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authorAlexander Gavrilov <angavrilov@gmail.com>2017-11-01 21:34:30 +0300
committerAlexander Gavrilov <angavrilov@gmail.com>2017-11-01 21:57:39 +0300
commit8bdc391c5488228dfe9c9e995277d67558293f08 (patch)
treeee7296ec1348a36546357f62271c0324d86e0e0a /source/blender/blenkernel/intern/mask.c
parent88356a24422faf45d6355b449b3855e6904edf51 (diff)
Implement a new automatic handle algorithm to produce smooth F-Curves.
The legacy algorithm only considers two adjacent points when computing the bezier handles, which cannot produce satisfactory results. Animators are often forced to manually adjust all curves. The new approach instead solves a system of equations to trace a cubic spline with continuous second derivative through the whole segment of auto points, delimited at ends by keyframes with handles set by other requirements. This algorithm also adjusts Vector handles that face ordinary bezier keyframes to achieve zero acceleration at the Vector keyframe, instead of simply pointing it at the adjacent point. Original idea and implementation by Benoit Bolsee <benoit.bolsee@online.be>; code mostly rewritten to improve code clarity and extensibility. Reviewers: aligorith Differential Revision: https://developer.blender.org/D2884
Diffstat (limited to 'source/blender/blenkernel/intern/mask.c')
-rw-r--r--source/blender/blenkernel/intern/mask.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/mask.c b/source/blender/blenkernel/intern/mask.c
index 8b8b48db279..b8a241ed956 100644
--- a/source/blender/blenkernel/intern/mask.c
+++ b/source/blender/blenkernel/intern/mask.c
@@ -1196,14 +1196,14 @@ static void mask_calc_point_handle(MaskSplinePoint *point, MaskSplinePoint *poin
#if 1
if (bezt_prev || bezt_next) {
- BKE_nurb_handle_calc(bezt, bezt_prev, bezt_next, 0);
+ BKE_nurb_handle_calc(bezt, bezt_prev, bezt_next, 0, 0);
}
#else
if (handle_type == HD_VECT) {
- BKE_nurb_handle_calc(bezt, bezt_prev, bezt_next, 0);
+ BKE_nurb_handle_calc(bezt, bezt_prev, bezt_next, 0, 0);
}
else if (handle_type == HD_AUTO) {
- BKE_nurb_handle_calc(bezt, bezt_prev, bezt_next, 0);
+ BKE_nurb_handle_calc(bezt, bezt_prev, bezt_next, 0, 0);
}
else if (handle_type == HD_ALIGN || handle_type == HD_ALIGN_DOUBLESIDE) {
float v1[3], v2[3];