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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_utils.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_utils.c')
-rw-r--r--source/blender/editors/armature/armature_utils.c707
1 files changed, 707 insertions, 0 deletions
diff --git a/source/blender/editors/armature/armature_utils.c b/source/blender/editors/armature/armature_utils.c
new file mode 100644
index 00000000000..db47fd06f38
--- /dev/null
+++ b/source/blender/editors/armature/armature_utils.c
@@ -0,0 +1,707 @@
+/*
+ * ***** 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 *****
+ */
+
+/** \file blender/editors/armature/editarmature.c
+ * \ingroup edarmature
+ */
+
+
+#include <ctype.h>
+#include <stdlib.h>
+#include <stddef.h>
+#include <string.h>
+#include <math.h>
+#include <float.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_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"
+
+/* *************************************************************** */
+/* Validation */
+
+/* Sync selection to parent for connected children */
+void ED_armature_sync_selection(ListBase *edbo)
+{
+ EditBone *ebo;
+
+ for (ebo = edbo->first; ebo; ebo = ebo->next) {
+ /* if bone is not selectable, we shouldn't alter this setting... */
+ if ((ebo->flag & BONE_UNSELECTABLE) == 0) {
+ if ((ebo->flag & BONE_CONNECTED) && (ebo->parent)) {
+ if (ebo->parent->flag & BONE_TIPSEL)
+ ebo->flag |= BONE_ROOTSEL;
+ else
+ ebo->flag &= ~BONE_ROOTSEL;
+ }
+
+ if ((ebo->flag & BONE_TIPSEL) && (ebo->flag & BONE_ROOTSEL))
+ ebo->flag |= BONE_SELECTED;
+ else
+ ebo->flag &= ~BONE_SELECTED;
+ }
+ }
+}
+
+void ED_armature_validate_active(struct bArmature *arm)
+{
+ EditBone *ebone = arm->act_edbone;
+
+ if (ebone) {
+ if (ebone->flag & BONE_HIDDEN_A)
+ arm->act_edbone = NULL;
+ }
+}
+
+/* *************************************************************** */
+/* Bone Operations */
+
+/* XXX bone_looper is only to be used when we want to access settings
+ * (i.e. editability/visibility/selected) that context doesn't offer */
+int bone_looper(Object *ob, Bone *bone, void *data,
+ int (*bone_func)(Object *, Bone *, void *))
+{
+ /* We want to apply the function bone_func to every bone
+ * in an armature -- feed bone_looper the first bone and
+ * a pointer to the bone_func and watch it go!. The int count
+ * can be useful for counting bones with a certain property
+ * (e.g. skinnable)
+ */
+ int count = 0;
+
+ if (bone) {
+ /* only do bone_func if the bone is non null */
+ count += bone_func(ob, bone, data);
+
+ /* try to execute bone_func for the first child */
+ count += bone_looper(ob, bone->childbase.first, data, bone_func);
+
+ /* try to execute bone_func for the next bone at this
+ * depth of the recursion.
+ */
+ count += bone_looper(ob, bone->next, data, bone_func);
+ }
+
+ return count;
+}
+
+/* *************************************************************** */
+/* Bone Removal */
+
+void bone_free(bArmature *arm, EditBone *bone)
+{
+ if (arm->act_edbone == bone)
+ arm->act_edbone = NULL;
+
+ if (bone->prop) {
+ IDP_FreeProperty(bone->prop);
+ MEM_freeN(bone->prop);
+ }
+
+ BLI_freelinkN(arm->edbo, bone);
+}
+
+void ED_armature_edit_bone_remove(bArmature *arm, EditBone *exBone)
+{
+ EditBone *curBone;
+
+ /* Find any bones that refer to this bone */
+ for (curBone = arm->edbo->first; curBone; curBone = curBone->next) {
+ if (curBone->parent == exBone) {
+ curBone->parent = exBone->parent;
+ curBone->flag &= ~BONE_CONNECTED;
+ }
+ }
+
+ bone_free(arm, exBone);
+}
+
+/* *************************************************************** */
+/* Mirroring */
+
+/* context: editmode armature */
+EditBone *ED_armature_bone_get_mirrored(ListBase *edbo, EditBone *ebo)
+{
+ EditBone *eboflip = NULL;
+ char name[MAXBONENAME];
+
+ if (ebo == NULL)
+ return NULL;
+
+ flip_side_name(name, ebo->name, FALSE);
+
+ for (eboflip = edbo->first; eboflip; eboflip = eboflip->next) {
+ if (ebo != eboflip) {
+ if (!strcmp(name, eboflip->name))
+ break;
+ }
+ }
+
+ return eboflip;
+}
+
+/* ------------------------------------- */
+
+/* helper function for tools to work on mirrored parts.
+ * it leaves mirrored bones selected then too, which is a good indication of what happened */
+void armature_select_mirrored(bArmature *arm)
+{
+ /* Select mirrored bones */
+ if (arm->flag & ARM_MIRROR_EDIT) {
+ EditBone *curBone, *ebone_mirr;
+
+ for (curBone = arm->edbo->first; curBone; curBone = curBone->next) {
+ if (arm->layer & curBone->layer) {
+ if (curBone->flag & BONE_SELECTED) {
+ ebone_mirr = ED_armature_bone_get_mirrored(arm->edbo, curBone);
+ if (ebone_mirr)
+ ebone_mirr->flag |= BONE_SELECTED;
+ }
+ }
+ }
+ }
+
+}
+
+void armature_tag_select_mirrored(bArmature *arm)
+{
+ EditBone *curBone;
+
+ /* always untag */
+ for (curBone = arm->edbo->first; curBone; curBone = curBone->next) {
+ curBone->flag &= ~BONE_DONE;
+ }
+
+ /* Select mirrored bones */
+ if (arm->flag & ARM_MIRROR_EDIT) {
+ for (curBone = arm->edbo->first; curBone; curBone = curBone->next) {
+ if (arm->layer & curBone->layer) {
+ if (curBone->flag & (BONE_SELECTED | BONE_ROOTSEL | BONE_TIPSEL)) {
+ EditBone *ebone_mirr = ED_armature_bone_get_mirrored(arm->edbo, curBone);
+ if (ebone_mirr && (ebone_mirr->flag & BONE_SELECTED) == 0) {
+ ebone_mirr->flag |= BONE_DONE;
+ }
+ }
+ }
+ }
+
+ for (curBone = arm->edbo->first; curBone; curBone = curBone->next) {
+ if (curBone->flag & BONE_DONE) {
+ EditBone *ebone_mirr = ED_armature_bone_get_mirrored(arm->edbo, curBone);
+ curBone->flag |= ebone_mirr->flag & (BONE_SELECTED | BONE_ROOTSEL | BONE_TIPSEL);
+ }
+ }
+ }
+}
+
+/* only works when tagged */
+void armature_tag_unselect(bArmature *arm)
+{
+ EditBone *curBone;
+
+ for (curBone = arm->edbo->first; curBone; curBone = curBone->next) {
+ if (curBone->flag & BONE_DONE) {
+ curBone->flag &= ~(BONE_SELECTED | BONE_ROOTSEL | BONE_TIPSEL | BONE_DONE);
+ }
+ }
+}
+
+/* ------------------------------------- */
+
+/* if editbone (partial) selected, copy data */
+/* context; editmode armature, with mirror editing enabled */
+void transform_armature_mirror_update(Object *obedit)
+{
+ bArmature *arm = obedit->data;
+ EditBone *ebo, *eboflip;
+
+ for (ebo = arm->edbo->first; ebo; ebo = ebo->next) {
+ /* no layer check, correct mirror is more important */
+ if (ebo->flag & (BONE_TIPSEL | BONE_ROOTSEL)) {
+ eboflip = ED_armature_bone_get_mirrored(arm->edbo, ebo);
+
+ if (eboflip) {
+ /* we assume X-axis flipping for now */
+ if (ebo->flag & BONE_TIPSEL) {
+ EditBone *children;
+
+ eboflip->tail[0] = -ebo->tail[0];
+ eboflip->tail[1] = ebo->tail[1];
+ eboflip->tail[2] = ebo->tail[2];
+ eboflip->rad_tail = ebo->rad_tail;
+ eboflip->roll = -ebo->roll;
+
+ /* Also move connected children, in case children's name aren't mirrored properly */
+ for (children = arm->edbo->first; children; children = children->next) {
+ if (children->parent == eboflip && children->flag & BONE_CONNECTED) {
+ copy_v3_v3(children->head, eboflip->tail);
+ children->rad_head = ebo->rad_tail;
+ }
+ }
+ }
+ if (ebo->flag & BONE_ROOTSEL) {
+ eboflip->head[0] = -ebo->head[0];
+ eboflip->head[1] = ebo->head[1];
+ eboflip->head[2] = ebo->head[2];
+ eboflip->rad_head = ebo->rad_head;
+ eboflip->roll = -ebo->roll;
+
+ /* Also move connected parent, in case parent's name isn't mirrored properly */
+ if (eboflip->parent && eboflip->flag & BONE_CONNECTED) {
+ EditBone *parent = eboflip->parent;
+ copy_v3_v3(parent->tail, eboflip->head);
+ parent->rad_tail = ebo->rad_head;
+ }
+ }
+ if (ebo->flag & BONE_SELECTED) {
+ eboflip->dist = ebo->dist;
+ eboflip->roll = -ebo->roll;
+ eboflip->xwidth = ebo->xwidth;
+ eboflip->zwidth = ebo->zwidth;
+ }
+ }
+ }
+ }
+}
+
+/* *************************************************************** */
+/* Armature EditMode Conversions */
+
+/* converts Bones to EditBone list, used for tools as well */
+EditBone *make_boneList(ListBase *edbo, ListBase *bones, EditBone *parent, Bone *actBone)
+{
+ EditBone *eBone;
+ EditBone *eBoneAct = NULL;
+ EditBone *eBoneTest = NULL;
+ Bone *curBone;
+
+ for (curBone = bones->first; curBone; curBone = curBone->next) {
+ eBone = MEM_callocN(sizeof(EditBone), "make_editbone");
+
+ /* Copy relevant data from bone to eBone */
+ eBone->parent = parent;
+ BLI_strncpy(eBone->name, curBone->name, sizeof(eBone->name));
+ eBone->flag = curBone->flag;
+
+ /* fix selection flags */
+ if (eBone->flag & BONE_SELECTED) {
+ /* if the bone is selected the copy its root selection to the parents tip */
+ eBone->flag |= BONE_TIPSEL;
+ if (eBone->parent && (eBone->flag & BONE_CONNECTED)) {
+ eBone->parent->flag |= BONE_TIPSEL;
+ eBone->flag &= ~BONE_ROOTSEL; /* this is ignored when there is a connected parent, so unset it */
+ }
+ else {
+ eBone->flag |= BONE_ROOTSEL;
+ }
+ }
+ else {
+ /* if the bone is not selected, but connected to its parent
+ * copy the parents tip selection state */
+ if (eBone->parent && (eBone->flag & BONE_CONNECTED)) {
+ /* selecting with the mouse gives this behavior */
+ if (eBone->parent->flag & BONE_TIPSEL) {
+ eBone->flag |= BONE_ROOTSEL;
+ }
+ else {
+ eBone->flag &= ~BONE_ROOTSEL;
+ }
+
+ /* probably not selected but just in case */
+ eBone->flag &= ~BONE_TIPSEL;
+ }
+ }
+
+ copy_v3_v3(eBone->head, curBone->arm_head);
+ copy_v3_v3(eBone->tail, curBone->arm_tail);
+ eBone->roll = curBone->arm_roll;
+
+ /* rest of stuff copy */
+ eBone->length = curBone->length;
+ eBone->dist = curBone->dist;
+ eBone->weight = curBone->weight;
+ eBone->xwidth = curBone->xwidth;
+ eBone->zwidth = curBone->zwidth;
+ eBone->ease1 = curBone->ease1;
+ eBone->ease2 = curBone->ease2;
+ eBone->rad_head = curBone->rad_head;
+ eBone->rad_tail = curBone->rad_tail;
+ eBone->segments = curBone->segments;
+ eBone->layer = curBone->layer;
+
+ if (curBone->prop)
+ eBone->prop = IDP_CopyProperty(curBone->prop);
+
+ BLI_addtail(edbo, eBone);
+
+ /* Add children if necessary */
+ if (curBone->childbase.first) {
+ eBoneTest = make_boneList(edbo, &curBone->childbase, eBone, actBone);
+ if (eBoneTest)
+ eBoneAct = eBoneTest;
+ }
+
+ if (curBone == actBone)
+ eBoneAct = eBone;
+ }
+
+ return eBoneAct;
+}
+
+/* nasty stuff for converting roll in editbones into bones */
+/* also sets restposition in armature (arm_mat) */
+static void fix_bonelist_roll(ListBase *bonelist, ListBase *editbonelist)
+{
+ Bone *curBone;
+ EditBone *ebone;
+ float premat[3][3];
+ float postmat[3][3];
+ float difmat[3][3];
+ float imat[3][3];
+ float delta[3];
+
+ for (curBone = bonelist->first; curBone; curBone = curBone->next) {
+ /* sets local matrix and arm_mat (restpos) */
+ BKE_armature_where_is_bone(curBone, curBone->parent);
+
+ /* Find the associated editbone */
+ for (ebone = editbonelist->first; ebone; ebone = ebone->next)
+ if ((Bone *)ebone->temp == curBone)
+ break;
+
+ if (ebone) {
+ /* Get the ebone premat */
+ sub_v3_v3v3(delta, ebone->tail, ebone->head);
+ vec_roll_to_mat3(delta, ebone->roll, premat);
+
+ /* Get the bone postmat */
+ copy_m3_m4(postmat, curBone->arm_mat);
+
+ invert_m3_m3(imat, premat);
+ mul_m3_m3m3(difmat, imat, postmat);
+#if 0
+ printf("Bone %s\n", curBone->name);
+ print_m4("premat", premat);
+ print_m4("postmat", postmat);
+ print_m4("difmat", difmat);
+ printf("Roll = %f\n", RAD2DEGF(-atan2(difmat[2][0], difmat[2][2])));
+#endif
+ curBone->roll = (float)-atan2(difmat[2][0], difmat[2][2]);
+
+ /* and set restposition again */
+ BKE_armature_where_is_bone(curBone, curBone->parent);
+ }
+ fix_bonelist_roll(&curBone->childbase, editbonelist);
+ }
+}
+
+/* put EditMode back in Object */
+void ED_armature_from_edit(Object *obedit)
+{
+ bArmature *arm = obedit->data;
+ EditBone *eBone, *neBone;
+ Bone *newBone;
+ Object *obt;
+
+ /* armature bones */
+ BKE_armature_bonelist_free(&arm->bonebase);
+
+ /* remove zero sized bones, this gives instable restposes */
+ for (eBone = arm->edbo->first; eBone; eBone = neBone) {
+ float len = len_v3v3(eBone->head, eBone->tail);
+ neBone = eBone->next;
+ if (len <= 0.000001f) { /* FLT_EPSILON is too large? */
+ EditBone *fBone;
+
+ /* Find any bones that refer to this bone */
+ for (fBone = arm->edbo->first; fBone; fBone = fBone->next) {
+ if (fBone->parent == eBone)
+ fBone->parent = eBone->parent;
+ }
+ if (G.debug & G_DEBUG)
+ printf("Warning: removed zero sized bone: %s\n", eBone->name);
+ bone_free(arm, eBone);
+ }
+ }
+
+ /* Copy the bones from the editData into the armature */
+ for (eBone = arm->edbo->first; eBone; eBone = eBone->next) {
+ newBone = MEM_callocN(sizeof(Bone), "bone");
+ eBone->temp = newBone; /* Associate the real Bones with the EditBones */
+
+ BLI_strncpy(newBone->name, eBone->name, sizeof(newBone->name));
+ copy_v3_v3(newBone->arm_head, eBone->head);
+ copy_v3_v3(newBone->arm_tail, eBone->tail);
+ newBone->arm_roll = eBone->roll;
+
+ newBone->flag = eBone->flag;
+
+ if (eBone == arm->act_edbone) {
+ /* don't change active selection, this messes up separate which uses
+ * editmode toggle and can separate active bone which is de-selected originally */
+ /* newBone->flag |= BONE_SELECTED; */ /* important, editbones can be active with only 1 point selected */
+ arm->act_edbone = NULL;
+ arm->act_bone = newBone;
+ }
+ newBone->roll = 0.0f;
+
+ newBone->weight = eBone->weight;
+ newBone->dist = eBone->dist;
+
+ newBone->xwidth = eBone->xwidth;
+ newBone->zwidth = eBone->zwidth;
+ newBone->ease1 = eBone->ease1;
+ newBone->ease2 = eBone->ease2;
+ newBone->rad_head = eBone->rad_head;
+ newBone->rad_tail = eBone->rad_tail;
+ newBone->segments = eBone->segments;
+ newBone->layer = eBone->layer;
+
+ if (eBone->prop)
+ newBone->prop = IDP_CopyProperty(eBone->prop);
+ }
+
+ /* Fix parenting in a separate pass to ensure ebone->bone connections
+ * are valid at this point */
+ for (eBone = arm->edbo->first; eBone; eBone = eBone->next) {
+ newBone = (Bone *)eBone->temp;
+ if (eBone->parent) {
+ newBone->parent = (Bone *)eBone->parent->temp;
+ BLI_addtail(&newBone->parent->childbase, newBone);
+
+ {
+ float M_parentRest[3][3];
+ float iM_parentRest[3][3];
+ float delta[3];
+
+ /* Get the parent's matrix (rotation only) */
+ sub_v3_v3v3(delta, eBone->parent->tail, eBone->parent->head);
+ vec_roll_to_mat3(delta, eBone->parent->roll, M_parentRest);
+
+ /* Invert the parent matrix */
+ invert_m3_m3(iM_parentRest, M_parentRest);
+
+ /* Get the new head and tail */
+ sub_v3_v3v3(newBone->head, eBone->head, eBone->parent->tail);
+ sub_v3_v3v3(newBone->tail, eBone->tail, eBone->parent->tail);
+
+ mul_m3_v3(iM_parentRest, newBone->head);
+ mul_m3_v3(iM_parentRest, newBone->tail);
+ }
+ }
+ /* ...otherwise add this bone to the armature's bonebase */
+ else {
+ copy_v3_v3(newBone->head, eBone->head);
+ copy_v3_v3(newBone->tail, eBone->tail);
+ BLI_addtail(&arm->bonebase, newBone);
+ }
+ }
+
+ /* Make a pass through the new armature to fix rolling */
+ /* also builds restposition again (like BKE_armature_where_is) */
+ fix_bonelist_roll(&arm->bonebase, arm->edbo);
+
+ /* so all users of this armature should get rebuilt */
+ for (obt = G.main->object.first; obt; obt = obt->id.next) {
+ if (obt->data == arm)
+ BKE_pose_rebuild(obt, arm);
+ }
+
+ DAG_id_tag_update(&obedit->id, OB_RECALC_DATA);
+}
+
+void ED_armature_edit_free(struct Object *ob)
+{
+ bArmature *arm = ob->data;
+ EditBone *eBone;
+
+ /* Clear the editbones list */
+ if (arm->edbo) {
+ if (arm->edbo->first) {
+ for (eBone = arm->edbo->first; eBone; eBone = eBone->next) {
+ if (eBone->prop) {
+ IDP_FreeProperty(eBone->prop);
+ MEM_freeN(eBone->prop);
+ }
+ }
+
+ BLI_freelistN(arm->edbo);
+ }
+ MEM_freeN(arm->edbo);
+ arm->edbo = NULL;
+ }
+}
+
+/* Put armature in EditMode */
+void ED_armature_to_edit(Object *ob)
+{
+ bArmature *arm = ob->data;
+
+ ED_armature_edit_free(ob);
+ arm->edbo = MEM_callocN(sizeof(ListBase), "edbo armature");
+ arm->act_edbone = make_boneList(arm->edbo, &arm->bonebase, NULL, arm->act_bone);
+ arm->act_bone = NULL;
+
+// BIF_freeTemplates(); /* force template update when entering editmode */
+}
+
+/* *************************************************************** */
+/* Undo for Armature EditMode*/
+
+typedef struct UndoArmature {
+ EditBone *act_edbone;
+ ListBase lb;
+} UndoArmature;
+
+static void undoBones_to_editBones(void *uarmv, void *armv, void *UNUSED(data))
+{
+ UndoArmature *uarm = uarmv;
+ bArmature *arm = armv;
+ EditBone *ebo, *newebo;
+
+ BLI_freelistN(arm->edbo);
+
+ /* copy */
+ for (ebo = uarm->lb.first; ebo; ebo = ebo->next) {
+ newebo = MEM_dupallocN(ebo);
+ ebo->temp = newebo;
+ BLI_addtail(arm->edbo, newebo);
+ }
+
+ /* active bone */
+ if (uarm->act_edbone) {
+ ebo = uarm->act_edbone;
+ arm->act_edbone = ebo->temp;
+ }
+ else
+ arm->act_edbone = NULL;
+
+ /* set pointers */
+ for (newebo = arm->edbo->first; newebo; newebo = newebo->next) {
+ if (newebo->parent) newebo->parent = newebo->parent->temp;
+ }
+ /* be sure they don't hang ever */
+ for (newebo = arm->edbo->first; newebo; newebo = newebo->next) {
+ newebo->temp = NULL;
+ }
+}
+
+static void *editBones_to_undoBones(void *armv, void *UNUSED(obdata))
+{
+ bArmature *arm = armv;
+ UndoArmature *uarm;
+ EditBone *ebo, *newebo;
+
+ uarm = MEM_callocN(sizeof(UndoArmature), "listbase undo");
+
+ /* copy */
+ for (ebo = arm->edbo->first; ebo; ebo = ebo->next) {
+ newebo = MEM_dupallocN(ebo);
+ ebo->temp = newebo;
+ BLI_addtail(&uarm->lb, newebo);
+ }
+
+ /* active bone */
+ if (arm->act_edbone) {
+ ebo = arm->act_edbone;
+ uarm->act_edbone = ebo->temp;
+ }
+
+ /* set pointers */
+ for (newebo = uarm->lb.first; newebo; newebo = newebo->next) {
+ if (newebo->parent) newebo->parent = newebo->parent->temp;
+ }
+
+ return uarm;
+}
+
+static void free_undoBones(void *uarmv)
+{
+ UndoArmature *uarm = uarmv;
+
+ BLI_freelistN(&uarm->lb);
+ MEM_freeN(uarm);
+}
+
+static void *get_armature_edit(bContext *C)
+{
+ Object *obedit = CTX_data_edit_object(C);
+ if (obedit && obedit->type == OB_ARMATURE) {
+ return obedit->data;
+ }
+ return NULL;
+}
+
+/* and this is all the undo system needs to know */
+void undo_push_armature(bContext *C, const char *name)
+{
+ // XXX solve getdata()
+ undo_editmode_push(C, name, get_armature_edit, free_undoBones, undoBones_to_editBones, editBones_to_undoBones, NULL);
+}