diff options
author | Ton Roosendaal <ton@blender.org> | 2005-07-03 21:35:38 +0400 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2005-07-03 21:35:38 +0400 |
commit | 28a1e8277be15fc455c816bed50e21423eb7e95a (patch) | |
tree | aedb7afdda133681cd6b997947daeb92eb9a86cb /source/blender/src/transform.c | |
parent | 99a8747e8246f8eabc8c60a850f2e2651995f8a1 (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/src/transform.c')
-rwxr-xr-x | source/blender/src/transform.c | 42 |
1 files changed, 30 insertions, 12 deletions
diff --git a/source/blender/src/transform.c b/source/blender/src/transform.c index 8f5a0407487..ab732f9eb1a 100755 --- a/source/blender/src/transform.c +++ b/source/blender/src/transform.c @@ -46,13 +46,29 @@ #include "MEM_guardedalloc.h" -#include "DNA_listBase.h" -#include "DNA_userdef_types.h" -#include "DNA_scene_types.h" /* PET modes */ -#include "DNA_screen_types.h" /* area dimensions */ +#include "DNA_action_types.h" +#include "DNA_armature_types.h" +#include "DNA_camera_types.h" +#include "DNA_constraint_types.h" +#include "DNA_curve_types.h" +#include "DNA_effect_types.h" +#include "DNA_image_types.h" +#include "DNA_ipo_types.h" +#include "DNA_key_types.h" +#include "DNA_lamp_types.h" +#include "DNA_lattice_types.h" +#include "DNA_mesh_types.h" +#include "DNA_meshdata_types.h" +#include "DNA_meta_types.h" #include "DNA_object_types.h" +#include "DNA_scene_types.h" +#include "DNA_screen_types.h" +#include "DNA_texture_types.h" #include "DNA_view3d_types.h" -#include "DNA_ipo_types.h" /* some silly ipo flag */ +#include "DNA_world_types.h" +#include "DNA_userdef_types.h" +#include "DNA_property_types.h" +#include "DNA_vfont_types.h" #include "BIF_editview.h" /* arrows_move_cursor */ #include "BIF_screen.h" @@ -69,6 +85,8 @@ #include "BLI_arithb.h" +#include "BDR_editobject.h" + #include "PIL_time.h" #include "blendef.h" @@ -195,7 +213,7 @@ void checkFirstTime() { } static void transformEvent(unsigned short event, short val) { - float mati[3][3] = {1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f}; + float mati[3][3] = {{1.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}}; char cmode = constraintModeToChar(&Trans); if (val) { @@ -517,7 +535,7 @@ void Transform() selectConstraint(&Trans); if (Trans.transform) { - Trans.transform(&Trans, mval); + Trans.transform(&Trans, mval); // calls recalcData() } Trans.redraw = 0; } @@ -534,7 +552,7 @@ void Transform() /* handle restoring objects and Undo */ if(Trans.state == TRANS_CANCEL) { - restoreTransObjects(&Trans); + restoreTransObjects(&Trans); // calls recalcData() if(Trans.undostr) BIF_undo_push(Trans.undostr); } else { @@ -552,9 +570,9 @@ void Transform() if(Trans.mode==TFM_RESIZE) cmode= 's'; else if(Trans.mode==TFM_ROTATION) cmode= 'r'; - /* aftertrans does displists, ipos and action channels */ - /* 7 = keyflags, meaning do loc/rot/scale ipos. Not sure if I like the old method to detect what changed (ton) */ - special_aftertrans_update(cmode, 0, (short)(Trans.state == TRANS_CANCEL), 7); + + /* aftertrans does insert ipos and action channels */ + special_aftertrans_update(cmode, 0, (short)(Trans.state == TRANS_CANCEL)); if(G.obedit==NULL && G.obpose==NULL) clear_trans_object_base_flags(); @@ -718,7 +736,7 @@ void ManipulatorTransform() else if(Trans.mode==TFM_ROTATION) cmode= 'r'; /* aftertrans does displists, ipos and action channels */ /* 7 = keyflags, meaning do loc/rot/scale ipos. Not sure if I like the old method to detect what changed (ton) */ - special_aftertrans_update(cmode, 0, (short)(Trans.state == TRANS_CANCEL), 7); + special_aftertrans_update(cmode, 0, (short)(Trans.state == TRANS_CANCEL)); if(G.obedit==NULL && G.obpose==NULL) clear_trans_object_base_flags(); |