330 lines
10 KiB
C++
330 lines
10 KiB
C++
/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup edarmature
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*/
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#include "MEM_guardedalloc.h"
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#include "CLG_log.h"
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#include "DNA_armature_types.h"
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#include "DNA_layer_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_array_utils.h"
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#include "BLI_listbase.h"
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#include "BLI_map.hh"
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#include "BLI_string.h"
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#include "BKE_armature.hh"
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#include "BKE_context.hh"
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#include "BKE_idprop.hh"
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#include "BKE_layer.hh"
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#include "BKE_main.hh"
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#include "BKE_object.hh"
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#include "BKE_undo_system.hh"
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#include "DEG_depsgraph.hh"
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#include "ED_armature.hh"
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#include "ED_object.hh"
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#include "ED_undo.hh"
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#include "ED_util.hh"
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#include "ANIM_bone_collections.hh"
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#include "WM_api.hh"
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#include "WM_types.hh"
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using namespace blender::animrig;
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/** We only need this locally. */
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static CLG_LogRef LOG = {"ed.undo.armature"};
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/* Utility functions. */
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/**
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* Remaps edit-bone collection membership.
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*
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* This is intended to be used in combination with ED_armature_ebone_listbase_copy()
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* and ANIM_bonecoll_listbase_copy() to make a full duplicate of both edit
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* bones and collections together.
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*/
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static void remap_ebone_bone_collection_references(
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ListBase /* EditBone */ *edit_bones,
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const blender::Map<BoneCollection *, BoneCollection *> &bcoll_map)
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{
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LISTBASE_FOREACH (EditBone *, ebone, edit_bones) {
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LISTBASE_FOREACH (BoneCollectionReference *, bcoll_ref, &ebone->bone_collections) {
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bcoll_ref->bcoll = bcoll_map.lookup(bcoll_ref->bcoll);
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}
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}
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}
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/* -------------------------------------------------------------------- */
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/** \name Undo Conversion
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* \{ */
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struct UndoArmature {
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EditBone *act_edbone;
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char active_collection_name[MAX_NAME];
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ListBase /* EditBone */ ebones;
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BoneCollection **collection_array;
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int collection_array_num;
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int collection_root_count;
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size_t undo_size;
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};
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static void undoarm_to_editarm(UndoArmature *uarm, bArmature *arm)
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{
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/* Copy edit bones. */
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ED_armature_ebone_listbase_free(arm->edbo, true);
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ED_armature_ebone_listbase_copy(arm->edbo, &uarm->ebones, true);
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/* Active bone. */
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if (uarm->act_edbone) {
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EditBone *ebone;
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ebone = uarm->act_edbone;
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arm->act_edbone = ebone->temp.ebone;
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}
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else {
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arm->act_edbone = nullptr;
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}
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ED_armature_ebone_listbase_temp_clear(arm->edbo);
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/* Before freeing the old bone collections, copy their 'expanded' flag. This
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* flag is not supposed to be restored with any undo steps. */
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bonecolls_copy_expanded_flag(blender::Span(uarm->collection_array, uarm->collection_array_num),
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arm->collections_span());
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/* Copy bone collections. */
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ANIM_bonecoll_array_free(&arm->collection_array, &arm->collection_array_num, true);
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auto bcoll_map = ANIM_bonecoll_array_copy_no_membership(&arm->collection_array,
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&arm->collection_array_num,
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uarm->collection_array,
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uarm->collection_array_num,
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true);
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arm->collection_root_count = uarm->collection_root_count;
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/* Always do a lookup-by-name and assignment. Even when the name of the active collection is
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* still the same, the order may have changed and thus the index needs to be updated. */
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BoneCollection *active_bcoll = ANIM_armature_bonecoll_get_by_name(arm,
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uarm->active_collection_name);
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ANIM_armature_bonecoll_active_set(arm, active_bcoll);
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remap_ebone_bone_collection_references(arm->edbo, bcoll_map);
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ANIM_armature_runtime_refresh(arm);
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}
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static void *undoarm_from_editarm(UndoArmature *uarm, bArmature *arm)
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{
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BLI_assert(BLI_array_is_zeroed(uarm, 1));
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/* Copy edit bones. */
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ED_armature_ebone_listbase_copy(&uarm->ebones, arm->edbo, false);
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/* Active bone. */
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if (arm->act_edbone) {
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EditBone *ebone = arm->act_edbone;
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uarm->act_edbone = ebone->temp.ebone;
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}
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ED_armature_ebone_listbase_temp_clear(&uarm->ebones);
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/* Copy bone collections. */
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auto bcoll_map = ANIM_bonecoll_array_copy_no_membership(&uarm->collection_array,
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&uarm->collection_array_num,
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arm->collection_array,
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arm->collection_array_num,
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false);
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STRNCPY(uarm->active_collection_name, arm->active_collection_name);
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uarm->collection_root_count = arm->collection_root_count;
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/* Point the new edit bones at the new collections. */
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remap_ebone_bone_collection_references(&uarm->ebones, bcoll_map);
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/* Undo size.
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* TODO: include size of ID-properties. */
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uarm->undo_size = 0;
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LISTBASE_FOREACH (EditBone *, ebone, &uarm->ebones) {
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uarm->undo_size += sizeof(EditBone);
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uarm->undo_size += sizeof(BoneCollectionReference) *
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BLI_listbase_count(&ebone->bone_collections);
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}
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/* Size of the bone collections + the size of the pointers to those
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* bone collections in the bone collection array. */
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uarm->undo_size += (sizeof(BoneCollection) + sizeof(BoneCollection *)) *
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uarm->collection_array_num;
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return uarm;
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}
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static void undoarm_free_data(UndoArmature *uarm)
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{
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ED_armature_ebone_listbase_free(&uarm->ebones, false);
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ANIM_bonecoll_array_free(&uarm->collection_array, &uarm->collection_array_num, false);
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}
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static Object *editarm_object_from_context(bContext *C)
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{
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Scene *scene = CTX_data_scene(C);
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ViewLayer *view_layer = CTX_data_view_layer(C);
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BKE_view_layer_synced_ensure(scene, view_layer);
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Object *obedit = BKE_view_layer_edit_object_get(view_layer);
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if (obedit && obedit->type == OB_ARMATURE) {
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bArmature *arm = static_cast<bArmature *>(obedit->data);
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if (arm->edbo != nullptr) {
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return obedit;
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}
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}
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return nullptr;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Implements ED Undo System
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*
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* \note This is similar for all edit-mode types.
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* \{ */
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struct ArmatureUndoStep_Elem {
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ArmatureUndoStep_Elem *next, *prev;
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UndoRefID_Object obedit_ref;
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UndoArmature data;
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};
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struct ArmatureUndoStep {
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UndoStep step;
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/** See #ED_undo_object_editmode_validate_scene_from_windows code comment for details. */
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UndoRefID_Scene scene_ref;
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ArmatureUndoStep_Elem *elems;
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uint elems_len;
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};
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static bool armature_undosys_poll(bContext *C)
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{
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return editarm_object_from_context(C) != nullptr;
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}
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static bool armature_undosys_step_encode(bContext *C, Main *bmain, UndoStep *us_p)
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{
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ArmatureUndoStep *us = (ArmatureUndoStep *)us_p;
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/* Important not to use the 3D view when getting objects because all objects
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* outside of this list will be moved out of edit-mode when reading back undo steps. */
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Scene *scene = CTX_data_scene(C);
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ViewLayer *view_layer = CTX_data_view_layer(C);
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blender::Vector<Object *> objects = ED_undo_editmode_objects_from_view_layer(scene, view_layer);
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us->scene_ref.ptr = scene;
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us->elems = static_cast<ArmatureUndoStep_Elem *>(
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MEM_callocN(sizeof(*us->elems) * objects.size(), __func__));
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us->elems_len = objects.size();
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for (uint i = 0; i < objects.size(); i++) {
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Object *ob = objects[i];
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ArmatureUndoStep_Elem *elem = &us->elems[i];
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elem->obedit_ref.ptr = ob;
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bArmature *arm = static_cast<bArmature *>(elem->obedit_ref.ptr->data);
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undoarm_from_editarm(&elem->data, arm);
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arm->needs_flush_to_id = 1;
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us->step.data_size += elem->data.undo_size;
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}
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bmain->is_memfile_undo_flush_needed = true;
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return true;
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}
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static void armature_undosys_step_decode(
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bContext *C, Main *bmain, UndoStep *us_p, const eUndoStepDir /*dir*/, bool /*is_final*/)
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{
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ArmatureUndoStep *us = (ArmatureUndoStep *)us_p;
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Scene *scene = CTX_data_scene(C);
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ViewLayer *view_layer = CTX_data_view_layer(C);
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ED_undo_object_editmode_validate_scene_from_windows(
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CTX_wm_manager(C), us->scene_ref.ptr, &scene, &view_layer);
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ED_undo_object_editmode_restore_helper(
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scene, view_layer, &us->elems[0].obedit_ref.ptr, us->elems_len, sizeof(*us->elems));
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BLI_assert(BKE_object_is_in_editmode(us->elems[0].obedit_ref.ptr));
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for (uint i = 0; i < us->elems_len; i++) {
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ArmatureUndoStep_Elem *elem = &us->elems[i];
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Object *obedit = elem->obedit_ref.ptr;
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bArmature *arm = static_cast<bArmature *>(obedit->data);
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if (arm->edbo == nullptr) {
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/* Should never fail, may not crash but can give odd behavior. */
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CLOG_ERROR(&LOG,
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"name='%s', failed to enter edit-mode for object '%s', undo state invalid",
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us_p->name,
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obedit->id.name);
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continue;
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}
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undoarm_to_editarm(&elem->data, arm);
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arm->needs_flush_to_id = 1;
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DEG_id_tag_update(&arm->id, ID_RECALC_GEOMETRY);
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}
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/* The first element is always active */
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ED_undo_object_set_active_or_warn(
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scene, view_layer, us->elems[0].obedit_ref.ptr, us_p->name, &LOG);
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/* Check after setting active (unless undoing into another scene). */
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BLI_assert(armature_undosys_poll(C) || (scene != CTX_data_scene(C)));
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bmain->is_memfile_undo_flush_needed = true;
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WM_event_add_notifier(C, NC_GEOM | ND_DATA, nullptr);
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}
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static void armature_undosys_step_free(UndoStep *us_p)
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{
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ArmatureUndoStep *us = (ArmatureUndoStep *)us_p;
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for (uint i = 0; i < us->elems_len; i++) {
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ArmatureUndoStep_Elem *elem = &us->elems[i];
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undoarm_free_data(&elem->data);
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}
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MEM_freeN(us->elems);
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}
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static void armature_undosys_foreach_ID_ref(UndoStep *us_p,
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UndoTypeForEachIDRefFn foreach_ID_ref_fn,
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void *user_data)
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{
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ArmatureUndoStep *us = (ArmatureUndoStep *)us_p;
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foreach_ID_ref_fn(user_data, ((UndoRefID *)&us->scene_ref));
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for (uint i = 0; i < us->elems_len; i++) {
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ArmatureUndoStep_Elem *elem = &us->elems[i];
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foreach_ID_ref_fn(user_data, ((UndoRefID *)&elem->obedit_ref));
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}
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}
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void ED_armature_undosys_type(UndoType *ut)
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{
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ut->name = "Edit Armature";
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ut->poll = armature_undosys_poll;
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ut->step_encode = armature_undosys_step_encode;
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ut->step_decode = armature_undosys_step_decode;
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ut->step_free = armature_undosys_step_free;
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ut->step_foreach_ID_ref = armature_undosys_foreach_ID_ref;
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ut->flags = UNDOTYPE_FLAG_NEED_CONTEXT_FOR_ENCODE;
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ut->step_size = sizeof(ArmatureUndoStep);
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}
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/** \} */
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