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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/makesdna/DNA_ika_types.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/makesdna/DNA_ika_types.h')
-rw-r--r--source/blender/makesdna/DNA_ika_types.h93
1 files changed, 0 insertions, 93 deletions
diff --git a/source/blender/makesdna/DNA_ika_types.h b/source/blender/makesdna/DNA_ika_types.h
deleted file mode 100644
index 2ddbc4ed4a3..00000000000
--- a/source/blender/makesdna/DNA_ika_types.h
+++ /dev/null
@@ -1,93 +0,0 @@
-/**
- * blenlib/DNA_ika_types.h (mar-2001 nzc)
- *
- * Old ika types. These have been superceded by Reevan's stuff
- * (armatures and bones)
- *
- * Can be removed! (ton)
- *
- * $Id$
- *
- * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version. The Blender
- * Foundation also sells licenses for use in proprietary software under
- * the Blender License. See http://www.blender.org/BL/ for information
- * about this.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- *
- * 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.
- *
- * ***** END GPL/BL DUAL LICENSE BLOCK *****
- */
-#ifndef DNA_IKA_TYPES_H
-#define DNA_IKA_TYPES_H
-
-#include "DNA_listBase.h"
-#include "DNA_ID.h"
-
-struct Object;
-struct Ipo;
-
-typedef struct Deform {
- struct Object *ob;
- short flag, partype;
- int par1, par2, par3; /* can be vertexnrs */
- float imat[4][4], premat[4][4], postmat[4][4];
- float vec[3]; /* when partype==LIMB, for distfunc */
- float fac, dist, pad;
-
-} Deform;
-
-typedef struct Limb {
- struct Limb *next, *prev;
-
- float len, leno, fac, alpha, alphao, pad;
- float eff[2];
-
-} Limb;
-
-typedef struct Ika {
- ID id;
-
- short partype, flag, iter, lastfra;
-
- ListBase limbbase;
- float eff[3], effg[3], effn[3];
- float mem, slow, toty, totx, xyconstraint;
-
- struct Ipo *ipo;
- struct Object *parent;
- int par1, par2, par3;
-
- int totdef;
- Deform *def;
-
- int def_scroll;
- int limb_scroll;
-} Ika;
-
-/* these defines are used for working with ikas*/
-
-/* ika.flag: */
-#define IK_GRABEFF 1
-#define IK_XYCONSTRAINT 2
-
-#endif
-