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2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-02-09Cleanup: use consistent copyright location, move descriptionsCampbell Barton
Order copyright immediately after the license block, this was done almost everywhere with a few exceptions. Remove authors from a few files (we had already removed "Contributors" section however with old patches being applied this gets added back in). Also move descriptive text into the doxygen comment block under \file. In some cases remove the text as it was accidentally copied.
2021-07-20Pose Library: remove assumption about Action group namesSybren A. Stüvel
Remove the assumption of the pose library that Action groups are named after the bones in the armature. Even though this assumption is correct when the keys are created by Blender, action groups can be renamed. Keys created by Python scripts can also use arbitrary group names. Since there is more code in Blender making this assumption, and looping over selected bones is also a common occurrence, this commit contains some generic functionality to aid in this: - `BKE_armature_find_selected_bones`: function that iterates over all bones in an armature and calls a callback for each selected one. It returns a struct with info about the selection states (all or no bones selected). - `BKE_armature_find_selected_bone_names(armature)` uses the above function to return a set of selected bone names. - `BKE_pose_find_fcurves_with_bones()` calls a callback for each FCurve in an Action that targets a bone, also passing it the bone name.
2021-07-20Cleanup: reserve C++ comments for disabled codeCampbell Barton
Use C comments for plain text.
2021-07-15Animation: add function to blend Action into poseSybren A. Stüvel
Add function `BKE_pose_apply_action_blend()`, which blends a given Action into current pose. The Action is evaluated at a specified frame, and the result is applied to the armature's pose. A blend factor can be given to blend between the current pose and the one in the Action. Quaternions are interpolated with SLERP; it is assumed that their FCurves are consecutively stored in the Action. This function will be used in the upcoming new Pose Library.
2021-07-15Animation: apply pose to all or selected bones of armatureSybren A. Stüvel
New function `BKE_pose_apply_action_all_bones()`, which will be necessary for the upcoming pose library v2.0. This renames the function `BKE_pose_apply_action` to `BKE_pose_apply_action_selected_bones`, to reflect that it only works on selected bones, to contrast it to the new function.
2021-03-29Animation: add `PBONE_SELECTED` macroSybren A. Stüvel
Add `PBONE_SELECTED` macro to determine selection state of bones, while also taking visibility into account.
2021-03-06Cleanup: clang tidyJacques Lucke
2021-03-05Animation: add function to apply a pose from an ActionSybren A. Stüvel
Add `BKE_pose_apply_action(object, action, anim_eval_context)` function and expose in RNA as `Pose.apply_action(action, evaluation_time)`. This makes it possible to do the following: - Have a rig in pose mode. - Select a subset of the bones. - Have some Action loaded that contains the pose you want to apply. - Run `C.object.pose.apply_pose_from_action(D.actions['PoseName'])` - The selected bones are now posed as determined by the Action. Just like Blender's current pose library, having no bones selected acts the same as having all bones selected. Manifest Task: T86159 Reviewed By: Severin Differential Revision: https://developer.blender.org/D10578