Files
test2/source/blender/blenkernel/intern/pose_backup.cc
Christoph Lendenfeld 39fdbded9a Fix #135122: Crash when using pose assets created without slots.
The issue was that the versioning code didn't run when loading the action.
Thus it had no slots and so was crashing trying to get the first slot.

This PR fixes that in 2 ways:
* Check the slot count of the loaded action, and return/notify the user
* Actually make sure the actions are versioned

Point 1 is important anyway because actions can have no slots (though unlikely).
Point 2 ensures that old pose assets can actually be used

Pull Request: https://projects.blender.org/blender/blender/pulls/135232
2025-03-04 10:56:23 +01:00

213 lines
6.3 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include "BKE_pose_backup.h"
#include <cstring>
#include "BLI_listbase.h"
#include "MEM_guardedalloc.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "BKE_action.hh"
#include "BKE_armature.hh"
#include "BKE_idprop.hh"
#include "BKE_object_types.hh"
#include "ANIM_action.hh"
#include "ANIM_pose.hh"
using namespace blender::bke;
/* simple struct for storing backup info for one pose channel */
struct PoseChannelBackup {
PoseChannelBackup *next, *prev;
bPoseChannel *pchan; /* Pose channel this backup is for. */
bPoseChannel olddata; /* Backup of pose channel. */
IDProperty *oldprops; /* Backup copy (needs freeing) of pose channel's ID properties. */
const Object *owner; /* The object to which this pose channel belongs. */
};
struct PoseBackup {
bool is_bone_selection_relevant;
ListBase /*PoseChannelBackup*/ backups;
};
/**
* Create a backup of the pose, for only those bones that are animated in the
* given Action. If `selected_bone_names` is not empty, the set of bones to back
* up is intersected with these bone names such that only the selected subset is
* backed up.
*
* The returned pointer is owned by the caller.
*/
static void pose_backup_create(const Object *ob,
bAction *action,
const BoneNameSet &selected_bone_names,
PoseBackup &pose_backup)
{
BoneNameSet backed_up_bone_names;
const bool is_bone_selection_relevant = pose_backup.is_bone_selection_relevant;
/* Make a backup of the given pose channel. */
auto store_animated_pchans = [&](const FCurve * /*unused*/, const char *bone_name) {
if (backed_up_bone_names.contains(bone_name)) {
/* Only backup each bone once. */
return;
}
bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, bone_name);
if (pchan == nullptr) {
/* FCurve targets non-existent bone. */
return;
}
if (is_bone_selection_relevant && !selected_bone_names.contains(bone_name)) {
return;
}
PoseChannelBackup *chan_bak = static_cast<PoseChannelBackup *>(
MEM_callocN(sizeof(*chan_bak), "PoseChannelBackup"));
chan_bak->pchan = pchan;
chan_bak->olddata = blender::dna::shallow_copy(*chan_bak->pchan);
chan_bak->owner = ob;
if (pchan->prop) {
chan_bak->oldprops = IDP_CopyProperty(pchan->prop);
}
BLI_addtail(&pose_backup.backups, chan_bak);
backed_up_bone_names.add_new(bone_name);
};
blender::animrig::Slot &slot = blender::animrig::get_best_pose_slot_for_id(ob->id,
action->wrap());
/* Call `store_animated_pchans()` for each FCurve that targets a bone. */
BKE_action_find_fcurves_with_bones(action, slot.handle, store_animated_pchans);
}
static blender::Set<bPoseChannel *> armature_find_selected_pose_bones(
blender::Span<Object *> objects)
{
blender::Set<bPoseChannel *> selected_bones;
bool all_bones_selected = true;
for (Object *obj : objects) {
/* Iterate over the selected bones to fill the set of bone names. */
LISTBASE_FOREACH (bPoseChannel *, pose_bone, &obj->pose->chanbase) {
if (pose_bone->bone->flag & BONE_SELECTED) {
selected_bones.add(pose_bone);
}
else {
all_bones_selected = false;
}
}
}
/* If all bones are selected, act as if none are. */
if (all_bones_selected) {
return {};
}
return selected_bones;
}
PoseBackup *BKE_pose_backup_create_all_bones(blender::Span<Object *> objects,
const bAction *action)
{
PoseBackup *pose_backup = static_cast<PoseBackup *>(MEM_callocN(sizeof(*pose_backup), __func__));
pose_backup->backups = {nullptr, nullptr};
pose_backup->is_bone_selection_relevant = false;
for (Object *ob : objects) {
pose_backup_create(ob, const_cast<bAction *>(action), BoneNameSet(), *pose_backup);
}
return pose_backup;
}
PoseBackup *BKE_pose_backup_create_selected_bones(blender::Span<Object *> objects,
const bAction *action)
{
PoseBackup *pose_backup = static_cast<PoseBackup *>(MEM_callocN(sizeof(*pose_backup), __func__));
pose_backup->backups = {nullptr, nullptr};
blender::Set<bPoseChannel *> selected_bones = armature_find_selected_pose_bones(objects);
pose_backup->is_bone_selection_relevant = !selected_bones.is_empty();
for (Object *ob : objects) {
const bArmature *armature = static_cast<const bArmature *>(ob->data);
const BoneNameSet selected_bone_names = BKE_armature_find_selected_bone_names(armature);
pose_backup_create(ob, const_cast<bAction *>(action), selected_bone_names, *pose_backup);
}
return pose_backup;
}
bool BKE_pose_backup_is_selection_relevant(const PoseBackup *pose_backup)
{
return pose_backup->is_bone_selection_relevant;
}
void BKE_pose_backup_restore(const PoseBackup *pbd)
{
LISTBASE_FOREACH (PoseChannelBackup *, chan_bak, &pbd->backups) {
*chan_bak->pchan = blender::dna::shallow_copy(chan_bak->olddata);
if (chan_bak->oldprops) {
IDP_SyncGroupValues(chan_bak->pchan->prop, chan_bak->oldprops);
}
/* TODO: constraints settings aren't restored yet,
* even though these could change (though not that likely) */
}
}
void BKE_pose_backup_free(PoseBackup *pbd)
{
if (!pbd) {
/* Can happen if initialization was aborted. */
return;
}
LISTBASE_FOREACH_MUTABLE (PoseChannelBackup *, chan_bak, &pbd->backups) {
if (chan_bak->oldprops) {
IDP_FreeProperty(chan_bak->oldprops);
}
BLI_freelinkN(&pbd->backups, chan_bak);
}
MEM_freeN(pbd);
}
void BKE_pose_backup_create_on_object(Object *ob, const bAction *action)
{
BKE_pose_backup_clear(ob);
PoseBackup *pose_backup = BKE_pose_backup_create_all_bones({ob}, action);
ob->runtime->pose_backup = pose_backup;
}
bool BKE_pose_backup_restore_on_object(Object *ob)
{
if (ob->runtime->pose_backup == nullptr) {
return false;
}
BKE_pose_backup_restore(ob->runtime->pose_backup);
return true;
}
void BKE_pose_backup_clear(Object *ob)
{
if (ob->runtime->pose_backup == nullptr) {
return;
}
BKE_pose_backup_free(ob->runtime->pose_backup);
ob->runtime->pose_backup = nullptr;
}