Files
test/source/blender/blenkernel/intern/pose_backup.cc
Bastien Montagne f6a9f082e9 Core: Add data-level support for new 'system IDprops' storage for Blender 4.5 forward compatibility with 5.0 blendfiles
This mainly adds DNA level IDProp storage for system properties, their
handling in data management code, and the forward-versioning code
copying back content from system properties into 'all-in-one' single
IDProperties storage, for data types that will support both in Blender
5.0.

There is no user-facing changes expected here.

Part of #123232.

Pull Request: https://projects.blender.org/blender/blender/pulls/139257
2025-06-06 11:49:54 +02:00

223 lines
6.7 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include "BKE_pose_backup.h"
#include <cstring>
#include "BLI_listbase.h"
#include "MEM_guardedalloc.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "BKE_action.hh"
#include "BKE_armature.hh"
#include "BKE_idprop.hh"
#include "BKE_object_types.hh"
#include "ANIM_action.hh"
#include "ANIM_pose.hh"
using namespace blender::bke;
/* simple struct for storing backup info for one pose channel */
struct PoseChannelBackup {
PoseChannelBackup *next, *prev;
bPoseChannel *pchan; /* Pose channel this backup is for. */
bPoseChannel olddata; /* Backup of pose channel. */
IDProperty *oldprops; /* Backup copy (needs freeing) of pose channel's ID properties. */
/* Backup copy (needs freeing) of pose channel's system IDProperties. */
IDProperty *old_system_properties;
const Object *owner; /* The object to which this pose channel belongs. */
};
struct PoseBackup {
bool is_bone_selection_relevant;
ListBase /*PoseChannelBackup*/ backups;
};
/**
* Create a backup of the pose, for only those bones that are animated in the
* given Action. If `selected_bone_names` is not empty, the set of bones to back
* up is intersected with these bone names such that only the selected subset is
* backed up.
*
* The returned pointer is owned by the caller.
*/
static void pose_backup_create(const Object *ob,
bAction *action,
const BoneNameSet &selected_bone_names,
PoseBackup &pose_backup)
{
BoneNameSet backed_up_bone_names;
const bool is_bone_selection_relevant = pose_backup.is_bone_selection_relevant;
/* Make a backup of the given pose channel. */
auto store_animated_pchans = [&](const FCurve * /*unused*/, const char *bone_name) {
if (backed_up_bone_names.contains(bone_name)) {
/* Only backup each bone once. */
return;
}
bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, bone_name);
if (pchan == nullptr) {
/* FCurve targets non-existent bone. */
return;
}
if (is_bone_selection_relevant && !selected_bone_names.contains(bone_name)) {
return;
}
PoseChannelBackup *chan_bak = MEM_callocN<PoseChannelBackup>("PoseChannelBackup");
chan_bak->pchan = pchan;
chan_bak->olddata = blender::dna::shallow_copy(*chan_bak->pchan);
chan_bak->owner = ob;
if (pchan->prop) {
chan_bak->oldprops = IDP_CopyProperty(pchan->prop);
}
if (pchan->system_properties) {
chan_bak->old_system_properties = IDP_CopyProperty(pchan->system_properties);
}
BLI_addtail(&pose_backup.backups, chan_bak);
backed_up_bone_names.add_new(bone_name);
};
blender::animrig::Slot &slot = blender::animrig::get_best_pose_slot_for_id(ob->id,
action->wrap());
/* Call `store_animated_pchans()` for each FCurve that targets a bone. */
BKE_action_find_fcurves_with_bones(action, slot.handle, store_animated_pchans);
}
static blender::Set<bPoseChannel *> armature_find_selected_pose_bones(
blender::Span<Object *> objects)
{
blender::Set<bPoseChannel *> selected_bones;
bool all_bones_selected = true;
for (Object *obj : objects) {
/* Iterate over the selected bones to fill the set of bone names. */
LISTBASE_FOREACH (bPoseChannel *, pose_bone, &obj->pose->chanbase) {
if (pose_bone->bone->flag & BONE_SELECTED) {
selected_bones.add(pose_bone);
}
else {
all_bones_selected = false;
}
}
}
/* If all bones are selected, act as if none are. */
if (all_bones_selected) {
return {};
}
return selected_bones;
}
PoseBackup *BKE_pose_backup_create_all_bones(blender::Span<Object *> objects,
const bAction *action)
{
PoseBackup *pose_backup = MEM_callocN<PoseBackup>(__func__);
pose_backup->backups = {nullptr, nullptr};
pose_backup->is_bone_selection_relevant = false;
for (Object *ob : objects) {
pose_backup_create(ob, const_cast<bAction *>(action), BoneNameSet(), *pose_backup);
}
return pose_backup;
}
PoseBackup *BKE_pose_backup_create_selected_bones(blender::Span<Object *> objects,
const bAction *action)
{
PoseBackup *pose_backup = MEM_callocN<PoseBackup>(__func__);
pose_backup->backups = {nullptr, nullptr};
blender::Set<bPoseChannel *> selected_bones = armature_find_selected_pose_bones(objects);
pose_backup->is_bone_selection_relevant = !selected_bones.is_empty();
for (Object *ob : objects) {
const bArmature *armature = static_cast<const bArmature *>(ob->data);
const BoneNameSet selected_bone_names = BKE_armature_find_selected_bone_names(armature);
pose_backup_create(ob, const_cast<bAction *>(action), selected_bone_names, *pose_backup);
}
return pose_backup;
}
bool BKE_pose_backup_is_selection_relevant(const PoseBackup *pose_backup)
{
return pose_backup->is_bone_selection_relevant;
}
void BKE_pose_backup_restore(const PoseBackup *pbd)
{
LISTBASE_FOREACH (PoseChannelBackup *, chan_bak, &pbd->backups) {
*chan_bak->pchan = blender::dna::shallow_copy(chan_bak->olddata);
if (chan_bak->oldprops) {
IDP_SyncGroupValues(chan_bak->pchan->prop, chan_bak->oldprops);
}
if (chan_bak->old_system_properties) {
IDP_SyncGroupValues(chan_bak->pchan->system_properties, chan_bak->old_system_properties);
}
/* TODO: constraints settings aren't restored yet,
* even though these could change (though not that likely) */
}
}
void BKE_pose_backup_free(PoseBackup *pbd)
{
if (!pbd) {
/* Can happen if initialization was aborted. */
return;
}
LISTBASE_FOREACH_MUTABLE (PoseChannelBackup *, chan_bak, &pbd->backups) {
if (chan_bak->oldprops) {
IDP_FreeProperty(chan_bak->oldprops);
}
if (chan_bak->old_system_properties) {
IDP_FreeProperty(chan_bak->old_system_properties);
}
BLI_freelinkN(&pbd->backups, chan_bak);
}
MEM_freeN(pbd);
}
void BKE_pose_backup_create_on_object(Object *ob, const bAction *action)
{
BKE_pose_backup_clear(ob);
PoseBackup *pose_backup = BKE_pose_backup_create_all_bones({ob}, action);
ob->runtime->pose_backup = pose_backup;
}
bool BKE_pose_backup_restore_on_object(Object *ob)
{
if (ob->runtime->pose_backup == nullptr) {
return false;
}
BKE_pose_backup_restore(ob->runtime->pose_backup);
return true;
}
void BKE_pose_backup_clear(Object *ob)
{
if (ob->runtime->pose_backup == nullptr) {
return;
}
BKE_pose_backup_free(ob->runtime->pose_backup);
ob->runtime->pose_backup = nullptr;
}