2.5
authorJoshua Leung <aligorith@gmail.com>
Sat, 3 Jan 2009 11:35:39 +0000 (11:35 +0000)
committerJoshua Leung <aligorith@gmail.com>
Sat, 3 Jan 2009 11:35:39 +0000 (11:35 +0000)
* Start of Action/Pose syncing code (in anim_deps.c) This is currently not hooked up yet, as we still need to figure out where these should get called (due to a few dependencies they have - i.e. visibility syncing of channels is turned on/off by setting in appropriate views).

* Also added assorted comments/changes to rna/dna

source/blender/editors/animation/anim_deps.c
source/blender/editors/include/ED_anim_api.h
source/blender/makesdna/DNA_action_types.h
source/blender/makesrna/intern/rna_object.c

index fbd9f5ecdb7a944ddd508865ece4c3c8b2905a03..985d57ed31f7013b81b6bc07da0c4021acf709c1 100644 (file)
@@ -32,6 +32,8 @@
 #include "MEM_guardedalloc.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_space_types.h"
@@ -41,6 +43,7 @@
 
 #include "BLI_blenlib.h"
 
+#include "BKE_action.h"
 #include "BKE_context.h"
 #include "BKE_depsgraph.h"
 #include "BKE_global.h"
@@ -52,6 +55,7 @@
 #include "RNA_access.h"
 #include "RNA_define.h"
 
+#include "ED_anim_api.h"
 
 /* ***************** depsgraph calls and anim updates ************* */
 
@@ -84,7 +88,7 @@ void ED_anim_dag_flush_update(const bContext *C)
 
 /* results in fully updated anim system */
 /* in future sound should be on WM level, only 1 sound can play! */
-void ED_update_for_newframe(bContext *C, int mute)
+void ED_update_for_newframe(const bContext *C, int mute)
 {
        bScreen *screen= CTX_wm_screen(C);
        Scene *scene= screen->scene;
@@ -118,3 +122,96 @@ void ED_update_for_newframe(bContext *C, int mute)
        }
 }
 
+/* **************************** pose <-> action syncing ******************************** */
+/* Summary of what needs to be synced between poses and actions:
+ *     1) Flags
+ *             a) Visibility (only for pose to action) 
+ *             b) Selection status (both ways)
+ *     2) Group settings  (only for pose to action) - do we also need to make sure same groups exist?
+ *     3) Grouping (only for pose to action for now)
+ */
+
+/* Notifier from Action/Dopesheet (this may be extended to include other things such as Python...)
+ * Channels in action changed, so update pose channels/groups to reflect changes.
+ *
+ * An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with
+ * the channels in its active Action.
+ */
+void ANIM_action_to_pose_sync (Object *ob)
+{
+       bAction *act= (bAction *)ob->action;
+       bActionChannel *achan;
+       bPoseChannel *pchan;
+       
+       /* error checking */
+       if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM(NULL, act, ob->pose))
+               return;
+       
+       /* 1b) loop through all Action-Channels (there should be fewer channels to search through here in general) */
+       for (achan= act->chanbase.first; achan; achan= achan->next) {
+               /* find matching pose-channel */
+               pchan= get_pose_channel(ob->pose, achan->name);
+               
+               /* sync active and selected flags */
+               if (pchan && pchan->bone) {
+                       /* selection */
+                       if (achan->flag & ACHAN_SELECTED)
+                               pchan->bone->flag |= BONE_SELECTED;
+                       else
+                               pchan->bone->flag &= ~BONE_SELECTED;
+                       
+                       /* active */
+                       if (achan->flag & ACHAN_HILIGHTED)
+                               pchan->bone->flag |= BONE_ACTIVE;
+                       else
+                               pchan->bone->flag &= ~BONE_ACTIVE;
+               }
+       }
+       
+       // TODO: add grouping changes too? For now, these tools aren't exposed to users in animation editors yet...
+} 
+/* Notifier from 3D-View/Outliner (this is likely to include other sources too...)
+ * Pose channels/groups changed, so update action channels
+ *
+ * An object (usually 'active' Object) needs to be supplied, so that its Pose-Channels can be synced with
+ * the channels in its active Action.
+ */
+void ANIM_pose_to_action_sync (Object *ob)
+{
+       bArmature *arm= (bArmature *)ob->data;
+       bAction *act= (bAction *)ob->action;
+       bActionChannel *achan;
+       //bActionGroup *agrp, *bgrp;
+       bPoseChannel *pchan;
+       
+       /* error checking */
+       if ((ob == NULL) || (ob->type != OB_ARMATURE) || ELEM3(NULL, arm, act, ob->pose))
+               return;
+               
+       /* 1) loop through all Action-Channels (there should be fewer channels to search through here in general) */
+       for (achan= act->chanbase.first; achan; achan= achan->next) {
+               /* find matching pose-channel */
+               pchan= get_pose_channel(ob->pose, achan->name);
+               
+               /* sync selection and visibility settings */
+               if (pchan && pchan->bone) {
+                       /* visibility - if layer is hidden, or if bone itself is hidden */
+                       // XXX we may not want this happening though! (maybe we need some extra flags from context or so)
+                       // only if SACTION_NOHIDE==0, and saction->pin == 0, when in Action Editor mode
+                       if (!(pchan->bone->layer & arm->layer) || (pchan->bone->flag & BONE_HIDDEN_P))
+                               achan->flag |= ACHAN_HIDDEN;
+                       else
+                               achan->flag &= ~ACHAN_HIDDEN;
+                               
+                       /* selection */
+                       if (pchan->bone->flag & BONE_SELECTED)
+                               achan->flag |= ACHAN_SELECTED;
+                       else
+                               achan->flag &= ~ACHAN_SELECTED;
+               }
+       }
+       
+       // XXX step 2 needs to be coded still... currently missing action/bone group API to do any more work here...    
+       // XXX step 3 needs to be coded still... it's a messy case to deal with (we'll use the temp indices for this?)
+}
index 1c44fbbd6ac8ea499465bfd22dd6440f13550153..2489aed66b5c876590984d432c2fd0dfb4a9a61a 100644 (file)
@@ -322,6 +322,10 @@ void ANIM_nla_mapping_apply_ipo(struct Object *ob, struct Ipo *ipo, short restor
 void ED_anim_dag_flush_update(const struct bContext *C);
 void ED_update_for_newframe(const struct bContext *C, int mute);
 
+/* pose <-> action syncing */
+void ANIM_action_to_pose_sync(struct Object *ob);
+void ANIM_pose_to_action_sync(struct Object *ob);
+
 /* ************************************************* */
 /* OPERATORS */
        
index 4095239bfed094e4852044d22454d075d916bdee..cb75badd0ea4444874de651041023b6b45a509cf 100644 (file)
@@ -157,7 +157,7 @@ typedef struct bActionChannel {
        
        int             flag;                   /* settings accessed via bitmapping */
        char    name[32];               /* channel name */
-       int             reserved1;
+       int             temp;                   /* temporary setting - may be used to indicate group that channel belongs to during syncing  */
 } bActionChannel;
 
 /* Action. A recyclable block that contains a series of Action Channels (ipo), which define 
index 0e9f5ba6244d976ca476e53d68c82ed4499620b0..52ae07bc6e1de82556e1b76bf1c6de6e712bf585 100644 (file)
@@ -741,12 +741,12 @@ static void rna_def_object(BlenderRNA *brna)
        /* action / pose / nla */
 
        prop= RNA_def_property(srna, "action", PROP_POINTER, PROP_NONE);
-       RNA_def_property_struct_type(prop, "UnknownType");
+       RNA_def_property_struct_type(prop, "UnknownType"); //action
        RNA_def_property_ui_text(prop, "Action", "Action used by object to define Ipo curves.");
 
        prop= RNA_def_property(srna, "pose_library", PROP_POINTER, PROP_NONE);
        RNA_def_property_pointer_sdna(prop, NULL, "poselib");
-       RNA_def_property_struct_type(prop, "UnknownType");
+       RNA_def_property_struct_type(prop, "UnknownType"); // action
        RNA_def_property_ui_text(prop, "Pose Library", "Action used as a pose library for armatures.");
 
        prop= RNA_def_property(srna, "pose", PROP_POINTER, PROP_NONE);