/** * $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) 2008 Blender Foundation. * All rights reserved. * * * Contributor(s): Blender Foundation, Joshua Leung * * ***** END GPL LICENSE BLOCK ***** */ #include #include #include "MEM_guardedalloc.h" #include "DNA_action_types.h" #include "DNA_armature_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_space_types.h" #include "DNA_texture_types.h" #include "DNA_view3d_types.h" #include "DNA_windowmanager_types.h" #include "BLI_blenlib.h" #include "BKE_action.h" #include "BKE_context.h" #include "BKE_depsgraph.h" #include "BKE_global.h" #include "BKE_scene.h" #include "BKE_main.h" #include "BKE_node.h" #include "BKE_utildefines.h" #include "RNA_access.h" #include "RNA_define.h" #include "ED_anim_api.h" /* ***************** depsgraph calls and anim updates ************* */ static unsigned int screen_view3d_layers(bScreen *screen) { if(screen) { unsigned int layer= screen->scene->lay; /* as minimum this */ ScrArea *sa; /* get all used view3d layers */ for(sa= screen->areabase.first; sa; sa= sa->next) { if(sa->spacetype==SPACE_VIEW3D) layer |= ((View3D *)sa->spacedata.first)->lay; } return layer; } return 0; } /* generic update flush, reads from context Screen (layers) and scene */ /* this is for compliancy, later it can do all windows etc */ void ED_anim_dag_flush_update(const bContext *C) { Scene *scene= CTX_data_scene(C); bScreen *screen= CTX_wm_screen(C); DAG_scene_flush_update(scene, screen_view3d_layers(screen), 0); } /* results in fully updated anim system */ /* in future sound should be on WM level, only 1 sound can play! */ void ED_update_for_newframe(const bContext *C, int mute) { bScreen *screen= CTX_wm_screen(C); Scene *scene= screen->scene; //extern void audiostream_scrub(unsigned int frame); /* seqaudio.c */ /* this function applies the changes too */ /* XXX future: do all windows */ scene_update_for_newframe(scene, screen_view3d_layers(screen)); /* BKE_scene.h */ //if ( (CFRA>1) && (!mute) && (scene->audio.flag & AUDIO_SCRUB)) // audiostream_scrub( CFRA ); /* 3d window, preview */ //BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT); /* all movie/sequence images */ //BIF_image_update_frame(); /* composite */ if(scene->use_nodes && scene->nodetree) ntreeCompositTagAnimated(scene->nodetree); /* update animated texture nodes */ { Tex *tex; for(tex= G.main->tex.first; tex; tex= tex->id.next) if( tex->use_nodes && tex->nodetree ) { ntreeTexTagAnimated( tex->nodetree ); } } } /* **************************** pose <-> action syncing ******************************** */ /* Summary of what needs to be synced between poses and actions: * 1) Flags * a) Visibility (only for pose to action) * b) Selection status (both ways) * 2) Group settings (only for pose to action) - do we also need to make sure same groups exist? * 3) Grouping (only for pose to action for now) */ /* Notifier from Action/Dopesheet (this may be extended to include other things such as Python...) * Channels in action changed, so update pose channels/groups to reflect changes. * * An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with * the channels in its active Action. */ void ANIM_action_to_pose_sync (Object *ob) { bAction *act= (bAction *)ob->action; bActionChannel *achan; bPoseChannel *pchan; /* error checking */ if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM(NULL, act, ob->pose)) return; /* 1b) loop through all Action-Channels (there should be fewer channels to search through here in general) */ for (achan= act->chanbase.first; achan; achan= achan->next) { /* find matching pose-channel */ pchan= get_pose_channel(ob->pose, achan->name); /* sync active and selected flags */ if (pchan && pchan->bone) { /* selection */ if (achan->flag & ACHAN_SELECTED) pchan->bone->flag |= BONE_SELECTED; else pchan->bone->flag &= ~BONE_SELECTED; /* active */ if (achan->flag & ACHAN_HILIGHTED) pchan->bone->flag |= BONE_ACTIVE; else pchan->bone->flag &= ~BONE_ACTIVE; } } // TODO: add grouping changes too? For now, these tools aren't exposed to users in animation editors yet... } /* Notifier from 3D-View/Outliner (this is likely to include other sources too...) * Pose channels/groups changed, so update action channels * * An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with * the channels in its active Action. */ void ANIM_pose_to_action_sync (Object *ob) { bArmature *arm= (bArmature *)ob->data; bAction *act= (bAction *)ob->action; bActionChannel *achan; //bActionGroup *agrp, *bgrp; bPoseChannel *pchan; /* error checking */ if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM3(NULL, arm, act, ob->pose)) return; /* 1) loop through all Action-Channels (there should be fewer channels to search through here in general) */ for (achan= act->chanbase.first; achan; achan= achan->next) { /* find matching pose-channel */ pchan= get_pose_channel(ob->pose, achan->name); /* sync selection and visibility settings */ if (pchan && pchan->bone) { /* visibility - if layer is hidden, or if bone itself is hidden */ // XXX we may not want this happening though! (maybe we need some extra flags from context or so) // only if SACTION_NOHIDE==0, and saction->pin == 0, when in Action Editor mode if (!(pchan->bone->layer & arm->layer) || (pchan->bone->flag & BONE_HIDDEN_P)) achan->flag |= ACHAN_HIDDEN; else achan->flag &= ~ACHAN_HIDDEN; /* selection */ if (pchan->bone->flag & BONE_SELECTED) achan->flag |= ACHAN_SELECTED; else achan->flag &= ~ACHAN_SELECTED; } } // XXX step 2 needs to be coded still... currently missing action/bone group API to do any more work here... // XXX step 3 needs to be coded still... it's a messy case to deal with (we'll use the temp indices for this?) }