This wasn't working because the code that stores the backup up the current pose looped over the pose asset's fcurve listbase to determine which bones needed to be backed up. When the pose asset was stored as a slotted action, that listbase was always empty, so nothing was backed up. This resulted in exploding poses as the pose was repeatedly applied on top of itself, and in debug builds would trigger asserts in code that was sanity-checking quaternion values. This PR updates that code to loop over the fcurves of the first slot when the pose asset is stored as a slotted action, which in turn makes pose blending work as expected with slotted actions. Pull Request: https://projects.blender.org/blender/blender/pulls/128686
166 lines
4.8 KiB
C++
166 lines
4.8 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*/
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#include "BKE_pose_backup.h"
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#include <cstring>
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#include "BLI_listbase.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_object_types.h"
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#include "BKE_action.hh"
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#include "BKE_armature.hh"
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#include "BKE_idprop.hh"
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#include "BKE_object_types.hh"
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using namespace blender::bke;
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/* simple struct for storing backup info for one pose channel */
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struct PoseChannelBackup {
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PoseChannelBackup *next, *prev;
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bPoseChannel *pchan; /* Pose channel this backup is for. */
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bPoseChannel olddata; /* Backup of pose channel. */
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IDProperty *oldprops; /* Backup copy (needs freeing) of pose channel's ID properties. */
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};
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struct PoseBackup {
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bool is_bone_selection_relevant;
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ListBase /*PoseChannelBackup*/ backups;
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};
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/**
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* Create a backup of the pose, for only those bones that are animated in the
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* given Action. If `selected_bone_names` is not empty, the set of bones to back
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* up is intersected with these bone names such that only the selected subset is
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* backed up.
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*
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* The returned pointer is owned by the caller.
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*/
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static PoseBackup *pose_backup_create(const Object *ob,
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const bAction *action,
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const BoneNameSet &selected_bone_names)
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{
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ListBase backups = {nullptr, nullptr};
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const bool is_bone_selection_relevant = !selected_bone_names.is_empty();
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BoneNameSet backed_up_bone_names;
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/* Make a backup of the given pose channel. */
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auto store_animated_pchans = [&](const FCurve * /*unused*/, const char *bone_name) {
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if (backed_up_bone_names.contains(bone_name)) {
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/* Only backup each bone once. */
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return;
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}
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bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, bone_name);
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if (pchan == nullptr) {
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/* FCurve targets non-existent bone. */
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return;
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}
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if (is_bone_selection_relevant && !selected_bone_names.contains(bone_name)) {
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return;
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}
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PoseChannelBackup *chan_bak = static_cast<PoseChannelBackup *>(
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MEM_callocN(sizeof(*chan_bak), "PoseChannelBackup"));
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chan_bak->pchan = pchan;
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chan_bak->olddata = blender::dna::shallow_copy(*chan_bak->pchan);
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if (pchan->prop) {
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chan_bak->oldprops = IDP_CopyProperty(pchan->prop);
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}
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BLI_addtail(&backups, chan_bak);
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backed_up_bone_names.add_new(bone_name);
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};
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/* Call `store_animated_pchans()` for each FCurve that targets a bone. */
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BKE_action_find_fcurves_with_bones(action, store_animated_pchans);
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/* PoseBackup is constructed late, so that the above loop can use stack variables. */
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PoseBackup *pose_backup = static_cast<PoseBackup *>(MEM_callocN(sizeof(*pose_backup), __func__));
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pose_backup->is_bone_selection_relevant = is_bone_selection_relevant;
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pose_backup->backups = backups;
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return pose_backup;
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}
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PoseBackup *BKE_pose_backup_create_all_bones(const Object *ob, const bAction *action)
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{
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return pose_backup_create(ob, action, BoneNameSet());
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}
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PoseBackup *BKE_pose_backup_create_selected_bones(const Object *ob, const bAction *action)
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{
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const bArmature *armature = static_cast<const bArmature *>(ob->data);
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const BoneNameSet selected_bone_names = BKE_armature_find_selected_bone_names(armature);
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return pose_backup_create(ob, action, selected_bone_names);
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}
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bool BKE_pose_backup_is_selection_relevant(const PoseBackup *pose_backup)
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{
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return pose_backup->is_bone_selection_relevant;
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}
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void BKE_pose_backup_restore(const PoseBackup *pbd)
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{
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LISTBASE_FOREACH (PoseChannelBackup *, chan_bak, &pbd->backups) {
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*chan_bak->pchan = blender::dna::shallow_copy(chan_bak->olddata);
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if (chan_bak->oldprops) {
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IDP_SyncGroupValues(chan_bak->pchan->prop, chan_bak->oldprops);
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}
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/* TODO: constraints settings aren't restored yet,
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* even though these could change (though not that likely) */
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}
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}
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void BKE_pose_backup_free(PoseBackup *pbd)
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{
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LISTBASE_FOREACH_MUTABLE (PoseChannelBackup *, chan_bak, &pbd->backups) {
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if (chan_bak->oldprops) {
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IDP_FreeProperty(chan_bak->oldprops);
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}
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BLI_freelinkN(&pbd->backups, chan_bak);
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}
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MEM_freeN(pbd);
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}
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void BKE_pose_backup_create_on_object(Object *ob, const bAction *action)
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{
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BKE_pose_backup_clear(ob);
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PoseBackup *pose_backup = BKE_pose_backup_create_all_bones(ob, action);
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ob->runtime->pose_backup = pose_backup;
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}
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bool BKE_pose_backup_restore_on_object(Object *ob)
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{
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if (ob->runtime->pose_backup == nullptr) {
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return false;
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}
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BKE_pose_backup_restore(ob->runtime->pose_backup);
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return true;
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}
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void BKE_pose_backup_clear(Object *ob)
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{
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if (ob->runtime->pose_backup == nullptr) {
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return;
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}
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BKE_pose_backup_free(ob->runtime->pose_backup);
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ob->runtime->pose_backup = nullptr;
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}
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