+ if ((end->flag & BONE_ROOTSEL) && (end->flag & BONE_SELECTED) == 0) {
+ copy_v3_v3(tail, end->head);
+ }
+ else {
+ copy_v3_v3(tail, end->tail);
+ }
+ newbone = add_points_bone(obedit, head, tail);
+ newbone->parent = start->parent;
+
+ /* TODO, copy more things to the new bone */
+ newbone->flag = start->flag & (BONE_HINGE | BONE_NO_DEFORM | BONE_NO_SCALE |
+ BONE_NO_CYCLICOFFSET | BONE_NO_LOCAL_LOCATION | BONE_DONE);
+
+ /* step 2a: reparent any side chains which may be parented to any bone in the chain of bones to merge
+ * - potentially several tips for side chains leading to some tree exist...
+ */
+ for (chain = chains->first; chain; chain = chain->next) {
+ /* traverse down chain until we hit the bottom or if we run into the tip of the chain of bones we're
+ * merging (need to stop in this case to avoid corrupting this chain too!)
+ */
+ for (ebone = chain->data; (ebone) && (ebone != end); ebone = ebone->parent) {
+ short found = 0;
+
+ /* check if this bone is parented to one in the merging chain
+ * ! WATCHIT: must only go check until end of checking chain
+ */
+ for (ebo = end; (ebo) && (ebo != start->parent); ebo = ebo->parent) {
+ /* side-chain found? --> remap parent to new bone, then we're done with this chain :) */
+ if (ebone->parent == ebo) {
+ ebone->parent = newbone;
+ found = 1;
+ break;
+ }
+ }
+
+ /* carry on to the next tip now */
+ if (found)
+ break;
+ }
+ }
+
+ /* step 2b: parent child of end to newbone (child from this chain) */
+ if (endchild)
+ endchild->parent = newbone;
+
+ /* step 3: delete all bones between and including start and end */
+ for (ebo = end; ebo; ebo = ebone) {
+ ebone = (ebo == start) ? (NULL) : (ebo->parent);
+ bone_free(arm, ebo);
+ }
+
+ newbone->flag |= (BONE_ROOTSEL | BONE_TIPSEL | BONE_SELECTED);
+ ED_armature_sync_selection(arm->edbo);
+}
+
+
+static int armature_merge_exec(bContext *C, wmOperator *op)
+{
+ Object *obedit = CTX_data_edit_object(C);
+ bArmature *arm = (obedit) ? obedit->data : NULL;
+ short type = RNA_enum_get(op->ptr, "type");
+
+ /* sanity checks */
+ if (ELEM(NULL, obedit, arm))
+ return OPERATOR_CANCELLED;
+
+ /* for now, there's only really one type of merging that's performed... */
+ if (type == 1) {
+ /* go down chains, merging bones */
+ ListBase chains = {NULL, NULL};
+ LinkData *chain, *nchain;
+ EditBone *ebo;
+
+ armature_tag_select_mirrored(arm);
+
+ /* get chains (ends on chains) */
+ chains_find_tips(arm->edbo, &chains);
+ if (chains.first == NULL) return OPERATOR_CANCELLED;
+
+ /* each 'chain' is the last bone in the chain (with no children) */
+ for (chain = chains.first; chain; chain = nchain) {
+ EditBone *bstart = NULL, *bend = NULL;
+ EditBone *bchild = NULL, *child = NULL;
+
+ /* temporarily remove chain from list of chains */
+ nchain = chain->next;
+ BLI_remlink(&chains, chain);
+
+ /* only consider bones that are visible and selected */
+ for (ebo = chain->data; ebo; child = ebo, ebo = ebo->parent) {
+ /* check if visible + selected */
+ if (EBONE_VISIBLE(arm, ebo) &&
+ ((ebo->flag & BONE_CONNECTED) || (ebo->parent == NULL)) &&
+ (ebo->flag & BONE_SELECTED) )
+ {
+ /* set either end or start (end gets priority, unless it is already set) */
+ if (bend == NULL) {
+ bend = ebo;
+ bchild = child;
+ }
+ else
+ bstart = ebo;
+ }
+ else {
+ /* chain is broken... merge any continous segments then clear */
+ if (bstart && bend)
+ bones_merge(obedit, bstart, bend, bchild, &chains);
+
+ bstart = NULL;
+ bend = NULL;
+ bchild = NULL;
+ }
+ }
+
+ /* merge from bstart to bend if something not merged */
+ if (bstart && bend)
+ bones_merge(obedit, bstart, bend, bchild, &chains);
+
+ /* put back link */
+ BLI_insertlinkbefore(&chains, nchain, chain);
+ }
+
+ armature_tag_unselect(arm);
+
+ BLI_freelistN(&chains);
+ }
+
+ /* updates */
+ ED_armature_sync_selection(arm->edbo);
+ WM_event_add_notifier(C, NC_OBJECT | ND_POSE, obedit);
+
+ return OPERATOR_FINISHED;
+}
+
+void ARMATURE_OT_merge(wmOperatorType *ot)
+{
+ static EnumPropertyItem merge_types[] = {
+ {1, "WITHIN_CHAIN", 0, "Within Chains", ""},
+ {0, NULL, 0, NULL, NULL}
+ };
+
+ /* identifiers */
+ ot->name = "Merge Bones";
+ ot->idname = "ARMATURE_OT_merge";
+ ot->description = "Merge continuous chains of selected bones";
+
+ /* callbacks */
+ ot->invoke = WM_menu_invoke;
+ ot->exec = armature_merge_exec;
+ ot->poll = ED_operator_editarmature;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+
+ /* properties */
+ ot->prop = RNA_def_enum(ot->srna, "type", merge_types, 0, "Type", "");
+}
+
+/* --------------------- */
+
+/* Switch Direction operator:
+ * Currently, this does not use context loops, as context loops do not make it
+ * easy to retrieve any hierarchical/chain relationships which are necessary for
+ * this to be done easily.
+ */
+
+/* helper to clear BONE_TRANSFORM flags */
+static void armature_clear_swap_done_flags(bArmature *arm)
+{
+ EditBone *ebone;
+
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ ebone->flag &= ~BONE_TRANSFORM;
+ }
+}
+
+static int armature_switch_direction_exec(bContext *C, wmOperator *UNUSED(op))
+{
+ Object *ob = CTX_data_edit_object(C);
+ bArmature *arm = (bArmature *)ob->data;
+ ListBase chains = {NULL, NULL};
+ LinkData *chain;
+
+ /* get chains of bones (ends on chains) */
+ chains_find_tips(arm->edbo, &chains);
+ if (chains.first == NULL) return OPERATOR_CANCELLED;
+
+ /* ensure that mirror bones will also be operated on */
+ armature_tag_select_mirrored(arm);
+
+ /* clear BONE_TRANSFORM flags
+ * - used to prevent duplicate/cancelling operations from occurring [#34123]
+ * - BONE_DONE cannot be used here as that's already used for mirroring
+ */
+ armature_clear_swap_done_flags(arm);
+
+ /* loop over chains, only considering selected and visible bones */
+ for (chain = chains.first; chain; chain = chain->next) {
+ EditBone *ebo, *child = NULL, *parent = NULL;
+
+ /* loop over bones in chain */
+ for (ebo = chain->data; ebo; ebo = parent) {
+ /* parent is this bone's original parent
+ * - we store this, as the next bone that is checked is this one
+ * but the value of ebo->parent may change here...
+ */
+ parent = ebo->parent;
+
+ /* skip bone if already handled... [#34123] */
+ if ((ebo->flag & BONE_TRANSFORM) == 0) {
+ /* only if selected and editable */
+ if (EBONE_VISIBLE(arm, ebo) && EBONE_EDITABLE(ebo)) {
+ /* swap head and tail coordinates */
+ SWAP(float, ebo->head[0], ebo->tail[0]);
+ SWAP(float, ebo->head[1], ebo->tail[1]);
+ SWAP(float, ebo->head[2], ebo->tail[2]);
+
+ /* do parent swapping:
+ * - use 'child' as new parent
+ * - connected flag is only set if points are coincidental
+ */
+ ebo->parent = child;
+ if ((child) && equals_v3v3(ebo->head, child->tail))
+ ebo->flag |= BONE_CONNECTED;
+ else
+ ebo->flag &= ~BONE_CONNECTED;
+
+ /* get next bones
+ * - child will become the new parent of next bone
+ */
+ child = ebo;
+ }
+ else {
+ /* not swapping this bone, however, if its 'parent' got swapped, unparent us from it
+ * as it will be facing in opposite direction
+ */
+ if ((parent) && (EBONE_VISIBLE(arm, parent) && EBONE_EDITABLE(parent))) {
+ ebo->parent = NULL;
+ ebo->flag &= ~BONE_CONNECTED;
+ }
+
+ /* get next bones
+ * - child will become new parent of next bone (not swapping occurred,
+ * so set to NULL to prevent infinite-loop)
+ */
+ child = NULL;
+ }
+
+ /* tag as done (to prevent double-swaps) */
+ ebo->flag |= BONE_TRANSFORM;
+ }
+ }
+ }
+
+ /* free chains */
+ BLI_freelistN(&chains);
+
+ /* clear temp flags */
+ armature_clear_swap_done_flags(arm);
+ armature_tag_unselect(arm);
+
+ /* note, notifier might evolve */
+ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob);
+
+ return OPERATOR_FINISHED;
+}
+
+void ARMATURE_OT_switch_direction(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Switch Direction";
+ ot->idname = "ARMATURE_OT_switch_direction";
+ ot->description = "Change the direction that a chain of bones points in (head <-> tail swap)";
+
+ /* api callbacks */
+ ot->exec = armature_switch_direction_exec;
+ ot->poll = ED_operator_editarmature;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+/* ********************************* Align ******************************* */
+
+/* helper to fix a ebone position if its parent has moved due to alignment*/
+static void fix_connected_bone(EditBone *ebone)
+{
+ float diff[3];
+
+ if (!(ebone->parent) || !(ebone->flag & BONE_CONNECTED) || equals_v3v3(ebone->parent->tail, ebone->head))
+ return;
+
+ /* if the parent has moved we translate child's head and tail accordingly */
+ sub_v3_v3v3(diff, ebone->parent->tail, ebone->head);
+ add_v3_v3(ebone->head, diff);
+ add_v3_v3(ebone->tail, diff);
+ return;
+}
+
+/* helper to recursively find chains of connected bones starting at ebone and fix their position */
+static void fix_editbone_connected_children(ListBase *edbo, EditBone *ebone)
+{
+ EditBone *selbone;
+
+ for (selbone = edbo->first; selbone; selbone = selbone->next) {
+ if ((selbone->parent) && (selbone->parent == ebone) && (selbone->flag & BONE_CONNECTED)) {
+ fix_connected_bone(selbone);
+ fix_editbone_connected_children(edbo, selbone);
+ }
+ }
+ return;
+}
+
+static void bone_align_to_bone(ListBase *edbo, EditBone *selbone, EditBone *actbone)
+{
+ float selboneaxis[3], actboneaxis[3], length;
+
+ sub_v3_v3v3(actboneaxis, actbone->tail, actbone->head);
+ normalize_v3(actboneaxis);
+
+ sub_v3_v3v3(selboneaxis, selbone->tail, selbone->head);
+ length = len_v3(selboneaxis);
+
+ mul_v3_fl(actboneaxis, length);
+ add_v3_v3v3(selbone->tail, selbone->head, actboneaxis);
+ selbone->roll = actbone->roll;
+
+ /* if the bone being aligned has connected descendants they must be moved
+ * according to their parent new position, otherwise they would be left
+ * in an inconsistent state: connected but away from the parent*/
+ fix_editbone_connected_children(edbo, selbone);
+ return;
+}
+
+static int armature_align_bones_exec(bContext *C, wmOperator *op)
+{
+ Object *ob = CTX_data_edit_object(C);
+ bArmature *arm = (bArmature *)ob->data;
+ EditBone *actbone = CTX_data_active_bone(C);
+ EditBone *actmirb = NULL;
+
+ /* there must be an active bone */
+ if (actbone == NULL) {
+ BKE_report(op->reports, RPT_ERROR, "Operation requires an active bone");
+ return OPERATOR_CANCELLED;
+ }
+ else if (arm->flag & ARM_MIRROR_EDIT) {
+ /* For X-Axis Mirror Editing option, we may need a mirror copy of actbone
+ * - if there's a mirrored copy of selbone, try to find a mirrored copy of actbone
+ * (i.e. selbone="child.L" and actbone="parent.L", find "child.R" and "parent.R").
+ * This is useful for arm-chains, for example parenting lower arm to upper arm
+ * - if there's no mirrored copy of actbone (i.e. actbone = "parent.C" or "parent")
+ * then just use actbone. Useful when doing upper arm to spine.
+ */
+ actmirb = ED_armature_bone_get_mirrored(arm->edbo, actbone);
+ if (actmirb == NULL)
+ actmirb = actbone;
+ }
+
+ /* if there is only 1 selected bone, we assume that that is the active bone,
+ * since a user will need to have clicked on a bone (thus selecting it) to make it active
+ */
+ if (CTX_DATA_COUNT(C, selected_editable_bones) <= 1) {
+ /* When only the active bone is selected, and it has a parent,
+ * align it to the parent, as that is the only possible outcome.
+ */
+ if (actbone->parent) {
+ bone_align_to_bone(arm->edbo, actbone, actbone->parent);
+
+ if ((arm->flag & ARM_MIRROR_EDIT) && (actmirb->parent))
+ bone_align_to_bone(arm->edbo, actmirb, actmirb->parent);
+ }
+ }
+ else {
+ /* Align 'selected' bones to the active one
+ * - the context iterator contains both selected bones and their mirrored copies,
+ * so we assume that unselected bones are mirrored copies of some selected bone
+ * - since the active one (and/or its mirror) will also be selected, we also need
+ * to check that we are not trying to operate on them, since such an operation
+ * would cause errors
+ */
+
+ /* align selected bones to the active one */
+ CTX_DATA_BEGIN(C, EditBone *, ebone, selected_editable_bones)
+ {
+ if (ELEM(ebone, actbone, actmirb) == 0) {
+ if (ebone->flag & BONE_SELECTED)
+ bone_align_to_bone(arm->edbo, ebone, actbone);
+ else
+ bone_align_to_bone(arm->edbo, ebone, actmirb);
+ }
+ }
+ CTX_DATA_END;
+ }
+
+
+ /* note, notifier might evolve */
+ WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, ob);
+
+ return OPERATOR_FINISHED;
+}
+
+void ARMATURE_OT_align(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Align Bones";
+ ot->idname = "ARMATURE_OT_align";
+ ot->description = "Align selected bones to the active bone (or to their parent)";
+
+ /* api callbacks */
+ ot->invoke = WM_operator_confirm;
+ ot->exec = armature_align_bones_exec;
+ ot->poll = ED_operator_editarmature;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+/* ********************************* Delete ******************************* */
+
+/* previously delete_armature */
+/* only editmode! */
+static int armature_delete_selected_exec(bContext *C, wmOperator *UNUSED(op))
+{
+ bArmature *arm;
+ EditBone *curBone, *ebone_next;
+ bConstraint *con;
+ Object *obedit = CTX_data_edit_object(C); // XXX get from context
+ arm = obedit->data;
+
+ /* cancel if nothing selected */
+ if (CTX_DATA_COUNT(C, selected_bones) == 0)
+ return OPERATOR_CANCELLED;
+
+ armature_select_mirrored(arm);
+
+ /* First erase any associated pose channel */
+ if (obedit->pose) {
+ bPoseChannel *pchan, *pchan_next;
+ for (pchan = obedit->pose->chanbase.first; pchan; pchan = pchan_next) {
+ pchan_next = pchan->next;
+ curBone = editbone_name_exists(arm->edbo, pchan->name);
+
+ if (curBone && (curBone->flag & BONE_SELECTED) && (arm->layer & curBone->layer)) {
+ BKE_pose_channel_free(pchan);
+ BKE_pose_channels_hash_free(obedit->pose);
+ BLI_freelinkN(&obedit->pose->chanbase, pchan);
+ }
+ else {
+ for (con = pchan->constraints.first; con; con = con->next) {
+ bConstraintTypeInfo *cti = BKE_constraint_get_typeinfo(con);
+ ListBase targets = {NULL, NULL};
+ bConstraintTarget *ct;
+
+ if (cti && cti->get_constraint_targets) {
+ cti->get_constraint_targets(con, &targets);
+
+ for (ct = targets.first; ct; ct = ct->next) {
+ if (ct->tar == obedit) {
+ if (ct->subtarget[0]) {
+ curBone = editbone_name_exists(arm->edbo, ct->subtarget);
+ if (curBone && (curBone->flag & BONE_SELECTED) && (arm->layer & curBone->layer)) {
+ con->flag |= CONSTRAINT_DISABLE;
+ ct->subtarget[0] = 0;
+ }
+ }
+ }
+ }
+
+ if (cti->flush_constraint_targets)
+ cti->flush_constraint_targets(con, &targets, 0);
+ }
+ }
+ }
+ }
+ }
+
+
+ for (curBone = arm->edbo->first; curBone; curBone = ebone_next) {
+ ebone_next = curBone->next;
+ if (arm->layer & curBone->layer) {
+ if (curBone->flag & BONE_SELECTED) {
+ if (curBone == arm->act_edbone) arm->act_edbone = NULL;
+ ED_armature_edit_bone_remove(arm, curBone);
+ }
+ }
+ }
+
+
+ ED_armature_sync_selection(arm->edbo);
+
+ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit);
+
+ return OPERATOR_FINISHED;
+}
+
+void ARMATURE_OT_delete(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Delete Selected Bone(s)";
+ ot->idname = "ARMATURE_OT_delete";
+ ot->description = "Remove selected bones from the armature";
+
+ /* api callbacks */
+ ot->invoke = WM_operator_confirm;
+ ot->exec = armature_delete_selected_exec;
+ ot->poll = ED_operator_editarmature;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+/* ********************************* Show/Hide ******************************* */
+
+static int armature_hide_exec(bContext *C, wmOperator *op)
+{
+ Object *obedit = CTX_data_edit_object(C);
+ bArmature *arm = obedit->data;
+ EditBone *ebone;
+ const int invert = RNA_boolean_get(op->ptr, "unselected") ? BONE_SELECTED : 0;
+
+ /* cancel if nothing selected */
+ if (CTX_DATA_COUNT(C, selected_bones) == 0)
+ return OPERATOR_CANCELLED;
+
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ if (EBONE_VISIBLE(arm, ebone)) {
+ if ((ebone->flag & BONE_SELECTED) != invert) {
+ ebone->flag &= ~(BONE_TIPSEL | BONE_SELECTED | BONE_ROOTSEL);
+ ebone->flag |= BONE_HIDDEN_A;
+ }
+ }
+ }
+ ED_armature_validate_active(arm);
+ ED_armature_sync_selection(arm->edbo);
+
+ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit);
+
+ return OPERATOR_FINISHED;
+}
+
+void ARMATURE_OT_hide(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Hide Selected Bones";
+ ot->idname = "ARMATURE_OT_hide";
+ ot->description = "Tag selected bones to not be visible in Edit Mode";
+
+ /* api callbacks */
+ ot->exec = armature_hide_exec;
+ ot->poll = ED_operator_editarmature;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+
+ /* props */
+ RNA_def_boolean(ot->srna, "unselected", 0, "Unselected", "Hide unselected rather than selected");
+}
+
+static int armature_reveal_exec(bContext *C, wmOperator *UNUSED(op))
+{
+ Object *obedit = CTX_data_edit_object(C);
+ bArmature *arm = obedit->data;
+ EditBone *ebone;
+
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ if (arm->layer & ebone->layer) {
+ if (ebone->flag & BONE_HIDDEN_A) {
+ ebone->flag |= (BONE_TIPSEL | BONE_SELECTED | BONE_ROOTSEL);
+ ebone->flag &= ~BONE_HIDDEN_A;
+ }
+ }
+ }
+ ED_armature_validate_active(arm);
+ ED_armature_sync_selection(arm->edbo);
+
+ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit);
+
+ return OPERATOR_FINISHED;
+}
+
+void ARMATURE_OT_reveal(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Reveal Bones";
+ ot->idname = "ARMATURE_OT_reveal";
+ ot->description = "Unhide all bones that have been tagged to be hidden in Edit Mode";
+
+ /* api callbacks */
+ ot->exec = armature_reveal_exec;
+ ot->poll = ED_operator_editarmature;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+
+}
+#if 0 // remove this?
+static void hide_selected_armature_bones(Scene *scene)
+{
+ Object *obedit = scene->obedit; // XXX get from context
+ bArmature *arm = obedit->data;
+ EditBone *ebone;
+
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ if (EBONE_VISIBLE(arm, ebone)) {
+ if (ebone->flag & BONE_SELECTED) {
+ ebone->flag &= ~(BONE_TIPSEL | BONE_SELECTED | BONE_ROOTSEL);
+ ebone->flag |= BONE_HIDDEN_A;
+ }
+ }
+ }
+ ED_armature_validate_active(arm);
+ ED_armature_sync_selection(arm->edbo);
+}
+
+static void hide_unselected_armature_bones(Scene *scene)
+{
+ Object *obedit = scene->obedit; // XXX get from context
+ bArmature *arm = obedit->data;
+ EditBone *ebone;
+
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ bArmature *arm = obedit->data;
+ if (EBONE_VISIBLE(arm, ebone)) {
+ if (ebone->flag & (BONE_TIPSEL | BONE_SELECTED | BONE_ROOTSEL)) {
+ /* pass */
+ }
+ else {
+ ebone->flag |= BONE_HIDDEN_A;
+ }
+ }
+ }
+
+ ED_armature_validate_active(arm);
+ ED_armature_sync_selection(arm->edbo);
+}
+
+void show_all_armature_bones(Scene *scene)
+{
+ Object *obedit = scene->obedit; // XXX get from context
+ bArmature *arm = obedit->data;
+ EditBone *ebone;
+
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ if (arm->layer & ebone->layer) {
+ if (ebone->flag & BONE_HIDDEN_A) {
+ ebone->flag |= (BONE_TIPSEL | BONE_SELECTED | BONE_ROOTSEL);
+ ebone->flag &= ~BONE_HIDDEN_A;
+ }
+ }
+ }
+ ED_armature_validate_active(arm);
+ ED_armature_sync_selection(arm->edbo);
+}
+#endif