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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/pose_transform.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/pose_transform.c')
-rw-r--r--source/blender/editors/armature/pose_transform.c899
1 files changed, 899 insertions, 0 deletions
diff --git a/source/blender/editors/armature/pose_transform.c b/source/blender/editors/armature/pose_transform.c
new file mode 100644
index 00000000000..e039a307e67
--- /dev/null
+++ b/source/blender/editors/armature/pose_transform.c
@@ -0,0 +1,899 @@
+/*
+ * ***** 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 "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_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 "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"
+
+
+/* ********************************************** */
+/* Pose Apply */
+
+/* helper for apply_armature_pose2bones - fixes parenting of objects that are bone-parented to armature */
+static void applyarmature_fix_boneparents(Scene *scene, Object *armob)
+{
+ Object workob, *ob;
+
+ /* go through all objects in database */
+ for (ob = G.main->object.first; ob; ob = ob->id.next) {
+ /* if parent is bone in this armature, apply corrections */
+ if ((ob->parent == armob) && (ob->partype == PARBONE)) {
+ /* apply current transform from parent (not yet destroyed),
+ * then calculate new parent inverse matrix
+ */
+ BKE_object_apply_mat4(ob, ob->obmat, FALSE, FALSE);
+
+ BKE_object_workob_calc_parent(scene, ob, &workob);
+ invert_m4_m4(ob->parentinv, workob.obmat);
+ }
+ }
+}
+
+/* set the current pose as the restpose */
+static int apply_armature_pose2bones_exec(bContext *C, wmOperator *op)
+{
+ Scene *scene = CTX_data_scene(C);
+ Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C)); // must be active object, not edit-object
+ bArmature *arm = BKE_armature_from_object(ob);
+ bPose *pose;
+ bPoseChannel *pchan;
+ EditBone *curbone;
+
+ /* don't check if editmode (should be done by caller) */
+ if (ob->type != OB_ARMATURE)
+ return OPERATOR_CANCELLED;
+ if (BKE_object_obdata_is_libdata(ob)) {
+ BKE_report(op->reports, RPT_ERROR, "Cannot apply pose to lib-linked armature"); /* error_libdata(); */
+ return OPERATOR_CANCELLED;
+ }
+
+ /* helpful warnings... */
+ /* TODO: add warnings to be careful about actions, applying deforms first, etc. */
+ if (ob->adt && ob->adt->action)
+ BKE_report(op->reports, RPT_WARNING,
+ "Actions on this armature will be destroyed by this new rest pose as the "
+ "transforms stored are relative to the old rest pose");
+
+ /* Get editbones of active armature to alter */
+ ED_armature_to_edit(ob);
+
+ /* get pose of active object and move it out of posemode */
+ pose = ob->pose;
+
+ for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
+ curbone = editbone_name_exists(arm->edbo, pchan->name);
+
+ /* simply copy the head/tail values from pchan over to curbone */
+ copy_v3_v3(curbone->head, pchan->pose_head);
+ copy_v3_v3(curbone->tail, pchan->pose_tail);
+
+ /* fix roll:
+ * 1. find auto-calculated roll value for this bone now
+ * 2. remove this from the 'visual' y-rotation
+ */
+ {
+ float premat[3][3], imat[3][3], pmat[3][3], tmat[3][3];
+ float delta[3], eul[3];
+
+ /* obtain new auto y-rotation */
+ sub_v3_v3v3(delta, curbone->tail, curbone->head);
+ vec_roll_to_mat3(delta, 0.0f, premat);
+ invert_m3_m3(imat, premat);
+
+ /* get pchan 'visual' matrix */
+ copy_m3_m4(pmat, pchan->pose_mat);
+
+ /* remove auto from visual and get euler rotation */
+ mul_m3_m3m3(tmat, imat, pmat);
+ mat3_to_eul(eul, tmat);
+
+ /* just use this euler-y as new roll value */
+ curbone->roll = eul[1];
+ }
+
+ /* clear transform values for pchan */
+ zero_v3(pchan->loc);
+ zero_v3(pchan->eul);
+ unit_qt(pchan->quat);
+ unit_axis_angle(pchan->rotAxis, &pchan->rotAngle);
+ pchan->size[0] = pchan->size[1] = pchan->size[2] = 1.0f;
+
+ /* set anim lock */
+ curbone->flag |= BONE_UNKEYED;
+ }
+
+ /* convert editbones back to bones, and then free the edit-data */
+ ED_armature_from_edit(ob);
+ ED_armature_edit_free(ob);
+
+ /* flush positions of posebones */
+ BKE_pose_where_is(scene, ob);
+
+ /* fix parenting of objects which are bone-parented */
+ applyarmature_fix_boneparents(scene, ob);
+
+ /* note, notifier might evolve */
+ WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob);
+
+ return OPERATOR_FINISHED;
+}
+
+void POSE_OT_armature_apply(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Apply Pose as Rest Pose";
+ ot->idname = "POSE_OT_armature_apply";
+ ot->description = "Apply the current pose as the new rest pose";
+
+ /* callbacks */
+ ot->exec = apply_armature_pose2bones_exec;
+ ot->poll = ED_operator_posemode;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+
+/* set the current pose as the restpose */
+static int pose_visual_transform_apply_exec(bContext *C, wmOperator *UNUSED(op))
+{
+ Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C)); // must be active object, not edit-object
+
+ /* don't check if editmode (should be done by caller) */
+ if (ob->type != OB_ARMATURE)
+ return OPERATOR_CANCELLED;
+
+ /* loop over all selected pchans
+ *
+ * TODO, loop over children before parents if multiple bones
+ * at once are to be predictable*/
+ CTX_DATA_BEGIN(C, bPoseChannel *, pchan, selected_pose_bones)
+ {
+ float delta_mat[4][4];
+
+ /* chan_mat already contains the delta transform from rest pose to pose-mode pose
+ * as that is baked into there so that B-Bones will work. Once we've set this as the
+ * new raw-transform components, don't recalc the poses yet, otherwise IK result will
+ * change, thus changing the result we may be trying to record.
+ */
+ copy_m4_m4(delta_mat, pchan->chan_mat);
+ BKE_pchan_apply_mat4(pchan, delta_mat, TRUE);
+ }
+ CTX_DATA_END;
+
+ DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
+
+ /* note, notifier might evolve */
+ WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob);
+
+ return OPERATOR_FINISHED;
+}
+
+void POSE_OT_visual_transform_apply(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Apply Visual Transform to Pose";
+ ot->idname = "POSE_OT_visual_transform_apply";
+ ot->description = "Apply final constrained position of pose bones to their transform";
+
+ /* callbacks */
+ ot->exec = pose_visual_transform_apply_exec;
+ ot->poll = ED_operator_posemode;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+/* ********************************************** */
+/* Copy/Paste */
+
+/* Global copy/paste buffer for pose - cleared on start/end session + before every copy operation */
+static bPose *g_posebuf = NULL;
+
+void ED_clipboard_posebuf_free(void)
+{
+ if (g_posebuf) {
+ bPoseChannel *pchan;
+
+ for (pchan = g_posebuf->chanbase.first; pchan; pchan = pchan->next) {
+ if (pchan->prop) {
+ IDP_FreeProperty(pchan->prop);
+ MEM_freeN(pchan->prop);
+ }
+ }
+
+ /* was copied without constraints */
+ BLI_freelistN(&g_posebuf->chanbase);
+ MEM_freeN(g_posebuf);
+ }
+
+ g_posebuf = NULL;
+}
+
+/* This function is used to indicate that a bone is selected
+ * and needs to be included in copy buffer (used to be for inserting keys)
+ */
+static void set_pose_keys(Object *ob)
+{
+ bArmature *arm = ob->data;
+ bPoseChannel *chan;
+
+ if (ob->pose) {
+ for (chan = ob->pose->chanbase.first; chan; chan = chan->next) {
+ Bone *bone = chan->bone;
+ if ((bone) && (bone->flag & BONE_SELECTED) && (arm->layer & bone->layer))
+ chan->flag |= POSE_KEY;
+ else
+ chan->flag &= ~POSE_KEY;
+ }
+ }
+}
+
+/* perform paste pose, for a single bone
+ * < ob: object where bone to paste to lives
+ * < chan: bone that pose to paste comes from
+ * < selOnly: only paste on selected bones
+ * < flip: flip on x-axis
+ *
+ * > returns: whether the bone that we pasted to if we succeeded
+ */
+static bPoseChannel *pose_bone_do_paste(Object *ob, bPoseChannel *chan, short selOnly, short flip)
+{
+ bPoseChannel *pchan;
+ char name[MAXBONENAME];
+ short paste_ok;
+
+ /* get the name - if flipping, we must flip this first */
+ if (flip)
+ flip_side_name(name, chan->name, 0); /* 0 = don't strip off number extensions */
+ else
+ BLI_strncpy(name, chan->name, sizeof(name));
+
+ /* only copy when:
+ * 1) channel exists - poses are not meant to add random channels to anymore
+ * 2) if selection-masking is on, channel is selected - only selected bones get pasted on, allowing making both sides symmetrical
+ */
+ pchan = BKE_pose_channel_find_name(ob->pose, name);
+
+ if (selOnly)
+ paste_ok = ((pchan) && (pchan->bone->flag & BONE_SELECTED));
+ else
+ paste_ok = ((pchan != NULL));
+
+ /* continue? */
+ if (paste_ok) {
+ /* only loc rot size
+ * - only copies transform info for the pose
+ */
+ copy_v3_v3(pchan->loc, chan->loc);
+ copy_v3_v3(pchan->size, chan->size);
+ pchan->flag = chan->flag;
+
+ /* check if rotation modes are compatible (i.e. do they need any conversions) */
+ if (pchan->rotmode == chan->rotmode) {
+ /* copy the type of rotation in use */
+ if (pchan->rotmode > 0) {
+ copy_v3_v3(pchan->eul, chan->eul);
+ }
+ else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
+ copy_v3_v3(pchan->rotAxis, chan->rotAxis);
+ pchan->rotAngle = chan->rotAngle;
+ }
+ else {
+ copy_qt_qt(pchan->quat, chan->quat);
+ }
+ }
+ else if (pchan->rotmode > 0) {
+ /* quat/axis-angle to euler */
+ if (chan->rotmode == ROT_MODE_AXISANGLE)
+ axis_angle_to_eulO(pchan->eul, pchan->rotmode, chan->rotAxis, chan->rotAngle);
+ else
+ quat_to_eulO(pchan->eul, pchan->rotmode, chan->quat);
+ }
+ else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
+ /* quat/euler to axis angle */
+ if (chan->rotmode > 0)
+ eulO_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, chan->eul, chan->rotmode);
+ else
+ quat_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, chan->quat);
+ }
+ else {
+ /* euler/axis-angle to quat */
+ if (chan->rotmode > 0)
+ eulO_to_quat(pchan->quat, chan->eul, chan->rotmode);
+ else
+ axis_angle_to_quat(pchan->quat, chan->rotAxis, pchan->rotAngle);
+ }
+
+ /* paste flipped pose? */
+ if (flip) {
+ pchan->loc[0] *= -1;
+
+ /* has to be done as eulers... */
+ if (pchan->rotmode > 0) {
+ pchan->eul[1] *= -1;
+ pchan->eul[2] *= -1;
+ }
+ else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
+ float eul[3];
+
+ axis_angle_to_eulO(eul, EULER_ORDER_DEFAULT, pchan->rotAxis, pchan->rotAngle);
+ eul[1] *= -1;
+ eul[2] *= -1;
+ eulO_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, eul, EULER_ORDER_DEFAULT);
+ }
+ else {
+ float eul[3];
+
+ normalize_qt(pchan->quat);
+ quat_to_eul(eul, pchan->quat);
+ eul[1] *= -1;
+ eul[2] *= -1;
+ eul_to_quat(pchan->quat, eul);
+ }
+ }
+
+ /* ID properties */
+ if (chan->prop) {
+ if (pchan->prop) {
+ /* if we have existing properties on a bone, just copy over the values of
+ * matching properties (i.e. ones which will have some impact) on to the
+ * target instead of just blinding replacing all [
+ */
+ IDP_SyncGroupValues(pchan->prop, chan->prop);
+ }
+ else {
+ /* no existing properties, so assume that we want copies too? */
+ pchan->prop = IDP_CopyProperty(chan->prop);
+ }
+ }
+ }
+
+ /* return whether paste went ahead */
+ return pchan;
+}
+
+/* ---- */
+
+static int pose_copy_exec(bContext *C, wmOperator *op)
+{
+ Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
+
+ /* sanity checking */
+ if (ELEM(NULL, ob, ob->pose)) {
+ BKE_report(op->reports, RPT_ERROR, "No pose to copy");
+ return OPERATOR_CANCELLED;
+ }
+
+ /* free existing pose buffer */
+ ED_clipboard_posebuf_free();
+
+ /* sets chan->flag to POSE_KEY if bone selected, then copy those bones to the buffer */
+ set_pose_keys(ob);
+ BKE_pose_copy_data(&g_posebuf, ob->pose, 0);
+
+
+ return OPERATOR_FINISHED;
+}
+
+void POSE_OT_copy(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Copy Pose";
+ ot->idname = "POSE_OT_copy";
+ ot->description = "Copies the current pose of the selected bones to copy/paste buffer";
+
+ /* api callbacks */
+ ot->exec = pose_copy_exec;
+ ot->poll = ED_operator_posemode;
+
+ /* flag */
+ ot->flag = OPTYPE_REGISTER;
+}
+
+/* ---- */
+
+static int pose_paste_exec(bContext *C, wmOperator *op)
+{
+ Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
+ Scene *scene = CTX_data_scene(C);
+ bPoseChannel *chan;
+ int flip = RNA_boolean_get(op->ptr, "flipped");
+ int selOnly = RNA_boolean_get(op->ptr, "selected_mask");
+
+ /* get KeyingSet to use */
+ KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, ANIM_KS_LOC_ROT_SCALE_ID);
+
+ /* sanity checks */
+ if (ELEM(NULL, ob, ob->pose))
+ return OPERATOR_CANCELLED;
+
+ if (g_posebuf == NULL) {
+ BKE_report(op->reports, RPT_ERROR, "Copy buffer is empty");
+ return OPERATOR_CANCELLED;
+ }
+
+ /* if selOnly option is enabled, if user hasn't selected any bones,
+ * just go back to default behavior to be more in line with other pose tools
+ */
+ if (selOnly) {
+ if (CTX_DATA_COUNT(C, selected_pose_bones) == 0)
+ selOnly = 0;
+ }
+
+ /* Safely merge all of the channels in the buffer pose into any existing pose */
+ for (chan = g_posebuf->chanbase.first; chan; chan = chan->next) {
+ if (chan->flag & POSE_KEY) {
+ /* try to perform paste on this bone */
+ bPoseChannel *pchan = pose_bone_do_paste(ob, chan, selOnly, flip);
+
+ if (pchan) {
+ /* keyframing tagging for successful paste */
+ ED_autokeyframe_pchan(C, scene, ob, pchan, ks);
+ }
+ }
+ }
+
+ /* Update event for pose and deformation children */
+ DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
+
+ /* notifiers for updates */
+ WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob);
+
+ return OPERATOR_FINISHED;
+}
+
+void POSE_OT_paste(wmOperatorType *ot)
+{
+ PropertyRNA *prop;
+
+ /* identifiers */
+ ot->name = "Paste Pose";
+ ot->idname = "POSE_OT_paste";
+ ot->description = "Paste the stored pose on to the current pose";
+
+ /* api callbacks */
+ ot->exec = pose_paste_exec;
+ ot->poll = ED_operator_posemode;
+
+ /* flag */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+
+ /* properties */
+ prop = RNA_def_boolean(ot->srna, "flipped", FALSE, "Flipped on X-Axis", "Paste the stored pose flipped on to current pose");
+ RNA_def_property_flag(prop, PROP_SKIP_SAVE);
+
+ RNA_def_boolean(ot->srna, "selected_mask", FALSE, "On Selected Only", "Only paste the stored pose on to selected bones in the current pose");
+}
+
+/* ********************************************** */
+/* Clear Pose Transforms */
+
+/* clear scale of pose-channel */
+static void pchan_clear_scale(bPoseChannel *pchan)
+{
+ if ((pchan->protectflag & OB_LOCK_SCALEX) == 0)
+ pchan->size[0] = 1.0f;
+ if ((pchan->protectflag & OB_LOCK_SCALEY) == 0)
+ pchan->size[1] = 1.0f;
+ if ((pchan->protectflag & OB_LOCK_SCALEZ) == 0)
+ pchan->size[2] = 1.0f;
+}
+
+/* clear location of pose-channel */
+static void pchan_clear_loc(bPoseChannel *pchan)
+{
+ if ((pchan->protectflag & OB_LOCK_LOCX) == 0)
+ pchan->loc[0] = 0.0f;
+ if ((pchan->protectflag & OB_LOCK_LOCY) == 0)
+ pchan->loc[1] = 0.0f;
+ if ((pchan->protectflag & OB_LOCK_LOCZ) == 0)
+ pchan->loc[2] = 0.0f;
+}
+
+/* clear rotation of pose-channel */
+static void pchan_clear_rot(bPoseChannel *pchan)
+{
+ if (pchan->protectflag & (OB_LOCK_ROTX | OB_LOCK_ROTY | OB_LOCK_ROTZ | OB_LOCK_ROTW)) {
+ /* check if convert to eulers for locking... */
+ if (pchan->protectflag & OB_LOCK_ROT4D) {
+ /* perform clamping on a component by component basis */
+ if (pchan->rotmode == ROT_MODE_AXISANGLE) {
+ if ((pchan->protectflag & OB_LOCK_ROTW) == 0)
+ pchan->rotAngle = 0.0f;
+ if ((pchan->protectflag & OB_LOCK_ROTX) == 0)
+ pchan->rotAxis[0] = 0.0f;
+ if ((pchan->protectflag & OB_LOCK_ROTY) == 0)
+ pchan->rotAxis[1] = 0.0f;
+ if ((pchan->protectflag & OB_LOCK_ROTZ) == 0)
+ pchan->rotAxis[2] = 0.0f;
+
+ /* check validity of axis - axis should never be 0,0,0 (if so, then we make it rotate about y) */
+ if (IS_EQF(pchan->rotAxis[0], pchan->rotAxis[1]) && IS_EQF(pchan->rotAxis[1], pchan->rotAxis[2]))
+ pchan->rotAxis[1] = 1.0f;
+ }
+ else if (pchan->rotmode == ROT_MODE_QUAT) {
+ if ((pchan->protectflag & OB_LOCK_ROTW) == 0)
+ pchan->quat[0] = 1.0f;
+ if ((pchan->protectflag & OB_LOCK_ROTX) == 0)
+ pchan->quat[1] = 0.0f;
+ if ((pchan->protectflag & OB_LOCK_ROTY) == 0)
+ pchan->quat[2] = 0.0f;
+ if ((pchan->protectflag & OB_LOCK_ROTZ) == 0)
+ pchan->quat[3] = 0.0f;
+ }
+ else {
+ /* the flag may have been set for the other modes, so just ignore the extra flag... */
+ if ((pchan->protectflag & OB_LOCK_ROTX) == 0)
+ pchan->eul[0] = 0.0f;
+ if ((pchan->protectflag & OB_LOCK_ROTY) == 0)
+ pchan->eul[1] = 0.0f;
+ if ((pchan->protectflag & OB_LOCK_ROTZ) == 0)
+ pchan->eul[2] = 0.0f;
+ }
+ }
+ else {
+ /* perform clamping using euler form (3-components) */
+ float eul[3], oldeul[3], quat1[4] = {0};
+ float qlen = 0.0f;
+
+ if (pchan->rotmode == ROT_MODE_QUAT) {
+ qlen = normalize_qt_qt(quat1, pchan->quat);
+ quat_to_eul(oldeul, quat1);
+ }
+ else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
+ axis_angle_to_eulO(oldeul, EULER_ORDER_DEFAULT, pchan->rotAxis, pchan->rotAngle);
+ }
+ else {
+ copy_v3_v3(oldeul, pchan->eul);
+ }
+
+ eul[0] = eul[1] = eul[2] = 0.0f;
+
+ if (pchan->protectflag & OB_LOCK_ROTX)
+ eul[0] = oldeul[0];
+ if (pchan->protectflag & OB_LOCK_ROTY)
+ eul[1] = oldeul[1];
+ if (pchan->protectflag & OB_LOCK_ROTZ)
+ eul[2] = oldeul[2];
+
+ if (pchan->rotmode == ROT_MODE_QUAT) {
+ eul_to_quat(pchan->quat, eul);
+
+ /* restore original quat size */
+ mul_qt_fl(pchan->quat, qlen);
+
+ /* quaternions flip w sign to accumulate rotations correctly */
+ if ((quat1[0] < 0.0f && pchan->quat[0] > 0.0f) || (quat1[0] > 0.0f && pchan->quat[0] < 0.0f)) {
+ mul_qt_fl(pchan->quat, -1.0f);
+ }
+ }
+ else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
+ eulO_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, eul, EULER_ORDER_DEFAULT);
+ }
+ else {
+ copy_v3_v3(pchan->eul, eul);
+ }
+ }
+ } /* Duplicated in source/blender/editors/object/object_transform.c */
+ else {
+ if (pchan->rotmode == ROT_MODE_QUAT) {
+ unit_qt(pchan->quat);
+ }
+ else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
+ /* by default, make rotation of 0 radians around y-axis (roll) */
+ unit_axis_angle(pchan->rotAxis, &pchan->rotAngle);
+ }
+ else {
+ zero_v3(pchan->eul);
+ }
+ }
+}
+
+/* clear loc/rot/scale of pose-channel */
+static void pchan_clear_transforms(bPoseChannel *pchan)
+{
+ pchan_clear_loc(pchan);
+ pchan_clear_rot(pchan);
+ pchan_clear_scale(pchan);
+}
+
+/* --------------- */
+
+/* generic exec for clear-pose operators */
+static int pose_clear_transform_generic_exec(bContext *C, wmOperator *op,
+ void (*clear_func)(bPoseChannel *), const char default_ksName[])
+{
+ Scene *scene = CTX_data_scene(C);
+ Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
+ short autokey = 0;
+
+ /* sanity checks */
+ if (ELEM(NULL, clear_func, default_ksName)) {
+ BKE_report(op->reports, RPT_ERROR, "Programming error: missing clear transform function or keying set name");
+ return OPERATOR_CANCELLED;
+ }
+
+ /* only clear relevant transforms for selected bones */
+ CTX_DATA_BEGIN(C, bPoseChannel *, pchan, selected_pose_bones)
+ {
+ /* run provided clearing function */
+ clear_func(pchan);
+
+ /* do auto-keyframing as appropriate */
+ if (autokeyframe_cfra_can_key(scene, &ob->id)) {
+ /* clear any unkeyed tags */
+ if (pchan->bone)
+ pchan->bone->flag &= ~BONE_UNKEYED;
+
+ /* tag for autokeying later */
+ autokey = 1;
+ }
+ else {
+ /* add unkeyed tags */
+ if (pchan->bone)
+ pchan->bone->flag |= BONE_UNKEYED;
+ }
+ }
+ CTX_DATA_END;
+
+ /* perform autokeying on the bones if needed */
+ if (autokey) {
+ /* get KeyingSet to use */
+ KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, default_ksName);
+
+ /* insert keyframes */
+ ANIM_apply_keyingset(C, NULL, NULL, ks, MODIFYKEY_MODE_INSERT, (float)CFRA);
+
+ /* now recalculate paths */
+ if ((ob->pose->avs.path_bakeflag & MOTIONPATH_BAKE_HAS_PATHS))
+ ED_pose_recalculate_paths(scene, ob);
+ }
+
+ DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
+
+ /* note, notifier might evolve */
+ WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, ob);
+
+ return OPERATOR_FINISHED;
+}
+
+/* --------------- */
+
+static int pose_clear_scale_exec(bContext *C, wmOperator *op)
+{
+ return pose_clear_transform_generic_exec(C, op, pchan_clear_scale, ANIM_KS_SCALING_ID);
+}
+
+void POSE_OT_scale_clear(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Clear Pose Scale";
+ ot->idname = "POSE_OT_scale_clear";
+ ot->description = "Reset scaling of selected bones to their default values";
+
+ /* api callbacks */
+ ot->exec = pose_clear_scale_exec;
+ ot->poll = ED_operator_posemode;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+
+static int pose_clear_rot_exec(bContext *C, wmOperator *op)
+{
+ return pose_clear_transform_generic_exec(C, op, pchan_clear_rot, ANIM_KS_ROTATION_ID);
+}
+
+void POSE_OT_rot_clear(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Clear Pose Rotation";
+ ot->idname = "POSE_OT_rot_clear";
+ ot->description = "Reset rotations of selected bones to their default values";
+
+ /* api callbacks */
+ ot->exec = pose_clear_rot_exec;
+ ot->poll = ED_operator_posemode;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+
+static int pose_clear_loc_exec(bContext *C, wmOperator *op)
+{
+ return pose_clear_transform_generic_exec(C, op, pchan_clear_loc, ANIM_KS_LOCATION_ID);
+}
+
+void POSE_OT_loc_clear(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Clear Pose Location";
+ ot->idname = "POSE_OT_loc_clear";
+ ot->description = "Reset locations of selected bones to their default values";
+
+ /* api callbacks */
+ ot->exec = pose_clear_loc_exec;
+ ot->poll = ED_operator_posemode;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+
+static int pose_clear_transforms_exec(bContext *C, wmOperator *op)
+{
+ return pose_clear_transform_generic_exec(C, op, pchan_clear_transforms, ANIM_KS_LOC_ROT_SCALE_ID);
+}
+
+void POSE_OT_transforms_clear(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Clear Pose Transforms";
+ ot->idname = "POSE_OT_transforms_clear";
+ ot->description = "Reset location, rotation, and scaling of selected bones to their default values";
+
+ /* api callbacks */
+ ot->exec = pose_clear_transforms_exec;
+ ot->poll = ED_operator_posemode;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+/* ********************************************** */
+/* Clear User Transforms */
+
+static int pose_clear_user_transforms_exec(bContext *C, wmOperator *op)
+{
+ Scene *scene = CTX_data_scene(C);
+ Object *ob = CTX_data_active_object(C);
+ float cframe = (float)CFRA;
+ const short only_select = RNA_boolean_get(op->ptr, "only_selected");
+
+ if ((ob->adt) && (ob->adt->action)) {
+ /* XXX: this is just like this to avoid contaminating anything else;
+ * just pose values should change, so this should be fine
+ */
+ bPose *dummyPose = NULL;
+ Object workob = {{0}};
+ bPoseChannel *pchan;
+
+ /* execute animation step for current frame using a dummy copy of the pose */
+ BKE_pose_copy_data(&dummyPose, ob->pose, 0);
+
+ BLI_strncpy(workob.id.name, "OB<ClearTfmWorkOb>", sizeof(workob.id.name));
+ workob.type = OB_ARMATURE;
+ workob.data = ob->data;
+ workob.adt = ob->adt;
+ workob.pose = dummyPose;
+
+ BKE_animsys_evaluate_animdata(scene, &workob.id, workob.adt, cframe, ADT_RECALC_ANIM);
+
+ /* copy back values, but on selected bones only */
+ for (pchan = dummyPose->chanbase.first; pchan; pchan = pchan->next) {
+ pose_bone_do_paste(ob, pchan, only_select, 0);
+ }
+
+ /* free temp data - free manually as was copied without constraints */
+ for (pchan = dummyPose->chanbase.first; pchan; pchan = pchan->next) {
+ if (pchan->prop) {
+ IDP_FreeProperty(pchan->prop);
+ MEM_freeN(pchan->prop);
+ }
+ }
+
+ /* was copied without constraints */
+ BLI_freelistN(&dummyPose->chanbase);
+ MEM_freeN(dummyPose);
+ }
+ else {
+ /* no animation, so just reset whole pose to rest pose
+ * (cannot just restore for selected though)
+ */
+ BKE_pose_rest(ob->pose);
+ }
+
+ /* notifiers and updates */
+ DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
+ WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, ob);
+
+ return OPERATOR_FINISHED;
+}
+
+void POSE_OT_user_transforms_clear(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Clear User Transforms";
+ ot->idname = "POSE_OT_user_transforms_clear";
+ ot->description = "Reset pose on selected bones to keyframed state";
+
+ /* callbacks */
+ ot->exec = pose_clear_user_transforms_exec;
+ ot->poll = ED_operator_posemode;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+
+ /* properties */
+ RNA_def_boolean(ot->srna, "only_selected", TRUE, "Only Selected", "Only visible/selected bones");
+}