Files
test2/source/blender/animrig/intern/pose.cc
Christoph Lendenfeld c3e5d15c2e Anim: Make pose library code aware of slots
This patch makes the internal functions for the pose library aware of action slots.
* Allows to apply poses with more than 1 slot.
* The slot is chosen based on a best guess, with a fallback to the first slot.

Not in this patch:

There is no straightforward way to create multi slot pose assets yet. That will come later.
It is possible to manually tag an action with more than 1 slot as an asset though.

When applying poses, only the active object is modified. Multi object editing support will come later.

Part of Design #131840

Pull Request: https://projects.blender.org/blender/blender/pulls/132161
2025-01-02 15:27:06 +01:00

141 lines
4.5 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(bAction *action)
{
/* TODO(Sybren): Restore the FCurve flags, instead of just erasing the 'disabled' flag. */
LISTBASE_FOREACH (FCurve *, fcu, &action->curves) {
fcu->flag &= ~FCURVE_DISABLED;
}
}
static void pose_apply_disable_fcurves_for_unselected_bones(
bAction *action,
const slot_handle_t slot_handle,
const blender::bke::BoneNameSet &selected_bone_names)
{
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) {
fcu->flag |= FCURVE_DISABLED;
}
};
blender::bke::BKE_action_find_fcurves_with_bones(action, slot_handle, disable_unselected_fcurve);
}
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 = (bArmature *)ob->data;
const blender::bke::BoneNameSet selected_bone_names =
blender::bke::BKE_armature_find_selected_bone_names(armature);
const bool limit_to_selected_bones = !selected_bone_names.is_empty();
if (limit_to_selected_bones) {
/* Mute all FCurves that are not associated with selected bones. This separates the concept of
* bone selection from the FCurve evaluation code. */
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);
if (limit_to_selected_bones) {
pose_apply_restore_fcurves(action);
}
}
} // namespace
void pose_apply_action_selected_bones(Object *ob,
bAction *action,
const int32_t slot_handle,
const AnimationEvalContext *anim_eval_context)
{
auto evaluate_and_apply = [](PointerRNA *ptr,
bAction *act,
const int32_t slot_handle,
const AnimationEvalContext *anim_eval_context) {
animsys_evaluate_action(ptr, act, slot_handle, anim_eval_context, false);
};
pose_apply(ob, action, slot_handle, anim_eval_context, evaluate_and_apply);
}
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);
}
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