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authorTon Roosendaal <ton@blender.org>2005-10-23 14:08:19 +0400
committerTon Roosendaal <ton@blender.org>2005-10-23 14:08:19 +0400
commitde655553ab1a88638ab0b3ecec7127812c49672b (patch)
treed83793cb69bebb0cfb7adabe154d6657171c421a /source/blender/blenkernel/BKE_depsgraph.h
parent12ab0f64f4206516bd8a15506b5783c60a0f9fe4 (diff)
New: Option to show the paths of Bones over time.
In PoseMode, press Wkey or use the Pose pulldown menu. It calculates the positions of all selected Bone end points, over the time as indicated with the Scene start/end frame. This then is drawn as a path, with little black dots on every frame, and a white dot on every 10 frames. Paths are not saved in files, and not calculated automatic yet on changes. To make this relative fast, but also reliable, I had to add a new method in the Dependency graph system, to find exactly (and only) these parents of an Object that influence its position. This is needed because the path should show the actual global coordinates of the entire animation system.
Diffstat (limited to 'source/blender/blenkernel/BKE_depsgraph.h')
-rw-r--r--source/blender/blenkernel/BKE_depsgraph.h9
1 files changed, 9 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_depsgraph.h b/source/blender/blenkernel/BKE_depsgraph.h
index 4ac70df66a7..5dd820d5a79 100644
--- a/source/blender/blenkernel/BKE_depsgraph.h
+++ b/source/blender/blenkernel/BKE_depsgraph.h
@@ -94,11 +94,20 @@ void boundbox_deps(void);
void draw_all_deps(void);
/* ********** API *************** */
+/* Note that the DAG never executes changes in Objects, only sets flags in Objects */
void DAG_scene_sort(struct Scene *sce);
+
+ /* flag all objects that need recalc because they're animated */
void DAG_scene_update_flags(struct Scene *sce, unsigned int lay);
+ /* flag all objects that need recalc because they're animated, influencing this object only */
+void DAG_object_update_flags(struct Scene *sce, struct Object *ob, unsigned int lay);
+
+ /* flushes all recalc flags in objects down the dependency tree */
void DAG_scene_flush_update(struct Scene *sce, unsigned int lay);
+ /* flushes all recalc flags for this object down the dependency tree */
void DAG_object_flush_update(struct Scene *sce, struct Object *ob, short flag);
+
void DAG_pose_sort(struct Object *ob);
#endif