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
141 lines
4.5 KiB
C++
141 lines
4.5 KiB
C++
/* SPDX-FileCopyrightText: 2024 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 animrig
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*/
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#include "ANIM_pose.hh"
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#include "BKE_action.hh"
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#include "BKE_animsys.h"
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#include "BKE_armature.hh"
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#include "BLI_listbase.h"
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#include "DNA_anim_types.h"
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#include "DNA_object_types.h"
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#include "RNA_access.hh"
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#include "ANIM_action.hh"
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namespace blender::animrig {
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namespace {
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using ActionApplier = blender::FunctionRef<void(
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PointerRNA *, bAction *, slot_handle_t, const AnimationEvalContext *)>;
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void pose_apply_restore_fcurves(bAction *action)
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{
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/* TODO(Sybren): Restore the FCurve flags, instead of just erasing the 'disabled' flag. */
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LISTBASE_FOREACH (FCurve *, fcu, &action->curves) {
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fcu->flag &= ~FCURVE_DISABLED;
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}
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}
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static void pose_apply_disable_fcurves_for_unselected_bones(
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bAction *action,
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const slot_handle_t slot_handle,
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const blender::bke::BoneNameSet &selected_bone_names)
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{
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auto disable_unselected_fcurve = [&](FCurve *fcu, const char *bone_name) {
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const bool is_bone_selected = selected_bone_names.contains(bone_name);
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if (!is_bone_selected) {
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fcu->flag |= FCURVE_DISABLED;
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}
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};
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blender::bke::BKE_action_find_fcurves_with_bones(action, slot_handle, disable_unselected_fcurve);
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}
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void pose_apply(Object *ob,
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bAction *action,
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const slot_handle_t slot_handle,
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const AnimationEvalContext *anim_eval_context,
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ActionApplier applier)
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{
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bPose *pose = ob->pose;
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if (pose == nullptr) {
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return;
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}
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if (action->wrap().slot_array_num == 0) {
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return;
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}
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const bArmature *armature = (bArmature *)ob->data;
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const blender::bke::BoneNameSet selected_bone_names =
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blender::bke::BKE_armature_find_selected_bone_names(armature);
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const bool limit_to_selected_bones = !selected_bone_names.is_empty();
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if (limit_to_selected_bones) {
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/* Mute all FCurves that are not associated with selected bones. This separates the concept of
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* bone selection from the FCurve evaluation code. */
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pose_apply_disable_fcurves_for_unselected_bones(action, slot_handle, selected_bone_names);
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}
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/* Apply the Action. */
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PointerRNA pose_owner_ptr = RNA_id_pointer_create(&ob->id);
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applier(&pose_owner_ptr, action, slot_handle, anim_eval_context);
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if (limit_to_selected_bones) {
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pose_apply_restore_fcurves(action);
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}
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}
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} // namespace
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void pose_apply_action_selected_bones(Object *ob,
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bAction *action,
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const int32_t slot_handle,
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const AnimationEvalContext *anim_eval_context)
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{
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auto evaluate_and_apply = [](PointerRNA *ptr,
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bAction *act,
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const int32_t slot_handle,
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const AnimationEvalContext *anim_eval_context) {
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animsys_evaluate_action(ptr, act, slot_handle, anim_eval_context, false);
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};
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pose_apply(ob, action, slot_handle, anim_eval_context, evaluate_and_apply);
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}
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void pose_apply_action_all_bones(Object *ob,
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bAction *action,
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const int32_t slot_handle,
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const AnimationEvalContext *anim_eval_context)
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{
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PointerRNA pose_owner_ptr = RNA_id_pointer_create(&ob->id);
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animsys_evaluate_action(&pose_owner_ptr, action, slot_handle, anim_eval_context, false);
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}
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void pose_apply_action_blend(Object *ob,
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bAction *action,
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const int32_t slot_handle,
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const AnimationEvalContext *anim_eval_context,
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const float blend_factor)
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{
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auto evaluate_and_blend = [blend_factor](PointerRNA *ptr,
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bAction *act,
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const int32_t slot_handle,
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const AnimationEvalContext *anim_eval_context) {
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animsys_blend_in_action(ptr, act, slot_handle, anim_eval_context, blend_factor);
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};
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pose_apply(ob, action, slot_handle, anim_eval_context, evaluate_and_blend);
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}
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Slot &get_best_pose_slot_for_id(const ID &id, Action &pose_data)
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{
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BLI_assert_msg(pose_data.slot_array_num > 0,
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"Actions without slots have no data. This should have been caught earlier.");
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Slot *slot = generic_slot_for_autoassign(id, pose_data, "");
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if (slot == nullptr) {
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slot = pose_data.slot(0);
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}
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return *slot;
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}
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} // namespace blender::animrig
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