diff options
author | Ton Roosendaal <ton@blender.org> | 2009-01-05 18:19:31 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2009-01-05 18:19:31 +0300 |
commit | 1fe21f7e8f2f12b8b0707609e132b53fcc842f9e (patch) | |
tree | 86e236a007aa35b0af3b2f606066a751d2d541a4 /source/blender/editors/armature/poseobject.c | |
parent | df20a12728626372de8a5eb127e57cb2cca40649 (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.c | 1681 |
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 +} + |