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test/source/blender/editors/armature/armature_relations.cc
Campbell Barton b3dfde88f3 Cleanup: spelling in comments (check_spelling_* target)
Also uppercase acronyms: API, UTF & ASCII.
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/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edarmature
* Operators for relations between bones and for transferring bones between armature objects.
*/
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BLI_ghash.h"
#include "BLI_listbase.h"
#include "BLI_map.hh"
#include "BLI_math_matrix.h"
#include "BLI_math_vector.h"
#include "BLI_string.h"
#include "BLT_translation.hh"
#include "BKE_action.hh"
#include "BKE_anim_data.hh"
#include "BKE_animsys.h"
#include "BKE_armature.hh"
#include "BKE_constraint.h"
#include "BKE_context.hh"
#include "BKE_fcurve_driver.h"
#include "BKE_idprop.hh"
#include "BKE_layer.hh"
#include "BKE_main.hh"
#include "BKE_report.hh"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_build.hh"
#include "RNA_access.hh"
#include "RNA_define.hh"
#include "WM_api.hh"
#include "WM_types.hh"
#include "ED_armature.hh"
#include "ED_object.hh"
#include "ED_outliner.hh"
#include "ED_screen.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
#include "ANIM_armature.hh"
#include "ANIM_bone_collections.hh"
#include "armature_intern.hh"
using blender::Vector;
/* -------------------------------------------------------------------- */
/** \name Edit Armature Join
*
* \note No operator define here as this is exported to the Object-level operator.
* \{ */
static void joined_armature_fix_links_constraints(Main *bmain,
Object *ob,
Object *tarArm,
Object *srcArm,
bPoseChannel *pchan,
EditBone *curbone,
ListBase *lb)
{
bool changed = false;
LISTBASE_FOREACH (bConstraint *, con, lb) {
ListBase targets = {nullptr, nullptr};
/* constraint targets */
if (BKE_constraint_targets_get(con, &targets)) {
LISTBASE_FOREACH (bConstraintTarget *, ct, &targets) {
if (ct->tar == srcArm) {
if (ct->subtarget[0] == '\0') {
ct->tar = tarArm;
changed = true;
}
else if (STREQ(ct->subtarget, pchan->name)) {
ct->tar = tarArm;
STRNCPY(ct->subtarget, curbone->name);
changed = true;
}
}
}
BKE_constraint_targets_flush(con, &targets, false);
}
/* action constraint? (pose constraints only) */
if (con->type == CONSTRAINT_TYPE_ACTION) {
bActionConstraint *data = static_cast<bActionConstraint *>(con->data);
if (data->act) {
BKE_action_fix_paths_rename(
&tarArm->id, data->act, "pose.bones[", pchan->name, curbone->name, 0, 0, false);
DEG_id_tag_update_ex(bmain, &data->act->id, ID_RECALC_SYNC_TO_EVAL);
}
}
}
if (changed) {
DEG_id_tag_update_ex(bmain, &ob->id, ID_RECALC_SYNC_TO_EVAL);
}
}
/* Callback to pass to BKE_animdata_main_cb() for fixing driver ID's to point to the new ID. */
/* FIXME: For now, we only care about drivers here.
* When editing rigs, it's very rare to have animation on the rigs being edited already,
* so it should be safe to skip these.
*/
static void joined_armature_fix_animdata_cb(
Main *bmain, ID *id, FCurve *fcu, Object *srcArm, Object *tarArm, GHash *names_map)
{
ID *src_id = &srcArm->id;
ID *dst_id = &tarArm->id;
GHashIterator gh_iter;
bool changed = false;
/* Fix paths - If this is the target object, it will have some "dirty" paths */
if ((id == src_id) && strstr(fcu->rna_path, "pose.bones[")) {
GHASH_ITER (gh_iter, names_map) {
const char *old_name = static_cast<const char *>(BLI_ghashIterator_getKey(&gh_iter));
const char *new_name = static_cast<const char *>(BLI_ghashIterator_getValue(&gh_iter));
/* only remap if changed; this still means there will be some
* waste if there aren't many drivers/keys */
if (!STREQ(old_name, new_name) && strstr(fcu->rna_path, old_name)) {
fcu->rna_path = BKE_animsys_fix_rna_path_rename(
id, fcu->rna_path, "pose.bones", old_name, new_name, 0, 0, false);
changed = true;
/* we don't want to apply a second remapping on this driver now,
* so stop trying names, but keep fixing drivers
*/
break;
}
}
}
/* Driver targets */
if (fcu->driver) {
ChannelDriver *driver = fcu->driver;
/* Ensure that invalid drivers gets re-evaluated in case they become valid once the join
* operation is finished. */
fcu->flag &= ~FCURVE_DISABLED;
driver->flag &= ~DRIVER_FLAG_INVALID;
/* Fix driver references to invalid ID's */
LISTBASE_FOREACH (DriverVar *, dvar, &driver->variables) {
/* only change the used targets, since the others will need fixing manually anyway */
DRIVER_TARGETS_USED_LOOPER_BEGIN (dvar) {
/* change the ID's used... */
if (dtar->id == src_id) {
dtar->id = dst_id;
changed = true;
/* also check on the subtarget...
* XXX: We duplicate the logic from drivers_path_rename_fix() here, with our own
* little twists so that we know that it isn't going to clobber the wrong data
*/
if ((dtar->rna_path && strstr(dtar->rna_path, "pose.bones[")) || (dtar->pchan_name[0])) {
GHASH_ITER (gh_iter, names_map) {
const char *old_name = static_cast<const char *>(BLI_ghashIterator_getKey(&gh_iter));
const char *new_name = static_cast<const char *>(
BLI_ghashIterator_getValue(&gh_iter));
/* only remap if changed */
if (!STREQ(old_name, new_name)) {
if ((dtar->rna_path) && strstr(dtar->rna_path, old_name)) {
/* Fix up path */
dtar->rna_path = BKE_animsys_fix_rna_path_rename(
id, dtar->rna_path, "pose.bones", old_name, new_name, 0, 0, false);
break; /* no need to try any more names for bone path */
}
if (STREQ(dtar->pchan_name, old_name)) {
/* Change target bone name */
STRNCPY(dtar->pchan_name, new_name);
break; /* no need to try any more names for bone subtarget */
}
}
}
}
}
}
DRIVER_TARGETS_LOOPER_END;
}
}
if (changed) {
DEG_id_tag_update_ex(bmain, id, ID_RECALC_SYNC_TO_EVAL);
}
}
/* Helper function for armature joining - link fixing */
static void joined_armature_fix_links(
Main *bmain, Object *tarArm, Object *srcArm, bPoseChannel *pchan, EditBone *curbone)
{
Object *ob;
bPose *pose;
/* let's go through all objects in database */
for (ob = static_cast<Object *>(bmain->objects.first); ob;
ob = static_cast<Object *>(ob->id.next))
{
/* do some object-type specific things */
if (ob->type == OB_ARMATURE) {
pose = ob->pose;
LISTBASE_FOREACH (bPoseChannel *, pchant, &pose->chanbase) {
joined_armature_fix_links_constraints(
bmain, ob, tarArm, srcArm, pchan, curbone, &pchant->constraints);
}
}
/* fix object-level constraints */
if (ob != srcArm) {
joined_armature_fix_links_constraints(
bmain, ob, tarArm, srcArm, pchan, curbone, &ob->constraints);
}
/* See if an object is parented to this armature */
if (ob->parent && (ob->parent == srcArm)) {
/* Is object parented to a bone of this src armature? */
if (ob->partype == PARBONE) {
/* bone name in object */
if (STREQ(ob->parsubstr, pchan->name)) {
STRNCPY(ob->parsubstr, curbone->name);
}
}
/* make tar armature be new parent */
ob->parent = tarArm;
DEG_id_tag_update_ex(bmain, &ob->id, ID_RECALC_SYNC_TO_EVAL);
}
}
}
static BoneCollection *join_armature_remap_collection(
const bArmature *src_arm,
const int src_index,
bArmature *dest_arm,
blender::Map<std::string, BoneCollection *> &bone_collection_by_name)
{
using namespace blender::animrig;
const BoneCollection *bcoll = src_arm->collection_array[src_index];
/* Check if already remapped. */
BoneCollection *mapped = bone_collection_by_name.lookup_default(bcoll->name, nullptr);
if (mapped) {
return mapped;
}
/* Remap the parent collection if necessary. */
const int src_parent_index = armature_bonecoll_find_parent_index(src_arm, src_index);
int parent_index = -1;
if (src_parent_index >= 0) {
BoneCollection *mapped_parent = join_armature_remap_collection(
src_arm, src_parent_index, dest_arm, bone_collection_by_name);
if (mapped_parent) {
parent_index = armature_bonecoll_find_index(dest_arm, mapped_parent);
}
}
/* Create the new collection instance. */
BoneCollection *new_bcoll = ANIM_armature_bonecoll_new(dest_arm, bcoll->name, parent_index);
/* Copy collection visibility. */
new_bcoll->flags = bcoll->flags;
/* Copy custom properties. */
if (bcoll->prop) {
new_bcoll->prop = IDP_CopyProperty_ex(bcoll->prop, 0);
}
bone_collection_by_name.add(bcoll->name, new_bcoll);
return new_bcoll;
}
wmOperatorStatus ED_armature_join_objects_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
Object *ob_active = CTX_data_active_object(C);
bArmature *arm = static_cast<bArmature *>((ob_active) ? ob_active->data : nullptr);
bPose *pose, *opose;
bPoseChannel *pchan, *pchann;
EditBone *curbone;
float mat[4][4], oimat[4][4];
bool ok = false;
/* Ensure we're not in edit-mode and that the active object is an armature. */
if (!ob_active || ob_active->type != OB_ARMATURE) {
return OPERATOR_CANCELLED;
}
if (!arm || arm->edbo) {
return OPERATOR_CANCELLED;
}
CTX_DATA_BEGIN (C, Object *, ob_iter, selected_editable_objects) {
if (ob_iter == ob_active) {
ok = true;
break;
}
}
CTX_DATA_END;
/* that way the active object is always selected */
if (ok == false) {
BKE_report(op->reports, RPT_WARNING, "Active object is not a selected armature");
return OPERATOR_CANCELLED;
}
/* Inverse transform for all selected armatures in this object,
* See #object_join_exec for detailed comment on why the safe version is used. */
invert_m4_m4_safe_ortho(oimat, ob_active->object_to_world().ptr());
/* Index bone collections by name. This is also used later to keep track
* of collections added from other armatures. */
blender::Map<std::string, BoneCollection *> bone_collection_by_name;
for (BoneCollection *bcoll : arm->collections_span()) {
bone_collection_by_name.add(bcoll->name, bcoll);
}
/* Used to track how bone collections should be remapped after merging
* other armatures. */
blender::Map<BoneCollection *, BoneCollection *> bone_collection_remap;
/* Get edit-bones of active armature to add edit-bones to */
ED_armature_to_edit(arm);
/* Get pose of active object and move it out of pose-mode */
pose = ob_active->pose;
ob_active->mode &= ~OB_MODE_POSE;
CTX_DATA_BEGIN (C, Object *, ob_iter, selected_editable_objects) {
if ((ob_iter->type == OB_ARMATURE) && (ob_iter != ob_active)) {
bArmature *curarm = static_cast<bArmature *>(ob_iter->data);
/* we assume that each armature datablock is only used in a single place */
BLI_assert(ob_active->data != ob_iter->data);
/* init callback data for fixing up AnimData links later */
GHash *names_map = BLI_ghash_str_new("join_armature_adt_fix");
/* Make a list of edit-bones in current armature */
ED_armature_to_edit(curarm);
/* Copy new bone collections, and store their remapping info. */
for (int i = 0; i < curarm->collection_array_num; i++) {
BoneCollection *mapped = join_armature_remap_collection(
curarm, i, arm, bone_collection_by_name);
bone_collection_remap.add(curarm->collection_array[i], mapped);
}
/* Get Pose of current armature */
opose = ob_iter->pose;
ob_iter->mode &= ~OB_MODE_POSE;
// BASACT->flag &= ~OB_MODE_POSE;
/* Find the difference matrix */
mul_m4_m4m4(mat, oimat, ob_iter->object_to_world().ptr());
/* Copy bones and pose-channels from the object to the edit armature. */
for (pchan = static_cast<bPoseChannel *>(opose->chanbase.first); pchan; pchan = pchann) {
pchann = pchan->next;
curbone = ED_armature_ebone_find_name(curarm->edbo, pchan->name);
/* Get new name */
ED_armature_ebone_unique_name(arm->edbo, curbone->name, nullptr);
BLI_ghash_insert(names_map, BLI_strdup(pchan->name), curbone->name);
/* Transform the bone */
{
float premat[4][4];
float postmat[4][4];
float difmat[4][4];
float imat[4][4];
float temp[3][3];
/* Get the premat */
ED_armature_ebone_to_mat3(curbone, temp);
unit_m4(premat); /* mul_m4_m3m4 only sets 3x3 part */
mul_m4_m3m4(premat, temp, mat);
mul_m4_v3(mat, curbone->head);
mul_m4_v3(mat, curbone->tail);
/* Get the postmat */
ED_armature_ebone_to_mat3(curbone, temp);
copy_m4_m3(postmat, temp);
/* Find the roll */
invert_m4_m4(imat, premat);
mul_m4_m4m4(difmat, imat, postmat);
curbone->roll -= atan2f(difmat[2][0], difmat[2][2]);
}
/* Fix Constraints and Other Links to this Bone and Armature */
joined_armature_fix_links(bmain, ob_active, ob_iter, pchan, curbone);
/* Rename pchan */
STRNCPY(pchan->name, curbone->name);
/* Jump Ship! */
BLI_remlink(curarm->edbo, curbone);
BLI_addtail(arm->edbo, curbone);
/* Pose channel is moved from one storage to another, its UUID is still unique. */
BLI_remlink(&opose->chanbase, pchan);
BLI_addtail(&pose->chanbase, pchan);
BKE_pose_channels_hash_free(opose);
BKE_pose_channels_hash_free(pose);
/* Remap collections. */
LISTBASE_FOREACH (BoneCollectionReference *, bcoll_ref, &curbone->bone_collections) {
bcoll_ref->bcoll = bone_collection_remap.lookup(bcoll_ref->bcoll);
}
}
/* Armature ID itself is not freed below, however it has been modified (and is now completely
* empty). This needs to be told to the depsgraph, it will also ensure that the global
* memfile undo system properly detects the change.
*
* FIXME: Modifying an existing obdata because we are joining an object using it into another
* object is a very questionable behavior, which also does not match with other object types
* joining. */
DEG_id_tag_update_ex(bmain, &curarm->id, ID_RECALC_GEOMETRY);
/* Fix all the drivers (and animation data) */
BKE_fcurves_main_cb(bmain, [&](ID *id, FCurve *fcu) {
joined_armature_fix_animdata_cb(bmain, id, fcu, ob_iter, ob_active, names_map);
});
BLI_ghash_free(names_map, MEM_freeN, nullptr);
/* Only copy over animdata now, after all the remapping has been done,
* so that we don't have to worry about ambiguities re which armature
* a bone came from!
*/
if (ob_iter->adt) {
if (ob_active->adt == nullptr) {
/* no animdata, so just use a copy of the whole thing */
ob_active->adt = BKE_animdata_copy(bmain, ob_iter->adt, 0);
}
else {
/* merge in data - we'll fix the drivers manually */
BKE_animdata_merge_copy(
bmain, &ob_active->id, &ob_iter->id, ADT_MERGECOPY_KEEP_DST, false);
}
}
if (curarm->adt) {
if (arm->adt == nullptr) {
/* no animdata, so just use a copy of the whole thing */
arm->adt = BKE_animdata_copy(bmain, curarm->adt, 0);
}
else {
/* merge in data - we'll fix the drivers manually */
BKE_animdata_merge_copy(bmain, &arm->id, &curarm->id, ADT_MERGECOPY_KEEP_DST, false);
}
}
/* Free the old object data */
blender::ed::object::base_free_and_unlink(bmain, scene, ob_iter);
}
}
CTX_DATA_END;
DEG_relations_tag_update(bmain); /* because we removed object(s) */
ED_armature_from_edit(bmain, arm);
ED_armature_edit_free(arm);
/* Make sure to recompute bone collection visibility. */
ANIM_armature_runtime_refresh(arm);
DEG_id_tag_update(&scene->id, ID_RECALC_SELECT);
WM_event_add_notifier(C, NC_SCENE | ND_OB_ACTIVE, scene);
WM_event_add_notifier(C, NC_SCENE | ND_LAYER_CONTENT, scene);
return OPERATOR_FINISHED;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edit Armature Separate
* \{ */
/* Helper function for armature separating - link fixing */
static void separated_armature_fix_links(Main *bmain, Object *origArm, Object *newArm)
{
Object *ob;
ListBase *opchans, *npchans;
/* Get reference to list of bones in original and new armatures. */
opchans = &origArm->pose->chanbase;
npchans = &newArm->pose->chanbase;
/* let's go through all objects in database */
for (ob = static_cast<Object *>(bmain->objects.first); ob;
ob = static_cast<Object *>(ob->id.next))
{
/* do some object-type specific things */
if (ob->type == OB_ARMATURE) {
LISTBASE_FOREACH (bPoseChannel *, pchan, &ob->pose->chanbase) {
LISTBASE_FOREACH (bConstraint *, con, &pchan->constraints) {
ListBase targets = {nullptr, nullptr};
/* constraint targets */
if (BKE_constraint_targets_get(con, &targets)) {
LISTBASE_FOREACH (bConstraintTarget *, ct, &targets) {
/* Any targets which point to original armature
* are redirected to the new one only if:
* - The target isn't origArm/newArm itself.
* - The target is one that can be found in newArm/origArm.
*/
if (ct->subtarget[0] != 0) {
if (ct->tar == origArm) {
if (BLI_findstring(npchans, ct->subtarget, offsetof(bPoseChannel, name))) {
ct->tar = newArm;
}
}
else if (ct->tar == newArm) {
if (BLI_findstring(opchans, ct->subtarget, offsetof(bPoseChannel, name))) {
ct->tar = origArm;
}
}
}
}
BKE_constraint_targets_flush(con, &targets, false);
}
}
}
}
/* fix object-level constraints */
if (ob != origArm) {
LISTBASE_FOREACH (bConstraint *, con, &ob->constraints) {
ListBase targets = {nullptr, nullptr};
/* constraint targets */
if (BKE_constraint_targets_get(con, &targets)) {
LISTBASE_FOREACH (bConstraintTarget *, ct, &targets) {
/* any targets which point to original armature are redirected to the new one only if:
* - the target isn't origArm/newArm itself
* - the target is one that can be found in newArm/origArm
*/
if (ct->subtarget[0] != '\0') {
if (ct->tar == origArm) {
if (BLI_findstring(npchans, ct->subtarget, offsetof(bPoseChannel, name))) {
ct->tar = newArm;
}
}
else if (ct->tar == newArm) {
if (BLI_findstring(opchans, ct->subtarget, offsetof(bPoseChannel, name))) {
ct->tar = origArm;
}
}
}
}
BKE_constraint_targets_flush(con, &targets, false);
}
}
}
/* See if an object is parented to this armature */
if (ob->parent && (ob->parent == origArm)) {
/* Is object parented to a bone of this src armature? */
if ((ob->partype == PARBONE) && (ob->parsubstr[0] != '\0')) {
if (BLI_findstring(npchans, ob->parsubstr, offsetof(bPoseChannel, name))) {
ob->parent = newArm;
}
}
}
}
}
/**
* Helper function for armature separating - remove certain bones from the given armature.
*
* \param ob: Armature object (must not be is not in edit-mode).
* \param is_select: remove selected bones from the armature,
* otherwise the unselected bones are removed.
*/
static void separate_armature_bones(Main *bmain, Object *ob, const bool is_select)
{
bArmature *arm = static_cast<bArmature *>(ob->data);
bPoseChannel *pchan, *pchann;
EditBone *curbone;
/* make local set of edit-bones to manipulate here */
ED_armature_to_edit(arm);
/* go through pose-channels, checking if a bone should be removed */
for (pchan = static_cast<bPoseChannel *>(ob->pose->chanbase.first); pchan; pchan = pchann) {
pchann = pchan->next;
curbone = ED_armature_ebone_find_name(arm->edbo, pchan->name);
/* check if bone needs to be removed */
if (is_select == (blender::animrig::bone_is_visible_editbone(arm, curbone) &&
(curbone->flag & BONE_SELECTED)))
{
/* Clear the bone->parent var of any bone that had this as its parent. */
LISTBASE_FOREACH (EditBone *, ebo, arm->edbo) {
if (ebo->parent == curbone) {
ebo->parent = nullptr;
/* this is needed to prevent random crashes with in ED_armature_from_edit */
ebo->temp.p = nullptr;
ebo->flag &= ~BONE_CONNECTED;
}
}
/* clear the pchan->parent var of any pchan that had this as its parent */
LISTBASE_FOREACH (bPoseChannel *, pchn, &ob->pose->chanbase) {
if (pchn->parent == pchan) {
pchn->parent = nullptr;
}
if (pchn->bbone_next == pchan) {
pchn->bbone_next = nullptr;
}
if (pchn->bbone_prev == pchan) {
pchn->bbone_prev = nullptr;
}
}
/* Free any of the extra-data this pchan might have. */
BKE_pose_channel_free(pchan);
BKE_pose_channels_hash_free(ob->pose);
/* get rid of unneeded bone */
bone_free(arm, curbone);
BLI_freelinkN(&ob->pose->chanbase, pchan);
}
}
/* Exit edit-mode (recalculates pose-channels too). */
ED_armature_edit_deselect_all(ob);
ED_armature_from_edit(bmain, static_cast<bArmature *>(ob->data));
ED_armature_edit_free(static_cast<bArmature *>(ob->data));
}
/* separate selected bones into their armature */
static wmOperatorStatus separate_armature_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
bool ok = false;
/* set wait cursor in case this takes a while */
WM_cursor_wait(true);
Vector<Base *> bases = BKE_view_layer_array_from_bases_in_edit_mode_unique_data(
scene, view_layer, CTX_wm_view3d(C));
for (Base *base_old : bases) {
Object *ob_old = base_old->object;
{
bArmature *arm_old = static_cast<bArmature *>(ob_old->data);
bool has_selected_bone = false;
bool has_selected_any = false;
LISTBASE_FOREACH (EditBone *, ebone, arm_old->edbo) {
if (blender::animrig::bone_is_visible_editbone(arm_old, ebone)) {
if (ebone->flag & BONE_SELECTED) {
has_selected_bone = true;
break;
}
if (ebone->flag & (BONE_TIPSEL | BONE_ROOTSEL)) {
has_selected_any = true;
}
}
}
if (has_selected_bone == false) {
if (has_selected_any) {
/* Without this, we may leave head/tail selected
* which isn't expected after separating. */
ED_armature_edit_deselect_all(ob_old);
}
continue;
}
}
/* We are going to do this as follows (unlike every other instance of separate):
* 1. Exit edit-mode & pose-mode for active armature/base. Take note of what this is.
* 2. Duplicate base - BASACT is the new one now
* 3. For each of the two armatures,
* enter edit-mode -> remove appropriate bones -> exit edit-mode + recalculate.
* 4. Fix constraint links
* 5. Make original armature active and enter edit-mode
*/
/* 1) store starting settings and exit edit-mode */
ob_old->mode &= ~OB_MODE_POSE;
ED_armature_from_edit(bmain, static_cast<bArmature *>(ob_old->data));
ED_armature_edit_free(static_cast<bArmature *>(ob_old->data));
/* 2) duplicate base */
/* Only duplicate linked armature but take into account
* user preferences for duplicating actions. */
short dupflag = USER_DUP_ARM | (U.dupflag & USER_DUP_ACT);
Base *base_new = blender::ed::object::add_duplicate(
bmain, scene, view_layer, base_old, eDupli_ID_Flags(dupflag));
Object *ob_new = base_new->object;
DEG_relations_tag_update(bmain);
/* 3) remove bones that shouldn't still be around on both armatures */
separate_armature_bones(bmain, ob_old, true);
separate_armature_bones(bmain, ob_new, false);
/* 4) fix links before depsgraph flushes, err... or after? */
separated_armature_fix_links(bmain, ob_old, ob_new);
DEG_id_tag_update(&ob_old->id, ID_RECALC_GEOMETRY); /* this is the original one */
DEG_id_tag_update(&ob_new->id, ID_RECALC_GEOMETRY); /* this is the separated one */
/* 5) restore original conditions */
ED_armature_to_edit(static_cast<bArmature *>(ob_old->data));
/* parents tips remain selected when connected children are removed. */
ED_armature_edit_deselect_all(ob_old);
ok = true;
/* NOTE: notifier might evolve. */
WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob_old);
}
/* Recalculate/redraw + cleanup */
WM_cursor_wait(false);
if (ok) {
BKE_report(op->reports, RPT_INFO, "Separated bones");
ED_outliner_select_sync_from_object_tag(C);
}
return OPERATOR_FINISHED;
}
void ARMATURE_OT_separate(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Separate Bones";
ot->idname = "ARMATURE_OT_separate";
ot->description = "Isolate selected bones into a separate armature";
/* callbacks */
ot->exec = separate_armature_exec;
ot->poll = ED_operator_editarmature;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edit Armature Parenting
* \{ */
/* armature parenting options */
#define ARM_PAR_CONNECT 1
#define ARM_PAR_OFFSET 2
/* armature un-parenting options */
#define ARM_PAR_CLEAR 1
#define ARM_PAR_CLEAR_DISCONNECT 2
/* check for null, before calling! */
static void bone_connect_to_existing_parent(EditBone *bone)
{
bone->flag |= BONE_CONNECTED;
copy_v3_v3(bone->head, bone->parent->tail);
bone->rad_head = bone->parent->rad_tail;
}
static void bone_connect_to_new_parent(ListBase *edbo,
EditBone *selbone,
EditBone *actbone,
short mode)
{
EditBone *ebone;
float offset[3];
if ((selbone->parent) && (selbone->flag & BONE_CONNECTED)) {
selbone->parent->flag &= ~BONE_TIPSEL;
}
/* make actbone the parent of selbone */
selbone->parent = actbone;
/* in actbone tree we cannot have a loop */
for (ebone = actbone->parent; ebone; ebone = ebone->parent) {
if (ebone->parent == selbone) {
ebone->parent = nullptr;
ebone->flag &= ~BONE_CONNECTED;
}
}
if (mode == ARM_PAR_CONNECT) {
/* Connected: Child bones will be moved to the parent tip */
selbone->flag |= BONE_CONNECTED;
sub_v3_v3v3(offset, actbone->tail, selbone->head);
copy_v3_v3(selbone->head, actbone->tail);
selbone->rad_head = actbone->rad_tail;
add_v3_v3(selbone->tail, offset);
/* offset for all its children */
LISTBASE_FOREACH (EditBone *, ebone, edbo) {
EditBone *par;
for (par = ebone->parent; par; par = par->parent) {
if (par == selbone) {
add_v3_v3(ebone->head, offset);
add_v3_v3(ebone->tail, offset);
break;
}
}
}
}
else {
/* Offset: Child bones will retain their distance from the parent tip */
selbone->flag &= ~BONE_CONNECTED;
}
}
static const EnumPropertyItem prop_editarm_make_parent_types[] = {
{ARM_PAR_CONNECT, "CONNECTED", 0, "Connected", ""},
{ARM_PAR_OFFSET, "OFFSET", 0, "Keep Offset", ""},
{0, nullptr, 0, nullptr, nullptr},
};
static wmOperatorStatus armature_parent_set_exec(bContext *C, wmOperator *op)
{
Object *ob = CTX_data_edit_object(C);
bArmature *arm = static_cast<bArmature *>(ob->data);
EditBone *actbone = CTX_data_active_bone(C);
EditBone *actmirb = nullptr;
short val = RNA_enum_get(op->ptr, "type");
/* there must be an active bone */
if (actbone == nullptr) {
BKE_report(op->reports, RPT_ERROR, "Operation requires an active bone");
return OPERATOR_CANCELLED;
}
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_ebone_get_mirrored(arm->edbo, actbone);
if (actmirb == nullptr) {
actmirb = actbone;
}
}
/* If there is only 1 selected bone, we assume that it is the active bone,
* since a user will need to have clicked on a bone (thus selecting it) to make it active. */
bool is_active_only_selected = false;
if (actbone->flag & BONE_SELECTED) {
is_active_only_selected = true;
LISTBASE_FOREACH (EditBone *, ebone, arm->edbo) {
if (EBONE_EDITABLE(ebone)) {
if (ebone != actbone) {
is_active_only_selected = false;
break;
}
}
}
}
if (is_active_only_selected) {
/* When only the active bone is selected, and it has a parent,
* connect it to the parent, as that is the only possible outcome.
*/
if (actbone->parent) {
bone_connect_to_existing_parent(actbone);
if ((arm->flag & ARM_MIRROR_EDIT) && (actmirb->parent)) {
bone_connect_to_existing_parent(actmirb);
}
}
}
else {
/* Parent '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.
*/
/* Parent selected bones to the active one. */
LISTBASE_FOREACH (EditBone *, ebone, arm->edbo) {
if (EBONE_EDITABLE(ebone)) {
if (ebone != actbone) {
bone_connect_to_new_parent(arm->edbo, ebone, actbone, val);
}
if (arm->flag & ARM_MIRROR_EDIT) {
EditBone *ebone_mirror = ED_armature_ebone_get_mirrored(arm->edbo, ebone);
if (ebone_mirror && (ebone_mirror->flag & BONE_SELECTED) == 0) {
if (ebone_mirror != actmirb) {
bone_connect_to_new_parent(arm->edbo, ebone_mirror, actmirb, val);
}
}
}
}
}
}
/* NOTE: notifier might evolve. */
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob);
DEG_id_tag_update(&ob->id, ID_RECALC_SELECT);
return OPERATOR_FINISHED;
}
static wmOperatorStatus armature_parent_set_invoke(bContext *C,
wmOperator * /*op*/,
const wmEvent * /*event*/)
{
/* False when all selected bones are parented to the active bone. */
bool enable_offset = false;
/* False when all selected bones are connected to the active bone. */
bool enable_connect = false;
{
Object *ob = CTX_data_edit_object(C);
bArmature *arm = static_cast<bArmature *>(ob->data);
EditBone *actbone = arm->act_edbone;
LISTBASE_FOREACH (EditBone *, ebone, arm->edbo) {
if (!EBONE_EDITABLE(ebone) || !(ebone->flag & BONE_SELECTED)) {
continue;
}
if (ebone == actbone) {
continue;
}
if (ebone->parent != actbone) {
enable_offset = true;
enable_connect = true;
break;
}
if (!(ebone->flag & BONE_CONNECTED)) {
enable_connect = true;
}
}
}
uiPopupMenu *pup = UI_popup_menu_begin(
C, CTX_IFACE_(BLT_I18NCONTEXT_OPERATOR_DEFAULT, "Make Parent"), ICON_NONE);
uiLayout *layout = UI_popup_menu_layout(pup);
uiLayout *row_offset = &layout->row(false);
uiLayoutSetEnabled(row_offset, enable_offset);
uiItemEnumO(
row_offset, "ARMATURE_OT_parent_set", std::nullopt, ICON_NONE, "type", ARM_PAR_OFFSET);
uiLayout *row_connect = &layout->row(false);
uiLayoutSetEnabled(row_connect, enable_connect);
uiItemEnumO(
row_connect, "ARMATURE_OT_parent_set", std::nullopt, ICON_NONE, "type", ARM_PAR_CONNECT);
UI_popup_menu_end(C, pup);
return OPERATOR_INTERFACE;
}
void ARMATURE_OT_parent_set(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Make Parent";
ot->idname = "ARMATURE_OT_parent_set";
ot->description = "Set the active bone as the parent of the selected bones";
/* API callbacks. */
ot->invoke = armature_parent_set_invoke;
ot->exec = armature_parent_set_exec;
ot->poll = ED_operator_editarmature;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
RNA_def_enum(
ot->srna, "type", prop_editarm_make_parent_types, 0, "Parent Type", "Type of parenting");
}
static const EnumPropertyItem prop_editarm_clear_parent_types[] = {
{ARM_PAR_CLEAR, "CLEAR", 0, "Clear Parent", ""},
{ARM_PAR_CLEAR_DISCONNECT, "DISCONNECT", 0, "Disconnect Bone", ""},
{0, nullptr, 0, nullptr, nullptr},
};
static void editbone_clear_parent(EditBone *ebone, int mode)
{
if (ebone->parent) {
/* for nice selection */
ebone->parent->flag &= ~BONE_TIPSEL;
}
if (mode == 1) {
ebone->parent = nullptr;
}
ebone->flag &= ~BONE_CONNECTED;
}
static wmOperatorStatus armature_parent_clear_exec(bContext *C, wmOperator *op)
{
const Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
const int val = RNA_enum_get(op->ptr, "type");
CTX_DATA_BEGIN (C, EditBone *, ebone, selected_editable_bones) {
editbone_clear_parent(ebone, val);
}
CTX_DATA_END;
Vector<Object *> objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data(
scene, view_layer, CTX_wm_view3d(C));
for (Object *ob : objects) {
bArmature *arm = static_cast<bArmature *>(ob->data);
bool changed = false;
LISTBASE_FOREACH (EditBone *, ebone, arm->edbo) {
if (EBONE_EDITABLE(ebone)) {
changed = true;
break;
}
}
if (!changed) {
continue;
}
ED_armature_edit_sync_selection(arm->edbo);
/* NOTE: notifier might evolve. */
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob);
}
return OPERATOR_FINISHED;
}
static wmOperatorStatus armature_parent_clear_invoke(bContext *C,
wmOperator * /*op*/,
const wmEvent * /*event*/)
{
/* False when no selected bones are connected to the active bone. */
bool enable_disconnect = false;
/* False when no selected bones are parented to the active bone. */
bool enable_clear = false;
{
Object *ob = CTX_data_edit_object(C);
bArmature *arm = static_cast<bArmature *>(ob->data);
LISTBASE_FOREACH (EditBone *, ebone, arm->edbo) {
if (!EBONE_EDITABLE(ebone) || !(ebone->flag & BONE_SELECTED)) {
continue;
}
if (ebone->parent == nullptr) {
continue;
}
enable_clear = true;
if (ebone->flag & BONE_CONNECTED) {
enable_disconnect = true;
break;
}
}
}
uiPopupMenu *pup = UI_popup_menu_begin(
C, CTX_IFACE_(BLT_I18NCONTEXT_OPERATOR_DEFAULT, "Clear Parent"), ICON_NONE);
uiLayout *layout = UI_popup_menu_layout(pup);
uiLayout *row_clear = &layout->row(false);
uiLayoutSetEnabled(row_clear, enable_clear);
uiItemEnumO(
row_clear, "ARMATURE_OT_parent_clear", std::nullopt, ICON_NONE, "type", ARM_PAR_CLEAR);
uiLayout *row_disconnect = &layout->row(false);
uiLayoutSetEnabled(row_disconnect, enable_disconnect);
uiItemEnumO(row_disconnect,
"ARMATURE_OT_parent_clear",
std::nullopt,
ICON_NONE,
"type",
ARM_PAR_CLEAR_DISCONNECT);
UI_popup_menu_end(C, pup);
return OPERATOR_INTERFACE;
}
void ARMATURE_OT_parent_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Clear Parent";
ot->idname = "ARMATURE_OT_parent_clear";
ot->description =
"Remove the parent-child relationship between selected bones and their parents";
/* API callbacks. */
ot->invoke = armature_parent_clear_invoke;
ot->exec = armature_parent_clear_exec;
ot->poll = ED_operator_editarmature;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
ot->prop = RNA_def_enum(ot->srna,
"type",
prop_editarm_clear_parent_types,
0,
"Clear Type",
"What way to clear parenting");
}
/** \} */