/** * $Id$ * * ***** 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 #include #include #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_editarmature.h" #include "BIF_editaction.h" #include "BIF_editconstraint.h" #include "BIF_editdeform.h" #include "BIF_gl.h" #include "BIF_graphics.h" #include "BIF_interface.h" #include "BIF_poseobject.h" #include "BIF_space.h" #include "BIF_toolbox.h" #include "BIF_screen.h" #include "BDR_editobject.h" #include "BSE_edit.h" #include "BSE_editipo.h" #include "BSE_trans_types.h" #include "mydevice.h" #include "blendef.h" #include "transform.h" #include "BIF_transform.h" /* for autokey TFM_TRANSLATION, etc */ void enter_posemode(void) { Base *base; Object *ob; bArmature *arm; if(G.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: arm= get_armature(ob); if( arm==NULL ) return; ob->flag |= OB_POSEMODE; base->flag= ob->flag; allqueue(REDRAWHEADERS, 0); allqueue(REDRAWBUTSALL, 0); allqueue(REDRAWOOPS, 0); allqueue(REDRAWVIEW3D, 0); break; default: return; } if (G.obedit) exit_editmode(EM_FREEDATA|EM_WAITCURSOR); 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(void) { Object *ob= OBACT; Base *base= BASACT; if(ob==NULL) return; ob->flag &= ~OB_POSEMODE; base->flag= ob->flag; countall(); allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWOOPS, 0); allqueue(REDRAWHEADERS, 0); allqueue(REDRAWBUTSALL, 0); scrarea_queue_headredraw(curarea); } /* 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 and return 1 */ /* only_selected==1 : the active bone is allowed to be protected */ static int pose_has_protected_selected(Object *ob, int only_selected) { /* 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) { 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; 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(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(G.scene, ob, screen_view3d_layers()); } else DAG_object_update_flags(G.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(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; allqueue(REDRAWVIEW3D, 0); /* recalc tags are still there */ allqueue(REDRAWBUTSEDIT, 0); } /* 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(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(G.scene, ob, screen_view3d_layers()); } else DAG_object_update_flags(G.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(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; allqueue(REDRAWVIEW3D, 0); /* recalc tags are still there */ allqueue(REDRAWBUTSEDIT, 0); } /* 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; } } } allqueue(REDRAWVIEW3D, 0); } void pose_select_constraint_target(void) { Object *ob= OBACT; bArmature *arm= ob->data; bPoseChannel *pchan; bConstraint *con; /* paranoia checks */ if (!ob && !ob->pose) return; if (ob==G.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); } } } } } allqueue (REDRAWVIEW3D, 0); allqueue (REDRAWBUTSOBJECT, 0); allqueue (REDRAWOOPS, 0); BIF_undo_push("Select constraint target"); } /* context: active channel */ void pose_special_editmenu(void) { Object *ob= OBACT; short nr; /* paranoia checks */ if(!ob && !ob->pose) return; if(ob==G.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(); } 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(G.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); } } void pose_add_IK(void) { Object *ob= OBACT; /* paranoia checks */ if(!ob && !ob->pose) return; if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return; add_constraint(1); /* 1 means only IK */ } /* context: all selected channels */ void pose_clear_IK(void) { Object *ob= OBACT; bArmature *arm= ob->data; bPoseChannel *pchan; bConstraint *con; bConstraint *next; /* paranoia checks */ if(!ob && !ob->pose) return; if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return; if(pose_has_protected_selected(ob, 0)) 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(G.scene, ob, OB_RECALC_DATA); // and all its relations allqueue (REDRAWVIEW3D, 0); allqueue (REDRAWBUTSOBJECT, 0); allqueue (REDRAWOOPS, 0); BIF_undo_push("Remove IK constraint(s)"); } void pose_clear_constraints(void) { Object *ob= OBACT; bArmature *arm= ob->data; bPoseChannel *pchan; /* paranoia checks */ if(!ob && !ob->pose) return; if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return; if(pose_has_protected_selected(ob, 0)) 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(G.scene, ob, OB_RECALC_DATA); // and all its relations allqueue (REDRAWVIEW3D, 0); allqueue (REDRAWBUTSOBJECT, 0); allqueue (REDRAWOOPS, 0); BIF_undo_push("Remove Constraint(s)"); } void pose_copy_menu(void) { Object *ob= OBACT; bArmature *arm= ob->data; bPoseChannel *pchan, *pchanact; short nr; int i=0; /* paranoia checks */ if(!ob && !ob->pose) return; if(ob==G.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; if(pose_has_protected_selected(ob, 1)) return; pchanact= pchan; 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==-1) 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 */ { free_constraints(&pchan->constraints); copy_constraints(&pchan->constraints, &pchanact->constraints); 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 */ bConstraint *con, *con_back; int const_toggle[24]; ListBase const_copy={0, 0}; 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 (!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) ) { free_constraints(&pchan->constraints); copy_constraints(&pchan->constraints, &const_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(G.scene, ob, OB_RECALC_DATA); // and all its relations allqueue (REDRAWVIEW3D, 0); allqueue (REDRAWBUTSOBJECT, 0); allqueue (REDRAWOOPS, 0); 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 (void) { 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 (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)) 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(G.scene, ob, OB_RECALC_DATA); if (IS_AUTOKEY_ON) { remake_action_ipos(ob->action); allqueue(REDRAWIPO, 0); allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWACTION, 0); allqueue(REDRAWNLA, 0); } else { /* need to trick depgraph, action is not allowed to execute on pose */ where_is_pose(ob); ob->recalc= 0; } BIF_undo_push("Paste Action Pose"); } /* ********************************************** */ /* context weightpaint and deformer in posemode */ void pose_adds_vgroups(Object *meshobj, int heatweights) { 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; } 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"); allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWBUTSEDIT, 0); // and all its relations DAG_object_flush_update(G.scene, meshobj, OB_RECALC_DATA); } /* ********************************************** */ /* adds a new pose-group */ void pose_add_posegroup () { 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"); allqueue(REDRAWBUTSEDIT, 0); allqueue(REDRAWVIEW3D, 0); } /* Remove the active bone-group */ void pose_remove_posegroup () { 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) { /* firstly, make sure nothing references it */ for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) { if (pchan->agrp_index == pose->active_group) pchan->agrp_index= 0; } /* now, remove it from the pose */ BLI_freelinkN(&pose->agroups, grp); pose->active_group= 0; BIF_undo_push("Remove Bone Group"); } allqueue(REDRAWBUTSEDIT, 0); allqueue(REDRAWVIEW3D, 0); } 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 (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= 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(); } 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"); allqueue(REDRAWBUTSEDIT, 0); allqueue(REDRAWVIEW3D, 0); } /* Remove selected pchans from their bone groups */ void pose_remove_from_posegroups () { 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"); allqueue(REDRAWBUTSEDIT, 0); allqueue(REDRAWVIEW3D, 0); } /* Ctrl-G in 3D-View while in PoseMode */ void pgroup_operation_with_menu (void) { 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(1); break; case 2: pose_assign_to_posegroup(0); break; case 5: pose_add_posegroup(); break; case 3: pose_remove_from_posegroups(); break; case 4: pose_remove_posegroup(); 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 (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(); allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWBUTSOBJECT, 0); allqueue(REDRAWBUTSEDIT, 0); allspace(REMAKEIPO, 0); allqueue(REDRAWIPO, 0); allqueue(REDRAWACTION, 0); BIF_undo_push("Select Grouped"); } } /* Shift-G in 3D-View while in PoseMode */ void pose_select_grouped_menu (void) { short nr; /* here we go */ nr= pupmenu("Select Grouped%t|In Same Group%x1|In Same Layer%x2"); pose_select_grouped(nr); } /* ********************************************** */ /* context active object */ void pose_flip_names(void) { Object *ob= OBACT; bArmature *arm= ob->data; bPoseChannel *pchan; char newname[32]; /* paranoia checks */ if(!ob && !ob->pose) return; if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return; if(pose_has_protected_selected(ob, 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)) { BLI_strncpy(newname, pchan->name, sizeof(newname)); bone_flip_name(newname, 1); // 1 = do strip off number extensions armature_bone_rename(ob->data, pchan->name, newname); } } } allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWBUTSEDIT, 0); allqueue(REDRAWBUTSOBJECT, 0); allqueue (REDRAWACTION, 0); allqueue(REDRAWOOPS, 0); BIF_undo_push("Flip names"); } /* context active object */ void pose_autoside_names(short axis) { Object *ob= OBACT; bArmature *arm= ob->data; bPoseChannel *pchan; char newname[32]; /* paranoia checks */ if (ELEM(NULL, ob, ob->pose)) return; if (ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return; if (pose_has_protected_selected(ob, 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)) { 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->data, pchan->name, newname); } } } allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWBUTSEDIT, 0); allqueue(REDRAWBUTSOBJECT, 0); allqueue(REDRAWACTION, 0); allqueue(REDRAWOOPS, 0); BIF_undo_push("Flip names"); } /* context active object, or weightpainted object with armature in posemode */ void pose_activate_flipped_bone(void) { 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(G.scene, OBACT, OB_RECALC_DATA); } select_actionchannel_by_name(ob->action, name, 1); allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWACTION, 0); allqueue(REDRAWIPO, 0); /* To force action/constraint ipo update */ allqueue(REDRAWBUTSEDIT, 0); allqueue(REDRAWBUTSOBJECT, 0); allqueue(REDRAWOOPS, 0); } } } } /* 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(void) { Object *ob= OBACT; bArmature *arm; short lay= 0; if (ob==NULL) return; arm= ob->data; if (G.qual & LR_SHIFTKEY) { /* 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; allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWACTION, 0); allqueue(REDRAWBUTSEDIT, 0); } else if (G.obedit) { /* the check for editbone layer moving needs to occur before posemode one to work */ EditBone *ebo; EditBone *flipBone; for (ebo= G.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= G.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(ebo); if (flipBone) flipBone->layer = lay; } } } } BIF_undo_push("Move Bone Layer"); allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWBUTSEDIT, 0); } else if (ob->flag & OB_POSEMODE) { /* pose-channel layers */ bPoseChannel *pchan; if (pose_has_protected_selected(ob, 0)) 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"); allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWACTION, 0); allqueue(REDRAWBUTSEDIT, 0); } } /* 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() { 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(G.scene, ob, OB_RECALC_DATA); BIF_undo_push("Relax Pose"); } /* for use in insertkey, ensure rotation goes other way around */ void pose_flipquats(void) { 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); }