Files
test2/source/blender/animrig/intern/pose.cc
Philipp Oeser e22ff684f3 Cleanup: Anim: convert cstyle-casts
Using clang-tidy "cppcoreguidelines-pro-type-cstyle-cast" to find them.

This PR touches `bf_animrig` & `bf_editor_animation` & `bf_editor_armature`

NOTE: Also some case where untouched (not straightforward) same as
expanded macros (e.g. `LISTBASE` or `GS`)
NOTE: a couple of cases of "inconsistent-declaration-parameter" as well

Pull Request: https://projects.blender.org/blender/blender/pulls/136044
2025-03-17 19:49:45 +01:00

175 lines
5.7 KiB
C++

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