Files
test2/source/blender/blenkernel/intern/pose_backup.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

166 lines
4.7 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.h"
#include "BKE_action.hh"
#include "BKE_armature.hh"
#include "BKE_idprop.h"
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. */
};
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 PoseBackup *pose_backup_create(const Object *ob,
const bAction *action,
const BoneNameSet &selected_bone_names)
{
ListBase backups = {nullptr, nullptr};
const bool is_bone_selection_relevant = !selected_bone_names.is_empty();
BoneNameSet backed_up_bone_names;
/* Make a backup of the given pose channel. */
auto store_animated_pchans = [&](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);
if (pchan->prop) {
chan_bak->oldprops = IDP_CopyProperty(pchan->prop);
}
BLI_addtail(&backups, chan_bak);
backed_up_bone_names.add_new(bone_name);
};
/* Call `store_animated_pchans()` for each FCurve that targets a bone. */
BKE_action_find_fcurves_with_bones(action, store_animated_pchans);
/* PoseBackup is constructed late, so that the above loop can use stack variables. */
PoseBackup *pose_backup = static_cast<PoseBackup *>(MEM_callocN(sizeof(*pose_backup), __func__));
pose_backup->is_bone_selection_relevant = is_bone_selection_relevant;
pose_backup->backups = backups;
return pose_backup;
}
PoseBackup *BKE_pose_backup_create_all_bones(const Object *ob, const bAction *action)
{
return pose_backup_create(ob, action, BoneNameSet());
}
PoseBackup *BKE_pose_backup_create_selected_bones(const Object *ob, const bAction *action)
{
const bArmature *armature = static_cast<const bArmature *>(ob->data);
const BoneNameSet selected_bone_names = BKE_armature_find_selected_bone_names(armature);
return pose_backup_create(ob, action, selected_bone_names);
}
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)
{
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;
}