/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * Contributor(s): Blender Foundation, 2002-2009 full recode. * * ***** END GPL LICENSE BLOCK ***** * * Armature EditMode tools - transforms, chain based editing, and other settings */ /** \file blender/editors/armature/armature_edit.c * \ingroup edarmature */ #include #include "DNA_armature_types.h" #include "DNA_constraint_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "MEM_guardedalloc.h" #include "BLF_translation.h" #include "BLI_blenlib.h" #include "BLI_math.h" #include "BKE_action.h" #include "BKE_armature.h" #include "BKE_constraint.h" #include "BKE_context.h" #include "BKE_global.h" #include "BKE_report.h" #include "RNA_access.h" #include "RNA_define.h" #include "WM_api.h" #include "WM_types.h" #include "ED_armature.h" #include "ED_screen.h" #include "ED_view3d.h" #include "armature_intern.h" /* ************************** Object Tools Exports ******************************* */ /* NOTE: these functions are exported to the Object module to be called from the tools there */ void ED_armature_apply_transform(Object *ob, float mat[4][4]) { bArmature *arm = ob->data; /* Put the armature into editmode */ ED_armature_to_edit(arm); /* Transform the bones */ ED_armature_transform_bones(arm, mat); /* Turn the list into an armature */ ED_armature_from_edit(arm); ED_armature_edit_free(arm); } void ED_armature_transform_bones(struct bArmature *arm, float mat[4][4]) { EditBone *ebone; float scale = mat4_to_scale(mat); /* store the scale of the matrix here to use on envelopes */ float mat3[3][3]; copy_m3_m4(mat3, mat); normalize_m3(mat3); /* Do the rotations */ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) { float tmat[3][3]; /* find the current bone's roll matrix */ ED_armature_ebone_to_mat3(ebone, tmat); /* transform the roll matrix */ mul_m3_m3m3(tmat, mat3, tmat); /* transform the bone */ mul_m4_v3(mat, ebone->head); mul_m4_v3(mat, ebone->tail); /* apply the transformed roll back */ mat3_to_vec_roll(tmat, NULL, &ebone->roll); ebone->rad_head *= scale; ebone->rad_tail *= scale; ebone->dist *= scale; /* we could be smarter and scale by the matrix along the x & z axis */ ebone->xwidth *= scale; ebone->zwidth *= scale; } } void ED_armature_transform(struct bArmature *arm, float mat[4][4]) { if (arm->edbo) { ED_armature_transform_bones(arm, mat); } else { /* Put the armature into editmode */ ED_armature_to_edit(arm); /* Transform the bones */ ED_armature_transform_bones(arm, mat); /* Go back to object mode*/ ED_armature_from_edit(arm); ED_armature_edit_free(arm); } } /* exported for use in editors/object/ */ /* 0 == do center, 1 == center new, 2 == center cursor */ void ED_armature_origin_set(Scene *scene, Object *ob, float cursor[3], int centermode, int around) { Object *obedit = scene->obedit; // XXX get from context EditBone *ebone; bArmature *arm = ob->data; float cent[3]; /* Put the armature into editmode */ if (ob != obedit) { ED_armature_to_edit(arm); obedit = NULL; /* we cant use this so behave as if there is no obedit */ } /* Find the centerpoint */ if (centermode == 2) { copy_v3_v3(cent, cursor); invert_m4_m4(ob->imat, ob->obmat); mul_m4_v3(ob->imat, cent); } else { if (around == V3D_CENTROID) { int total = 0; zero_v3(cent); for (ebone = arm->edbo->first; ebone; ebone = ebone->next) { total += 2; add_v3_v3(cent, ebone->head); add_v3_v3(cent, ebone->tail); } if (total) { mul_v3_fl(cent, 1.0f / (float)total); } } else { float min[3], max[3]; INIT_MINMAX(min, max); for (ebone = arm->edbo->first; ebone; ebone = ebone->next) { minmax_v3v3_v3(min, max, ebone->head); minmax_v3v3_v3(min, max, ebone->tail); } mid_v3_v3v3(cent, min, max); } } /* Do the adjustments */ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) { sub_v3_v3(ebone->head, cent); sub_v3_v3(ebone->tail, cent); } /* Turn the list into an armature */ if (obedit == NULL) { ED_armature_from_edit(arm); ED_armature_edit_free(arm); } /* Adjust object location for new centerpoint */ if (centermode && obedit == NULL) { mul_mat3_m4_v3(ob->obmat, cent); /* omit translation part */ add_v3_v3(ob->loc, cent); } } /* ********************************* Roll ******************************* */ /* adjust bone roll to align Z axis with vector * vec is in local space and is normalized */ float ED_rollBoneToVector(EditBone *bone, const float align_axis[3], const bool axis_only) { float mat[3][3], nor[3]; float vec[3], align_axis_proj[3], roll = 0.0f; BLI_ASSERT_UNIT_V3(align_axis); sub_v3_v3v3(nor, bone->tail, bone->head); /* If tail == head or the bone is aligned with the axis... */ if (normalize_v3(nor) <= FLT_EPSILON || (fabsf(dot_v3v3(align_axis, nor)) >= (1.0f - FLT_EPSILON))) { return roll; } vec_roll_to_mat3_normalized(nor, 0.0f, mat); /* project the new_up_axis along the normal */ project_v3_v3v3(vec, align_axis, nor); sub_v3_v3v3(align_axis_proj, align_axis, vec); if (axis_only) { if (angle_v3v3(align_axis_proj, mat[2]) > (float)(M_PI_2)) { negate_v3(align_axis_proj); } } roll = angle_v3v3(align_axis_proj, mat[2]); cross_v3_v3v3(vec, mat[2], align_axis_proj); if (dot_v3v3(vec, nor) < 0.0f) { return -roll; } return roll; } /* note, ranges arithmatic is used below */ typedef enum eCalcRollTypes { /* pos */ CALC_ROLL_POS_X = 0, CALC_ROLL_POS_Y, CALC_ROLL_POS_Z, CALC_ROLL_TAN_POS_X, CALC_ROLL_TAN_POS_Z, /* neg */ CALC_ROLL_NEG_X, CALC_ROLL_NEG_Y, CALC_ROLL_NEG_Z, CALC_ROLL_TAN_NEG_X, CALC_ROLL_TAN_NEG_Z, /* no sign */ CALC_ROLL_ACTIVE, CALC_ROLL_VIEW, CALC_ROLL_CURSOR, } eCalcRollTypes; static EnumPropertyItem prop_calc_roll_types[] = { {0, "", 0, N_("Positive"), ""}, {CALC_ROLL_TAN_POS_X, "POS_X", 0, "Local +X Tangent", ""}, {CALC_ROLL_TAN_POS_Z, "POS_Z", 0, "Local +Z Tangent", ""}, {CALC_ROLL_POS_X, "GLOBAL_POS_X", 0, "Global +X Axis", ""}, {CALC_ROLL_POS_Y, "GLOBAL_POS_Y", 0, "Global +Y Axis", ""}, {CALC_ROLL_POS_Z, "GLOBAL_POS_Z", 0, "Global +Z Axis", ""}, {0, "", 0, N_("Negative"), ""}, {CALC_ROLL_TAN_NEG_X, "NEG_X", 0, "Local -X Tangent", ""}, {CALC_ROLL_TAN_NEG_Z, "NEG_Z", 0, "Local -Z Tangent", ""}, {CALC_ROLL_NEG_X, "GLOBAL_NEG_X", 0, "Global -X Axis", ""}, {CALC_ROLL_NEG_Y, "GLOBAL_NEG_Y", 0, "Global -Y Axis", ""}, {CALC_ROLL_NEG_Z, "GLOBAL_NEG_Z", 0, "Global -Z Axis", ""}, {0, "", 0, N_("Other"), ""}, {CALC_ROLL_ACTIVE, "ACTIVE", 0, "Active Bone", ""}, {CALC_ROLL_VIEW, "VIEW", 0, "View Axis", ""}, {CALC_ROLL_CURSOR, "CURSOR", 0, "Cursor", ""}, {0, NULL, 0, NULL, NULL} }; static int armature_calc_roll_exec(bContext *C, wmOperator *op) { Object *ob = CTX_data_edit_object(C); eCalcRollTypes type = RNA_enum_get(op->ptr, "type"); const bool axis_only = RNA_boolean_get(op->ptr, "axis_only"); /* axis_flip when matching the active bone never makes sense */ bool axis_flip = ((type >= CALC_ROLL_ACTIVE) ? RNA_boolean_get(op->ptr, "axis_flip") : (type >= CALC_ROLL_TAN_NEG_X) ? true : false); float imat[3][3]; bArmature *arm = ob->data; EditBone *ebone; if ((type >= CALC_ROLL_NEG_X) && (type <= CALC_ROLL_TAN_NEG_Z)) { type -= (CALC_ROLL_ACTIVE - CALC_ROLL_NEG_X); axis_flip = true; } copy_m3_m4(imat, ob->obmat); invert_m3(imat); if (type == CALC_ROLL_CURSOR) { /* Cursor */ Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); /* can be NULL */ float cursor_local[3]; const float *cursor = ED_view3d_cursor3d_get(scene, v3d); copy_v3_v3(cursor_local, cursor); mul_m3_v3(imat, cursor_local); /* cursor */ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) { if (EBONE_VISIBLE(arm, ebone) && EBONE_EDITABLE(ebone)) { float cursor_rel[3]; sub_v3_v3v3(cursor_rel, cursor_local, ebone->head); if (axis_flip) negate_v3(cursor_rel); if (normalize_v3(cursor_rel) != 0.0f) { ebone->roll = ED_rollBoneToVector(ebone, cursor_rel, axis_only); } } } } else if (ELEM(type, CALC_ROLL_TAN_POS_X, CALC_ROLL_TAN_POS_Z)) { for (ebone = arm->edbo->first; ebone; ebone = ebone->next) { if (ebone->parent) { bool is_edit = (EBONE_VISIBLE(arm, ebone) && EBONE_EDITABLE(ebone)); bool is_edit_parent = (EBONE_VISIBLE(arm, ebone->parent) && EBONE_EDITABLE(ebone->parent)); if (is_edit || is_edit_parent) { EditBone *ebone_other = ebone->parent; float dir_a[3]; float dir_b[3]; float vec[3]; bool is_vec_zero; sub_v3_v3v3(dir_a, ebone->tail, ebone->head); normalize_v3(dir_a); /* find the first bone in the chane with a different direction */ do { sub_v3_v3v3(dir_b, ebone_other->head, ebone_other->tail); normalize_v3(dir_b); if (type == CALC_ROLL_TAN_POS_Z) { cross_v3_v3v3(vec, dir_a, dir_b); } else { add_v3_v3v3(vec, dir_a, dir_b); } } while ((is_vec_zero = (normalize_v3(vec) < 0.00001f)) && (ebone_other = ebone_other->parent)); if (!is_vec_zero) { if (axis_flip) negate_v3(vec); if (is_edit) { ebone->roll = ED_rollBoneToVector(ebone, vec, axis_only); } /* parentless bones use cross product with child */ if (is_edit_parent) { if (ebone->parent->parent == NULL) { ebone->parent->roll = ED_rollBoneToVector(ebone->parent, vec, axis_only); } } } } } } } else { float vec[3] = {0.0f, 0.0f, 0.0f}; if (type == CALC_ROLL_VIEW) { /* View */ RegionView3D *rv3d = CTX_wm_region_view3d(C); if (rv3d == NULL) { BKE_report(op->reports, RPT_ERROR, "No region view3d available"); return OPERATOR_CANCELLED; } copy_v3_v3(vec, rv3d->viewinv[2]); mul_m3_v3(imat, vec); } else if (type == CALC_ROLL_ACTIVE) { float mat[3][3]; ebone = (EditBone *)arm->act_edbone; if (ebone == NULL) { BKE_report(op->reports, RPT_ERROR, "No active bone set"); return OPERATOR_CANCELLED; } ED_armature_ebone_to_mat3(ebone, mat); copy_v3_v3(vec, mat[2]); } else { /* Axis */ assert(type <= 5); if (type < 3) vec[type] = 1.0f; else vec[type - 2] = -1.0f; mul_m3_v3(imat, vec); } if (axis_flip) negate_v3(vec); for (ebone = arm->edbo->first; ebone; ebone = ebone->next) { if (EBONE_VISIBLE(arm, ebone) && EBONE_EDITABLE(ebone)) { /* roll func is a callback which assumes that all is well */ ebone->roll = ED_rollBoneToVector(ebone, vec, axis_only); } } } if (arm->flag & ARM_MIRROR_EDIT) { for (ebone = arm->edbo->first; ebone; ebone = ebone->next) { if ((EBONE_VISIBLE(arm, ebone) && EBONE_EDITABLE(ebone)) == 0) { EditBone *ebone_mirr = ED_armature_bone_get_mirrored(arm->edbo, ebone); if (ebone_mirr && (EBONE_VISIBLE(arm, ebone_mirr) && EBONE_EDITABLE(ebone_mirr))) { ebone->roll = -ebone_mirr->roll; } } } } /* note, notifier might evolve */ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); return OPERATOR_FINISHED; } void ARMATURE_OT_calculate_roll(wmOperatorType *ot) { /* identifiers */ ot->name = "Recalculate Roll"; ot->idname = "ARMATURE_OT_calculate_roll"; ot->description = "Automatically fix alignment of select bones' axes"; /* api callbacks */ ot->invoke = WM_menu_invoke; ot->exec = armature_calc_roll_exec; ot->poll = ED_operator_editarmature; /* flags */ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; /* properties */ ot->prop = RNA_def_enum(ot->srna, "type", prop_calc_roll_types, CALC_ROLL_TAN_POS_X, "Type", ""); RNA_def_boolean(ot->srna, "axis_flip", 0, "Flip Axis", "Negate the alignment axis"); RNA_def_boolean(ot->srna, "axis_only", 0, "Shortest Rotation", "Ignore the axis direction, use the shortest rotation to align"); } /* ******************************** Chain-Based Tools ********************************* */ /* temporary data-structure for merge/fill bones */ typedef struct EditBonePoint { struct EditBonePoint *next, *prev; EditBone *head_owner; /* EditBone which uses this point as a 'head' point */ EditBone *tail_owner; /* EditBone which uses this point as a 'tail' point */ float vec[3]; /* the actual location of the point in local/EditMode space */ } EditBonePoint; /* find chain-tips (i.e. bones without children) */ static void chains_find_tips(ListBase *edbo, ListBase *list) { EditBone *curBone, *ebo; LinkData *ld; /* note: this is potentially very slow ... there's got to be a better way */ for (curBone = edbo->first; curBone; curBone = curBone->next) { short stop = 0; /* is this bone contained within any existing chain? (skip if so) */ for (ld = list->first; ld; ld = ld->next) { for (ebo = ld->data; ebo; ebo = ebo->parent) { if (ebo == curBone) { stop = 1; break; } } if (stop) break; } /* skip current bone if it is part of an existing chain */ if (stop) continue; /* is any existing chain part of the chain formed by this bone? */ stop = 0; for (ebo = curBone->parent; ebo; ebo = ebo->parent) { for (ld = list->first; ld; ld = ld->next) { if (ld->data == ebo) { ld->data = curBone; stop = 1; break; } } if (stop) break; } /* current bone has already been added to a chain? */ if (stop) continue; /* add current bone to a new chain */ ld = MEM_callocN(sizeof(LinkData), "BoneChain"); ld->data = curBone; BLI_addtail(list, ld); } } /* --------------------- */ static void fill_add_joint(EditBone *ebo, short eb_tail, ListBase *points) { EditBonePoint *ebp; float vec[3]; short found = 0; if (eb_tail) { copy_v3_v3(vec, ebo->tail); } else { copy_v3_v3(vec, ebo->head); } for (ebp = points->first; ebp; ebp = ebp->next) { if (equals_v3v3(ebp->vec, vec)) { if (eb_tail) { if ((ebp->head_owner) && (ebp->head_owner->parent == ebo)) { /* so this bone's tail owner is this bone */ ebp->tail_owner = ebo; found = 1; break; } } else { if ((ebp->tail_owner) && (ebo->parent == ebp->tail_owner)) { /* so this bone's head owner is this bone */ ebp->head_owner = ebo; found = 1; break; } } } } /* allocate a new point if no existing point was related */ if (found == 0) { ebp = MEM_callocN(sizeof(EditBonePoint), "EditBonePoint"); if (eb_tail) { copy_v3_v3(ebp->vec, ebo->tail); ebp->tail_owner = ebo; } else { copy_v3_v3(ebp->vec, ebo->head); ebp->head_owner = ebo; } BLI_addtail(points, ebp); } } /* bone adding between selected joints */ static int armature_fill_bones_exec(bContext *C, wmOperator *op) { Object *obedit = CTX_data_edit_object(C); bArmature *arm = (obedit) ? obedit->data : NULL; Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); ListBase points = {NULL, NULL}; int count; /* sanity checks */ if (ELEM(NULL, obedit, arm)) return OPERATOR_CANCELLED; /* loop over all bones, and only consider if visible */ CTX_DATA_BEGIN(C, EditBone *, ebone, visible_bones) { if (!(ebone->flag & BONE_CONNECTED) && (ebone->flag & BONE_ROOTSEL)) fill_add_joint(ebone, 0, &points); if (ebone->flag & BONE_TIPSEL) fill_add_joint(ebone, 1, &points); } CTX_DATA_END; /* the number of joints determines how we fill: * 1) between joint and cursor (joint=head, cursor=tail) * 2) between the two joints (order is dependent on active-bone/hierarchy) * 3+) error (a smarter method involving finding chains needs to be worked out */ count = BLI_listbase_count(&points); if (count == 0) { BKE_report(op->reports, RPT_ERROR, "No joints selected"); return OPERATOR_CANCELLED; } else if (count == 1) { EditBonePoint *ebp; float curs[3]; /* Get Points - selected joint */ ebp = (EditBonePoint *)points.first; /* Get points - cursor (tail) */ invert_m4_m4(obedit->imat, obedit->obmat); mul_v3_m4v3(curs, obedit->imat, ED_view3d_cursor3d_get(scene, v3d)); /* Create a bone */ /* newbone = */ add_points_bone(obedit, ebp->vec, curs); } else if (count == 2) { EditBonePoint *ebp, *ebp2; float head[3], tail[3]; short headtail = 0; /* check that the points don't belong to the same bone */ ebp = (EditBonePoint *)points.first; ebp2 = ebp->next; if ((ebp->head_owner == ebp2->tail_owner) && (ebp->head_owner != NULL)) { BKE_report(op->reports, RPT_ERROR, "Same bone selected..."); BLI_freelistN(&points); return OPERATOR_CANCELLED; } if ((ebp->tail_owner == ebp2->head_owner) && (ebp->tail_owner != NULL)) { BKE_report(op->reports, RPT_ERROR, "Same bone selected..."); BLI_freelistN(&points); return OPERATOR_CANCELLED; } /* find which one should be the 'head' */ if ((ebp->head_owner && ebp2->head_owner) || (ebp->tail_owner && ebp2->tail_owner)) { /* rule: whichever one is closer to 3d-cursor */ float curs[3]; float vecA[3], vecB[3]; float distA, distB; /* get cursor location */ invert_m4_m4(obedit->imat, obedit->obmat); mul_v3_m4v3(curs, obedit->imat, ED_view3d_cursor3d_get(scene, v3d)); /* get distances */ sub_v3_v3v3(vecA, ebp->vec, curs); sub_v3_v3v3(vecB, ebp2->vec, curs); distA = len_v3(vecA); distB = len_v3(vecB); /* compare distances - closer one therefore acts as direction for bone to go */ headtail = (distA < distB) ? 2 : 1; } else if (ebp->head_owner) { headtail = 1; } else if (ebp2->head_owner) { headtail = 2; } /* assign head/tail combinations */ if (headtail == 2) { copy_v3_v3(head, ebp->vec); copy_v3_v3(tail, ebp2->vec); } else if (headtail == 1) { copy_v3_v3(head, ebp2->vec); copy_v3_v3(tail, ebp->vec); } /* add new bone and parent it to the appropriate end */ if (headtail) { EditBone *newbone = add_points_bone(obedit, head, tail); /* do parenting (will need to set connected flag too) */ if (headtail == 2) { /* ebp tail or head - tail gets priority */ if (ebp->tail_owner) newbone->parent = ebp->tail_owner; else newbone->parent = ebp->head_owner; } else { /* ebp2 tail or head - tail gets priority */ if (ebp2->tail_owner) newbone->parent = ebp2->tail_owner; else newbone->parent = ebp2->head_owner; } /* don't set for bone connecting two head points of bones */ if (ebp->tail_owner || ebp2->tail_owner) { newbone->flag |= BONE_CONNECTED; } } } else { /* FIXME.. figure out a method for multiple bones */ BKE_reportf(op->reports, RPT_ERROR, "Too many points selected: %d", count); BLI_freelistN(&points); return OPERATOR_CANCELLED; } /* updates */ WM_event_add_notifier(C, NC_OBJECT | ND_POSE, obedit); /* free points */ BLI_freelistN(&points); return OPERATOR_FINISHED; } void ARMATURE_OT_fill(wmOperatorType *ot) { /* identifiers */ ot->name = "Fill Between Joints"; ot->idname = "ARMATURE_OT_fill"; ot->description = "Add bone between selected joint(s) and/or 3D-Cursor"; /* callbacks */ ot->exec = armature_fill_bones_exec; ot->poll = ED_operator_editarmature; /* flags */ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; } /* --------------------- */ /* this function merges between two bones, removes them and those in-between, * and adjusts the parent relationships for those in-between */ static void bones_merge(Object *obedit, EditBone *start, EditBone *end, EditBone *endchild, ListBase *chains) { bArmature *arm = obedit->data; EditBone *ebo, *ebone, *newbone; LinkData *chain; float head[3], tail[3]; /* check if same bone */ if (start == end) { if (G.debug & G_DEBUG) { printf("Error: same bone!\n"); printf("\tstart = %s, end = %s\n", start->name, end->name); } } /* step 1: add a new bone * - head = head/tail of start (default head) * - tail = head/tail of end (default tail) * - parent = parent of start */ if ((start->flag & BONE_TIPSEL) && (start->flag & BONE_SELECTED) == 0) { copy_v3_v3(head, start->tail); } else { copy_v3_v3(head, start->head); } if ((end->flag & BONE_ROOTSEL) && (end->flag & BONE_SELECTED) == 0) { copy_v3_v3(tail, end->head); } else { copy_v3_v3(tail, end->tail); } newbone = add_points_bone(obedit, head, tail); newbone->parent = start->parent; /* TODO, copy more things to the new bone */ newbone->flag = start->flag & (BONE_HINGE | BONE_NO_DEFORM | BONE_NO_SCALE | BONE_NO_CYCLICOFFSET | BONE_NO_LOCAL_LOCATION | BONE_DONE); /* step 2a: reparent any side chains which may be parented to any bone in the chain of bones to merge * - potentially several tips for side chains leading to some tree exist... */ for (chain = chains->first; chain; chain = chain->next) { /* traverse down chain until we hit the bottom or if we run into the tip of the chain of bones we're * merging (need to stop in this case to avoid corrupting this chain too!) */ for (ebone = chain->data; (ebone) && (ebone != end); ebone = ebone->parent) { short found = 0; /* check if this bone is parented to one in the merging chain * ! WATCHIT: must only go check until end of checking chain */ for (ebo = end; (ebo) && (ebo != start->parent); ebo = ebo->parent) { /* side-chain found? --> remap parent to new bone, then we're done with this chain :) */ if (ebone->parent == ebo) { ebone->parent = newbone; found = 1; break; } } /* carry on to the next tip now */ if (found) break; } } /* step 2b: parent child of end to newbone (child from this chain) */ if (endchild) endchild->parent = newbone; /* step 3: delete all bones between and including start and end */ for (ebo = end; ebo; ebo = ebone) { ebone = (ebo == start) ? (NULL) : (ebo->parent); bone_free(arm, ebo); } newbone->flag |= (BONE_ROOTSEL | BONE_TIPSEL | BONE_SELECTED); ED_armature_sync_selection(arm->edbo); } static int armature_merge_exec(bContext *C, wmOperator *op) { Object *obedit = CTX_data_edit_object(C); bArmature *arm = (obedit) ? obedit->data : NULL; short type = RNA_enum_get(op->ptr, "type"); /* sanity checks */ if (ELEM(NULL, obedit, arm)) return OPERATOR_CANCELLED; /* for now, there's only really one type of merging that's performed... */ if (type == 1) { /* go down chains, merging bones */ ListBase chains = {NULL, NULL}; LinkData *chain, *nchain; EditBone *ebo; armature_tag_select_mirrored(arm); /* get chains (ends on chains) */ chains_find_tips(arm->edbo, &chains); if (BLI_listbase_is_empty(&chains)) return OPERATOR_CANCELLED; /* each 'chain' is the last bone in the chain (with no children) */ for (chain = chains.first; chain; chain = nchain) { EditBone *bstart = NULL, *bend = NULL; EditBone *bchild = NULL, *child = NULL; /* temporarily remove chain from list of chains */ nchain = chain->next; BLI_remlink(&chains, chain); /* only consider bones that are visible and selected */ for (ebo = chain->data; ebo; child = ebo, ebo = ebo->parent) { /* check if visible + selected */ if (EBONE_VISIBLE(arm, ebo) && ((ebo->flag & BONE_CONNECTED) || (ebo->parent == NULL)) && (ebo->flag & BONE_SELECTED) ) { /* set either end or start (end gets priority, unless it is already set) */ if (bend == NULL) { bend = ebo; bchild = child; } else bstart = ebo; } else { /* chain is broken... merge any continous segments then clear */ if (bstart && bend) bones_merge(obedit, bstart, bend, bchild, &chains); bstart = NULL; bend = NULL; bchild = NULL; } } /* merge from bstart to bend if something not merged */ if (bstart && bend) bones_merge(obedit, bstart, bend, bchild, &chains); /* put back link */ BLI_insertlinkbefore(&chains, nchain, chain); } armature_tag_unselect(arm); BLI_freelistN(&chains); } /* updates */ ED_armature_sync_selection(arm->edbo); WM_event_add_notifier(C, NC_OBJECT | ND_POSE, obedit); return OPERATOR_FINISHED; } void ARMATURE_OT_merge(wmOperatorType *ot) { static EnumPropertyItem merge_types[] = { {1, "WITHIN_CHAIN", 0, "Within Chains", ""}, {0, NULL, 0, NULL, NULL} }; /* identifiers */ ot->name = "Merge Bones"; ot->idname = "ARMATURE_OT_merge"; ot->description = "Merge continuous chains of selected bones"; /* callbacks */ ot->invoke = WM_menu_invoke; ot->exec = armature_merge_exec; ot->poll = ED_operator_editarmature; /* flags */ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; /* properties */ ot->prop = RNA_def_enum(ot->srna, "type", merge_types, 0, "Type", ""); } /* --------------------- */ /* Switch Direction operator: * Currently, this does not use context loops, as context loops do not make it * easy to retrieve any hierarchical/chain relationships which are necessary for * this to be done easily. */ /* helper to clear BONE_TRANSFORM flags */ static void armature_clear_swap_done_flags(bArmature *arm) { EditBone *ebone; for (ebone = arm->edbo->first; ebone; ebone = ebone->next) { ebone->flag &= ~BONE_TRANSFORM; } } static int armature_switch_direction_exec(bContext *C, wmOperator *UNUSED(op)) { Object *ob = CTX_data_edit_object(C); bArmature *arm = (bArmature *)ob->data; ListBase chains = {NULL, NULL}; LinkData *chain; /* get chains of bones (ends on chains) */ chains_find_tips(arm->edbo, &chains); if (BLI_listbase_is_empty(&chains)) return OPERATOR_CANCELLED; /* ensure that mirror bones will also be operated on */ armature_tag_select_mirrored(arm); /* clear BONE_TRANSFORM flags * - used to prevent duplicate/canceling operations from occurring [#34123] * - BONE_DONE cannot be used here as that's already used for mirroring */ armature_clear_swap_done_flags(arm); /* loop over chains, only considering selected and visible bones */ for (chain = chains.first; chain; chain = chain->next) { EditBone *ebo, *child = NULL, *parent = NULL; /* loop over bones in chain */ for (ebo = chain->data; ebo; ebo = parent) { /* parent is this bone's original parent * - we store this, as the next bone that is checked is this one * but the value of ebo->parent may change here... */ parent = ebo->parent; /* skip bone if already handled... [#34123] */ if ((ebo->flag & BONE_TRANSFORM) == 0) { /* only if selected and editable */ if (EBONE_VISIBLE(arm, ebo) && EBONE_EDITABLE(ebo)) { /* swap head and tail coordinates */ SWAP(float, ebo->head[0], ebo->tail[0]); SWAP(float, ebo->head[1], ebo->tail[1]); SWAP(float, ebo->head[2], ebo->tail[2]); /* do parent swapping: * - use 'child' as new parent * - connected flag is only set if points are coincidental */ ebo->parent = child; if ((child) && equals_v3v3(ebo->head, child->tail)) ebo->flag |= BONE_CONNECTED; else ebo->flag &= ~BONE_CONNECTED; /* get next bones * - child will become the new parent of next bone */ child = ebo; } else { /* not swapping this bone, however, if its 'parent' got swapped, unparent us from it * as it will be facing in opposite direction */ if ((parent) && (EBONE_VISIBLE(arm, parent) && EBONE_EDITABLE(parent))) { ebo->parent = NULL; ebo->flag &= ~BONE_CONNECTED; } /* get next bones * - child will become new parent of next bone (not swapping occurred, * so set to NULL to prevent infinite-loop) */ child = NULL; } /* tag as done (to prevent double-swaps) */ ebo->flag |= BONE_TRANSFORM; } } } /* free chains */ BLI_freelistN(&chains); /* clear temp flags */ armature_clear_swap_done_flags(arm); armature_tag_unselect(arm); /* note, notifier might evolve */ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); return OPERATOR_FINISHED; } void ARMATURE_OT_switch_direction(wmOperatorType *ot) { /* identifiers */ ot->name = "Switch Direction"; ot->idname = "ARMATURE_OT_switch_direction"; ot->description = "Change the direction that a chain of bones points in (head <-> tail swap)"; /* api callbacks */ ot->exec = armature_switch_direction_exec; ot->poll = ED_operator_editarmature; /* flags */ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; } /* ********************************* Align ******************************* */ /* helper to fix a ebone position if its parent has moved due to alignment*/ static void fix_connected_bone(EditBone *ebone) { float diff[3]; if (!(ebone->parent) || !(ebone->flag & BONE_CONNECTED) || equals_v3v3(ebone->parent->tail, ebone->head)) return; /* if the parent has moved we translate child's head and tail accordingly */ sub_v3_v3v3(diff, ebone->parent->tail, ebone->head); add_v3_v3(ebone->head, diff); add_v3_v3(ebone->tail, diff); } /* helper to recursively find chains of connected bones starting at ebone and fix their position */ static void fix_editbone_connected_children(ListBase *edbo, EditBone *ebone) { EditBone *selbone; for (selbone = edbo->first; selbone; selbone = selbone->next) { if ((selbone->parent) && (selbone->parent == ebone) && (selbone->flag & BONE_CONNECTED)) { fix_connected_bone(selbone); fix_editbone_connected_children(edbo, selbone); } } } static void bone_align_to_bone(ListBase *edbo, EditBone *selbone, EditBone *actbone) { float selboneaxis[3], actboneaxis[3], length; sub_v3_v3v3(actboneaxis, actbone->tail, actbone->head); normalize_v3(actboneaxis); sub_v3_v3v3(selboneaxis, selbone->tail, selbone->head); length = len_v3(selboneaxis); mul_v3_fl(actboneaxis, length); add_v3_v3v3(selbone->tail, selbone->head, actboneaxis); selbone->roll = actbone->roll; /* if the bone being aligned has connected descendants they must be moved * according to their parent new position, otherwise they would be left * in an inconsistent state: connected but away from the parent*/ fix_editbone_connected_children(edbo, selbone); } static int armature_align_bones_exec(bContext *C, wmOperator *op) { Object *ob = CTX_data_edit_object(C); bArmature *arm = (bArmature *)ob->data; EditBone *actbone = CTX_data_active_bone(C); EditBone *actmirb = NULL; int num_selected_bones; /* there must be an active bone */ if (actbone == NULL) { BKE_report(op->reports, RPT_ERROR, "Operation requires an active bone"); return OPERATOR_CANCELLED; } else if (arm->flag & ARM_MIRROR_EDIT) { /* For X-Axis Mirror Editing option, we may need a mirror copy of actbone * - if there's a mirrored copy of selbone, try to find a mirrored copy of actbone * (i.e. selbone="child.L" and actbone="parent.L", find "child.R" and "parent.R"). * This is useful for arm-chains, for example parenting lower arm to upper arm * - if there's no mirrored copy of actbone (i.e. actbone = "parent.C" or "parent") * then just use actbone. Useful when doing upper arm to spine. */ actmirb = ED_armature_bone_get_mirrored(arm->edbo, actbone); if (actmirb == NULL) actmirb = actbone; } /* if there is only 1 selected bone, we assume that that is the active bone, * since a user will need to have clicked on a bone (thus selecting it) to make it active */ num_selected_bones = CTX_DATA_COUNT(C, selected_editable_bones); if (num_selected_bones <= 1) { /* When only the active bone is selected, and it has a parent, * align it to the parent, as that is the only possible outcome. */ if (actbone->parent) { bone_align_to_bone(arm->edbo, actbone, actbone->parent); if ((arm->flag & ARM_MIRROR_EDIT) && (actmirb->parent)) bone_align_to_bone(arm->edbo, actmirb, actmirb->parent); BKE_reportf(op->reports, RPT_INFO, "Aligned bone '%s' to parent", actbone->name); } } else { /* Align 'selected' bones to the active one * - the context iterator contains both selected bones and their mirrored copies, * so we assume that unselected bones are mirrored copies of some selected bone * - since the active one (and/or its mirror) will also be selected, we also need * to check that we are not trying to operate on them, since such an operation * would cause errors */ /* align selected bones to the active one */ CTX_DATA_BEGIN(C, EditBone *, ebone, selected_editable_bones) { if (ELEM(ebone, actbone, actmirb) == 0) { if (ebone->flag & BONE_SELECTED) bone_align_to_bone(arm->edbo, ebone, actbone); else bone_align_to_bone(arm->edbo, ebone, actmirb); } } CTX_DATA_END; BKE_reportf(op->reports, RPT_INFO, "%d bones aligned to bone '%s'", num_selected_bones, actbone->name); } /* note, notifier might evolve */ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); return OPERATOR_FINISHED; } void ARMATURE_OT_align(wmOperatorType *ot) { /* identifiers */ ot->name = "Align Bones"; ot->idname = "ARMATURE_OT_align"; ot->description = "Align selected bones to the active bone (or to their parent)"; /* api callbacks */ ot->exec = armature_align_bones_exec; ot->poll = ED_operator_editarmature; /* flags */ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; } /* ********************************* Split ******************************* */ static int armature_split_exec(bContext *C, wmOperator *UNUSED(op)) { Object *ob = CTX_data_edit_object(C); bArmature *arm = (bArmature *)ob->data; EditBone *bone; for (bone = arm->edbo->first; bone; bone = bone->next) { if (bone->parent && (bone->flag & BONE_SELECTED) != (bone->parent->flag & BONE_SELECTED)) { bone->parent = NULL; bone->flag &= ~BONE_CONNECTED; } } for (bone = arm->edbo->first; bone; bone = bone->next) { ED_armature_ebone_select_set(bone, (bone->flag & BONE_SELECTED) != 0); } WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); return OPERATOR_FINISHED; } void ARMATURE_OT_split(wmOperatorType *ot) { /* identifiers */ ot->name = "Split"; ot->idname = "ARMATURE_OT_split"; ot->description = "Split off selected bones from connected unselected bones"; /* api callbacks */ ot->exec = armature_split_exec; ot->poll = ED_operator_editarmature; /* flags */ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; } /* ********************************* Delete ******************************* */ /* previously delete_armature */ /* only editmode! */ static int armature_delete_selected_exec(bContext *C, wmOperator *UNUSED(op)) { bArmature *arm; EditBone *curBone, *ebone_next; bConstraint *con; Object *obedit = CTX_data_edit_object(C); // XXX get from context bool changed = false; arm = obedit->data; /* cancel if nothing selected */ if (CTX_DATA_COUNT(C, selected_bones) == 0) return OPERATOR_CANCELLED; armature_select_mirrored(arm); /* First erase any associated pose channel */ if (obedit->pose) { bPoseChannel *pchan, *pchan_next; for (pchan = obedit->pose->chanbase.first; pchan; pchan = pchan_next) { pchan_next = pchan->next; curBone = ED_armature_bone_find_name(arm->edbo, pchan->name); if (curBone && (curBone->flag & BONE_SELECTED) && (arm->layer & curBone->layer)) { BKE_pose_channel_free(pchan); BKE_pose_channels_hash_free(obedit->pose); BLI_freelinkN(&obedit->pose->chanbase, pchan); } else { for (con = pchan->constraints.first; con; con = con->next) { bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(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 == obedit) { if (ct->subtarget[0]) { curBone = ED_armature_bone_find_name(arm->edbo, ct->subtarget); if (curBone && (curBone->flag & BONE_SELECTED) && (arm->layer & curBone->layer)) { con->flag |= CONSTRAINT_DISABLE; ct->subtarget[0] = 0; } } } } if (cti->flush_constraint_targets) cti->flush_constraint_targets(con, &targets, 0); } } } } } for (curBone = arm->edbo->first; curBone; curBone = ebone_next) { ebone_next = curBone->next; if (arm->layer & curBone->layer) { if (curBone->flag & BONE_SELECTED) { if (curBone == arm->act_edbone) arm->act_edbone = NULL; ED_armature_edit_bone_remove(arm, curBone); changed = true; } } } if (!changed) return OPERATOR_CANCELLED; ED_armature_sync_selection(arm->edbo); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); return OPERATOR_FINISHED; } void ARMATURE_OT_delete(wmOperatorType *ot) { /* identifiers */ ot->name = "Delete Selected Bone(s)"; ot->idname = "ARMATURE_OT_delete"; ot->description = "Remove selected bones from the armature"; /* api callbacks */ ot->invoke = WM_operator_confirm; ot->exec = armature_delete_selected_exec; ot->poll = ED_operator_editarmature; /* flags */ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; } /* ********************************* Show/Hide ******************************* */ static int armature_hide_exec(bContext *C, wmOperator *op) { Object *obedit = CTX_data_edit_object(C); bArmature *arm = obedit->data; EditBone *ebone; const int invert = RNA_boolean_get(op->ptr, "unselected") ? BONE_SELECTED : 0; /* cancel if nothing selected */ if (CTX_DATA_COUNT(C, selected_bones) == 0) return OPERATOR_CANCELLED; for (ebone = arm->edbo->first; ebone; ebone = ebone->next) { if (EBONE_VISIBLE(arm, ebone)) { if ((ebone->flag & BONE_SELECTED) != invert) { ebone->flag &= ~(BONE_TIPSEL | BONE_SELECTED | BONE_ROOTSEL); ebone->flag |= BONE_HIDDEN_A; } } } ED_armature_validate_active(arm); ED_armature_sync_selection(arm->edbo); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); return OPERATOR_FINISHED; } void ARMATURE_OT_hide(wmOperatorType *ot) { /* identifiers */ ot->name = "Hide Selected Bones"; ot->idname = "ARMATURE_OT_hide"; ot->description = "Tag selected bones to not be visible in Edit Mode"; /* api callbacks */ ot->exec = armature_hide_exec; ot->poll = ED_operator_editarmature; /* flags */ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; /* props */ RNA_def_boolean(ot->srna, "unselected", 0, "Unselected", "Hide unselected rather than selected"); } static int armature_reveal_exec(bContext *C, wmOperator *UNUSED(op)) { Object *obedit = CTX_data_edit_object(C); bArmature *arm = obedit->data; EditBone *ebone; for (ebone = arm->edbo->first; ebone; ebone = ebone->next) { if (arm->layer & ebone->layer) { if (ebone->flag & BONE_HIDDEN_A) { if (!(ebone->flag & BONE_UNSELECTABLE)) { ebone->flag |= (BONE_TIPSEL | BONE_SELECTED | BONE_ROOTSEL); } ebone->flag &= ~BONE_HIDDEN_A; } } } ED_armature_validate_active(arm); ED_armature_sync_selection(arm->edbo); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); return OPERATOR_FINISHED; } void ARMATURE_OT_reveal(wmOperatorType *ot) { /* identifiers */ ot->name = "Reveal Bones"; ot->idname = "ARMATURE_OT_reveal"; ot->description = "Unhide all bones that have been tagged to be hidden in Edit Mode"; /* api callbacks */ ot->exec = armature_reveal_exec; ot->poll = ED_operator_editarmature; /* flags */ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; }