Move the selection flag for pose bones, from the (edit)bone to the pose bone. Previously having multiple instances of armatures in pose mode at the same time caused issues because selecting a pose bone on one armature would automatically select it on all instances of it. This is now fixed since the selection state is stored on the pose bone (Object level) Doing so breaks API compatibility with 4.5 since the RNA property on the Bone no longer affects the pose bone. Instead, there is a new property on the pose bone for that. Due to this change, some runtime flags for the transform system also had to be moved to the pose bone. This is due to the fact that these flags are used by the transform system to pass information between functions. If we keep the flag at the bone level, this wouldn't work with armature instances. See `bPoseChannelRuntimeFlag` Fixes #117892 Pull Request: https://projects.blender.org/blender/blender/pulls/146102
222 lines
6.6 KiB
C++
222 lines
6.6 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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#include "ANIM_action.hh"
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#include "ANIM_pose.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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/* Backup copy (needs freeing) of pose channel's system IDProperties. */
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IDProperty *old_system_properties;
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const Object *owner; /* The object to which this pose channel belongs. */
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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 void pose_backup_create(const Object *ob,
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bAction *action,
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const BoneNameSet &selected_bone_names,
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PoseBackup &pose_backup)
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{
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BoneNameSet backed_up_bone_names;
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const bool is_bone_selection_relevant = pose_backup.is_bone_selection_relevant;
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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 = MEM_callocN<PoseChannelBackup>("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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chan_bak->owner = ob;
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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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if (pchan->system_properties) {
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chan_bak->old_system_properties = IDP_CopyProperty(pchan->system_properties);
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}
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BLI_addtail(&pose_backup.backups, chan_bak);
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backed_up_bone_names.add_new(bone_name);
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};
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blender::animrig::Slot &slot = blender::animrig::get_best_pose_slot_for_id(ob->id,
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action->wrap());
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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, slot.handle, store_animated_pchans);
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}
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static blender::Set<bPoseChannel *> armature_find_selected_pose_bones(
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blender::Span<Object *> objects)
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{
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blender::Set<bPoseChannel *> selected_bones;
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bool all_bones_selected = true;
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for (Object *obj : objects) {
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/* Iterate over the selected bones to fill the set of bone names. */
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LISTBASE_FOREACH (bPoseChannel *, pose_bone, &obj->pose->chanbase) {
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if (pose_bone->flag & POSE_SELECTED) {
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selected_bones.add(pose_bone);
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}
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else {
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all_bones_selected = false;
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}
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}
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}
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/* If all bones are selected, act as if none are. */
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if (all_bones_selected) {
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return {};
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}
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return selected_bones;
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}
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PoseBackup *BKE_pose_backup_create_all_bones(blender::Span<Object *> objects,
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const bAction *action)
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{
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PoseBackup *pose_backup = MEM_callocN<PoseBackup>(__func__);
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pose_backup->backups = {nullptr, nullptr};
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pose_backup->is_bone_selection_relevant = false;
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for (Object *ob : objects) {
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pose_backup_create(ob, const_cast<bAction *>(action), BoneNameSet(), *pose_backup);
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}
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return pose_backup;
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}
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PoseBackup *BKE_pose_backup_create_selected_bones(blender::Span<Object *> objects,
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const bAction *action)
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{
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PoseBackup *pose_backup = MEM_callocN<PoseBackup>(__func__);
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pose_backup->backups = {nullptr, nullptr};
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blender::Set<bPoseChannel *> selected_bones = armature_find_selected_pose_bones(objects);
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pose_backup->is_bone_selection_relevant = !selected_bones.is_empty();
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for (Object *ob : objects) {
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const BoneNameSet selected_bone_names = BKE_pose_channel_find_selected_names(ob);
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pose_backup_create(ob, const_cast<bAction *>(action), selected_bone_names, *pose_backup);
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}
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return pose_backup;
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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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if (chan_bak->old_system_properties) {
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IDP_SyncGroupValues(chan_bak->pchan->system_properties, chan_bak->old_system_properties);
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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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if (!pbd) {
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/* Can happen if initialization was aborted. */
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return;
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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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if (chan_bak->old_system_properties) {
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IDP_FreeProperty(chan_bak->old_system_properties);
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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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