Using clang-tidy "cppcoreguidelines-pro-type-cstyle-cast" to find them. This PR touches `bf_animrig` & `bf_editor_animation` & `bf_editor_armature` NOTE: Also some case where untouched (not straightforward) same as expanded macros (e.g. `LISTBASE` or `GS`) NOTE: a couple of cases of "inconsistent-declaration-parameter" as well Pull Request: https://projects.blender.org/blender/blender/pulls/136044
175 lines
5.7 KiB
C++
175 lines
5.7 KiB
C++
/* SPDX-FileCopyrightText: 2024 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup animrig
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*/
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#include "ANIM_pose.hh"
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#include "BKE_action.hh"
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#include "BKE_animsys.h"
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#include "BKE_armature.hh"
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#include "BLI_listbase.h"
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#include "DNA_anim_types.h"
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#include "DNA_object_types.h"
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#include "RNA_access.hh"
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#include "ANIM_action.hh"
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namespace blender::animrig {
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namespace {
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using ActionApplier = blender::FunctionRef<void(
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PointerRNA *, bAction *, slot_handle_t, const AnimationEvalContext *)>;
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void pose_apply_restore_fcurves(const Span<FCurve *> fcurves)
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{
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for (FCurve *fcu : fcurves) {
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fcu->flag &= ~FCURVE_DISABLED;
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}
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}
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/* Returns a vector of all FCurves on which the fcurve flag was modified. */
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Vector<FCurve *> pose_apply_disable_fcurves_for_unselected_bones(
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bAction *action,
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const slot_handle_t slot_handle,
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const blender::bke::BoneNameSet &selected_bone_names)
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{
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Vector<FCurve *> modified_fcurves;
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auto disable_unselected_fcurve = [&](FCurve *fcu, const char *bone_name) {
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const bool is_bone_selected = selected_bone_names.contains(bone_name);
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if (!is_bone_selected) {
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if (!(fcu->flag & FCURVE_DISABLED)) {
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/* FCurve is not yet disabled, we need to reset that later. */
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modified_fcurves.append(fcu);
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}
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fcu->flag |= FCURVE_DISABLED;
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}
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};
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blender::bke::BKE_action_find_fcurves_with_bones(action, slot_handle, disable_unselected_fcurve);
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return modified_fcurves;
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}
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void pose_apply(Object *ob,
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bAction *action,
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const slot_handle_t slot_handle,
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const AnimationEvalContext *anim_eval_context,
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ActionApplier applier)
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{
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bPose *pose = ob->pose;
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if (pose == nullptr) {
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return;
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}
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if (action->wrap().slot_array_num == 0) {
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return;
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}
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const bArmature *armature = static_cast<bArmature *>(ob->data);
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const blender::bke::BoneNameSet selected_bone_names =
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blender::bke::BKE_armature_find_selected_bone_names(armature);
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/* Mute all FCurves that are not associated with selected bones. This separates the concept of
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* bone selection from the FCurve evaluation code. */
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Vector<FCurve *> modified_fcurves = pose_apply_disable_fcurves_for_unselected_bones(
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action, slot_handle, selected_bone_names);
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/* Apply the Action. */
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PointerRNA pose_owner_ptr = RNA_id_pointer_create(&ob->id);
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applier(&pose_owner_ptr, action, slot_handle, anim_eval_context);
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pose_apply_restore_fcurves(modified_fcurves);
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}
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} // namespace
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void pose_apply_action_all_bones(Object *ob,
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bAction *action,
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const int32_t slot_handle,
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const AnimationEvalContext *anim_eval_context)
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{
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PointerRNA pose_owner_ptr = RNA_id_pointer_create(&ob->id);
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animsys_evaluate_action(&pose_owner_ptr, action, slot_handle, anim_eval_context, false);
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}
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void pose_apply_action_blend(Object *ob,
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bAction *action,
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const int32_t slot_handle,
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const AnimationEvalContext *anim_eval_context,
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const float blend_factor)
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{
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auto evaluate_and_blend = [blend_factor](PointerRNA *ptr,
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bAction *act,
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const int32_t slot_handle,
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const AnimationEvalContext *anim_eval_context) {
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animsys_blend_in_action(ptr, act, slot_handle, anim_eval_context, blend_factor);
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};
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pose_apply(ob, action, slot_handle, anim_eval_context, evaluate_and_blend);
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}
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void pose_apply_action_blend_all_bones(Object *ob,
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bAction *action,
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slot_handle_t slot_handle,
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const AnimationEvalContext *anim_eval_context,
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const float blend_factor)
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{
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PointerRNA pose_owner_ptr = RNA_id_pointer_create(&ob->id);
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animsys_blend_in_action(&pose_owner_ptr, action, slot_handle, anim_eval_context, blend_factor);
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}
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bool any_bone_selected(const blender::Span<const Object *> objects)
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{
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for (const Object *obj : objects) {
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if (!obj->pose) {
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continue;
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}
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LISTBASE_FOREACH (bPoseChannel *, pose_bone, &obj->pose->chanbase) {
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if (pose_bone->bone->flag & BONE_SELECTED) {
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return true;
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}
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}
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}
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return false;
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}
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void pose_apply_action(const blender::Span<Object *> objects,
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Action &pose_action,
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const AnimationEvalContext *anim_eval_context,
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const float blend_factor)
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{
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if (any_bone_selected(objects)) {
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for (Object *object : objects) {
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Slot &slot = get_best_pose_slot_for_id(object->id, pose_action);
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pose_apply_action_blend(object, &pose_action, slot.handle, anim_eval_context, blend_factor);
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}
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}
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else {
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/* In the case of nothing selected, act as if all is selected. This is a convenience feature
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* for the artists so they don't have to be specific in their selection all the time. */
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for (Object *object : objects) {
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Slot &slot = get_best_pose_slot_for_id(object->id, pose_action);
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pose_apply_action_blend_all_bones(
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object, &pose_action, slot.handle, anim_eval_context, blend_factor);
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}
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}
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}
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Slot &get_best_pose_slot_for_id(const ID &id, Action &pose_data)
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{
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BLI_assert_msg(pose_data.slot_array_num > 0,
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"Actions without slots have no data. This should have been caught earlier.");
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Slot *slot = generic_slot_for_autoassign(id, pose_data, "");
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if (slot == nullptr) {
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slot = pose_data.slot(0);
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}
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return *slot;
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}
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} // namespace blender::animrig
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