11f750bc7f
In `BKE_action.hh`, update the Action Group related functions, so that either they are legacy-only or can handle layered Actions as well. Legacy-only functions not only are documented as such, but also assert that the given Action is a legacy one. No functional changes for legacy Actions. Ref: #123424 Pull Request: https://projects.blender.org/blender/blender/pulls/128088
359 lines
12 KiB
C++
359 lines
12 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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#pragma once
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/** \file
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* \ingroup bke
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* \brief Blender kernel action and pose functionality.
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*/
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#ifndef __cplusplus
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# error This is a C++ only header.
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#endif
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#include "BLI_compiler_attrs.h"
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#include "BLI_function_ref.hh"
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#include "DNA_listBase.h"
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struct BlendDataReader;
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struct BlendLibReader;
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struct BlendWriter;
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struct bArmature;
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/* The following structures are defined in DNA_action_types.h, and DNA_anim_types.h */
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struct AnimationEvalContext;
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struct BoneColor;
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struct FCurve;
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struct ID;
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struct Main;
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struct Object;
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struct bAction;
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struct bActionGroup;
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struct bItasc;
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struct bPose;
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struct bPoseChannel;
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struct bPoseChannel_Runtime;
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/* Action Lib Stuff ----------------- */
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/* Allocate a new bAction with the given name */
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bAction *BKE_action_add(Main *bmain, const char name[]);
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/* Action API ----------------- */
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/**
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* Remove all fcurves from the action.
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*
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* \note This function only supports legacy Actions.
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*/
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void BKE_action_fcurves_clear(bAction *act);
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/* Action Groups API ----------------- */
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/**
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* Get the active action-group for an Action.
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*
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* \note This function supports both legacy and layered Actions.
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*/
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bActionGroup *get_active_actiongroup(bAction *act) ATTR_WARN_UNUSED_RESULT;
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/**
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* Make the given Action-Group the active one.
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*
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* \note This function supports both legacy and layered Actions.
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*/
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void set_active_action_group(bAction *act, bActionGroup *agrp, short select);
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/**
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* Sync colors used for action/bone group with theme settings.
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*/
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void action_group_colors_sync(bActionGroup *grp, const bActionGroup *ref_grp);
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/**
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* Set colors used on this action group.
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*/
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void action_group_colors_set(bActionGroup *grp, const BoneColor *color);
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/**
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* Set colors used on this action group, using the color of the pose bone.
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*
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* If `pchan->color` is set to a non-default color, that is used. Otherwise the
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* armature bone color is used.
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*
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* Note that if `pchan->bone` is `nullptr`, this function silently does nothing.
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*/
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void action_group_colors_set_from_posebone(bActionGroup *grp, const bPoseChannel *pchan);
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/**
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* Add a new action group with the given name to the action>
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*
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* \note This function ONLY works on legacy Actions, not on layered Actions.
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*/
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bActionGroup *action_groups_add_new(bAction *act, const char name[]);
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/**
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* Add given channel into (active) group
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* - assumes that channel is not linked to anything anymore
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* - always adds at the end of the group
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*
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* \note This function ONLY works on legacy Actions, not on layered Actions.
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*/
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void action_groups_add_channel(bAction *act, bActionGroup *agrp, FCurve *fcurve);
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/**
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* Remove the given channel from all groups.
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*
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* \note This function ONLY works on legacy Actions, not on layered Actions.
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*/
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void action_groups_remove_channel(bAction *act, FCurve *fcu);
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/**
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* Reconstruct channel pointers.
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* Assumes that the groups referred to by the FCurves are already in act->groups.
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* Reorders the main channel list to match group order.
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*
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* \note This function ONLY works on legacy Actions, not on layered Actions.
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*/
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void BKE_action_groups_reconstruct(bAction *act);
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/**
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* Find a group with the given name.
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*
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* \note This function supports only legacy Actions.
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*/
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bActionGroup *BKE_action_group_find_name(bAction *act, const char name[]);
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/**
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* Clear all 'temp' flags on all groups.
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*
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* \note This function supports both legacy and layered Actions.
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*/
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void action_groups_clear_tempflags(bAction *act);
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/* Pose API ----------------- */
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void BKE_pose_channel_free(bPoseChannel *pchan) ATTR_NONNULL(1);
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/**
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* Deallocates a pose channel.
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* Does not free the pose channel itself.
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*/
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void BKE_pose_channel_free_ex(bPoseChannel *pchan, bool do_id_user) ATTR_NONNULL(1);
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/**
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* Clears the runtime cache of a pose channel without free.
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*/
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void BKE_pose_channel_runtime_reset(bPoseChannel_Runtime *runtime) ATTR_NONNULL(1);
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/**
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* Reset all non-persistent fields.
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*/
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void BKE_pose_channel_runtime_reset_on_copy(bPoseChannel_Runtime *runtime) ATTR_NONNULL(1);
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/**
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* Deallocates runtime cache of a pose channel
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*/
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void BKE_pose_channel_runtime_free(bPoseChannel_Runtime *runtime) ATTR_NONNULL(1);
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/**
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* Deallocates runtime cache of a pose channel's B-Bone shape.
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*/
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void BKE_pose_channel_free_bbone_cache(bPoseChannel_Runtime *runtime) ATTR_NONNULL(1);
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void BKE_pose_channels_free(bPose *pose) ATTR_NONNULL(1);
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/**
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* Removes and deallocates all channels from a pose.
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* Does not free the pose itself.
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*/
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void BKE_pose_channels_free_ex(bPose *pose, bool do_id_user) ATTR_NONNULL(1);
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/**
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* Removes the hash for quick lookup of channels, must be done when adding/removing channels.
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*/
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void BKE_pose_channels_hash_ensure(bPose *pose) ATTR_NONNULL(1);
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void BKE_pose_channels_hash_free(bPose *pose) ATTR_NONNULL(1);
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/**
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* Selectively remove pose channels.
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*/
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void BKE_pose_channels_remove(Object *ob,
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bool (*filter_fn)(const char *bone_name, void *user_data),
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void *user_data) ATTR_NONNULL(1, 2);
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void BKE_pose_free_data_ex(bPose *pose, bool do_id_user) ATTR_NONNULL(1);
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void BKE_pose_free_data(bPose *pose) ATTR_NONNULL(1);
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void BKE_pose_free(bPose *pose);
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/**
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* Removes and deallocates all data from a pose, and also frees the pose.
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*/
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void BKE_pose_free_ex(bPose *pose, bool do_id_user);
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/**
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* Allocate a new pose on the heap, and copy the src pose and its channels
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* into the new pose. *dst is set to the newly allocated structure, and assumed to be NULL.
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*
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* \param dst: Should be freed already, makes entire duplicate.
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*/
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void BKE_pose_copy_data_ex(bPose **dst, const bPose *src, int flag, bool copy_constraints);
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void BKE_pose_copy_data(bPose **dst, const bPose *src, bool copy_constraints);
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/**
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* Copy the internal members of each pose channel including constraints
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* and ID-Props, used when duplicating bones in edit-mode.
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* (unlike copy_pose_channel_data which only does posing-related stuff).
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*
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* \note use when copying bones in edit-mode (on returned value from #BKE_pose_channel_ensure)
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*/
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void BKE_pose_channel_copy_data(bPoseChannel *pchan, const bPoseChannel *pchan_from);
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void BKE_pose_channel_session_uid_generate(bPoseChannel *pchan);
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/**
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* Return a pointer to the pose channel of the given name
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* from this pose.
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*/
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bPoseChannel *BKE_pose_channel_find_name(const bPose *pose, const char *name);
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/**
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* Checks if the bone is on a visible bone collection
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*
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* \return true if on a visible layer, false otherwise.
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*/
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bool BKE_pose_is_bonecoll_visible(const bArmature *arm,
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const bPoseChannel *pchan) ATTR_WARN_UNUSED_RESULT;
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/**
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* Find the active pose-channel for an object
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*
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* \param check_bonecoll: checks if the bone is on a visible bone collection (this might be skipped
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* (e.g. for "Show Active" from the Outliner).
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* \return #bPoseChannel if found or NULL.
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* \note #Object, not #bPose is used here, as we need info (collection/active bone) from Armature.
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*/
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bPoseChannel *BKE_pose_channel_active(Object *ob, bool check_bonecoll);
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/**
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* Find the active pose-channel for an object if it is on a visible bone collection
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* (calls #BKE_pose_channel_active with check_bonecoll set to true)
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*
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* \return #bPoseChannel if found or NULL.
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* \note #Object, not #bPose is used here, as we need info (collection/active bone) from Armature.
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*/
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bPoseChannel *BKE_pose_channel_active_if_bonecoll_visible(Object *ob) ATTR_WARN_UNUSED_RESULT;
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/**
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* Use this when detecting the "other selected bone",
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* when we have multiple armatures in pose mode.
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*
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* In this case the active-selected is an obvious choice when finding the target for a
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* constraint for eg. however from the users perspective the active pose bone of the
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* active object is the _real_ active bone, so any other non-active selected bone
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* is a candidate for being the other selected bone, see: #58447.
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*/
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bPoseChannel *BKE_pose_channel_active_or_first_selected(Object *ob) ATTR_WARN_UNUSED_RESULT;
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/**
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* Looks to see if the channel with the given name already exists
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* in this pose - if not a new one is allocated and initialized.
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*
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* \note Use with care, not on Armature poses but for temporal ones.
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* \note (currently used for action constraints and in rebuild_pose).
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*/
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bPoseChannel *BKE_pose_channel_ensure(bPose *pose, const char *name) ATTR_NONNULL(2);
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/**
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* \see #ED_armature_ebone_get_mirrored (edit-mode, matching function)
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*/
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bPoseChannel *BKE_pose_channel_get_mirrored(const bPose *pose,
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const char *name) ATTR_WARN_UNUSED_RESULT;
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void BKE_pose_check_uids_unique_and_report(const bPose *pose);
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#ifndef NDEBUG
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bool BKE_pose_channels_is_valid(const bPose *pose) ATTR_WARN_UNUSED_RESULT;
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#endif
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/**
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* Checks for IK constraint, Spline IK, and also for Follow-Path constraint.
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* can do more constraints flags later. pose should be entirely OK.
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*/
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void BKE_pose_update_constraint_flags(bPose *pose) ATTR_NONNULL(1);
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/**
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* Tag constraint flags for update.
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*/
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void BKE_pose_tag_update_constraint_flags(bPose *pose) ATTR_NONNULL(1);
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/**
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* Return the name of structure pointed by `pose->ikparam`.
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*/
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const char *BKE_pose_ikparam_get_name(bPose *pose) ATTR_WARN_UNUSED_RESULT;
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/**
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* Allocate and initialize `pose->ikparam` according to `pose->iksolver`.
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*/
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void BKE_pose_ikparam_init(bPose *pose) ATTR_NONNULL(1);
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/**
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* Initialize a #bItasc structure with default value.
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*/
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void BKE_pose_itasc_init(bItasc *itasc);
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/**
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* Checks if a bone is part of an IK chain or not.
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*/
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bool BKE_pose_channel_in_IK_chain(Object *ob, bPoseChannel *pchan);
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/* Bone Groups API --------------------- */
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/**
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* Adds a new bone-group (name may be NULL).
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*/
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bActionGroup *BKE_pose_add_group(bPose *pose, const char *name) ATTR_NONNULL(1);
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/**
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* Remove the given bone-group (expects 'virtual' index (+1 one, used by active_group etc.))
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* index might be invalid ( < 1), in which case it will be find from grp.
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*/
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void BKE_pose_remove_group(bPose *pose, bActionGroup *grp, int index) ATTR_NONNULL(1);
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/**
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* Remove the indexed bone-group (expects 'virtual' index (+1 one, used by active_group etc.)).
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*/
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void BKE_pose_remove_group_index(bPose *pose, int index) ATTR_NONNULL(1);
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/* Assorted Evaluation ----------------- */
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/**
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* For the calculation of the effects of an Action at the given frame on an object
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* This is currently only used for the Action Constraint
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*/
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void what_does_obaction(Object *ob,
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Object *workob,
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bPose *pose,
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bAction *act,
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int32_t action_slot_handle,
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char groupname[],
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const AnimationEvalContext *anim_eval_context) ATTR_NONNULL(1, 2);
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void BKE_pose_copy_pchan_result(bPoseChannel *pchanto, const bPoseChannel *pchanfrom)
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ATTR_NONNULL(1, 2);
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/**
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* Both poses should be in sync.
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*/
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bool BKE_pose_copy_result(bPose *to, bPose *from);
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/**
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* Zero the pose transforms for the entire pose or only for selected bones.
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*/
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void BKE_pose_rest(bPose *pose, bool selected_bones_only);
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/**
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* Tag pose for recalculation. Also tag all related data to be recalculated.
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*/
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void BKE_pose_tag_recalc(Main *bmain, bPose *pose) ATTR_NONNULL(1, 2);
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void BKE_pose_blend_write(BlendWriter *writer, bPose *pose, bArmature *arm) ATTR_NONNULL(1, 2, 3);
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void BKE_pose_blend_read_data(BlendDataReader *reader, ID *id_owner, bPose *pose)
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ATTR_NONNULL(1, 2);
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void BKE_pose_blend_read_after_liblink(BlendLibReader *reader, Object *ob, bPose *pose)
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ATTR_NONNULL(1, 2);
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/* `action_mirror.cc` */
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void BKE_action_flip_with_pose(bAction *act, Object *ob_arm) ATTR_NONNULL(1, 2);
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namespace blender::bke {
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using FoundFCurveCallback = blender::FunctionRef<void(FCurve *fcurve, const char *bone_name)>;
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void BKE_action_find_fcurves_with_bones(const bAction *action, FoundFCurveCallback callback);
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}; // namespace blender::bke
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