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authorTon Roosendaal <ton@blender.org>2009-01-05 18:19:31 +0300
committerTon Roosendaal <ton@blender.org>2009-01-05 18:19:31 +0300
commit1fe21f7e8f2f12b8b0707609e132b53fcc842f9e (patch)
tree86e236a007aa35b0af3b2f606066a751d2d541a4 /source/blender/editors/armature/poseobject.c
parentdf20a12728626372de8a5eb127e57cb2cca40649 (diff)
2.5
Put back Armature/Pose code, including 'heat weight'. I've added reeb.h to get things compile, but Martin will cleanup files and put back? Now where to put all vertexgroup code.... I guess mesh? Note for msvc: yep, another new dir to add! :)
Diffstat (limited to 'source/blender/editors/armature/poseobject.c')
-rw-r--r--source/blender/editors/armature/poseobject.c1681
1 files changed, 1681 insertions, 0 deletions
diff --git a/source/blender/editors/armature/poseobject.c b/source/blender/editors/armature/poseobject.c
new file mode 100644
index 00000000000..14e571219ff
--- /dev/null
+++ b/source/blender/editors/armature/poseobject.c
@@ -0,0 +1,1681 @@
+/**
+ * $Id$
+ *
+ * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * Contributor(s): Ton Roosendaal, Blender Foundation '05, full recode.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ * support for animation modes - Reevan McKay
+ */
+
+#include <stdlib.h>
+#include <stddef.h>
+#include <string.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_arithb.h"
+#include "BLI_blenlib.h"
+#include "BLI_dynstr.h"
+
+#include "DNA_action_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_curve_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_userdef_types.h"
+
+#include "BKE_action.h"
+#include "BKE_armature.h"
+#include "BKE_blender.h"
+#include "BKE_constraint.h"
+#include "BKE_deform.h"
+#include "BKE_depsgraph.h"
+#include "BKE_displist.h"
+#include "BKE_global.h"
+#include "BKE_modifier.h"
+#include "BKE_object.h"
+#include "BKE_utildefines.h"
+#include "BKE_ipo.h"
+
+#include "BIF_transform.h" /* for autokey TFM_TRANSLATION, etc */
+#include "BIF_gl.h"
+
+#include "ED_armature.h"
+#include "ED_keyframing.h"
+#include "ED_object.h"
+#include "ED_view3d.h"
+
+#include "armature_intern.h"
+
+/* ************* XXX *************** */
+static int movetolayer_short_buts() {return 1;}
+static int okee() {return 0;}
+static int pupmenu() {return 0;}
+static void waitcursor() {};
+static void error() {};
+static void BIF_undo_push() {}
+static void countall() {}
+static void add_constraint() {}
+static void vertexgroup_select_by_name() {}
+static int screen_view3d_layers() {return 0;}
+static void select_actionchannel_by_name() {}
+static int autokeyframe_cfra_can_key() {return 0;}
+static void autokeyframe_pose_cb_func() {}
+/* ************* XXX *************** */
+
+
+void enter_posemode(Scene *scene)
+{
+ Object *obedit= scene->obedit; // XXX context
+ Base *base;
+ Object *ob;
+
+ if(scene->id.lib) return;
+ base= BASACT;
+ if(base==NULL) return;
+
+ ob= base->object;
+
+ if (ob->id.lib){
+ error ("Can't pose libdata");
+ return;
+ }
+
+ switch (ob->type){
+ case OB_ARMATURE:
+
+ ob->flag |= OB_POSEMODE;
+ base->flag= ob->flag;
+
+ break;
+ default:
+ return;
+ }
+
+ if (obedit) {
+ ED_armature_from_edit(scene, obedit);
+ ED_armature_edit_free(obedit);
+ }
+ G.f &= ~(G_VERTEXPAINT | G_TEXTUREPAINT | G_WEIGHTPAINT | G_SCULPTMODE);
+}
+
+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;
+ }
+ }
+ }
+}
+
+
+void exit_posemode(Scene *scene)
+{
+ Object *ob= OBACT;
+ Base *base= BASACT;
+
+ if(ob==NULL) return;
+
+ ob->flag &= ~OB_POSEMODE;
+ base->flag= ob->flag;
+
+ countall();
+
+}
+
+/* called by buttons to find a bone to display/edit values for */
+bPoseChannel *get_active_posechannel (Object *ob)
+{
+ bArmature *arm= ob->data;
+ bPoseChannel *pchan;
+
+ if ELEM(NULL, ob, ob->pose)
+ return NULL;
+
+ /* find active */
+ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if(pchan->bone && (pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer))
+ return pchan;
+ }
+
+ return NULL;
+}
+
+/* if a selected or active bone is protected, throw error (oonly if warn==1) and return 1 */
+/* only_selected==1 : the active bone is allowed to be protected */
+static short pose_has_protected_selected(Object *ob, short only_selected, short warn)
+{
+ /* check protection */
+ if (ob->proxy) {
+ bPoseChannel *pchan;
+ bArmature *arm= ob->data;
+
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if (pchan->bone && (pchan->bone->layer & arm->layer)) {
+ if (pchan->bone->layer & arm->layer_protected) {
+ if (only_selected && (pchan->bone->flag & BONE_ACTIVE));
+ else if (pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED))
+ break;
+ }
+ }
+ }
+ if (pchan) {
+ if (warn) error("Cannot change Proxy protected bones");
+ return 1;
+ }
+ }
+ return 0;
+}
+
+/* only for real IK, not for auto-IK */
+int pose_channel_in_IK_chain(Object *ob, bPoseChannel *pchan)
+{
+ bConstraint *con;
+ Bone *bone;
+
+ /* No need to check if constraint is active (has influence),
+ * since all constraints with CONSTRAINT_IK_AUTO are active */
+ for(con= pchan->constraints.first; con; con= con->next) {
+ if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
+ bKinematicConstraint *data= con->data;
+ if((data->flag & CONSTRAINT_IK_AUTO)==0)
+ return 1;
+ }
+ }
+ for(bone= pchan->bone->childbase.first; bone; bone= bone->next) {
+ pchan= get_pose_channel(ob->pose, bone->name);
+ if(pchan && pose_channel_in_IK_chain(ob, pchan))
+ return 1;
+ }
+ return 0;
+}
+
+/* ********************************************** */
+
+/* For the object with pose/action: create path curves for selected bones
+ * This recalculates the WHOLE path within the pchan->pathsf and pchan->pathef range
+ */
+void pose_calculate_path(Scene *scene, Object *ob)
+{
+ bArmature *arm;
+ bPoseChannel *pchan;
+ Base *base;
+ float *fp;
+ int cfra;
+ int sfra, efra;
+
+ if (ob==NULL || ob->pose==NULL)
+ return;
+ arm= ob->data;
+
+ /* version patch for older files here (do_versions patch too complicated) */
+ if ((arm->pathsf == 0) || (arm->pathef == 0)) {
+ arm->pathsf = SFRA;
+ arm->pathef = EFRA;
+ }
+ if (arm->pathsize == 0) {
+ arm->pathsize = 1;
+ }
+
+ /* set frame values */
+ cfra= CFRA;
+ sfra = arm->pathsf;
+ efra = arm->pathef;
+ if (efra <= sfra) {
+ error("Can't calculate paths when pathlen <= 0");
+ return;
+ }
+
+ waitcursor(1);
+
+ /* hack: for unsaved files, set OB_RECALC so that paths can get calculated */
+ if ((ob->recalc & OB_RECALC)==0) {
+ ob->recalc |= OB_RECALC;
+ DAG_object_update_flags(scene, ob, screen_view3d_layers());
+ }
+ else
+ DAG_object_update_flags(scene, ob, screen_view3d_layers());
+
+
+ /* malloc the path blocks */
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) {
+ if (arm->layer & pchan->bone->layer) {
+ pchan->pathlen= efra-sfra+1;
+ pchan->pathsf= sfra;
+ pchan->pathef= efra+1;
+ if (pchan->path)
+ MEM_freeN(pchan->path);
+ pchan->path= MEM_callocN(3*pchan->pathlen*sizeof(float), "pchan path");
+ }
+ }
+ }
+
+ for (CFRA=sfra; CFRA<=efra; CFRA++) {
+ /* do all updates */
+ for (base= FIRSTBASE; base; base= base->next) {
+ if (base->object->recalc) {
+ int temp= base->object->recalc;
+ object_handle_update(scene, base->object);
+ base->object->recalc= temp;
+ }
+ }
+
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) {
+ if (arm->layer & pchan->bone->layer) {
+ if (pchan->path) {
+ fp= pchan->path+3*(CFRA-sfra);
+
+ if (arm->pathflag & ARM_PATH_HEADS) {
+ VECCOPY(fp, pchan->pose_head);
+ }
+ else {
+ VECCOPY(fp, pchan->pose_tail);
+ }
+
+ Mat4MulVecfl(ob->obmat, fp);
+ }
+ }
+ }
+ }
+ }
+
+ waitcursor(0);
+
+ CFRA= cfra;
+}
+
+/* For the object with pose/action: update paths for those that have got them
+ * This should selectively update paths that exist...
+ */
+void pose_recalculate_paths(Scene *scene, Object *ob)
+{
+ bArmature *arm;
+ bPoseChannel *pchan;
+ Base *base;
+ float *fp;
+ int cfra;
+ int sfra, efra;
+
+ if (ob==NULL || ob->pose==NULL)
+ return;
+ arm= ob->data;
+
+ /* set frame values */
+ cfra = CFRA;
+ sfra = efra = cfra;
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
+ if (pchan->path) {
+ /* if the pathsf and pathef aren't initialised, abort! */
+ if (ELEM(0, pchan->pathsf, pchan->pathef))
+ return;
+
+ /* try to increase area to do (only as much as needed) */
+ sfra= MIN2(sfra, pchan->pathsf);
+ efra= MAX2(efra, pchan->pathef);
+ }
+ }
+ }
+ if (efra <= sfra) return;
+
+ waitcursor(1);
+
+ /* hack: for unsaved files, set OB_RECALC so that paths can get calculated */
+ if ((ob->recalc & OB_RECALC)==0) {
+ ob->recalc |= OB_RECALC;
+ DAG_object_update_flags(scene, ob, screen_view3d_layers());
+ }
+ else
+ DAG_object_update_flags(scene, ob, screen_view3d_layers());
+
+ for (CFRA=sfra; CFRA<=efra; CFRA++) {
+ /* do all updates */
+ for (base= FIRSTBASE; base; base= base->next) {
+ if (base->object->recalc) {
+ int temp= base->object->recalc;
+ object_handle_update(scene, base->object);
+ base->object->recalc= temp;
+ }
+ }
+
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
+ if (pchan->path) {
+ /* only update if:
+ * - in range of this pchan's existing path
+ * - ... insert evil filtering/optimising conditions here...
+ */
+ if (IN_RANGE(CFRA, pchan->pathsf, pchan->pathef)) {
+ fp= pchan->path+3*(CFRA-sfra);
+
+ if (arm->pathflag & ARM_PATH_HEADS) {
+ VECCOPY(fp, pchan->pose_head);
+ }
+ else {
+ VECCOPY(fp, pchan->pose_tail);
+ }
+
+ Mat4MulVecfl(ob->obmat, fp);
+ }
+ }
+ }
+ }
+ }
+
+ waitcursor(0);
+
+ CFRA= cfra;
+ ob->pose->flag &= ~POSE_RECALCPATHS;
+}
+
+/* for the object with pose/action: clear path curves for selected bones only */
+void pose_clear_paths(Object *ob)
+{
+ bPoseChannel *pchan;
+
+ if (ob==NULL || ob->pose==NULL)
+ return;
+
+ /* free the path blocks */
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) {
+ if (pchan->path) {
+ MEM_freeN(pchan->path);
+ pchan->path= NULL;
+ }
+ }
+ }
+
+}
+
+
+
+void pose_select_constraint_target(Scene *scene)
+{
+ Object *obedit= scene->obedit; // XXX context
+ Object *ob= OBACT;
+ bArmature *arm= ob->data;
+ bPoseChannel *pchan;
+ bConstraint *con;
+
+ /* paranoia checks */
+ if (!ob && !ob->pose) return;
+ if (ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
+
+ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if (arm->layer & pchan->bone->layer) {
+ if (pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
+ for (con= pchan->constraints.first; con; con= con->next) {
+ bConstraintTypeInfo *cti= 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 == ob) && (ct->subtarget[0])) {
+ bPoseChannel *pchanc= get_pose_channel(ob->pose, ct->subtarget);
+ if(pchanc)
+ pchanc->bone->flag |= BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
+ }
+ }
+
+ if (cti->flush_constraint_targets)
+ cti->flush_constraint_targets(con, &targets, 1);
+ }
+ }
+ }
+ }
+ }
+
+ BIF_undo_push("Select constraint target");
+
+}
+
+void pose_select_hierarchy(Scene *scene, short direction, short add_to_sel)
+{
+ Object *obedit= scene->obedit; // XXX context
+ Object *ob= OBACT;
+ bArmature *arm= ob->data;
+ bPoseChannel *pchan;
+ Bone *curbone, *pabone, *chbone;
+
+ /* paranoia checks */
+ if (!ob && !ob->pose) return;
+ if (ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
+
+ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ curbone= pchan->bone;
+
+ if (arm->layer & curbone->layer) {
+ if (curbone->flag & (BONE_ACTIVE)) {
+ if (direction == BONE_SELECT_PARENT) {
+
+ if (pchan->parent == NULL) continue;
+ else pabone= pchan->parent->bone;
+
+ if ((arm->layer & pabone->layer) && !(pabone->flag & BONE_HIDDEN_P)) {
+
+ if (!add_to_sel) curbone->flag &= ~BONE_SELECTED;
+ curbone->flag &= ~BONE_ACTIVE;
+ pabone->flag |= (BONE_ACTIVE|BONE_SELECTED);
+
+ select_actionchannel_by_name (ob->action, pchan->name, 0);
+ select_actionchannel_by_name (ob->action, pchan->parent->name, 1);
+ break;
+ }
+ } else { // BONE_SELECT_CHILD
+
+ if (pchan->child == NULL) continue;
+ else chbone = pchan->child->bone;
+
+ if ((arm->layer & chbone->layer) && !(chbone->flag & BONE_HIDDEN_P)) {
+
+ if (!add_to_sel) curbone->flag &= ~BONE_SELECTED;
+ curbone->flag &= ~BONE_ACTIVE;
+ chbone->flag |= (BONE_ACTIVE|BONE_SELECTED);
+
+ select_actionchannel_by_name (ob->action, pchan->name, 0);
+ select_actionchannel_by_name (ob->action, pchan->child->name, 1);
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ if (direction==BONE_SELECT_PARENT)
+ BIF_undo_push("Select pose bone parent");
+ if (direction==BONE_SELECT_CHILD)
+ BIF_undo_push("Select pose bone child");
+}
+
+
+void pose_add_IK(Scene *scene)
+{
+ Object *obedit= scene->obedit; // XXX context
+ Object *ob= OBACT;
+
+ /* paranoia checks */
+ if(!ob && !ob->pose) return;
+ if(ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
+
+ add_constraint(1); /* 1 means only IK */
+}
+
+/* context: all selected channels */
+void pose_clear_IK(Scene *scene)
+{
+ Object *obedit= scene->obedit; // XXX context
+ Object *ob= OBACT;
+ bArmature *arm= ob->data;
+ bPoseChannel *pchan;
+ bConstraint *con;
+ bConstraint *next;
+
+ /* paranoia checks */
+ if(!ob && !ob->pose) return;
+ if(ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
+
+ if(pose_has_protected_selected(ob, 0, 1))
+ return;
+
+ if(okee("Remove IK constraint(s)")==0) return;
+
+ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if(arm->layer & pchan->bone->layer) {
+ if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
+
+ for(con= pchan->constraints.first; con; con= next) {
+ next= con->next;
+ if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
+ BLI_remlink(&pchan->constraints, con);
+ free_constraint_data(con);
+ MEM_freeN(con);
+ }
+ }
+ pchan->constflag &= ~(PCHAN_HAS_IK|PCHAN_HAS_TARGET);
+ }
+ }
+ }
+
+ DAG_object_flush_update(scene, ob, OB_RECALC_DATA); // and all its relations
+
+ BIF_undo_push("Remove IK constraint(s)");
+}
+
+void pose_clear_constraints(Scene *scene)
+{
+ Object *obedit= scene->obedit; // XXX context
+ Object *ob= OBACT;
+ bArmature *arm= ob->data;
+ bPoseChannel *pchan;
+
+ /* paranoia checks */
+ if(!ob && !ob->pose) return;
+ if(ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
+
+ if(pose_has_protected_selected(ob, 0, 1))
+ return;
+
+ if(okee("Remove Constraints")==0) return;
+
+ /* find active */
+ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if(arm->layer & pchan->bone->layer) {
+ if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
+ free_constraints(&pchan->constraints);
+ pchan->constflag= 0;
+ }
+ }
+ }
+
+ DAG_object_flush_update(scene, ob, OB_RECALC_DATA); // and all its relations
+
+ BIF_undo_push("Remove Constraint(s)");
+
+}
+
+
+void pose_copy_menu(Scene *scene)
+{
+ Object *obedit= scene->obedit; // XXX context
+ Object *ob= OBACT;
+ bArmature *arm= ob->data;
+ bPoseChannel *pchan, *pchanact;
+ short nr=0;
+ int i=0;
+
+ /* paranoia checks */
+ if (ELEM(NULL, ob, ob->pose)) return;
+ if ((ob==obedit) || (ob->flag & OB_POSEMODE)==0) return;
+
+ /* find active */
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if (pchan->bone->flag & BONE_ACTIVE)
+ break;
+ }
+
+ if (pchan==NULL) return;
+ pchanact= pchan;
+
+ /* if proxy-protected bones selected, some things (such as locks + displays) shouldn't be changable,
+ * but for constraints (just add local constraints)
+ */
+ if (pose_has_protected_selected(ob, 1, 0)) {
+ i= BLI_countlist(&(pchanact->constraints)); /* if there are 24 or less, allow for the user to select constraints */
+ if (i < 25)
+ nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4|Constraints...%x5");
+ else
+ nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4");
+ }
+ else {
+ i= BLI_countlist(&(pchanact->constraints)); /* if there are 24 or less, allow for the user to select constraints */
+ if (i < 25)
+ nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4|Constraints...%x5|%l|Transform Locks%x6|IK Limits%x7|Bone Shape%x8");
+ else
+ nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4|%l|Transform Locks%x6|IK Limits%x7|Bone Shape%x8");
+ }
+
+ if (nr <= 0)
+ return;
+
+ if (nr != 5) {
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if ( (arm->layer & pchan->bone->layer) &&
+ (pchan->bone->flag & BONE_SELECTED) &&
+ (pchan != pchanact) )
+ {
+ switch (nr) {
+ case 1: /* Local Location */
+ VECCOPY(pchan->loc, pchanact->loc);
+ break;
+ case 2: /* Local Rotation */
+ QUATCOPY(pchan->quat, pchanact->quat);
+ break;
+ case 3: /* Local Size */
+ VECCOPY(pchan->size, pchanact->size);
+ break;
+ case 4: /* All Constraints */
+ {
+ ListBase tmp_constraints = {NULL, NULL};
+
+ /* copy constraints to tmpbase and apply 'local' tags before
+ * appending to list of constraints for this channel
+ */
+ copy_constraints(&tmp_constraints, &pchanact->constraints);
+ if ((ob->proxy) && (pchan->bone->layer & arm->layer_protected)) {
+ bConstraint *con;
+
+ /* add proxy-local tags */
+ for (con= tmp_constraints.first; con; con= con->next)
+ con->flag |= CONSTRAINT_PROXY_LOCAL;
+ }
+ addlisttolist(&pchan->constraints, &tmp_constraints);
+
+ /* update flags (need to add here, not just copy) */
+ pchan->constflag |= pchanact->constflag;
+
+ if (ob->pose)
+ ob->pose->flag |= POSE_RECALC;
+ }
+ break;
+ case 6: /* Transform Locks */
+ pchan->protectflag = pchanact->protectflag;
+ break;
+ case 7: /* IK (DOF) settings */
+ {
+ pchan->ikflag = pchanact->ikflag;
+ VECCOPY(pchan->limitmin, pchanact->limitmin);
+ VECCOPY(pchan->limitmax, pchanact->limitmax);
+ VECCOPY(pchan->stiffness, pchanact->stiffness);
+ pchan->ikstretch= pchanact->ikstretch;
+ }
+ break;
+ case 8: /* Custom Bone Shape */
+ pchan->custom = pchanact->custom;
+ break;
+ case 9: /* Visual Location */
+ armature_loc_pose_to_bone(pchan, pchanact->pose_mat[3], pchan->loc);
+ break;
+ case 10: /* Visual Rotation */
+ {
+ float delta_mat[4][4], quat[4];
+
+ armature_mat_pose_to_bone(pchan, pchanact->pose_mat, delta_mat);
+ Mat4ToQuat(delta_mat, quat);
+ QUATCOPY(pchan->quat, quat);
+ }
+ break;
+ case 11: /* Visual Size */
+ {
+ float delta_mat[4][4], size[4];
+
+ armature_mat_pose_to_bone(pchan, pchanact->pose_mat, delta_mat);
+ Mat4ToSize(delta_mat, size);
+ VECCOPY(pchan->size, size);
+ }
+ }
+ }
+ }
+ }
+ else { /* constraints, optional (note: max we can have is 24 constraints) */
+ bConstraint *con, *con_back;
+ int const_toggle[24];
+ ListBase const_copy = {NULL, NULL};
+
+ BLI_duplicatelist(&const_copy, &(pchanact->constraints));
+
+ /* build the puplist of constraints */
+ for (con = pchanact->constraints.first, i=0; con; con=con->next, i++){
+ const_toggle[i]= 1;
+// add_numbut(i, TOG|INT, con->name, 0, 0, &(const_toggle[i]), "");
+ }
+
+// if (!do_clever_numbuts("Select Constraints", i, REDRAW)) {
+// BLI_freelistN(&const_copy);
+// return;
+// }
+
+ /* now build a new listbase from the options selected */
+ for (i=0, con=const_copy.first; con; i++) {
+ /* if not selected, free/remove it from the list */
+ if (!const_toggle[i]) {
+ con_back= con->next;
+ BLI_freelinkN(&const_copy, con);
+ con= con_back;
+ }
+ else
+ con= con->next;
+ }
+
+ /* Copy the temo listbase to the selected posebones */
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if ( (arm->layer & pchan->bone->layer) &&
+ (pchan->bone->flag & BONE_SELECTED) &&
+ (pchan!=pchanact) )
+ {
+ ListBase tmp_constraints = {NULL, NULL};
+
+ /* copy constraints to tmpbase and apply 'local' tags before
+ * appending to list of constraints for this channel
+ */
+ copy_constraints(&tmp_constraints, &const_copy);
+ if ((ob->proxy) && (pchan->bone->layer & arm->layer_protected)) {
+ bConstraint *con;
+
+ /* add proxy-local tags */
+ for (con= tmp_constraints.first; con; con= con->next)
+ con->flag |= CONSTRAINT_PROXY_LOCAL;
+ }
+ addlisttolist(&pchan->constraints, &tmp_constraints);
+
+ /* update flags (need to add here, not just copy) */
+ pchan->constflag |= pchanact->constflag;
+ }
+ }
+ BLI_freelistN(&const_copy);
+ update_pose_constraint_flags(ob->pose); /* we could work out the flags but its simpler to do this */
+
+ if (ob->pose)
+ ob->pose->flag |= POSE_RECALC;
+ }
+
+ DAG_object_flush_update(scene, ob, OB_RECALC_DATA); // and all its relations
+
+ BIF_undo_push("Copy Pose Attributes");
+
+}
+
+/* ******************** copy/paste pose ********************** */
+
+static bPose *g_posebuf=NULL;
+
+void free_posebuf(void)
+{
+ if (g_posebuf) {
+ // was copied without constraints
+ BLI_freelistN (&g_posebuf->chanbase);
+ MEM_freeN (g_posebuf);
+ }
+ g_posebuf=NULL;
+}
+
+void copy_posebuf (Scene *scene)
+{
+ Object *ob= OBACT;
+
+ if (!ob || !ob->pose){
+ error ("No Pose");
+ return;
+ }
+
+ free_posebuf();
+
+ set_pose_keys(ob); // sets chan->flag to POSE_KEY if bone selected
+ copy_pose(&g_posebuf, ob->pose, 0);
+
+}
+
+void paste_posebuf (Scene *scene, int flip)
+{
+ Object *ob= OBACT;
+ bPoseChannel *chan, *pchan;
+ float eul[4];
+ char name[32];
+
+ if (!ob || !ob->pose)
+ return;
+
+ if (!g_posebuf){
+ error ("Copy buffer is empty");
+ return;
+ }
+
+ /*
+ // disabled until protected bones in proxies follow the rules everywhere else!
+ if(pose_has_protected_selected(ob, 1, 1))
+ return;
+ */
+
+ /* Safely merge all of the channels in this pose into
+ any existing pose */
+ for (chan=g_posebuf->chanbase.first; chan; chan=chan->next) {
+ if (chan->flag & POSE_KEY) {
+ BLI_strncpy(name, chan->name, sizeof(name));
+ if (flip)
+ bone_flip_name (name, 0); // 0 = don't strip off number extensions
+
+ /* only copy when channel exists, poses are not meant to add random channels to anymore */
+ pchan= get_pose_channel(ob->pose, name);
+
+ if (pchan) {
+ /* only loc rot size */
+ /* only copies transform info for the pose */
+ VECCOPY(pchan->loc, chan->loc);
+ VECCOPY(pchan->size, chan->size);
+ QUATCOPY(pchan->quat, chan->quat);
+ pchan->flag= chan->flag;
+
+ if (flip) {
+ pchan->loc[0]*= -1;
+
+ QuatToEul(pchan->quat, eul);
+ eul[1]*= -1;
+ eul[2]*= -1;
+ EulToQuat(eul, pchan->quat);
+ }
+
+ if (autokeyframe_cfra_can_key(ob)) {
+ ID *id= &ob->id;
+
+ /* Set keys on pose */
+ if (chan->flag & POSE_ROT) {
+ insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_X, 0);
+ insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_Y, 0);
+ insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_Z, 0);
+ insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_W, 0);
+ }
+ if (chan->flag & POSE_SIZE) {
+ insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_X, 0);
+ insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_Y, 0);
+ insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_Z, 0);
+ }
+ if (chan->flag & POSE_LOC) {
+ insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_X, 0);
+ insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_Y, 0);
+ insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_Z, 0);
+ }
+
+ /* clear any unkeyed tags */
+ if (chan->bone)
+ chan->bone->flag &= ~BONE_UNKEYED;
+ }
+ else {
+ /* add unkeyed tags */
+ if (chan->bone)
+ chan->bone->flag |= BONE_UNKEYED;
+ }
+ }
+ }
+ }
+
+ /* Update event for pose and deformation children */
+ DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
+
+ if (IS_AUTOKEY_ON) {
+// XXX remake_action_ipos(ob->action);
+ }
+ else {
+ /* need to trick depgraph, action is not allowed to execute on pose */
+ where_is_pose(scene, ob);
+ ob->recalc= 0;
+ }
+
+ BIF_undo_push("Paste Action Pose");
+}
+
+/* ********************************************** */
+
+/* context weightpaint and deformer in posemode */
+void pose_adds_vgroups(Scene *scene, Object *meshobj, int heatweights)
+{
+// XXX extern VPaint Gwp; /* from vpaint */
+ Object *poseobj= modifiers_isDeformedByArmature(meshobj);
+
+ if(poseobj==NULL || (poseobj->flag & OB_POSEMODE)==0) {
+ error("The active object must have a deforming armature in pose mode");
+ return;
+ }
+
+// XXX add_verts_to_dgroups(meshobj, poseobj, heatweights, (Gwp.flag & VP_MIRROR_X));
+
+ if(heatweights)
+ BIF_undo_push("Apply Bone Heat Weights to Vertex Groups");
+ else
+ BIF_undo_push("Apply Bone Envelopes to Vertex Groups");
+
+
+ // and all its relations
+ DAG_object_flush_update(scene, meshobj, OB_RECALC_DATA);
+}
+
+/* ********************************************** */
+
+/* adds a new pose-group */
+void pose_add_posegroup (Scene *scene)
+{
+ Object *ob= OBACT;
+ bPose *pose= (ob) ? ob->pose : NULL;
+ bActionGroup *grp;
+
+ if (ELEM(NULL, ob, ob->pose))
+ return;
+
+ grp= MEM_callocN(sizeof(bActionGroup), "PoseGroup");
+ strcpy(grp->name, "Group");
+ BLI_addtail(&pose->agroups, grp);
+ BLI_uniquename(&pose->agroups, grp, "Group", offsetof(bActionGroup, name), 32);
+
+ pose->active_group= BLI_countlist(&pose->agroups);
+
+ BIF_undo_push("Add Bone Group");
+
+}
+
+/* Remove the active bone-group */
+void pose_remove_posegroup (Scene *scene)
+{
+ Object *ob= OBACT;
+ bPose *pose= (ob) ? ob->pose : NULL;
+ bActionGroup *grp = NULL;
+ bPoseChannel *pchan;
+
+ /* sanity checks */
+ if (ELEM(NULL, ob, pose))
+ return;
+ if (pose->active_group <= 0)
+ return;
+
+ /* get group to remove */
+ grp= BLI_findlink(&pose->agroups, pose->active_group-1);
+ if (grp) {
+ /* adjust group references (the trouble of using indices!):
+ * - firstly, make sure nothing references it
+ * - also, make sure that those after this item get corrected
+ */
+ for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
+ if (pchan->agrp_index == pose->active_group)
+ pchan->agrp_index= 0;
+ else if (pchan->agrp_index > pose->active_group)
+ pchan->agrp_index--;
+ }
+
+ /* now, remove it from the pose */
+ BLI_freelinkN(&pose->agroups, grp);
+ pose->active_group= 0;
+
+ BIF_undo_push("Remove Bone Group");
+ }
+
+}
+
+char *build_posegroups_menustr (bPose *pose, short for_pupmenu)
+{
+ DynStr *pupds= BLI_dynstr_new();
+ bActionGroup *grp;
+ char *str;
+ char buf[16];
+ int i;
+
+ /* add title first (and the "none" entry) */
+ BLI_dynstr_append(pupds, "Bone Group%t|");
+ if (for_pupmenu)
+ BLI_dynstr_append(pupds, "Add New%x0|");
+ else
+ BLI_dynstr_append(pupds, "BG: [None]%x0|");
+
+ /* loop through groups, adding them */
+ for (grp= pose->agroups.first, i=1; grp; grp=grp->next, i++) {
+ if (for_pupmenu == 0)
+ BLI_dynstr_append(pupds, "BG: ");
+ BLI_dynstr_append(pupds, grp->name);
+
+ sprintf(buf, "%%x%d", i);
+ BLI_dynstr_append(pupds, buf);
+
+ if (grp->next)
+ BLI_dynstr_append(pupds, "|");
+ }
+
+ /* convert to normal MEM_malloc'd string */
+ str= BLI_dynstr_get_cstring(pupds);
+ BLI_dynstr_free(pupds);
+
+ return str;
+}
+
+/* Assign selected pchans to the bone group that the user selects */
+void pose_assign_to_posegroup (Scene *scene, short active)
+{
+ Object *ob= OBACT;
+ bArmature *arm= (ob) ? ob->data : NULL;
+ bPose *pose= (ob) ? ob->pose : NULL;
+ bPoseChannel *pchan;
+ char *menustr;
+ int nr;
+ short done= 0;
+
+ /* sanity checks */
+ if (ELEM3(NULL, ob, pose, arm))
+ return;
+
+ /* get group to affect */
+ if ((active==0) || (pose->active_group <= 0)) {
+ menustr= build_posegroups_menustr(pose, 1);
+ nr= 0; // XXX pupmenu_col(menustr, 20);
+ MEM_freeN(menustr);
+
+ if (nr < 0)
+ return;
+ else if (nr == 0) {
+ /* add new - note: this does an undo push and sets active group */
+ pose_add_posegroup(scene);
+ }
+ else
+ pose->active_group= nr;
+ }
+
+ /* add selected bones to group then */
+ for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
+ if ((pchan->bone->flag & BONE_SELECTED) && (pchan->bone->layer & arm->layer)) {
+ pchan->agrp_index= pose->active_group;
+ done= 1;
+ }
+ }
+
+ if (done)
+ BIF_undo_push("Add Bones To Group");
+
+}
+
+/* Remove selected pchans from their bone groups */
+void pose_remove_from_posegroups (Scene *scene)
+{
+ Object *ob= OBACT;
+ bArmature *arm= (ob) ? ob->data : NULL;
+ bPose *pose= (ob) ? ob->pose : NULL;
+ bPoseChannel *pchan;
+ short done= 0;
+
+ /* sanity checks */
+ if (ELEM3(NULL, ob, pose, arm))
+ return;
+
+ /* remove selected bones from their groups */
+ for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
+ if ((pchan->bone->flag & BONE_SELECTED) && (pchan->bone->layer & arm->layer)) {
+ if (pchan->agrp_index) {
+ pchan->agrp_index= 0;
+ done= 1;
+ }
+ }
+ }
+
+ if (done)
+ BIF_undo_push("Remove Bones From Groups");
+
+}
+
+/* Ctrl-G in 3D-View while in PoseMode */
+void pgroup_operation_with_menu (Scene *scene)
+{
+ Object *ob= OBACT;
+ bArmature *arm= (ob) ? ob->data : NULL;
+ bPose *pose= (ob) ? ob->pose : NULL;
+ bPoseChannel *pchan= NULL;
+ int mode;
+
+ /* sanity checks */
+ if (ELEM3(NULL, ob, pose, arm))
+ return;
+
+ /* check that something is selected */
+ for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
+ if ((pchan->bone->flag & BONE_SELECTED) && (pchan->bone->layer & arm->layer))
+ break;
+ }
+ if (pchan == NULL)
+ return;
+
+ /* get mode of action */
+ if (pchan)
+ mode= pupmenu("Bone Groups%t|Add Selected to Active Group%x1|Add Selected to Group%x2|%|Remove Selected From Groups%x3|Remove Active Group%x4");
+ else
+ mode= pupmenu("Bone Groups%t|Add New Group%x5|Remove Active Group%x4");
+
+ /* handle mode */
+ switch (mode) {
+ case 1:
+ pose_assign_to_posegroup(scene, 1);
+ break;
+ case 2:
+ pose_assign_to_posegroup(scene, 0);
+ break;
+ case 5:
+ pose_add_posegroup(scene);
+ break;
+ case 3:
+ pose_remove_from_posegroups(scene);
+ break;
+ case 4:
+ pose_remove_posegroup(scene);
+ break;
+ }
+}
+
+/* ********************************************** */
+
+static short pose_select_same_group (Object *ob)
+{
+ bPose *pose= (ob)? ob->pose : NULL;
+ bArmature *arm= (ob)? ob->data : NULL;
+ bPoseChannel *pchan, *chan;
+ short changed= 0;
+
+ if (ELEM3(NULL, ob, pose, arm))
+ return 0;
+
+ /* loop in loop... bad and slow! */
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if (arm->layer & pchan->bone->layer) {
+ if (pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
+
+ /* only if group matches (and is not selected or current bone) */
+ for (chan= ob->pose->chanbase.first; chan; chan= chan->next) {
+ if (arm->layer & chan->bone->layer) {
+ if (pchan->agrp_index == chan->agrp_index) {
+ chan->bone->flag |= BONE_SELECTED;
+ changed= 1;
+ }
+ }
+ }
+
+ }
+ }
+ }
+
+ return changed;
+}
+
+static short pose_select_same_layer (Object *ob)
+{
+ bPose *pose= (ob)? ob->pose : NULL;
+ bArmature *arm= (ob)? ob->data : NULL;
+ bPoseChannel *pchan;
+ short layers= 0, changed= 0;
+
+ if (ELEM3(NULL, ob, pose, arm))
+ return 0;
+
+ /* figure out what bones are selected */
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if (arm->layer & pchan->bone->layer) {
+ if (pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
+ layers |= pchan->bone->layer;
+ }
+ }
+ }
+ if (layers == 0)
+ return 0;
+
+ /* select bones that are on same layers as layers flag */
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if (arm->layer & pchan->bone->layer) {
+ if (layers & pchan->bone->layer) {
+ pchan->bone->flag |= BONE_SELECTED;
+ changed= 1;
+ }
+ }
+ }
+
+ return changed;
+}
+
+
+void pose_select_grouped (Scene *scene, short nr)
+{
+ short changed = 0;
+
+ if (nr == 1) changed= pose_select_same_group(OBACT);
+ else if (nr == 2) changed= pose_select_same_layer(OBACT);
+
+ if (changed) {
+ countall();
+ BIF_undo_push("Select Grouped");
+ }
+}
+
+/* Shift-G in 3D-View while in PoseMode */
+void pose_select_grouped_menu (Scene *scene)
+{
+ short nr;
+
+ /* here we go */
+ nr= pupmenu("Select Grouped%t|In Same Group%x1|In Same Layer%x2");
+ pose_select_grouped(scene, nr);
+}
+
+/* ********************************************** */
+
+/* context active object */
+void pose_flip_names(Scene *scene)
+{
+ Object *obedit= scene->obedit; // XXX context
+ Object *ob= OBACT;
+ bArmature *arm= ob->data;
+ bPoseChannel *pchan;
+ char newname[32];
+
+ /* paranoia checks */
+ if(!ob && !ob->pose) return;
+ if(ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
+
+ if(pose_has_protected_selected(ob, 0, 1))
+ return;
+
+ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if(arm->layer & pchan->bone->layer) {
+ if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
+ BLI_strncpy(newname, pchan->name, sizeof(newname));
+ bone_flip_name(newname, 1); // 1 = do strip off number extensions
+ armature_bone_rename(ob, pchan->name, newname);
+ }
+ }
+ }
+
+ BIF_undo_push("Flip names");
+}
+
+/* context active object */
+void pose_autoside_names(Scene *scene, short axis)
+{
+ Object *obedit= scene->obedit; // XXX context
+ Object *ob= OBACT;
+ bArmature *arm= ob->data;
+ bPoseChannel *pchan;
+ char newname[32];
+
+ /* paranoia checks */
+ if (ELEM(NULL, ob, ob->pose)) return;
+ if (ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
+
+ if (pose_has_protected_selected(ob, 0, 1))
+ return;
+
+ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if(arm->layer & pchan->bone->layer) {
+ if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
+ BLI_strncpy(newname, pchan->name, sizeof(newname));
+ bone_autoside_name(newname, 1, axis, pchan->bone->head[axis], pchan->bone->tail[axis]);
+ armature_bone_rename(ob, pchan->name, newname);
+ }
+ }
+ }
+
+ BIF_undo_push("Flip names");
+}
+
+/* context active object, or weightpainted object with armature in posemode */
+void pose_activate_flipped_bone(Scene *scene)
+{
+ Object *ob= OBACT;
+ bArmature *arm= ob->data;
+
+ if(ob==NULL) return;
+
+ if(G.f & G_WEIGHTPAINT) {
+ ob= modifiers_isDeformedByArmature(ob);
+ }
+ if(ob && (ob->flag & OB_POSEMODE)) {
+ bPoseChannel *pchan, *pchanf;
+
+ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if(arm->layer & pchan->bone->layer) {
+ if(pchan->bone->flag & BONE_ACTIVE)
+ break;
+ }
+ }
+ if(pchan) {
+ char name[32];
+
+ BLI_strncpy(name, pchan->name, 32);
+ bone_flip_name(name, 1); // 0 = do not strip off number extensions
+
+ pchanf= get_pose_channel(ob->pose, name);
+ if(pchanf && pchanf!=pchan) {
+ pchan->bone->flag &= ~(BONE_SELECTED|BONE_ACTIVE);
+ pchanf->bone->flag |= (BONE_SELECTED|BONE_ACTIVE);
+
+ /* in weightpaint we select the associated vertex group too */
+ if(G.f & G_WEIGHTPAINT) {
+ vertexgroup_select_by_name(OBACT, name);
+ DAG_object_flush_update(scene, OBACT, OB_RECALC_DATA);
+ }
+
+ select_actionchannel_by_name(ob->action, name, 1);
+
+ }
+ }
+ }
+}
+
+/* This function pops up the move-to-layer popup widgets when the user
+ * presses either SHIFT-MKEY or MKEY in PoseMode OR EditMode (for Armatures)
+ */
+void pose_movetolayer(Scene *scene)
+{
+ Object *obedit= scene->obedit; // XXX context
+ Object *ob= OBACT;
+ bArmature *arm;
+ short lay= 0;
+ short shift= 0; // XXX
+
+ if (ob==NULL) return;
+ arm= ob->data;
+
+ if (shift) {
+ /* armature layers */
+ lay= arm->layer;
+ if ( movetolayer_short_buts(&lay, "Armature Layers")==0 ) return;
+ if (lay==0) return;
+ arm->layer= lay;
+ if(ob->pose)
+ ob->pose->proxy_layer= lay;
+
+ }
+ else if (obedit) {
+ /* the check for editbone layer moving needs to occur before posemode one to work */
+ EditBone *ebo;
+ EditBone *flipBone;
+
+ for (ebo= arm->edbo->first; ebo; ebo= ebo->next) {
+ if (arm->layer & ebo->layer) {
+ if (ebo->flag & BONE_SELECTED)
+ lay |= ebo->layer;
+ }
+ }
+ if (lay==0) return;
+
+ if ( movetolayer_short_buts(&lay, "Bone Layers")==0 ) return;
+ if (lay==0) return;
+
+ for (ebo= arm->edbo->first; ebo; ebo= ebo->next) {
+ if (arm->layer & ebo->layer) {
+ if (ebo->flag & BONE_SELECTED) {
+ ebo->layer= lay;
+ if (arm->flag & ARM_MIRROR_EDIT) {
+ flipBone = armature_bone_get_mirrored(arm->edbo, ebo);
+ if (flipBone)
+ flipBone->layer = lay;
+ }
+ }
+ }
+ }
+
+ BIF_undo_push("Move Bone Layer");
+ }
+ else if (ob->flag & OB_POSEMODE) {
+ /* pose-channel layers */
+ bPoseChannel *pchan;
+
+ if (pose_has_protected_selected(ob, 0, 1))
+ return;
+
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if (arm->layer & pchan->bone->layer) {
+ if (pchan->bone->flag & BONE_SELECTED)
+ lay |= pchan->bone->layer;
+ }
+ }
+ if (lay==0) return;
+
+ if ( movetolayer_short_buts(&lay, "Bone Layers")==0 ) return;
+ if (lay==0) return;
+
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if (arm->layer & pchan->bone->layer) {
+ if (pchan->bone->flag & BONE_SELECTED)
+ pchan->bone->layer= lay;
+ }
+ }
+
+ BIF_undo_push("Move Bone Layer");
+ }
+}
+
+
+/* for use with pose_relax only */
+static int pose_relax_icu(struct IpoCurve *icu, float framef, float *val, float *frame_prev, float *frame_next)
+{
+ if (!icu) {
+ return 0;
+ }
+ else {
+ BezTriple *bezt = icu->bezt;
+
+ BezTriple *bezt_prev=NULL, *bezt_next=NULL;
+ float w1, w2, wtot;
+ int i;
+
+ for (i=0; i < icu->totvert; i++, bezt++) {
+ if (bezt->vec[1][0] < framef - 0.5) {
+ bezt_prev = bezt;
+ } else {
+ break;
+ }
+ }
+
+ if (bezt_prev==NULL) return 0;
+
+ /* advance to the next, dont need to advance i */
+ bezt = bezt_prev+1;
+
+ for (; i < icu->totvert; i++, bezt++) {
+ if (bezt->vec[1][0] > framef + 0.5) {
+ bezt_next = bezt;
+ break;
+ }
+ }
+
+ if (bezt_next==NULL) return 0;
+
+ if (val) {
+ w1 = framef - bezt_prev->vec[1][0];
+ w2 = bezt_next->vec[1][0] - framef;
+ wtot = w1 + w2;
+ w1=w1/wtot;
+ w2=w2/wtot;
+#if 0
+ val = (bezt_prev->vec[1][1] * w2) + (bezt_next->vec[1][1] * w1);
+#else
+ /* apply the value with a hard coded 6th */
+ *val = (((bezt_prev->vec[1][1] * w2) + (bezt_next->vec[1][1] * w1)) + (*val * 5.0f)) / 6.0f;
+#endif
+ }
+
+ if (frame_prev) *frame_prev = bezt_prev->vec[1][0];
+ if (frame_next) *frame_next = bezt_next->vec[1][0];
+
+ return 1;
+ }
+}
+
+void pose_relax(Scene *scene)
+{
+ Object *ob = OBACT;
+ bPose *pose;
+ bAction *act;
+ bArmature *arm;
+
+ IpoCurve *icu_w, *icu_x, *icu_y, *icu_z;
+
+ bPoseChannel *pchan;
+ bActionChannel *achan;
+ float framef = F_CFRA;
+ float frame_prev, frame_next;
+ float quat_prev[4], quat_next[4], quat_interp[4], quat_orig[4];
+
+ int do_scale = 0;
+ int do_loc = 0;
+ int do_quat = 0;
+ int flag = 0;
+ int do_x, do_y, do_z;
+
+ if (!ob) return;
+
+ pose = ob->pose;
+ act = ob->action;
+ arm = (bArmature *)ob->data;
+
+ if (!pose || !act || !arm) return;
+
+ for (pchan=pose->chanbase.first; pchan; pchan= pchan->next) {
+
+ pchan->bone->flag &= ~BONE_TRANSFORM;
+
+ if (pchan->bone->layer & arm->layer) {
+ if (pchan->bone->flag & BONE_SELECTED) {
+ /* do we have an ipo curve? */
+ achan= get_action_channel(act, pchan->name);
+
+ if (achan && achan->ipo) {
+ /*calc_ipo(achan->ipo, ctime);*/
+
+ do_x = pose_relax_icu(find_ipocurve(achan->ipo, AC_LOC_X), framef, &pchan->loc[0], NULL, NULL);
+ do_y = pose_relax_icu(find_ipocurve(achan->ipo, AC_LOC_Y), framef, &pchan->loc[1], NULL, NULL);
+ do_z = pose_relax_icu(find_ipocurve(achan->ipo, AC_LOC_Z), framef, &pchan->loc[2], NULL, NULL);
+ do_loc += do_x + do_y + do_z;
+
+ do_x = pose_relax_icu(find_ipocurve(achan->ipo, AC_SIZE_X), framef, &pchan->size[0], NULL, NULL);
+ do_y = pose_relax_icu(find_ipocurve(achan->ipo, AC_SIZE_Y), framef, &pchan->size[1], NULL, NULL);
+ do_z = pose_relax_icu(find_ipocurve(achan->ipo, AC_SIZE_Z), framef, &pchan->size[2], NULL, NULL);
+ do_scale += do_x + do_y + do_z;
+
+ if( ((icu_w = find_ipocurve(achan->ipo, AC_QUAT_W))) &&
+ ((icu_x = find_ipocurve(achan->ipo, AC_QUAT_X))) &&
+ ((icu_y = find_ipocurve(achan->ipo, AC_QUAT_Y))) &&
+ ((icu_z = find_ipocurve(achan->ipo, AC_QUAT_Z))) )
+ {
+ /* use the quatw keyframe as a basis for others */
+ if (pose_relax_icu(icu_w, framef, NULL, &frame_prev, &frame_next)) {
+ /* get 2 quats */
+ quat_prev[0] = eval_icu(icu_w, frame_prev);
+ quat_prev[1] = eval_icu(icu_x, frame_prev);
+ quat_prev[2] = eval_icu(icu_y, frame_prev);
+ quat_prev[3] = eval_icu(icu_z, frame_prev);
+
+ quat_next[0] = eval_icu(icu_w, frame_next);
+ quat_next[1] = eval_icu(icu_x, frame_next);
+ quat_next[2] = eval_icu(icu_y, frame_next);
+ quat_next[3] = eval_icu(icu_z, frame_next);
+
+#if 0
+ /* apply the setting, completely smooth */
+ QuatInterpol(pchan->quat, quat_prev, quat_next, (framef-frame_prev) / (frame_next-frame_prev) );
+#else
+ /* tricky interpolation */
+ QuatInterpol(quat_interp, quat_prev, quat_next, (framef-frame_prev) / (frame_next-frame_prev) );
+ QUATCOPY(quat_orig, pchan->quat);
+ QuatInterpol(pchan->quat, quat_orig, quat_interp, 1.0f/6.0f);
+ /* done */
+#endif
+ do_quat++;
+ }
+ }
+
+ /* apply BONE_TRANSFORM tag so that autokeying will pick it up */
+ pchan->bone->flag |= BONE_TRANSFORM;
+ }
+ }
+ }
+ }
+
+ ob->pose->flag |= (POSE_LOCKED|POSE_DO_UNLOCK);
+
+ /* do auto-keying */
+ if (do_loc) flag |= TFM_TRANSLATION;
+ if (do_scale) flag |= TFM_RESIZE;
+ if (do_quat) flag |= TFM_ROTATION;
+ autokeyframe_pose_cb_func(ob, flag, 0);
+
+ /* clear BONE_TRANSFORM flags */
+ for (pchan=pose->chanbase.first; pchan; pchan= pchan->next)
+ pchan->bone->flag &= ~ BONE_TRANSFORM;
+
+ /* do depsgraph flush */
+ DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
+ BIF_undo_push("Relax Pose");
+}
+
+/* for use in insertkey, ensure rotation goes other way around */
+void pose_flipquats(Scene *scene)
+{
+ Object *ob = OBACT;
+ bArmature *arm= ob->data;
+ bPoseChannel *pchan;
+
+ if(ob->pose==NULL)
+ return;
+
+ /* find sel bones */
+ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if(pchan->bone && (pchan->bone->flag & BONE_SELECTED) && (pchan->bone->layer & arm->layer)) {
+ /* quaternions have 720 degree range */
+ pchan->quat[0]= -pchan->quat[0];
+ pchan->quat[1]= -pchan->quat[1];
+ pchan->quat[2]= -pchan->quat[2];
+ pchan->quat[3]= -pchan->quat[3];
+ }
+ }
+
+ /* do autokey */
+ autokeyframe_pose_cb_func(ob, TFM_ROTATION, 0);
+}
+
+/* context: active channel */
+void pose_special_editmenu(Scene *scene)
+{
+#if 0
+ Object *obedit= scene->obedit; // XXX context
+ Object *ob= OBACT;
+ short nr;
+
+ /* paranoia checks */
+ if(!ob && !ob->pose) return;
+ if(ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
+
+ nr= pupmenu("Specials%t|Select Constraint Target%x1|Flip Left-Right Names%x2|Calculate Paths%x3|Clear Paths%x4|Clear User Transform %x5|Relax Pose %x6|%l|AutoName Left-Right%x7|AutoName Front-Back%x8|AutoName Top-Bottom%x9");
+ if(nr==1) {
+ pose_select_constraint_target(scene);
+ }
+ else if(nr==2) {
+ pose_flip_names();
+ }
+ else if(nr==3) {
+ pose_calculate_path(ob);
+ }
+ else if(nr==4) {
+ pose_clear_paths(ob);
+ }
+ else if(nr==5) {
+ rest_pose(ob->pose);
+ DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
+ BIF_undo_push("Clear User Transform Pose");
+ }
+ else if(nr==6) {
+ pose_relax();
+ }
+ else if(ELEM3(nr, 7, 8, 9)) {
+ pose_autoside_names(nr-7);
+ }
+#endif
+}
+