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test2/source/blender/editors/armature/pose_transform.cc

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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
*/
#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 "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "BLI_math_rotation.h"
#include "BLI_math_vector.h"
#include "BLI_path_utils.hh"
#include "BLI_string.h"
#include "BLI_string_utils.hh"
#include "BKE_action.hh"
#include "BKE_animsys.h"
#include "BKE_appdir.hh"
#include "BKE_armature.hh"
#include "BKE_blender_copybuffer.hh"
#include "BKE_blendfile.hh"
#include "BKE_context.hh"
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#include "BKE_idprop.hh"
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#include "BKE_layer.hh"
#include "BKE_lib_query.hh"
#include "BKE_main.hh"
#include "BKE_object.hh"
#include "BKE_report.hh"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_query.hh"
#include "RNA_access.hh"
#include "RNA_define.hh"
#include "RNA_prototypes.hh"
#include "WM_api.hh"
#include "WM_types.hh"
#include "ED_armature.hh"
#include "ED_keyframing.hh"
#include "ED_screen.hh"
#include "ANIM_armature.hh"
#include "ANIM_bone_collections.hh"
#include "ANIM_keyframing.hh"
#include "ANIM_keyingsets.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
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#include "armature_intern.hh"
/* -------------------------------------------------------------------- */
/** \name Local Utilities
* \{ */
static void pose_copybuffer_filepath_get(char filepath[FILE_MAX], size_t filepath_maxncpy)
{
BLI_path_join(filepath, filepath_maxncpy, BKE_tempdir_base(), "copybuffer_pose.blend");
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Apply Pose as Rest Pose
* \{ */
/* helper for apply_armature_pose2bones - fixes parenting of objects
* that are bone-parented to armature */
static void applyarmature_fix_boneparents(const bContext *C, Scene *scene, Object *armob)
{
Refactor access to dependency graph This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
2019-07-25 16:36:22 +02:00
/* Depsgraph has been ensured to be evaluated at the beginning of the operator.
*
* Must not evaluate depsgraph here yet, since this will ruin object matrix which we want to
* preserve after other changes has been done in the operator.
*
* TODO(sergey): This seems very similar to `ignore_parent_tx()`, which was now ensured to work
* quite reliably. Can we de-duplicate the code? Or at least verify we don't need an extra logic
* in this function. */
Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C);
2018-05-15 18:31:39 +02:00
Main *bmain = CTX_data_main(C);
/* go through all objects in database */
for (Object *ob = static_cast<Object *>(bmain->objects.first); ob;
ob = static_cast<Object *>(ob->id.next))
{
/* if parent is bone in this armature, apply corrections */
if ((ob->parent == armob) && (ob->partype == PARBONE)) {
/* apply current transform from parent (not yet destroyed),
* then calculate new parent inverse matrix
*/
BKE_object_apply_mat4(ob, ob->object_to_world().ptr(), false, false);
invert_m4_m4(ob->parentinv, BKE_object_calc_parent(depsgraph, scene, ob).ptr());
}
}
}
/* Sets the bone head, tail and roll to match the supplied parameters. */
static void applyarmature_set_edit_position(EditBone *curbone,
const float pose_mat[4][4],
const float new_tail[3],
float r_new_arm_mat[4][4])
{
/* Simply copy the head/tail values from pchan over to curbone. */
copy_v3_v3(curbone->head, pose_mat[3]);
copy_v3_v3(curbone->tail, new_tail);
/* Fix roll:
2019-06-04 10:51:48 +10:00
* 1. find auto-calculated roll value for this bone now
* 2. remove this from the 'visual' y-rotation
*/
{
float premat[3][3], pmat[3][3];
float delta[3];
/* Obtain new auto y-rotation. */
sub_v3_v3v3(delta, curbone->tail, curbone->head);
copy_m3_m4(pmat, pose_mat);
mat3_vec_to_roll(pmat, delta, &curbone->roll);
/* Compute new rest pose matrix if requested. */
if (r_new_arm_mat) {
vec_roll_to_mat3(delta, curbone->roll, premat);
copy_m4_m3(r_new_arm_mat, premat);
copy_v3_v3(r_new_arm_mat[3], pose_mat[3]);
}
}
}
/* Copy properties over from pchan to curbone and reset channels. */
static void applyarmature_transfer_properties(EditBone *curbone,
bPoseChannel *pchan,
const bPoseChannel *pchan_eval)
{
/* Combine pose and rest values for bendy bone settings,
* then clear the pchan values (so we don't get a double-up).
*/
if (pchan->bone->segments > 1) {
/* Combine rest/pose values. */
curbone->curve_in_x += pchan_eval->curve_in_x;
curbone->curve_in_z += pchan_eval->curve_in_z;
curbone->curve_out_x += pchan_eval->curve_out_x;
curbone->curve_out_z += pchan_eval->curve_out_z;
curbone->roll1 += pchan_eval->roll1;
curbone->roll2 += pchan_eval->roll2;
curbone->ease1 += pchan_eval->ease1;
curbone->ease2 += pchan_eval->ease2;
mul_v3_v3(curbone->scale_in, pchan_eval->scale_in);
mul_v3_v3(curbone->scale_out, pchan_eval->scale_out);
/* Reset pose values. */
pchan->curve_in_x = pchan->curve_out_x = 0.0f;
pchan->curve_in_z = pchan->curve_out_z = 0.0f;
pchan->roll1 = pchan->roll2 = 0.0f;
pchan->ease1 = pchan->ease2 = 0.0f;
copy_v3_fl(pchan->scale_in, 1.0f);
copy_v3_fl(pchan->scale_out, 1.0f);
}
/* Clear transform values for pchan. */
zero_v3(pchan->loc);
zero_v3(pchan->eul);
unit_qt(pchan->quat);
unit_axis_angle(pchan->rotAxis, &pchan->rotAngle);
pchan->scale[0] = pchan->scale[1] = pchan->scale[2] = 1.0f;
}
/* Adjust the current edit position of the bone using the pose space matrix. */
static void applyarmature_adjust_edit_position(bArmature *arm,
bPoseChannel *pchan,
const float delta_mat[4][4],
float r_new_arm_mat[4][4])
{
EditBone *curbone = ED_armature_ebone_find_name(arm->edbo, pchan->name);
float delta[3], new_tail[3], premat[3][3], new_pose[4][4];
/* Current orientation matrix. */
sub_v3_v3v3(delta, curbone->tail, curbone->head);
vec_roll_to_mat3(delta, curbone->roll, premat);
/* New location and orientation. */
mul_m4_m4m3(new_pose, delta_mat, premat);
mul_v3_m4v3(new_pose[3], delta_mat, curbone->head);
mul_v3_m4v3(new_tail, delta_mat, curbone->tail);
applyarmature_set_edit_position(curbone, new_pose, new_tail, r_new_arm_mat);
}
/* Data about parent position for Apply To Selected mode. */
struct ApplyArmature_ParentState {
Bone *bone;
/* New rest position of the bone with scale included. */
float new_rest_mat[4][4];
/* New arm_mat of the bone == new_rest_mat without scale. */
float new_arm_mat[4][4];
};
/* Recursive walk for Apply To Selected mode; pstate nullptr unless child of an applied bone. */
static void applyarmature_process_selected_recursive(bArmature *arm,
bPose *pose,
bPose *pose_eval,
Bone *bone,
blender::Span<PointerRNA> selected,
ApplyArmature_ParentState *pstate)
{
bPoseChannel *pchan = BKE_pose_channel_find_name(pose, bone->name);
const bPoseChannel *pchan_eval = BKE_pose_channel_find_name(pose_eval, bone->name);
if (!pchan || !pchan_eval) {
return;
}
ApplyArmature_ParentState new_pstate{};
new_pstate.bone = bone;
if (std::find_if(selected.begin(), selected.end(), [&](const PointerRNA &ptr) {
return ptr.data == pchan;
}) != selected.end())
{
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/* SELECTED BONE: Snap to final pose transform minus un-applied parent effects.
*
* I.e. bone position with accumulated parent effects but no local
* transformation will match the original final pose_mat.
*
* Pose channels are reset as expected.
*/
EditBone *curbone = ED_armature_ebone_find_name(arm->edbo, pchan->name);
BoneParentTransform invparent;
float new_tail[3];
if (pchan->parent) {
BoneParentTransform old_bpt, new_bpt;
float offs_bone[4][4];
/* Parent effects on the bone transform that have to be removed. */
BKE_bone_offset_matrix_get(bone, offs_bone);
Armature: add Inherit Scale options to remove shear or average the scale. As an inherent property of matrix-based transformation math, non- uniform scaling of a parent bone induces shear into the transform matrix of any rotated child. Such matrices cannot be cleanly decomposed into a combination of location/rotation/scale, which causes issues for rigging and animation tools. Blender bones have options to exclude rotation and/or scale from the inherited transformation, but don't have any support for removing the often undesired shear component. That goal requires replacing simple parenting with a combination of multiple bones and constraints. The same is true about the goal of inheriting some scale, but completely avoiding shear. This patch replaces the old Inherit Scale checkbox with a enum that supports multiple options: * Full: inherit all effects of scale, like with enabled Inherit Scale. * Fix Shear: removes shear from the final inherited transformation. The cleanup math is specifically designed to preserve the main axis of the bone, its length and total volume, and minimally affect roll on average. It however will not prevent reappearance of shear due to local rotation of the child or its children. * Average: inherit uniform scale that represents the parent volume. This is the simplest foolproof solution that will inherit some scale without ever causing shear. * None: completely remove scale and shear. * None (Legacy): old disabled Inherit Scale checkbox. This mode does not handle parent shear in any way, so the child is likely to end up having both scale and shear. It is retained for backward compatibility. Since many rigging-related addons access the use_inherit_scale property from Python, it is retained as a backward compatibility stub that provides the old functionality. As a side effect of reworking the code, this also fixes a matrix multiplication order bug in the Inherit Rotation code, which caused the parent local scale to be applied in world space. In rigger opinion this option is useless in production rigs, so this fix should not be a problem. Reviewers: brecht Differential Revision: https://developer.blender.org/D5588
2019-09-04 10:10:27 +03:00
BKE_bone_parent_transform_calc_from_matrices(bone->flag,
bone->inherit_scale_mode,
offs_bone,
bone->parent->arm_mat,
pchan_eval->parent->pose_mat,
&old_bpt);
/* Applied parent effects that have to be kept, if any. */
float(*new_parent_pose)[4] = pstate ? pstate->new_rest_mat : bone->parent->arm_mat;
Armature: add Inherit Scale options to remove shear or average the scale. As an inherent property of matrix-based transformation math, non- uniform scaling of a parent bone induces shear into the transform matrix of any rotated child. Such matrices cannot be cleanly decomposed into a combination of location/rotation/scale, which causes issues for rigging and animation tools. Blender bones have options to exclude rotation and/or scale from the inherited transformation, but don't have any support for removing the often undesired shear component. That goal requires replacing simple parenting with a combination of multiple bones and constraints. The same is true about the goal of inheriting some scale, but completely avoiding shear. This patch replaces the old Inherit Scale checkbox with a enum that supports multiple options: * Full: inherit all effects of scale, like with enabled Inherit Scale. * Fix Shear: removes shear from the final inherited transformation. The cleanup math is specifically designed to preserve the main axis of the bone, its length and total volume, and minimally affect roll on average. It however will not prevent reappearance of shear due to local rotation of the child or its children. * Average: inherit uniform scale that represents the parent volume. This is the simplest foolproof solution that will inherit some scale without ever causing shear. * None: completely remove scale and shear. * None (Legacy): old disabled Inherit Scale checkbox. This mode does not handle parent shear in any way, so the child is likely to end up having both scale and shear. It is retained for backward compatibility. Since many rigging-related addons access the use_inherit_scale property from Python, it is retained as a backward compatibility stub that provides the old functionality. As a side effect of reworking the code, this also fixes a matrix multiplication order bug in the Inherit Rotation code, which caused the parent local scale to be applied in world space. In rigger opinion this option is useless in production rigs, so this fix should not be a problem. Reviewers: brecht Differential Revision: https://developer.blender.org/D5588
2019-09-04 10:10:27 +03:00
BKE_bone_parent_transform_calc_from_matrices(bone->flag,
bone->inherit_scale_mode,
offs_bone,
bone->parent->arm_mat,
new_parent_pose,
&new_bpt);
BKE_bone_parent_transform_invert(&old_bpt);
BKE_bone_parent_transform_combine(&new_bpt, &old_bpt, &invparent);
}
else {
BKE_bone_parent_transform_clear(&invparent);
}
/* Apply change without inherited unapplied parent transformations. */
BKE_bone_parent_transform_apply(&invparent, pchan_eval->pose_mat, new_pstate.new_rest_mat);
copy_v3_fl3(new_tail, 0.0, bone->length, 0.0);
mul_m4_v3(new_pstate.new_rest_mat, new_tail);
applyarmature_set_edit_position(
curbone, new_pstate.new_rest_mat, new_tail, new_pstate.new_arm_mat);
applyarmature_transfer_properties(curbone, pchan, pchan_eval);
pstate = &new_pstate;
}
else if (pstate) {
/* UNSELECTED CHILD OF SELECTED: Include applied parent effects.
*
* The inherited transform of applied (selected) bones is baked
* into the rest pose so that the final bone position doesn't
* change.
*
* Pose channels are not changed, with the exception of the inherited
* applied parent scale being baked into the location pose channel.
*/
BoneParentTransform bpt;
float offs_bone[4][4], delta[4][4], old_chan_loc[3];
/* Include applied parent effects. */
BKE_bone_offset_matrix_get(bone, offs_bone);
Armature: add Inherit Scale options to remove shear or average the scale. As an inherent property of matrix-based transformation math, non- uniform scaling of a parent bone induces shear into the transform matrix of any rotated child. Such matrices cannot be cleanly decomposed into a combination of location/rotation/scale, which causes issues for rigging and animation tools. Blender bones have options to exclude rotation and/or scale from the inherited transformation, but don't have any support for removing the often undesired shear component. That goal requires replacing simple parenting with a combination of multiple bones and constraints. The same is true about the goal of inheriting some scale, but completely avoiding shear. This patch replaces the old Inherit Scale checkbox with a enum that supports multiple options: * Full: inherit all effects of scale, like with enabled Inherit Scale. * Fix Shear: removes shear from the final inherited transformation. The cleanup math is specifically designed to preserve the main axis of the bone, its length and total volume, and minimally affect roll on average. It however will not prevent reappearance of shear due to local rotation of the child or its children. * Average: inherit uniform scale that represents the parent volume. This is the simplest foolproof solution that will inherit some scale without ever causing shear. * None: completely remove scale and shear. * None (Legacy): old disabled Inherit Scale checkbox. This mode does not handle parent shear in any way, so the child is likely to end up having both scale and shear. It is retained for backward compatibility. Since many rigging-related addons access the use_inherit_scale property from Python, it is retained as a backward compatibility stub that provides the old functionality. As a side effect of reworking the code, this also fixes a matrix multiplication order bug in the Inherit Rotation code, which caused the parent local scale to be applied in world space. In rigger opinion this option is useless in production rigs, so this fix should not be a problem. Reviewers: brecht Differential Revision: https://developer.blender.org/D5588
2019-09-04 10:10:27 +03:00
BKE_bone_parent_transform_calc_from_matrices(bone->flag,
bone->inherit_scale_mode,
offs_bone,
pstate->bone->arm_mat,
pstate->new_rest_mat,
&bpt);
unit_m4(new_pstate.new_rest_mat);
BKE_bone_parent_transform_apply(&bpt, new_pstate.new_rest_mat, new_pstate.new_rest_mat);
/* Bone location channel in pose space relative to bone head. */
mul_v3_mat3_m4v3(old_chan_loc, bpt.loc_mat, pchan_eval->loc);
/* Apply the change to the rest bone position. */
invert_m4_m4(delta, bone->arm_mat);
mul_m4_m4m4(delta, new_pstate.new_rest_mat, delta);
applyarmature_adjust_edit_position(arm, pchan, delta, new_pstate.new_arm_mat);
/* Location pose channel has to be updated, because it is affected
* by parent scaling, and the rest pose has no scale by definition. */
if (!(bone->flag & BONE_CONNECTED) && !is_zero_v3(old_chan_loc)) {
float inv_parent_arm[4][4];
/* Compute the channel coordinate space matrices for the new rest state. */
invert_m4_m4(inv_parent_arm, pstate->new_arm_mat);
mul_m4_m4m4(offs_bone, inv_parent_arm, new_pstate.new_arm_mat);
Armature: add Inherit Scale options to remove shear or average the scale. As an inherent property of matrix-based transformation math, non- uniform scaling of a parent bone induces shear into the transform matrix of any rotated child. Such matrices cannot be cleanly decomposed into a combination of location/rotation/scale, which causes issues for rigging and animation tools. Blender bones have options to exclude rotation and/or scale from the inherited transformation, but don't have any support for removing the often undesired shear component. That goal requires replacing simple parenting with a combination of multiple bones and constraints. The same is true about the goal of inheriting some scale, but completely avoiding shear. This patch replaces the old Inherit Scale checkbox with a enum that supports multiple options: * Full: inherit all effects of scale, like with enabled Inherit Scale. * Fix Shear: removes shear from the final inherited transformation. The cleanup math is specifically designed to preserve the main axis of the bone, its length and total volume, and minimally affect roll on average. It however will not prevent reappearance of shear due to local rotation of the child or its children. * Average: inherit uniform scale that represents the parent volume. This is the simplest foolproof solution that will inherit some scale without ever causing shear. * None: completely remove scale and shear. * None (Legacy): old disabled Inherit Scale checkbox. This mode does not handle parent shear in any way, so the child is likely to end up having both scale and shear. It is retained for backward compatibility. Since many rigging-related addons access the use_inherit_scale property from Python, it is retained as a backward compatibility stub that provides the old functionality. As a side effect of reworking the code, this also fixes a matrix multiplication order bug in the Inherit Rotation code, which caused the parent local scale to be applied in world space. In rigger opinion this option is useless in production rigs, so this fix should not be a problem. Reviewers: brecht Differential Revision: https://developer.blender.org/D5588
2019-09-04 10:10:27 +03:00
BKE_bone_parent_transform_calc_from_matrices(bone->flag,
bone->inherit_scale_mode,
offs_bone,
pstate->new_arm_mat,
pstate->new_arm_mat,
&bpt);
/* Re-apply the location to keep the final effect. */
invert_m4(bpt.loc_mat);
mul_v3_mat3_m4v3(pchan->loc, bpt.loc_mat, old_chan_loc);
}
pstate = &new_pstate;
}
LISTBASE_FOREACH (Bone *, child, &bone->childbase) {
applyarmature_process_selected_recursive(arm, pose, pose_eval, child, selected, pstate);
}
}
/* Reset bone constraint so that it is correct after the pose has been applied. */
static void applyarmature_reset_bone_constraint(const bConstraint *constraint)
{
/* TODO(Sybren): This function needs too much knowledge of the internals of specific constraints.
* When it is extended with one or two more constraints, move the functionality into a
* bConstraintTypeInfo callback function. */
switch (constraint->type) {
case CONSTRAINT_TYPE_STRETCHTO: {
bStretchToConstraint *stretch_to = static_cast<bStretchToConstraint *>(constraint->data);
stretch_to->orglength = 0.0f; /* Force recalculation on next evaluation. */
break;
}
default:
/* Most constraints don't need resetting. */
break;
}
}
/* Reset bone constraints of the given pose channel so that they are correct after the pose has
* been applied. */
static void applyarmature_reset_bone_constraints(const bPoseChannel *pchan)
{
LISTBASE_FOREACH (bConstraint *, constraint, &pchan->constraints) {
applyarmature_reset_bone_constraint(constraint);
}
}
/* Reset all (or only selected) bone constraints so that they are correct after the pose has been
* applied. */
static void applyarmature_reset_constraints(bPose *pose, const bool use_selected)
{
LISTBASE_FOREACH (bPoseChannel *, pchan, &pose->chanbase) {
BLI_assert(pchan->bone != nullptr);
if (use_selected && (pchan->bone->flag & BONE_SELECTED) == 0) {
continue;
}
applyarmature_reset_bone_constraints(pchan);
}
}
2022-11-01 12:24:06 +11:00
/* Set the current pose as the rest-pose. */
static wmOperatorStatus apply_armature_pose2bones_exec(bContext *C, wmOperator *op)
{
2018-06-06 15:50:24 +02:00
Main *bmain = CTX_data_main(C);
Refactor access to dependency graph This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
2019-07-25 16:36:22 +02:00
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
Scene *scene = CTX_data_scene(C);
/* must be active object, not edit-object */
Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
const Object *ob_eval = DEG_get_evaluated(depsgraph, ob);
bArmature *arm = BKE_armature_from_object(ob);
bPose *pose;
blender::Vector<PointerRNA> selected_bones;
const bool use_selected = RNA_boolean_get(op->ptr, "selected");
/* don't check if editmode (should be done by caller) */
2019-04-22 09:19:45 +10:00
if (ob->type != OB_ARMATURE) {
return OPERATOR_CANCELLED;
2019-04-22 09:19:45 +10:00
}
if (BKE_object_obdata_is_libdata(ob)) {
BKE_report(op->reports, RPT_ERROR, "Cannot apply pose to lib-linked armature");
return OPERATOR_CANCELLED;
}
/* helpful warnings... */
/* TODO: add warnings to be careful about actions, applying deforms first, etc. */
2019-04-22 09:19:45 +10:00
if (ob->adt && ob->adt->action) {
BKE_report(op->reports,
RPT_WARNING,
"Actions on this armature will be destroyed by this new rest pose as the "
"transforms stored are relative to the old rest pose");
2019-04-22 09:19:45 +10:00
}
/* Find selected bones before switching to edit mode. */
if (use_selected) {
CTX_data_selected_pose_bones(C, &selected_bones);
if (selected_bones.is_empty()) {
return OPERATOR_CANCELLED;
}
}
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/* Get edit-bones of active armature to alter. */
ED_armature_to_edit(arm);
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/* Get pose of active object and move it out of pose-mode. */
pose = ob->pose;
if (use_selected) {
/* The selected only mode requires a recursive walk to handle parent-child relations. */
LISTBASE_FOREACH (Bone *, bone, &arm->bonebase) {
applyarmature_process_selected_recursive(
arm, pose, ob_eval->pose, bone, selected_bones, nullptr);
}
}
else {
LISTBASE_FOREACH (bPoseChannel *, pchan, &pose->chanbase) {
const bPoseChannel *pchan_eval = BKE_pose_channel_find_name(ob_eval->pose, pchan->name);
EditBone *curbone = ED_armature_ebone_find_name(arm->edbo, pchan->name);
applyarmature_set_edit_position(
curbone, pchan_eval->pose_mat, pchan_eval->pose_tail, nullptr);
applyarmature_transfer_properties(curbone, pchan, pchan_eval);
}
}
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/* Convert edit-bones back to bones, and then free the edit-data. */
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ED_armature_from_edit(bmain, arm);
ED_armature_edit_free(arm);
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/* Flush positions of pose-bones. */
BKE_pose_where_is(depsgraph, scene, ob);
/* fix parenting of objects which are bone-parented */
applyarmature_fix_boneparents(C, scene, ob);
/* For the affected bones, reset specific constraints that are now known to be invalid. */
applyarmature_reset_constraints(pose, use_selected);
/* NOTE: notifier might evolve. */
WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob);
DEG_id_tag_update(&ob->id, ID_RECALC_SYNC_TO_EVAL);
return OPERATOR_FINISHED;
}
static void apply_armature_pose2bones_ui(bContext *C, wmOperator *op)
{
uiLayout *layout = op->layout;
wmWindowManager *wm = CTX_wm_manager(C);
PointerRNA ptr = RNA_pointer_create_discrete(&wm->id, op->type->srna, op->properties);
layout->prop(&ptr, "selected", UI_ITEM_NONE, std::nullopt, ICON_NONE);
}
void POSE_OT_armature_apply(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Apply Pose as Rest Pose";
ot->idname = "POSE_OT_armature_apply";
ot->description = "Apply the current pose as the new rest pose";
/* callbacks */
ot->exec = apply_armature_pose2bones_exec;
ot->poll = ED_operator_posemode;
ot->ui = apply_armature_pose2bones_ui;
/* flags */
Refactor access to dependency graph This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
2019-07-25 16:36:22 +02:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
RNA_def_boolean(ot->srna,
"selected",
false,
"Selected Only",
"Only apply the selected bones (with propagation to children)");
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Apply Visual Transform Operator
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*
* Set the current pose as the rest-pose.
* \{ */
static wmOperatorStatus pose_visual_transform_apply_exec(bContext *C, wmOperator * /*op*/)
{
const Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
View3D *v3d = CTX_wm_view3d(C);
/* Needed to ensure #bPoseChannel.pose_mat are up to date. */
CTX_data_ensure_evaluated_depsgraph(C);
FOREACH_OBJECT_IN_MODE_BEGIN (scene, view_layer, v3d, OB_ARMATURE, OB_MODE_POSE, ob) {
const bArmature *arm = static_cast<const bArmature *>(ob->data);
int chanbase_len = BLI_listbase_count(&ob->pose->chanbase);
/* Storage for the calculated matrices to prevent reading from modified values.
* NOTE: this could be avoided if children were always calculated before parents
* however ensuring this is involved and doesn't give any significant advantage. */
struct XFormArray {
float matrix[4][4];
bool is_set;
} *pchan_xform_array = MEM_malloc_arrayN<XFormArray>(chanbase_len, __func__);
bool changed = false;
int i;
LISTBASE_FOREACH_INDEX (bPoseChannel *, pchan, &ob->pose->chanbase, i) {
if (!((pchan->bone->flag & BONE_SELECTED) &&
blender::animrig::bone_is_visible_pchan(arm, pchan)))
{
pchan_xform_array[i].is_set = false;
continue;
}
/* `chan_mat` already contains the delta transform from rest pose to pose-mode pose
* as that is baked into there so that B-Bones will work. Once we've set this as the
* new raw-transform components, don't recalculate the poses yet, otherwise IK result will
* change, thus changing the result we may be trying to record. */
/* NOTE: For some reason `pchan->chan_mat` can't be used here as it gives odd
* rotation/offset, see #38251.
* Using `pchan->pose_mat` and bringing it back in bone space seems to work as expected!
* This matches how visual key-framing works. */
BKE_armature_mat_pose_to_bone(pchan, pchan->pose_mat, pchan_xform_array[i].matrix);
pchan_xform_array[i].is_set = true;
changed = true;
}
if (changed) {
/* Perform separately to prevent feedback loop. */
LISTBASE_FOREACH_INDEX (bPoseChannel *, pchan, &ob->pose->chanbase, i) {
if (!pchan_xform_array[i].is_set) {
continue;
}
BKE_pchan_apply_mat4(pchan, pchan_xform_array[i].matrix, true);
}
DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
/* NOTE: notifier might evolve. */
WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob);
}
MEM_freeN(pchan_xform_array);
}
FOREACH_OBJECT_IN_MODE_END;
return OPERATOR_FINISHED;
}
void POSE_OT_visual_transform_apply(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Apply Visual Transform to Pose";
ot->idname = "POSE_OT_visual_transform_apply";
ot->description = "Apply final constrained position of pose bones to their transform";
/* callbacks */
ot->exec = pose_visual_transform_apply_exec;
ot->poll = ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Copy/Paste Utilities
* \{ */
/* This function is used to indicate that a bone is selected
* and needs to be included in copy buffer (used to be for inserting keys)
*/
static void set_pose_keys(Object *ob)
{
bArmature *arm = static_cast<bArmature *>(ob->data);
if (ob->pose) {
LISTBASE_FOREACH (bPoseChannel *, chan, &ob->pose->chanbase) {
Bone *bone = chan->bone;
if ((bone) && (bone->flag & BONE_SELECTED) && ANIM_bone_in_visible_collection(arm, bone)) {
chan->flag |= POSE_KEY;
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}
else {
chan->flag &= ~POSE_KEY;
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}
}
}
}
/**
* Perform paste pose, for a single bone.
*
* \param ob: Object where bone to paste to lives
* \param chan: Bone that pose to paste comes from
* \param selOnly: Only paste on selected bones
* \param flip: Flip on x-axis
* \return The channel of the bone that was pasted to, or nullptr if no paste was performed.
*/
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static bPoseChannel *pose_bone_do_paste(Object *ob,
bPoseChannel *chan,
const bool selOnly,
const bool flip)
{
char name[MAXBONENAME];
/* get the name - if flipping, we must flip this first */
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if (flip) {
BLI_string_flip_side_name(name, chan->name, false, sizeof(name));
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}
else {
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STRNCPY(name, chan->name);
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}
/* only copy when:
* 1) channel exists - poses are not meant to add random channels to anymore
* 2) if selection-masking is on, channel is selected -
* only selected bones get pasted on, allowing making both sides symmetrical.
*/
bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, name);
if (pchan == nullptr) {
return nullptr;
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}
if (selOnly && (pchan->bone->flag & BONE_SELECTED) == 0) {
return nullptr;
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}
/* only loc rot size
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* - only copies transform info for the pose
*/
copy_v3_v3(pchan->loc, chan->loc);
copy_v3_v3(pchan->scale, chan->scale);
pchan->flag = chan->flag;
/* check if rotation modes are compatible (i.e. do they need any conversions) */
if (pchan->rotmode == chan->rotmode) {
/* copy the type of rotation in use */
if (pchan->rotmode > 0) {
copy_v3_v3(pchan->eul, chan->eul);
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
copy_v3_v3(pchan->rotAxis, chan->rotAxis);
pchan->rotAngle = chan->rotAngle;
}
else {
copy_qt_qt(pchan->quat, chan->quat);
}
}
else if (pchan->rotmode > 0) {
/* quat/axis-angle to euler */
if (chan->rotmode == ROT_MODE_AXISANGLE) {
axis_angle_to_eulO(pchan->eul, pchan->rotmode, chan->rotAxis, chan->rotAngle);
}
else {
quat_to_eulO(pchan->eul, pchan->rotmode, chan->quat);
}
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
/* quat/euler to axis angle */
if (chan->rotmode > 0) {
eulO_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, chan->eul, chan->rotmode);
}
else {
quat_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, chan->quat);
}
}
else {
/* euler/axis-angle to quat */
if (chan->rotmode > 0) {
eulO_to_quat(pchan->quat, chan->eul, chan->rotmode);
}
else {
axis_angle_to_quat(pchan->quat, chan->rotAxis, pchan->rotAngle);
}
}
/* B-Bone posing options should also be included... */
pchan->curve_in_x = chan->curve_in_x;
pchan->curve_in_z = chan->curve_in_z;
pchan->curve_out_x = chan->curve_out_x;
pchan->curve_out_z = chan->curve_out_z;
pchan->roll1 = chan->roll1;
pchan->roll2 = chan->roll2;
pchan->ease1 = chan->ease1;
pchan->ease2 = chan->ease2;
copy_v3_v3(pchan->scale_in, chan->scale_in);
copy_v3_v3(pchan->scale_out, chan->scale_out);
/* paste flipped pose? */
if (flip) {
pchan->loc[0] *= -1;
pchan->curve_in_x *= -1;
pchan->curve_out_x *= -1;
pchan->roll1 *= -1; /* XXX? */
pchan->roll2 *= -1; /* XXX? */
/* has to be done as eulers... */
if (pchan->rotmode > 0) {
pchan->eul[1] *= -1;
pchan->eul[2] *= -1;
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
float eul[3];
axis_angle_to_eulO(eul, EULER_ORDER_DEFAULT, pchan->rotAxis, pchan->rotAngle);
eul[1] *= -1;
eul[2] *= -1;
eulO_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, eul, EULER_ORDER_DEFAULT);
}
else {
float eul[3];
normalize_qt(pchan->quat);
quat_to_eul(eul, pchan->quat);
eul[1] *= -1;
eul[2] *= -1;
eul_to_quat(pchan->quat, eul);
}
}
/* ID properties */
if (chan->prop) {
if (pchan->prop) {
/* if we have existing properties on a bone, just copy over the values of
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* matching properties (i.e. ones which will have some impact) on to the
* target instead of just blinding replacing all [
*/
IDP_SyncGroupValues(pchan->prop, chan->prop);
}
else {
/* no existing properties, so assume that we want copies too? */
pchan->prop = IDP_CopyProperty(chan->prop);
}
}
return pchan;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Copy Pose Operator
* \{ */
static wmOperatorStatus pose_copy_exec(bContext *C, wmOperator *op)
{
using namespace blender::bke::blendfile;
Main *bmain = CTX_data_main(C);
Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
/* Sanity checking. */
if (ELEM(nullptr, ob, ob->pose)) {
BKE_report(op->reports, RPT_ERROR, "No pose to copy");
return OPERATOR_CANCELLED;
}
/* Sets chan->flag to POSE_KEY if bone selected. */
set_pose_keys(ob);
Anim: replace Bone Groups & Armature Layers with Bone Collections Armature layers (the 32 little dots) and bone groups are replaced with Bone Collections: - Bone collections are stored on the armature, and have a name that is unique within that armature. - An armature can have an arbitrary number of bone collections (instead of the fixed 32 layers). - Bones can be assigned to zero or more bone collections. - Bone collections have a visibility setting, just like objects in scene collections. - When a bone is in at least one collection, and all its collections in are hidden, the bone is hidden. In other cases (in any visible collection, or in no collection at all), the bone visibility is determined by its own 'hidden' flag. - For now, bone collections cannot be nested; they are a flat list just like bone groups were. Nestability of bone collections is intended to be implemented in a later 4.x release. - Since bone collections are defined on the armature, they can be used from both pose mode and edit mode. Versioning converts bone groups and armature layers to new bone collections. Layers that do not contain any bones are skipped. The old data structures remain in DNA and are unaltered, for limited forward compatibility. That way at least a save with Blender 4.0 will not immediately erase the bone group and armature layers and their bone assignments. Shortcuts: - M/Shift+M in pose/edit mode: move to collection (M) and add to collection (shift+M). This works similar to the M/Shift+M menus for objects & scene collections. - Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This is likely to be removed in the near future, as the functionality overlaps with the M/Shift+M menus. This is the first commit of a series; the bone collections feature will be improved before the Blender 4.0 release. See #108941 for more info. Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-22 12:15:54 +02:00
PartialWriteContext copybuffer{BKE_main_blendfile_path(bmain)};
copybuffer.id_add(
&ob->id,
PartialWriteContext::IDAddOptions{
(PartialWriteContext::IDAddOperations::MAKE_LOCAL |
PartialWriteContext::IDAddOperations::SET_FAKE_USER |
PartialWriteContext::IDAddOperations::SET_CLIPBOARD_MARK)},
[ob](LibraryIDLinkCallbackData *cb_data,
PartialWriteContext::IDAddOptions /*options*/) -> PartialWriteContext::IDAddOperations {
/* Only include `ob->data` (i.e. the Armature) dependency. */
if (*(cb_data->id_pointer) == ob->data) {
return (PartialWriteContext::IDAddOperations::MAKE_LOCAL |
PartialWriteContext::IDAddOperations::ADD_DEPENDENCIES);
}
return PartialWriteContext::IDAddOperations::CLEAR_DEPENDENCIES;
});
char filepath[FILE_MAX];
pose_copybuffer_filepath_get(filepath, sizeof(filepath));
copybuffer.write(filepath, *op->reports);
/* We are all done! */
BKE_report(op->reports, RPT_INFO, "Copied pose to internal clipboard");
return OPERATOR_FINISHED;
}
void POSE_OT_copy(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Copy Pose";
ot->idname = "POSE_OT_copy";
ot->description = "Copy the current pose of the selected bones to the internal clipboard";
/* API callbacks. */
ot->exec = pose_copy_exec;
ot->poll = ED_operator_posemode;
/* flag */
ot->flag = OPTYPE_REGISTER;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Paste Pose Operator
* \{ */
static wmOperatorStatus pose_paste_exec(bContext *C, wmOperator *op)
{
Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
Scene *scene = CTX_data_scene(C);
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const bool flip = RNA_boolean_get(op->ptr, "flipped");
bool selOnly = RNA_boolean_get(op->ptr, "selected_mask");
/* Get KeyingSet to use. */
KeyingSet *ks = blender::animrig::get_keyingset_for_autokeying(scene,
ANIM_KS_WHOLE_CHARACTER_ID);
/* Sanity checks. */
if (ELEM(nullptr, ob, ob->pose)) {
return OPERATOR_CANCELLED;
}
/* Read copy buffer .blend file. */
char filepath[FILE_MAX];
Main *temp_bmain = BKE_main_new();
STRNCPY(temp_bmain->filepath, BKE_main_blendfile_path_from_global());
pose_copybuffer_filepath_get(filepath, sizeof(filepath));
if (!BKE_copybuffer_read(temp_bmain, filepath, op->reports, FILTER_ID_OB)) {
BKE_report(op->reports, RPT_ERROR, "Internal clipboard is empty");
BKE_main_free(temp_bmain);
return OPERATOR_CANCELLED;
}
/* Make sure data from this file is usable for pose paste. */
if (!BLI_listbase_is_single(&temp_bmain->objects)) {
BKE_report(op->reports, RPT_ERROR, "Internal clipboard is not from pose mode");
BKE_main_free(temp_bmain);
return OPERATOR_CANCELLED;
}
Object *object_from = static_cast<Object *>(temp_bmain->objects.first);
bPose *pose_from = object_from->pose;
if (pose_from == nullptr) {
BKE_report(op->reports, RPT_ERROR, "Internal clipboard has no pose");
BKE_main_free(temp_bmain);
return OPERATOR_CANCELLED;
}
/* If selOnly option is enabled, if user hasn't selected any bones,
* just go back to default behavior to be more in line with other
* pose tools.
*/
if (selOnly) {
if (CTX_DATA_COUNT(C, selected_pose_bones) == 0) {
selOnly = false;
}
}
/* Safely merge all of the channels in the buffer pose into any
* existing pose.
*/
LISTBASE_FOREACH (bPoseChannel *, chan, &pose_from->chanbase) {
if (chan->flag & POSE_KEY) {
/* Try to perform paste on this bone. */
bPoseChannel *pchan = pose_bone_do_paste(ob, chan, selOnly, flip);
if (pchan != nullptr) {
/* Keyframing tagging for successful paste, */
blender::animrig::autokeyframe_pchan(C, scene, ob, pchan, ks);
}
}
}
BKE_main_free(temp_bmain);
/* Update event for pose and deformation children. */
DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
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/* Recalculate paths if any of the bones have paths... */
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if (ob->pose->avs.path_bakeflag & MOTIONPATH_BAKE_HAS_PATHS) {
ED_pose_recalculate_paths(C, scene, ob, POSE_PATH_CALC_RANGE_FULL);
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}
/* Notifiers for updates, */
WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob);
return OPERATOR_FINISHED;
}
void POSE_OT_paste(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Paste Pose";
ot->idname = "POSE_OT_paste";
ot->description = "Paste the stored pose on to the current pose";
/* API callbacks. */
ot->exec = pose_paste_exec;
ot->poll = ED_operator_posemode;
/* flag */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
prop = RNA_def_boolean(ot->srna,
"flipped",
false,
"Flipped on X-Axis",
"Paste the stored pose flipped on to current pose");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
RNA_def_boolean(ot->srna,
"selected_mask",
false,
"On Selected Only",
"Only paste the stored pose on to selected bones in the current pose");
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Clear Pose Transforms Utilities
* \{ */
/* clear scale of pose-channel */
static void pchan_clear_scale(bPoseChannel *pchan)
{
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if ((pchan->protectflag & OB_LOCK_SCALEX) == 0) {
pchan->scale[0] = 1.0f;
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}
if ((pchan->protectflag & OB_LOCK_SCALEY) == 0) {
pchan->scale[1] = 1.0f;
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}
if ((pchan->protectflag & OB_LOCK_SCALEZ) == 0) {
pchan->scale[2] = 1.0f;
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}
pchan->ease1 = 0.0f;
pchan->ease2 = 0.0f;
copy_v3_fl(pchan->scale_in, 1.0f);
copy_v3_fl(pchan->scale_out, 1.0f);
}
/* Clear the scale. When X-mirror is enabled,
* also clear the scale of the mirrored pose channel. */
static void pchan_clear_scale_with_mirrored(const bPose *pose, bPoseChannel *pchan)
{
if (pose->flag & POSE_MIRROR_EDIT) {
bPoseChannel *pchan_mirror = BKE_pose_channel_get_mirrored(pose, pchan->name);
if (pchan_mirror != nullptr) {
pchan_clear_scale(pchan_mirror);
}
}
pchan_clear_scale(pchan);
}
/* clear location of pose-channel */
static void pchan_clear_loc(bPoseChannel *pchan)
{
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if ((pchan->protectflag & OB_LOCK_LOCX) == 0) {
pchan->loc[0] = 0.0f;
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}
if ((pchan->protectflag & OB_LOCK_LOCY) == 0) {
pchan->loc[1] = 0.0f;
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}
if ((pchan->protectflag & OB_LOCK_LOCZ) == 0) {
pchan->loc[2] = 0.0f;
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}
}
/* Clear the Location. When X-mirror is enabled,
* also clear the location of the mirrored pose channel. */
static void pchan_clear_loc_with_mirrored(const bPose *pose, bPoseChannel *pchan)
{
if (pose->flag & POSE_MIRROR_EDIT) {
bPoseChannel *pchan_mirror = BKE_pose_channel_get_mirrored(pose, pchan->name);
if (pchan_mirror != nullptr) {
pchan_clear_loc(pchan_mirror);
}
}
pchan_clear_loc(pchan);
}
/* clear rotation of pose-channel */
static void pchan_clear_rot(bPoseChannel *pchan)
{
if (pchan->protectflag & (OB_LOCK_ROTX | OB_LOCK_ROTY | OB_LOCK_ROTZ | OB_LOCK_ROTW)) {
/* check if convert to eulers for locking... */
if (pchan->protectflag & OB_LOCK_ROT4D) {
/* perform clamping on a component by component basis */
if (pchan->rotmode == ROT_MODE_AXISANGLE) {
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if ((pchan->protectflag & OB_LOCK_ROTW) == 0) {
pchan->rotAngle = 0.0f;
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}
if ((pchan->protectflag & OB_LOCK_ROTX) == 0) {
pchan->rotAxis[0] = 0.0f;
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}
if ((pchan->protectflag & OB_LOCK_ROTY) == 0) {
pchan->rotAxis[1] = 0.0f;
2019-04-22 09:19:45 +10:00
}
if ((pchan->protectflag & OB_LOCK_ROTZ) == 0) {
pchan->rotAxis[2] = 0.0f;
2019-04-22 09:19:45 +10:00
}
/* check validity of axis - axis should never be 0,0,0
* (if so, then we make it rotate about y). */
if (IS_EQF(pchan->rotAxis[0], pchan->rotAxis[1]) &&
IS_EQF(pchan->rotAxis[1], pchan->rotAxis[2]))
{
pchan->rotAxis[1] = 1.0f;
2019-04-22 09:19:45 +10:00
}
}
else if (pchan->rotmode == ROT_MODE_QUAT) {
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if ((pchan->protectflag & OB_LOCK_ROTW) == 0) {
pchan->quat[0] = 1.0f;
2019-04-22 09:19:45 +10:00
}
if ((pchan->protectflag & OB_LOCK_ROTX) == 0) {
pchan->quat[1] = 0.0f;
2019-04-22 09:19:45 +10:00
}
if ((pchan->protectflag & OB_LOCK_ROTY) == 0) {
pchan->quat[2] = 0.0f;
2019-04-22 09:19:45 +10:00
}
if ((pchan->protectflag & OB_LOCK_ROTZ) == 0) {
pchan->quat[3] = 0.0f;
2019-04-22 09:19:45 +10:00
}
}
else {
/* the flag may have been set for the other modes, so just ignore the extra flag... */
2019-04-22 09:19:45 +10:00
if ((pchan->protectflag & OB_LOCK_ROTX) == 0) {
pchan->eul[0] = 0.0f;
2019-04-22 09:19:45 +10:00
}
if ((pchan->protectflag & OB_LOCK_ROTY) == 0) {
pchan->eul[1] = 0.0f;
2019-04-22 09:19:45 +10:00
}
if ((pchan->protectflag & OB_LOCK_ROTZ) == 0) {
pchan->eul[2] = 0.0f;
2019-04-22 09:19:45 +10:00
}
}
}
else {
/* perform clamping using euler form (3-components) */
float eul[3], oldeul[3], quat1[4] = {0};
float qlen = 0.0f;
if (pchan->rotmode == ROT_MODE_QUAT) {
qlen = normalize_qt_qt(quat1, pchan->quat);
quat_to_eul(oldeul, quat1);
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
axis_angle_to_eulO(oldeul, EULER_ORDER_DEFAULT, pchan->rotAxis, pchan->rotAngle);
}
else {
copy_v3_v3(oldeul, pchan->eul);
}
eul[0] = eul[1] = eul[2] = 0.0f;
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if (pchan->protectflag & OB_LOCK_ROTX) {
eul[0] = oldeul[0];
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}
if (pchan->protectflag & OB_LOCK_ROTY) {
eul[1] = oldeul[1];
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}
if (pchan->protectflag & OB_LOCK_ROTZ) {
eul[2] = oldeul[2];
2019-04-22 09:19:45 +10:00
}
if (pchan->rotmode == ROT_MODE_QUAT) {
eul_to_quat(pchan->quat, eul);
/* restore original quat size */
mul_qt_fl(pchan->quat, qlen);
/* quaternions flip w sign to accumulate rotations correctly */
if ((quat1[0] < 0.0f && pchan->quat[0] > 0.0f) ||
(quat1[0] > 0.0f && pchan->quat[0] < 0.0f))
{
mul_qt_fl(pchan->quat, -1.0f);
}
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
eulO_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, eul, EULER_ORDER_DEFAULT);
}
else {
copy_v3_v3(pchan->eul, eul);
}
}
} /* Duplicated in source/blender/editors/object/object_transform.cc */
else {
if (pchan->rotmode == ROT_MODE_QUAT) {
unit_qt(pchan->quat);
}
else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
/* by default, make rotation of 0 radians around y-axis (roll) */
unit_axis_angle(pchan->rotAxis, &pchan->rotAngle);
}
else {
zero_v3(pchan->eul);
}
}
/* Clear also Bendy Bone stuff - Roll is obvious,
2022-09-16 18:13:19 +10:00
* but Curve X/Y stuff is also kind of rotational in nature... */
Bendy Bones: Advanced B-Bones for Easier + Simple Rigging This commit/patch/branch brings a bunch of powerful new options for B-Bones and for working with B-Bones, making it easier for animators to create their own rigs, using fewer bones (which also means hopefully lighter + faster rigs ;) This functionality was first demoed by Daniel at BConf15 Some highlights from this patch include: * You can now directly control the shape of B-Bones using a series of properties instead of being restricted to trying to indirectly control them through the neighbouring bones. See the "Bendy Bones" panel... * B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone. This is useful for things like eyebrows and mouths/eyelids * You can now make B-Bones use custom bones as their reference bone handles, instead of only using the parent/child bones. To do so, enable the "Use Custom Reference Handles" toggle. If none are specified, then the BBone will only use the Bendy Bone properties. * Constraints Head/Tail option can now slide along the B-Bone shape, instead of just linearly interpolating between the endpoints of the bone. For more details, see: * http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html * http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html -- Credits -- Original Idea: Daniel M Lara (pepeland) Original Patch/Research: Jose Molina Additional Development + Polish: Joshua Leung (aligorith) Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
2016-05-18 03:19:06 +12:00
pchan->roll1 = 0.0f;
pchan->roll2 = 0.0f;
pchan->curve_in_x = 0.0f;
pchan->curve_in_z = 0.0f;
pchan->curve_out_x = 0.0f;
pchan->curve_out_z = 0.0f;
}
/* Clear the rotation. When X-mirror is enabled,
* also clear the rotation of the mirrored pose channel. */
static void pchan_clear_rot_with_mirrored(const bPose *pose, bPoseChannel *pchan)
{
if (pose->flag & POSE_MIRROR_EDIT) {
bPoseChannel *pchan_mirror = BKE_pose_channel_get_mirrored(pose, pchan->name);
if (pchan_mirror != nullptr) {
pchan_clear_rot(pchan_mirror);
}
}
pchan_clear_rot(pchan);
}
/* clear loc/rot/scale of pose-channel */
static void pchan_clear_transforms(const bPose *pose, bPoseChannel *pchan)
{
pchan_clear_loc_with_mirrored(pose, pchan);
pchan_clear_rot_with_mirrored(pose, pchan);
pchan_clear_scale_with_mirrored(pose, pchan);
}
/* --------------- */
/* generic exec for clear-pose operators */
static wmOperatorStatus pose_clear_transform_generic_exec(bContext *C,
wmOperator *op,
void (*clear_func)(const bPose *,
bPoseChannel *),
const char default_ksName[])
{
Refactor access to dependency graph This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
2019-07-25 16:36:22 +02:00
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
Scene *scene = CTX_data_scene(C);
bool changed_multi = false;
/* sanity checks */
if (ELEM(nullptr, clear_func, default_ksName)) {
BKE_report(op->reports,
RPT_ERROR,
"Programming error: missing clear transform function or keying set name");
return OPERATOR_CANCELLED;
}
/* only clear relevant transforms for selected bones */
ViewLayer *view_layer = CTX_data_view_layer(C);
View3D *v3d = CTX_wm_view3d(C);
FOREACH_OBJECT_IN_MODE_BEGIN (scene, view_layer, v3d, OB_ARMATURE, OB_MODE_POSE, ob_iter) {
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/* XXX: UGLY HACK (for auto-key + clear transforms). */
Object *ob_eval = DEG_get_evaluated(depsgraph, ob_iter);
blender::Vector<PointerRNA> sources;
bool changed = false;
FOREACH_PCHAN_SELECTED_IN_OBJECT_BEGIN (ob_iter, pchan) {
/* run provided clearing function */
clear_func(ob_iter->pose, pchan);
changed = true;
/* do auto-keyframing as appropriate */
if (blender::animrig::autokeyframe_cfra_can_key(scene, &ob_iter->id)) {
/* tag for autokeying later */
blender::animrig::relative_keyingset_add_source(
sources, &ob_iter->id, &RNA_PoseBone, pchan);
#if 1 /* XXX: Ugly Hack - Run clearing function on evaluated copy of pchan */
bPoseChannel *pchan_eval = BKE_pose_channel_find_name(ob_eval->pose, pchan->name);
clear_func(ob_iter->pose, pchan_eval);
#endif
}
2018-04-23 14:49:44 +02:00
}
FOREACH_PCHAN_SELECTED_IN_OBJECT_END;
if (changed) {
changed_multi = true;
/* perform autokeying on the bones if needed */
if (!sources.is_empty()) {
/* get KeyingSet to use */
KeyingSet *ks = blender::animrig::get_keyingset_for_autokeying(scene, default_ksName);
/* insert keyframes */
blender::animrig::apply_keyingset(
C, &sources, ks, blender::animrig::ModifyKeyMode::INSERT, float(scene->r.cfra));
/* now recalculate paths */
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if (ob_iter->pose->avs.path_bakeflag & MOTIONPATH_BAKE_HAS_PATHS) {
ED_pose_recalculate_paths(C, scene, ob_iter, POSE_PATH_CALC_RANGE_FULL);
}
}
DEG_id_tag_update(&ob_iter->id, ID_RECALC_GEOMETRY);
/* NOTE: notifier might evolve. */
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, ob_iter);
}
2018-04-23 14:49:44 +02:00
}
FOREACH_OBJECT_IN_MODE_END;
return changed_multi ? OPERATOR_FINISHED : OPERATOR_CANCELLED;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Clear Pose Scale Operator
* \{ */
static wmOperatorStatus pose_clear_scale_exec(bContext *C, wmOperator *op)
{
return pose_clear_transform_generic_exec(
C, op, pchan_clear_scale_with_mirrored, ANIM_KS_SCALING_ID);
}
void POSE_OT_scale_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Clear Pose Scale";
ot->idname = "POSE_OT_scale_clear";
ot->description = "Reset scaling of selected bones to their default values";
/* API callbacks. */
ot->exec = pose_clear_scale_exec;
ot->poll = ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Clear Pose Rotation Operator
* \{ */
static wmOperatorStatus pose_clear_rot_exec(bContext *C, wmOperator *op)
{
return pose_clear_transform_generic_exec(
C, op, pchan_clear_rot_with_mirrored, ANIM_KS_ROTATION_ID);
}
void POSE_OT_rot_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Clear Pose Rotation";
ot->idname = "POSE_OT_rot_clear";
ot->description = "Reset rotations of selected bones to their default values";
/* API callbacks. */
ot->exec = pose_clear_rot_exec;
ot->poll = ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Clear Pose Location Operator
* \{ */
static wmOperatorStatus pose_clear_loc_exec(bContext *C, wmOperator *op)
{
return pose_clear_transform_generic_exec(
C, op, pchan_clear_loc_with_mirrored, ANIM_KS_LOCATION_ID);
}
void POSE_OT_loc_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Clear Pose Location";
ot->idname = "POSE_OT_loc_clear";
ot->description = "Reset locations of selected bones to their default values";
/* API callbacks. */
ot->exec = pose_clear_loc_exec;
ot->poll = ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Clear Pose Transforms Operator
* \{ */
static wmOperatorStatus pose_clear_transforms_exec(bContext *C, wmOperator *op)
{
return pose_clear_transform_generic_exec(
C, op, pchan_clear_transforms, ANIM_KS_LOC_ROT_SCALE_ID);
}
void POSE_OT_transforms_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Clear Pose Transforms";
ot->idname = "POSE_OT_transforms_clear";
ot->description =
"Reset location, rotation, and scaling of selected bones to their default values";
/* API callbacks. */
ot->exec = pose_clear_transforms_exec;
ot->poll = ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Clear User Transforms Operator
* \{ */
static wmOperatorStatus pose_clear_user_transforms_exec(bContext *C, wmOperator *op)
{
ViewLayer *view_layer = CTX_data_view_layer(C);
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
T77086 Animation: Passing Dependency Graph to Drivers Custom driver functions need access to the dependency graph that is triggering the evaluation of the driver. This patch passes the dependency graph pointer through all the animation-related calls. Instead of passing the evaluation time to functions, the code now passes an `AnimationEvalContext` pointer: ``` typedef struct AnimationEvalContext { struct Depsgraph *const depsgraph; const float eval_time; } AnimationEvalContext; ``` These structs are read-only, meaning that the code cannot change the evaluation time. Note that the `depsgraph` pointer itself is const, but it points to a non-const depsgraph. FCurves and Drivers can be evaluated at a different time than the current scene time, for example when evaluating NLA strips. This means that, even though the current time is stored in the dependency graph, we need an explicit evaluation time. There are two functions that allow creation of `AnimationEvalContext` objects: - `BKE_animsys_eval_context_construct(Depsgraph *depsgraph, float eval_time)`, which creates a new context object from scratch, and - `BKE_animsys_eval_context_construct_at(AnimationEvalContext *anim_eval_context, float eval_time)`, which can be used to create a `AnimationEvalContext` with the same depsgraph, but at a different time. This makes it possible to later add fields without changing any of the code that just want to change the eval time. This also provides a fix for T75553, although it does require a change to the custom driver function. The driver should call `custom_function(depsgraph)`, and the function should use that depsgraph instead of information from `bpy.context`. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D8047
2020-07-17 17:38:09 +02:00
Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C);
const AnimationEvalContext anim_eval_context = BKE_animsys_eval_context_construct(
depsgraph, float(scene->r.cfra));
const bool only_select = RNA_boolean_get(op->ptr, "only_selected");
FOREACH_OBJECT_IN_MODE_BEGIN (scene, view_layer, v3d, OB_ARMATURE, OB_MODE_POSE, ob) {
if ((ob->adt) && (ob->adt->action)) {
/* XXX: this is just like this to avoid contaminating anything else;
* just pose values should change, so this should be fine
*/
bPose *dummyPose = nullptr;
Object workob{};
/* execute animation step for current frame using a dummy copy of the pose */
BKE_pose_copy_data(&dummyPose, ob->pose, false);
2023-05-09 12:50:37 +10:00
STRNCPY(workob.id.name, "OB<ClearTfmWorkOb>");
workob.type = OB_ARMATURE;
workob.data = ob->data;
workob.adt = ob->adt;
workob.pose = dummyPose;
T77086 Animation: Passing Dependency Graph to Drivers Custom driver functions need access to the dependency graph that is triggering the evaluation of the driver. This patch passes the dependency graph pointer through all the animation-related calls. Instead of passing the evaluation time to functions, the code now passes an `AnimationEvalContext` pointer: ``` typedef struct AnimationEvalContext { struct Depsgraph *const depsgraph; const float eval_time; } AnimationEvalContext; ``` These structs are read-only, meaning that the code cannot change the evaluation time. Note that the `depsgraph` pointer itself is const, but it points to a non-const depsgraph. FCurves and Drivers can be evaluated at a different time than the current scene time, for example when evaluating NLA strips. This means that, even though the current time is stored in the dependency graph, we need an explicit evaluation time. There are two functions that allow creation of `AnimationEvalContext` objects: - `BKE_animsys_eval_context_construct(Depsgraph *depsgraph, float eval_time)`, which creates a new context object from scratch, and - `BKE_animsys_eval_context_construct_at(AnimationEvalContext *anim_eval_context, float eval_time)`, which can be used to create a `AnimationEvalContext` with the same depsgraph, but at a different time. This makes it possible to later add fields without changing any of the code that just want to change the eval time. This also provides a fix for T75553, although it does require a change to the custom driver function. The driver should call `custom_function(depsgraph)`, and the function should use that depsgraph instead of information from `bpy.context`. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D8047
2020-07-17 17:38:09 +02:00
BKE_animsys_evaluate_animdata(
&workob.id, workob.adt, &anim_eval_context, ADT_RECALC_ANIM, false);
/* Copy back values, but on selected bones only. */
LISTBASE_FOREACH (bPoseChannel *, pchan, &dummyPose->chanbase) {
pose_bone_do_paste(ob, pchan, only_select, false);
}
/* free temp data - free manually as was copied without constraints */
LISTBASE_FOREACH (bPoseChannel *, pchan, &dummyPose->chanbase) {
if (pchan->prop) {
IDP_FreeProperty(pchan->prop);
}
}
/* was copied without constraints */
BLI_freelistN(&dummyPose->chanbase);
MEM_freeN(dummyPose);
}
else {
/* No animation, so just reset to the rest pose. */
BKE_pose_rest(ob->pose, only_select);
}
/* notifiers and updates */
DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, ob);
}
FOREACH_OBJECT_IN_MODE_END;
return OPERATOR_FINISHED;
}
void POSE_OT_user_transforms_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Clear User Transforms";
ot->idname = "POSE_OT_user_transforms_clear";
ot->description = "Reset pose bone transforms to keyframed state";
/* callbacks */
ot->exec = pose_clear_user_transforms_exec;
ot->poll = ED_operator_posemode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
RNA_def_boolean(ot->srna, "only_selected", true, "Only Selected", "Only visible/selected bones");
}
/** \} */