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authorJoshua Leung <aligorith@gmail.com>2010-01-19 14:31:49 +0300
committerJoshua Leung <aligorith@gmail.com>2010-01-19 14:31:49 +0300
commit7759fc2983422ef234b1d9a2bcdbc4c7e6265071 (patch)
tree4b4fbac13821dc33cef421623db2ef45287f08af /source/blender/editors/space_view3d
parented578c27c821a146ca684137d5eb1ac986858599 (diff)
Motion Paths - (Part 3) Operators, Drawing, and Fixes
This commit makes the new-style Motion Paths work for Objects and Bones. Motion Paths can either be added for Objects (Object buttons) or for Selected Bones in PoseMode (Armature Buttons), and/or removed from these panels too. Changes: * Changed the way the baking code worked, since it was better to be able to bake a bunch of objects at once, instead of doing it per object * Fixed a variety of bugs regarding initialising defaults and reading old files * Added operators for Objects (like for bones), and replaced the existing code for bones. * Fixed bug with baking code that was causing it to bake the wrong ranges Todos: * Frame number drawing is currently messed up, since the "cached" text drawing takes into account the object transforms. * The new MotionPath panels currently appear as the first panels in the respective contexts, probably due to the order in which the files are included. This needs some fixing, though not sure what the best way is yet.
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/drawanimviz.c3
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c195
-rw-r--r--source/blender/editors/space_view3d/drawobject.c16
3 files changed, 24 insertions, 190 deletions
diff --git a/source/blender/editors/space_view3d/drawanimviz.c b/source/blender/editors/space_view3d/drawanimviz.c
index b8184a60cee..c57fad96a94 100644
--- a/source/blender/editors/space_view3d/drawanimviz.c
+++ b/source/blender/editors/space_view3d/drawanimviz.c
@@ -104,6 +104,7 @@ void draw_motion_paths_init(Scene *scene, View3D *v3d, ARegion *ar)
* - assumes that the viewport has already been initialised properly
* i.e. draw_motion_paths_init() has been called
*/
+// FIXME: the text is still drawn in the wrong space - it includes the current transforms of the object still...
void draw_motion_path_instance(Scene *scene, View3D *v3d, ARegion *ar,
Object *ob, bPoseChannel *pchan, bAnimVizSettings *avs, bMotionPath *mpath)
{
@@ -273,7 +274,7 @@ void draw_motion_path_instance(Scene *scene, View3D *v3d, ARegion *ar,
glPointSize(1.0f);
/* Draw frame numbers of keyframes */
- if (avs->path_viewflag & (MOTIONPATH_VIEW_FNUMS|MOTIONPATH_VIEW_KFNOS)) {
+ if (avs->path_viewflag & MOTIONPATH_VIEW_FNUMS) {
for (i=0, mpv=mpv_start; i < len; i++, mpv++) {
float mframe= (float)(sfra + i);
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index c59c5cddb3f..bfdeaef1834 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -2118,200 +2118,21 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
*/
static void draw_pose_paths(Scene *scene, View3D *v3d, ARegion *ar, Object *ob)
{
- RegionView3D *rv3d= ar->regiondata;
- AnimData *adt= BKE_animdata_from_id(&ob->id);
+ bAnimVizSettings *avs= &ob->pose->avs;
bArmature *arm= ob->data;
bPoseChannel *pchan;
- ActKeyColumn *ak;
- DLRBT_Tree keys;
- float *fp, *fp_start;
- int a, stepsize;
- int sfra, efra, len;
- if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
-
- glPushMatrix();
- glLoadMatrixf(rv3d->viewmat);
-
- /* version patch here - cannot access frame info from file reading */
- if (arm->pathsize == 0) arm->pathsize= 1;
- stepsize = arm->pathsize;
+ /* setup drawing environment for paths */
+ draw_motion_paths_init(scene, v3d, ar);
+ /* draw paths where they exist and they releated bone is visible */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
- if (pchan->bone->layer & arm->layer) {
- if (pchan->path) {
- /* version patch here - cannot access frame info from file reading */
- if ((pchan->pathsf == 0) || (pchan->pathef == 0)) {
- pchan->pathsf= SFRA;
- pchan->pathef= EFRA;
- }
-
- /* get frame ranges */
- if (arm->pathflag & ARM_PATH_ACFRA) {
- int sind;
-
- /* With "Around Current", we only choose frames from around
- * the current frame to draw. However, this range is still
- * restricted by the limits of the original path.
- */
- sfra= CFRA - arm->pathbc;
- efra= CFRA + arm->pathac;
- if (sfra < pchan->pathsf) sfra= pchan->pathsf;
- if (efra > pchan->pathef) efra= pchan->pathef;
-
- len= efra - sfra;
-
- sind= sfra - pchan->pathsf;
- fp_start= (pchan->path + (3*sind));
- }
- else {
- sfra= pchan->pathsf;
- efra = sfra + pchan->pathlen;
- len = pchan->pathlen;
- fp_start = pchan->path;
- }
-
- /* draw curve-line of path */
- glShadeModel(GL_SMOOTH);
-
- glBegin(GL_LINE_STRIP);
- for (a=0, fp=fp_start; a<len; a++, fp+=3) {
- float intensity; /* how faint */
-
- /* set color
- * - more intense for active/selected bones, less intense for unselected bones
- * - black for before current frame, green for current frame, blue for after current frame
- * - intensity decreases as distance from current frame increases
- */
- #define SET_INTENSITY(A, B, C, min, max) (((1.0f - ((C - B) / (C - A))) * (max-min)) + min)
- if ((a+sfra) < CFRA) {
- /* black - before cfra */
- if (pchan->bone->flag & BONE_SELECTED) {
- // intensity= 0.5f;
- intensity = SET_INTENSITY(sfra, a, CFRA, 0.25f, 0.75f);
- }
- else {
- //intensity= 0.8f;
- intensity = SET_INTENSITY(sfra, a, CFRA, 0.68f, 0.92f);
- }
- UI_ThemeColorBlend(TH_WIRE, TH_BACK, intensity);
- }
- else if ((a+sfra) > CFRA) {
- /* blue - after cfra */
- if (pchan->bone->flag & BONE_SELECTED) {
- //intensity = 0.5f;
- intensity = SET_INTENSITY(CFRA, a, efra, 0.25f, 0.75f);
- }
- else {
- //intensity = 0.8f;
- intensity = SET_INTENSITY(CFRA, a, efra, 0.68f, 0.92f);
- }
- UI_ThemeColorBlend(TH_BONE_POSE, TH_BACK, intensity);
- }
- else {
- /* green - on cfra */
- if (pchan->bone->flag & BONE_SELECTED) {
- intensity= 0.5f;
- }
- else {
- intensity= 0.99f;
- }
- UI_ThemeColorBlendShade(TH_CFRAME, TH_BACK, intensity, 10);
- }
-
- /* draw a vertex with this color */
- glVertex3fv(fp);
- }
-
- glEnd();
- glShadeModel(GL_FLAT);
-
- glPointSize(1.0);
-
- /* draw little black point at each frame
- * NOTE: this is not really visible/noticable
- */
- glBegin(GL_POINTS);
- for (a=0, fp=fp_start; a<len; a++, fp+=3)
- glVertex3fv(fp);
- glEnd();
-
- /* Draw little white dots at each framestep value */
- UI_ThemeColor(TH_TEXT_HI);
- glBegin(GL_POINTS);
- for (a=0, fp=fp_start; a<len; a+=stepsize, fp+=(stepsize*3))
- glVertex3fv(fp);
- glEnd();
-
- /* Draw frame numbers at each framestep value */
- if (arm->pathflag & ARM_PATH_FNUMS) {
- for (a=0, fp=fp_start; a<len; a+=stepsize, fp+=(stepsize*3)) {
- char str[32];
-
- /* only draw framenum if several consecutive highlighted points don't occur on same point */
- if (a == 0) {
- sprintf(str, "%d", (a+sfra));
- view3d_cached_text_draw_add(fp[0], fp[1], fp[2], str, 0);
- }
- else if ((a > stepsize) && (a < len-stepsize)) {
- if ((equals_v3v3(fp, fp-(stepsize*3))==0) || (equals_v3v3(fp, fp+(stepsize*3))==0)) {
- sprintf(str, "%d", (a+sfra));
- view3d_cached_text_draw_add(fp[0], fp[1], fp[2], str, 0);
- }
- }
- }
- }
-
- /* Keyframes - dots and numbers */
- if (arm->pathflag & ARM_PATH_KFRAS) {
- /* build list of all keyframes in active action for pchan */
- BLI_dlrbTree_init(&keys);
-
- if (adt) {
- bActionGroup *agrp= action_groups_find_named(adt->action, pchan->name);
- if (agrp) {
- agroup_to_keylist(adt, agrp, &keys, NULL);
- BLI_dlrbTree_linkedlist_sync(&keys);
- }
- }
-
- /* Draw slightly-larger yellow dots at each keyframe */
- UI_ThemeColor(TH_VERTEX_SELECT);
- glPointSize(5.0f);
-
- glBegin(GL_POINTS);
- for (a=0, fp=fp_start; a<len; a++, fp+=3) {
- for (ak= keys.first; ak; ak= ak->next) {
- if (ak->cfra == (a+sfra))
- glVertex3fv(fp);
- }
- }
- glEnd();
-
- glPointSize(1.0f);
-
- /* Draw frame numbers of keyframes */
- if ((arm->pathflag & ARM_PATH_FNUMS) || (arm->pathflag & ARM_PATH_KFNOS)) {
- for(a=0, fp=fp_start; a<len; a++, fp+=3) {
- for (ak= keys.first; ak; ak= ak->next) {
- if (ak->cfra == (a+sfra)) {
- char str[32];
-
- sprintf(str, "%d", (a+sfra));
- view3d_cached_text_draw_add(fp[0], fp[1], fp[2], str, 0);
- }
- }
- }
- }
-
- BLI_dlrbTree_free(&keys);
- }
- }
- }
+ if ((pchan->bone->layer & arm->layer) && (pchan->mpath))
+ draw_motion_path_instance(scene, v3d, ar, ob, pchan, avs, pchan->mpath);
}
- if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
- glPopMatrix();
+ /* cleanup after drawing */
+ draw_motion_paths_cleanup(scene, v3d, ar);
}
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index c3e248c9d7c..b10b74ff160 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -5180,6 +5180,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
/* no return after this point, otherwise leaks */
view3d_cached_text_draw_begin();
+
/* draw keys? */
#if 0 // XXX old animation system
@@ -5260,8 +5261,19 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
/* patch? children objects with a timeoffs change the parents. How to solve! */
/* if( ((int)ob->ctime) != F_(scene->r.cfra)) where_is_object(scene, ob); */
- /* draw paths... */
- // TODO...
+ /* draw motion paths (in view space) */
+ if (ob->mpath) {
+ bAnimVizSettings *avs= &ob->avs;
+
+ /* setup drawing environment for paths */
+ draw_motion_paths_init(scene, v3d, ar);
+
+ /* draw motion path for object */
+ draw_motion_path_instance(scene, v3d, ar, ob, NULL, avs, ob->mpath);
+
+ /* cleanup after drawing */
+ draw_motion_paths_cleanup(scene, v3d, ar);
+ }
/* multiply view with object matrix.
* local viewmat and persmat, to calculate projections */