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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/include/BIF_editarmature.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/include/BIF_editarmature.h')
-rw-r--r--source/blender/include/BIF_editarmature.h29
1 files changed, 14 insertions, 15 deletions
diff --git a/source/blender/include/BIF_editarmature.h b/source/blender/include/BIF_editarmature.h
index df6d74cd036..77472ede8cf 100644
--- a/source/blender/include/BIF_editarmature.h
+++ b/source/blender/include/BIF_editarmature.h
@@ -45,7 +45,6 @@ typedef struct EditBone
void *temp; /* Used to store temporary data */
char name[32];
- char oldname[32];
float roll; /* Roll along axis. We'll ultimately use the axis/angle method
for determining the transformation matrix of the bone. The axis
is tail-head while roll provides the angle. Refer to Graphics
@@ -56,8 +55,6 @@ typedef struct EditBone
/* All joints are considered to have zero rotation with respect to
their parents. Therefore any rotations specified during the
animation are automatically relative to the bones' rest positions*/
- short sHead[2];
- short sTail[2];
int flag;
int parNr; /* Used for retrieving values from the menu system */
@@ -67,12 +64,7 @@ typedef struct EditBone
for pose element, rather than trying to use the existing transObject
system?
*/
- float dist, weight;
- float loc[3], dloc[3];
- float size[3], dsize[3];
- float rot[3], drot[3];
- float quat[4], dquat[4];
- float obmat[4][4];
+ float dist, weight, length;
short boneclass;
@@ -85,8 +77,7 @@ void add_primitiveArmature(int type);
void apply_rot_armature (struct Object *ob, float mat[3][3]);
void clear_armature(struct Object *ob, char mode);
-void clever_numbuts_armature (void);
-void clever_numbuts_posearmature (void);
+
void delete_armature(void);
void deselectall_armature(void);
void deselectall_posearmature (int test);
@@ -97,6 +88,8 @@ void join_armature(void);
void load_editArmature(void);
char* make_bone_menu(struct bArmature *arm);
void make_bone_parent(void);
+void clear_bone_parent(void);
+
void make_editArmature(void);
void make_trans_bones (char mode);
void mousepose_armature(void);
@@ -109,7 +102,7 @@ void unique_editbone_name (char* name);
void attach_bone_to_parent(EditBone *bone);
void attach_bone_to_parent_cb(void *bonev, void *arg2_unused);
-struct Bone *get_first_selected_bone (void);
+
void auto_align_armature(void);
void create_vgroups_from_armature(Object *ob, Object *par);
@@ -123,9 +116,15 @@ int ik_chain_looper(Object *ob, struct Bone *bone, void *data,
int (*bone_func)(Object *, struct Bone *, void *));
int is_delay_deform(void);
-#define BONESEL_TIP 0x08000000
-#define BONESEL_ROOT 0x04000000
-#define BONESEL_BONE (BONESEL_TIP|BONESEL_ROOT)
+void undo_push_armature(char *name);
+void armature_bone_rename(struct bArmature *arm, char *oldname, char *newname);
+
+
+#define BONESEL_ROOT 0x02000000
+#define BONESEL_TIP 0x04000000
+#define BONESEL_BONE 0x08000000
+#define BONESEL_ANY (BONESEL_TIP|BONESEL_ROOT|BONESEL_BONE)
+
#define BONESEL_NOSEL 0x80000000 /* Indicates a negative number */
#endif