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poseobject.c

/**
 * $Id: poseobject.c,v 1.6 2004/11/07 20:11:42 ton Exp $
 *
 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 * support for animation modes - Reevan McKay
 */

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

#ifdef WIN32
#include "BLI_winstuff.h"
#endif

#include <stdlib.h>

#include "BLI_arithb.h"
#include "BLI_blenlib.h"

#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"

#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_global.h"
#include "BKE_displist.h"

#include "BIF_gl.h"
#include "BIF_graphics.h"
#include "BIF_space.h"
#include "BIF_toolbox.h"
#include "BIF_screen.h"
#include "BIF_poseobject.h"

#include "BDR_editobject.h"

#include "BSE_edit.h"

#include "mydevice.h"
#include "blendef.h"

static void armature_filter_pose_keys (bPose *pose, bArmature* arm);
static void armature_bonechildren_filter_pose_keys (bPose *pose, Bone *bone);

void collect_pose_garbage(Object *ob)
{
      bPoseChannel *pchan, *next;
      Bone *bone;

      if (!ob)
            return;

      if (!ob->pose)
            return;

      switch (ob->type){
      case OB_ARMATURE:
                  /* Remove unused pose channels */
                  for (pchan = ob->pose->chanbase.first; pchan; pchan=next){
                        next=pchan->next;
                        bone = get_named_bone(ob->data, pchan->name);
                        if (!bone)
                              BLI_freelinkN(&ob->pose->chanbase, pchan);
                  }
                  break;
      default:
            break;
      }

}

void enter_posemode(void)
{
      Base *base;
      Object *ob;
      bArmature *arm;
      
      if(G.scene->id.lib) return;
      base= BASACT;
      if(base==0) return;
      if((base->lay & G.vd->lay)==0) return;
      
      ob= base->object;
      if(ob->data==0) return;
      
      if (ob->id.lib){
            error ("Can't pose libdata");
            return;
      }

      switch (ob->type){
      case OB_ARMATURE:
            arm= get_armature(ob);
            if( arm==0 ) return;
            
            G.obpose= ob;
            ob->flag |= OB_POSEMODE;
            base->flag= ob->flag;
            
            allqueue(REDRAWHEADERS, 0);   
            allqueue(REDRAWBUTSALL, 0);   
            allqueue(REDRAWOOPS, 0);
            allqueue(REDRAWVIEW3D, 0);
            break;
      default:
            return;
      }

      if (G.obedit) exit_editmode(1);
      G.f &= ~(G_VERTEXPAINT | G_FACESELECT | G_TEXTUREPAINT | G_WEIGHTPAINT);


}

void filter_pose_keys (void)
{


      Object      *ob;
      bPoseChannel *chan;

      ob=G.obpose;
      if (!ob)
            return;

      switch (ob->type){
      case OB_ARMATURE:
            armature_filter_pose_keys (ob->pose, (bArmature*)ob->data);
            break;
      default:
            if (ob->pose){
                  for (chan=ob->pose->chanbase.first; chan; chan=chan->next){
                        chan->flag |= POSE_KEY;
                  }
            }
            break;
      }
}

static void armature_filter_pose_keys (bPose *pose, bArmature *arm)
{
      Bone *bone;

      if (!pose)
            return;
      if (!arm)
            return;

      for (bone=arm->bonebase.first; bone; bone=bone->next){
            armature_bonechildren_filter_pose_keys (pose, bone);
      }
}

static void armature_bonechildren_filter_pose_keys (bPose *pose, Bone *bone)
{
      Bone *curbone;
      bPoseChannel *chan;

      if (!bone)
            return;

      for (chan=pose->chanbase.first; chan; chan=chan->next){
            if (BLI_streq(chan->name, bone->name))
                  break;
      }

      if (chan){
            if (bone->flag & BONE_SELECTED){
                  chan->flag |= POSE_KEY;       
            }
            else {
                  chan->flag &= ~POSE_KEY;
            }
      }

      for (curbone=bone->childbase.first; curbone; curbone=curbone->next){
            armature_bonechildren_filter_pose_keys (pose, curbone);
      }
}

void exit_posemode (int freedata)
{
      Object *ob;
      Base *base= BASACT;

      if(G.obpose==NULL) return;

      ob= G.obpose;
      ob->flag &= ~OB_POSEMODE;
      base->flag= ob->flag;
      
      G.obpose= NULL;

      makeDispList(ob);
      
      if(freedata) {
            setcursor_space(SPACE_VIEW3D, CURSOR_STD);
            
            countall();
            allqueue(REDRAWVIEW3D, 0);
            allqueue(REDRAWOOPS, 0);
            allqueue(REDRAWHEADERS, 0);   
            allqueue(REDRAWBUTSALL, 0);   
      }
      else {
            G.obpose= ob;
      }

      scrarea_queue_headredraw(curarea);
}

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