[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [54913] trunk/blender/source/blender/ editors/armature: Code Maintenance - Splitting up Armature/ Pose Editing Files
Joshua Leung
aligorith at gmail.com
Thu Feb 28 00:34:29 CET 2013
Revision: 54913
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=54913
Author: aligorith
Date: 2013-02-27 23:34:29 +0000 (Wed, 27 Feb 2013)
Log Message:
-----------
Code Maintenance - Splitting up Armature/Pose Editing Files
This commit splits editarmature.c and poseobject.c into several files, such that
certain types of functionality are (mostly) self-contained within particular
files (instead of being mixed in with other functionality in a large file).
In particular, this was done so that:
1) Armature EditMode tools are now in the armature_*.c files only, and Pose Mode
tools in pose_*.c files only.
- In one or two cases, this hasn't been possible as the two modes rely on
much of the same shared infrastructure.
2) The "clear loc/rot/scale" operators and pose show/hide are no longer housed
in editarmature.c
3) Selection operators, Transform operators, structural (add/delete) operators,
and supporting utilities for the modes (enter/exit/roll-calculations) are not
all interleaved in an ad-hoc manner
Notes:
* I've tried to ensure that the history of the new files has been maintained by
doing
svn copy {editarmature.c/poseobject.c} {armature_*.c/pose_*.c}
Unfortunately, this means that the diffs are a bit messy.
* There should be no functional/logic changes here. Just code moving around and
cosmetic comment tweaks where needed.
* #includes have largely been untouched for now, but could be cleaned up later
* CMake changes untested, but should work in theory.
Modified Paths:
--------------
trunk/blender/source/blender/editors/armature/CMakeLists.txt
trunk/blender/source/blender/editors/armature/armature_intern.h
Added Paths:
-----------
trunk/blender/source/blender/editors/armature/armature_add.c
trunk/blender/source/blender/editors/armature/armature_edit.c
trunk/blender/source/blender/editors/armature/armature_naming.c
trunk/blender/source/blender/editors/armature/armature_relations.c
trunk/blender/source/blender/editors/armature/armature_select.c
trunk/blender/source/blender/editors/armature/armature_skinning.c
trunk/blender/source/blender/editors/armature/armature_utils.c
trunk/blender/source/blender/editors/armature/pose_edit.c
trunk/blender/source/blender/editors/armature/pose_group.c
trunk/blender/source/blender/editors/armature/pose_select.c
trunk/blender/source/blender/editors/armature/pose_transform.c
Removed Paths:
-------------
trunk/blender/source/blender/editors/armature/editarmature.c
trunk/blender/source/blender/editors/armature/poseobject.c
Modified: trunk/blender/source/blender/editors/armature/CMakeLists.txt
===================================================================
--- trunk/blender/source/blender/editors/armature/CMakeLists.txt 2013-02-27 22:48:34 UTC (rev 54912)
+++ trunk/blender/source/blender/editors/armature/CMakeLists.txt 2013-02-27 23:34:29 UTC (rev 54913)
@@ -36,16 +36,24 @@
)
set(SRC
+ armature_add.c
+ armature_edit.c
+ armature_naming.c
armature_ops.c
- editarmature.c
+ armature_relations.c
+ armature_select.c
+ armature_utils.c
editarmature_generate.c
editarmature_retarget.c
editarmature_sketch.c
meshlaplacian.c
+ pose_edit.c
+ pose_group.c
+ pose_select.c
+ pose_transform.c
poseSlide.c
poseUtils.c
poselib.c
- poseobject.c
reeb.c
BIF_generate.h
Copied: trunk/blender/source/blender/editors/armature/armature_add.c (from rev 54737, trunk/blender/source/blender/editors/armature/editarmature.c)
===================================================================
--- trunk/blender/source/blender/editors/armature/armature_add.c (rev 0)
+++ trunk/blender/source/blender/editors/armature/armature_add.c 2013-02-27 23:34:29 UTC (rev 54913)
@@ -0,0 +1,880 @@
+/*
+ * ***** BEGIN GPL 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.
+ *
+ * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation, 2002-2009 full recode.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ *
+ * Operators and API's for creating bones
+ */
+
+/** \file blender/editors/armature/armature_add.c
+ * \ingroup edarmature
+ */
+
+
+#include <ctype.h>
+#include <stdlib.h>
+#include <stddef.h>
+#include <string.h>
+#include <math.h>
+#include <float.h>
+
+
+#include "DNA_anim_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_modifier_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+#include "BLI_ghash.h"
+
+#include "BKE_animsys.h"
+#include "BKE_action.h"
+#include "BKE_armature.h"
+#include "BKE_constraint.h"
+#include "BKE_context.h"
+#include "BKE_deform.h"
+#include "BKE_depsgraph.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_global.h"
+#include "BKE_idprop.h"
+#include "BKE_main.h"
+#include "BKE_object.h"
+#include "BKE_report.h"
+#include "BKE_modifier.h"
+
+#include "BIF_gl.h"
+
+#include "RNA_access.h"
+#include "RNA_define.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "ED_armature.h"
+#include "ED_keyframing.h"
+#include "ED_object.h"
+#include "ED_screen.h"
+#include "ED_util.h"
+#include "ED_view3d.h"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+
+#include "armature_intern.h"
+
+/* *************** Adding stuff in editmode *************** */
+
+/* default bone add, returns it selected, but without tail set */
+/* XXX should be used everywhere, now it mallocs bones still locally in functions */
+EditBone *ED_armature_edit_bone_add(bArmature *arm, const char *name)
+{
+ EditBone *bone = MEM_callocN(sizeof(EditBone), "eBone");
+
+ BLI_strncpy(bone->name, name, sizeof(bone->name));
+ unique_editbone_name(arm->edbo, bone->name, NULL);
+
+ BLI_addtail(arm->edbo, bone);
+
+ bone->flag |= BONE_TIPSEL;
+ bone->weight = 1.0f;
+ bone->dist = 0.25f;
+ bone->xwidth = 0.1f;
+ bone->zwidth = 0.1f;
+ bone->ease1 = 1.0f;
+ bone->ease2 = 1.0f;
+ bone->rad_head = 0.10f;
+ bone->rad_tail = 0.05f;
+ bone->segments = 1;
+ bone->layer = arm->layer;
+
+ return bone;
+}
+
+/* v3d and rv3d are allowed to be NULL */
+void add_primitive_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d)
+{
+ Object *obedit = scene->obedit; // XXX get from context
+ bArmature *arm = obedit->data;
+ float obmat[3][3], curs[3], viewmat[3][3], totmat[3][3], imat[3][3];
+ EditBone *bone;
+
+ /* Get inverse point for head and orientation for tail */
+ invert_m4_m4(obedit->imat, obedit->obmat);
+ mul_v3_m4v3(curs, obedit->imat, give_cursor(scene, v3d));
+
+ if (rv3d && (U.flag & USER_ADD_VIEWALIGNED))
+ copy_m3_m4(obmat, rv3d->viewmat);
+ else unit_m3(obmat);
+
+ copy_m3_m4(viewmat, obedit->obmat);
+ mul_m3_m3m3(totmat, obmat, viewmat);
+ invert_m3_m3(imat, totmat);
+
+ ED_armature_deselect_all(obedit, 0);
+
+ /* Create a bone */
+ bone = ED_armature_edit_bone_add(arm, "Bone");
+
+ arm->act_edbone = bone;
+
+ copy_v3_v3(bone->head, curs);
+
+ if (rv3d && (U.flag & USER_ADD_VIEWALIGNED))
+ add_v3_v3v3(bone->tail, bone->head, imat[1]); // bone with unit length 1
+ else
+ add_v3_v3v3(bone->tail, bone->head, imat[2]); // bone with unit length 1, pointing up Z
+}
+
+
+/* previously addvert_armature */
+/* the ctrl-click method */
+static int armature_click_extrude_exec(bContext *C, wmOperator *UNUSED(op))
+{
+ View3D *v3d;
+ bArmature *arm;
+ EditBone *ebone, *newbone, *flipbone;
+ float mat[3][3], imat[3][3];
+ const float *curs;
+ int a, to_root = 0;
+ Object *obedit;
+ Scene *scene;
+
+ scene = CTX_data_scene(C);
+ v3d = CTX_wm_view3d(C);
+ obedit = CTX_data_edit_object(C);
+ arm = obedit->data;
+
+ /* find the active or selected bone */
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ if (EBONE_VISIBLE(arm, ebone)) {
+ if (ebone->flag & BONE_TIPSEL || arm->act_edbone == ebone)
+ break;
+ }
+ }
+
+ if (ebone == NULL) {
+ for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
+ if (EBONE_VISIBLE(arm, ebone)) {
+ if (ebone->flag & BONE_ROOTSEL || arm->act_edbone == ebone)
+ break;
+ }
+ }
+ if (ebone == NULL)
+ return OPERATOR_CANCELLED;
+
+ to_root = 1;
+ }
+
+ ED_armature_deselect_all(obedit, 0);
+
+ /* we re-use code for mirror editing... */
+ flipbone = NULL;
+ if (arm->flag & ARM_MIRROR_EDIT)
+ flipbone = ED_armature_bone_get_mirrored(arm->edbo, ebone);
+
+ for (a = 0; a < 2; a++) {
+ if (a == 1) {
+ if (flipbone == NULL)
+ break;
+ else {
+ SWAP(EditBone *, flipbone, ebone);
+ }
+ }
+
+ newbone = ED_armature_edit_bone_add(arm, ebone->name);
+ arm->act_edbone = newbone;
+
+ if (to_root) {
+ copy_v3_v3(newbone->head, ebone->head);
+ newbone->rad_head = ebone->rad_tail;
+ newbone->parent = ebone->parent;
+ }
+ else {
+ copy_v3_v3(newbone->head, ebone->tail);
+ newbone->rad_head = ebone->rad_tail;
+ newbone->parent = ebone;
+ newbone->flag |= BONE_CONNECTED;
+ }
+
+ curs = give_cursor(scene, v3d);
+ copy_v3_v3(newbone->tail, curs);
+ sub_v3_v3v3(newbone->tail, newbone->tail, obedit->obmat[3]);
+
+ if (a == 1)
+ newbone->tail[0] = -newbone->tail[0];
+
+ copy_m3_m4(mat, obedit->obmat);
+ invert_m3_m3(imat, mat);
+ mul_m3_v3(imat, newbone->tail);
+
+ newbone->length = len_v3v3(newbone->head, newbone->tail);
+ newbone->rad_tail = newbone->length * 0.05f;
+ newbone->dist = newbone->length * 0.25f;
+
+ }
+
+ ED_armature_sync_selection(arm->edbo);
+
+ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit);
+
+ return OPERATOR_FINISHED;
+}
+
+static int armature_click_extrude_invoke(bContext *C, wmOperator *op, wmEvent *event)
+{
+ /* TODO most of this code is copied from set3dcursor_invoke,
+ * it would be better to reuse code in set3dcursor_invoke */
+
+ /* temporarily change 3d cursor position */
+ Scene *scene;
+ ARegion *ar;
+ View3D *v3d;
+ float *fp, tvec[3], oldcurs[3], mval_f[2];
+ int retv;
+
+ scene = CTX_data_scene(C);
+ ar = CTX_wm_region(C);
+ v3d = CTX_wm_view3d(C);
+
+ fp = give_cursor(scene, v3d);
+
+ copy_v3_v3(oldcurs, fp);
+
+ VECCOPY2D(mval_f, event->mval);
+ ED_view3d_win_to_3d(ar, fp, mval_f, tvec);
+ copy_v3_v3(fp, tvec);
+
+ /* extrude to the where new cursor is and store the operation result */
+ retv = armature_click_extrude_exec(C, op);
+
+ /* restore previous 3d cursor position */
+ copy_v3_v3(fp, oldcurs);
+
+ return retv;
+}
+
+void ARMATURE_OT_click_extrude(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Click-Extrude";
+ ot->idname = "ARMATURE_OT_click_extrude";
+ ot->description = "Create a new bone going from the last selected joint to the mouse position";
+
+ /* api callbacks */
+ ot->invoke = armature_click_extrude_invoke;
+ ot->exec = armature_click_extrude_exec;
+ ot->poll = ED_operator_editarmature;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+
+ /* props */
+}
+
+/* adds an EditBone between the nominated locations (should be in the right space) */
+EditBone *add_points_bone(Object *obedit, float head[3], float tail[3])
+{
+ EditBone *ebo;
+
+ ebo = ED_armature_edit_bone_add(obedit->data, "Bone");
+
+ copy_v3_v3(ebo->head, head);
+ copy_v3_v3(ebo->tail, tail);
+
+ return ebo;
+}
+
+
+static EditBone *get_named_editbone(ListBase *edbo, char *name)
+{
+ EditBone *eBone;
+
+ if (name) {
+ for (eBone = edbo->first; eBone; eBone = eBone->next) {
+ if (!strcmp(name, eBone->name))
+ return eBone;
+ }
+ }
+
+ return NULL;
+}
+
+/* Call this before doing any duplications
+ * */
+void preEditBoneDuplicate(ListBase *editbones)
+{
+ EditBone *eBone;
+
+ /* clear temp */
+ for (eBone = editbones->first; eBone; eBone = eBone->next) {
+ eBone->temp = NULL;
+ }
+}
+
+/*
+ * Note: When duplicating cross objects, editbones here is the list of bones
+ * from the SOURCE object but ob is the DESTINATION object
+ * */
+void updateDuplicateSubtargetObjects(EditBone *dupBone, ListBase *editbones, Object *src_ob, Object *dst_ob)
+{
+ /* If an edit bone has been duplicated, lets
+ * update it's constraints if the subtarget
+ * they point to has also been duplicated
+ */
+ EditBone *oldtarget, *newtarget;
+ bPoseChannel *pchan;
+ bConstraint *curcon;
+ ListBase *conlist;
+
+ if ( (pchan = BKE_pose_channel_verify(dst_ob->pose, dupBone->name)) ) {
+ if ( (conlist = &pchan->constraints) ) {
+ for (curcon = conlist->first; curcon; curcon = curcon->next) {
+ /* does this constraint have a subtarget in
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list