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authorTon Roosendaal <ton@blender.org>2005-07-03 21:35:38 +0400
committerTon Roosendaal <ton@blender.org>2005-07-03 21:35:38 +0400
commit28a1e8277be15fc455c816bed50e21423eb7e95a (patch)
treeaedb7afdda133681cd6b997947daeb92eb9a86cb /source/blender/blenkernel/BKE_action.h
parent99a8747e8246f8eabc8c60a850f2e2651995f8a1 (diff)
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
Diffstat (limited to 'source/blender/blenkernel/BKE_action.h')
-rw-r--r--source/blender/blenkernel/BKE_action.h67
1 files changed, 15 insertions, 52 deletions
diff --git a/source/blender/blenkernel/BKE_action.h b/source/blender/blenkernel/BKE_action.h
index 2f3af8ca103..5b8c8c1a929 100644
--- a/source/blender/blenkernel/BKE_action.h
+++ b/source/blender/blenkernel/BKE_action.h
@@ -28,9 +28,7 @@
* 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.
+ * Contributor(s): Full recode, Ton Roosendaal, Crete 2005
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
@@ -55,25 +53,16 @@ struct Object;
extern "C" {
#endif
-/**
- * Allocate a new pose channel on the heap and binary copy the
- * contents of the src pose channel.
- */
-struct bPoseChannel *copy_pose_channel(const struct bPoseChannel *src);
-
+
/**
* Removes and deallocates all channels from a pose.
* Does not free the pose itself.
*/
-void clear_pose(struct bPose *pose);
-
-/* Sets the value of a pose channel */
-struct bPoseChannel *set_pose_channel(struct bPose *pose,
- struct bPoseChannel *chan);
+void free_pose_channels(struct bPose *pose);
/**
* Allocate a new pose on the heap, and copy the src pose and it's channels
- * into the new pose. *dst is set to the newly allocated structure.
+ * into the new pose. *dst is set to the newly allocated structure, and assumed to be NULL.
*/
void copy_pose(struct bPose **dst, struct bPose *src,
int copyconstraints);
@@ -104,6 +93,9 @@ struct bPoseChannel *get_pose_channel(const struct bPose *pose,
struct bPoseChannel *verify_pose_channel(struct bPose* pose,
const char* name);
+/* sets constraint flags */
+void update_pose_constraint_flags(struct bPose *pose);
+
/**
* Allocate a new bAction on the heap and copy
* the contents of src into it. If src is NULL NULL is returned.
@@ -119,31 +111,12 @@ float calc_action_start(const struct bAction *act);
float calc_action_end(const struct bAction *act);
/**
- * Evaluate the pose from the given action.
- * If the pose does not exist, a new one is created.
- * Some deep calls into blender are made here.
+ * Set the pose channels from the given action.
*/
-void get_pose_from_action(struct bPose **pose, struct bAction *act,
+void extract_pose_from_action(struct bPose *pose, struct bAction *act,
float ctime);
/**
- * I think this duplicates the src into *pose.
- * If the pose does not exist, a new one is created.
- * If the pose does not contain channels from src
- * new channels are created.
- */
-void get_pose_from_pose(struct bPose **pose, const struct bPose *src);
-
-void clear_pose_constraint_status(struct Object *ob);
-
-/**
- * Blends the common subset of channels from dst and src.
- * and writes result to dst.
- */
-void blend_poses(struct bPose *dst, const struct bPose *src,
- float srcweight, short mode);
-
-/**
* Iterate through the action channels of the action
* and return the channel with the given name.
* Returns NULL if no channel.
@@ -151,30 +124,20 @@ void blend_poses(struct bPose *dst, const struct bPose *src,
struct bActionChannel *get_named_actionchannel(struct bAction *act,
const char *name);
+// exported for game engine
+void blend_poses(struct bPose *dst, const struct bPose *src, float srcweight, short mode);
+void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
+
+
#ifdef __cplusplus
};
#endif
+/* nla strip flag */
enum {
POSE_BLEND = 0,
POSE_ADD
};
-enum {
- POSE_KEY = 0x10000000,
- POSE_LOC = 0x00000001,
- POSE_ROT = 0x00000002,
- POSE_SIZE = 0x00000004,
- POSE_UNUSED1 = 0x00000008,
- POSE_UNUSED2 = 0x00000010,
- POSE_UNUSED3 = 0x00000020,
- POSE_UNUSED4 = 0x00000040,
- POSE_UNUSED5 = 0x00000080,
- POSE_OBMAT = 0x00000100,
- POSE_PARMAT = 0x00000200,
- PCHAN_DONE = 0x00000400,
- PCHAN_TRANS_UPDATE = 0x00000800
-};
-
#endif