diff options
Diffstat (limited to 'source/blender/editors/space_view3d/drawanimviz.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawanimviz.c | 563 |
1 files changed, 563 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/drawanimviz.c b/source/blender/editors/space_view3d/drawanimviz.c new file mode 100644 index 00000000000..c999de92ea2 --- /dev/null +++ b/source/blender/editors/space_view3d/drawanimviz.c @@ -0,0 +1,563 @@ +/** + * $Id: drawanim.c 24637 2009-11-18 11:40:55Z campbellbarton $ + * + * ***** BEGIN GPL 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. + * + * 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) 2009 by the Blender Foundation. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): Joshua Leung + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include <stdlib.h> +#include <string.h> +#include <math.h> + +#ifdef HAVE_CONFIG_H +#include <config.h> +#endif + +#include "MEM_guardedalloc.h" + +#include "DNA_anim_types.h" +#include "DNA_action_types.h" +#include "DNA_armature_types.h" +#include "DNA_constraint_types.h" +#include "DNA_ID.h" +#include "DNA_object_types.h" +#include "DNA_scene_types.h" +#include "DNA_screen_types.h" +#include "DNA_space_types.h" +#include "DNA_view3d_types.h" +#include "DNA_userdef_types.h" + +#include "BLI_blenlib.h" +#include "BLI_math.h" +#include "BLI_dlrbTree.h" + +#include "BKE_anim.h" +#include "BKE_animsys.h" +#include "BKE_action.h" +#include "BKE_armature.h" +#include "BKE_constraint.h" +#include "BKE_context.h" +#include "BKE_depsgraph.h" +#include "BKE_DerivedMesh.h" +#include "BKE_global.h" +#include "BKE_main.h" +#include "BKE_modifier.h" +#include "BKE_nla.h" +#include "BKE_object.h" +#include "BKE_utildefines.h" + +#include "BIF_gl.h" +#include "BIF_glutil.h" + +#include "ED_armature.h" +#include "ED_anim_api.h" +#include "ED_keyframes_draw.h" + +#include "WM_api.h" +#include "WM_types.h" +#include "BLF_api.h" + +#include "UI_resources.h" + +#include "view3d_intern.h" + +/* ************************************ Motion Paths ************************************* */ + +// TODO: +// - options to draw paths with lines +// - include support for editing the path verts + +/* Set up drawing environment for drawing motion paths */ +void draw_motion_paths_init(Scene *scene, View3D *v3d, ARegion *ar) +{ + RegionView3D *rv3d= ar->regiondata; + + if (v3d->zbuf) glDisable(GL_DEPTH_TEST); + + glPushMatrix(); + glLoadMatrixf(rv3d->viewmat); +} + +/* Draw the given motion path for an Object or a Bone + * - assumes that the viewport has already been initialised properly + * i.e. draw_motion_paths_init() has been called + */ +void draw_motion_path_instance(Scene *scene, View3D *v3d, ARegion *ar, + Object *ob, bPoseChannel *pchan, bAnimVizSettings *avs, bMotionPath *mpath) +{ + //RegionView3D *rv3d= ar->regiondata; + bMotionPathVert *mpv, *mpv_start; + int sfra, efra, len; + int i, stepsize; + + /* get frame ranges */ + if (avs->path_type == MOTIONPATH_TYPE_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 - avs->path_bc; + efra= CFRA + avs->path_ac; + if (sfra < mpath->start_frame) sfra= mpath->start_frame; + if (efra > mpath->end_frame) efra= mpath->end_frame; + + len= efra - sfra; + + sind= sfra - mpath->start_frame; + mpv_start= (mpath->points + sind); + } + else { + sfra= mpath->start_frame; + efra = sfra + mpath->length; + len = mpath->length; + mpv_start= mpath->points; + } + + /* draw curve-line of path */ + glShadeModel(GL_SMOOTH); + + glBegin(GL_LINE_STRIP); + for (i=0, mpv=mpv_start; i < len; i++, mpv++) { + short sel= (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->flag & SELECT); + 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 ((sfra+i) < CFRA) { + /* black - before cfra */ + if (sel) { + // intensity= 0.5f; + intensity = SET_INTENSITY(sfra, i, CFRA, 0.25f, 0.75f); + } + else { + //intensity= 0.8f; + intensity = SET_INTENSITY(sfra, i, CFRA, 0.68f, 0.92f); + } + UI_ThemeColorBlend(TH_WIRE, TH_BACK, intensity); + } + else if ((sfra+i) > CFRA) { + /* blue - after cfra */ + if (sel) { + //intensity = 0.5f; + intensity = SET_INTENSITY(CFRA, i, efra, 0.25f, 0.75f); + } + else { + //intensity = 0.8f; + intensity = SET_INTENSITY(CFRA, i, efra, 0.68f, 0.92f); + } + UI_ThemeColorBlend(TH_BONE_POSE, TH_BACK, intensity); + } + else { + /* green - on cfra */ + if (sel) { + intensity= 0.5f; + } + else { + intensity= 0.99f; + } + UI_ThemeColorBlendShade(TH_CFRAME, TH_BACK, intensity, 10); + } + + /* draw a vertex with this color */ + glVertex3fv(mpv->co); + } + + 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 (i=0, mpv=mpv_start; i < len; i++, mpv++) + glVertex3fv(mpv->co); + glEnd(); + + /* Draw little white dots at each framestep value */ + UI_ThemeColor(TH_TEXT_HI); + glBegin(GL_POINTS); + for (i=0, mpv=mpv_start; i < len; i+=stepsize, mpv+=stepsize) + glVertex3fv(mpv->co); + glEnd(); + + /* Draw frame numbers at each framestep value */ + if (avs->path_viewflag & MOTIONPATH_VIEW_FNUMS) { + for (i=0, mpv=mpv_start; i < len; i+=stepsize, mpv+=stepsize) { + char str[32]; + + /* only draw framenum if several consecutive highlighted points don't occur on same point */ + if (i == 0) { + sprintf(str, "%d", (i+sfra)); + view3d_cached_text_draw_add(mpv->co[0], mpv->co[1], mpv->co[2], str, 0); + } + else if ((i > stepsize) && (i < len-stepsize)) { + bMotionPathVert *mpvP = (mpv - stepsize); + bMotionPathVert *mpvN = (mpv + stepsize); + + if ((equals_v3v3(mpv->co, mpvP->co)==0) || (equals_v3v3(mpv->co, mpvN->co)==0)) { + sprintf(str, "%d", (sfra+i)); + view3d_cached_text_draw_add(mpv->co[0], mpv->co[1], mpv->co[2], str, 0); + } + } + } + } + + /* Keyframes - dots and numbers */ + if (avs->path_viewflag & MOTIONPATH_VIEW_KFNOS) { + AnimData *adt= BKE_animdata_from_id(&ob->id); + DLRBT_Tree keys; + + /* build list of all keyframes in active action for object or pchan */ + BLI_dlrbTree_init(&keys); + + if (adt) { + /* for now, it is assumed that keyframes for bones are all grouped in a single group */ + if (pchan) { + bActionGroup *agrp= action_groups_find_named(adt->action, pchan->name); + + if (agrp) { + agroup_to_keylist(adt, agrp, &keys, NULL); + BLI_dlrbTree_linkedlist_sync(&keys); + } + } + else { + action_to_keylist(adt, adt->action, &keys, NULL); + BLI_dlrbTree_linkedlist_sync(&keys); + } + } + + /* Draw slightly-larger yellow dots at each keyframe */ + UI_ThemeColor(TH_VERTEX_SELECT); + glPointSize(4.0f); // XXX perhaps a bit too big + + glBegin(GL_POINTS); + for (i=0, mpv=mpv_start; i < len; i++, mpv++) { + float mframe= (float)(sfra + i); + + if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe)) + glVertex3fv(mpv->co); + } + glEnd(); + + glPointSize(1.0f); + + /* Draw frame numbers of keyframes */ + if (avs->path_viewflag & (MOTIONPATH_VIEW_FNUMS|MOTIONPATH_VIEW_KFNOS)) { + for (i=0, mpv=mpv_start; i < len; i++, mpv++) { + float mframe= (float)(sfra + i); + + if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe)) { + char str[32]; + + sprintf(str, "%d", (sfra+i)); + view3d_cached_text_draw_add(mpv->co[0], mpv->co[1], mpv->co[2], str, 0); + } + } + } + + BLI_dlrbTree_free(&keys); + } +} + +/* Clean up drawing environment after drawing motion paths */ +void draw_motion_paths_cleanup(Scene *scene, View3D *v3d, ARegion *ar) +{ + if (v3d->zbuf) glEnable(GL_DEPTH_TEST); + glPopMatrix(); +} + +#if 0 // XXX temp file guards + +/* ***************************** Onion Skinning (Ghosts) ******************************** */ + +#if 0 // XXX only for bones +/* helper function for ghost drawing - sets/removes flags for temporarily + * hiding unselected bones while drawing ghosts + */ +static void ghost_poses_tag_unselected(Object *ob, short unset) +{ + bArmature *arm= ob->data; + bPose *pose= ob->pose; + bPoseChannel *pchan; + + /* don't do anything if no hiding any bones */ + if ((arm->flag & ARM_GHOST_ONLYSEL)==0) + return; + + /* loop over all pchans, adding/removing tags as appropriate */ + for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) { + if ((pchan->bone) && (arm->layer & pchan->bone->layer)) { + if (unset) { + /* remove tags from all pchans if cleaning up */ + pchan->bone->flag &= ~BONE_HIDDEN_PG; + } + else { + /* set tags on unselected pchans only */ + if ((pchan->bone->flag & BONE_SELECTED)==0) + pchan->bone->flag |= BONE_HIDDEN_PG; + } + } + } +} +#endif // XXX only for bones + +/* draw ghosts that occur within a frame range + * note: object should be in posemode + */ +static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base *base) +{ + Object *ob= base->object; + AnimData *adt= BKE_animdata_from_id(&ob->id); + bArmature *arm= ob->data; + bPose *posen, *poseo; + float start, end, stepsize, range, colfac; + int cfrao, flago, ipoflago; + + start = (float)arm->ghostsf; + end = (float)arm->ghostef; + if (end <= start) + return; + + stepsize= (float)(arm->ghostsize); + range= (float)(end - start); + + /* store values */ + ob->mode &= ~OB_MODE_POSE; + cfrao= CFRA; + flago= arm->flag; + arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES); + ipoflago= ob->ipoflag; + ob->ipoflag |= OB_DISABLE_PATH; + + /* copy the pose */ + poseo= ob->pose; + copy_pose(&posen, ob->pose, 1); + ob->pose= posen; + armature_rebuild_pose(ob, ob->data); /* child pointers for IK */ + ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */ + + glEnable(GL_BLEND); + if (v3d->zbuf) glDisable(GL_DEPTH_TEST); + + /* draw from first frame of range to last */ + for (CFRA= (int)start; CFRA < end; CFRA += (int)stepsize) { + colfac = (end - (float)CFRA) / range; + UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac))); + + BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL); + where_is_pose(scene, ob); + draw_pose_bones(scene, v3d, ar, base, OB_WIRE); + } + glDisable(GL_BLEND); + if (v3d->zbuf) glEnable(GL_DEPTH_TEST); + + ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */ + free_pose(posen); + + /* restore */ + CFRA= cfrao; + ob->pose= poseo; + arm->flag= flago; + armature_rebuild_pose(ob, ob->data); + ob->mode |= OB_MODE_POSE; + ob->ipoflag= ipoflago; +} + +/* draw ghosts on keyframes in action within range + * - object should be in posemode + */ +static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *base) +{ + Object *ob= base->object; + AnimData *adt= BKE_animdata_from_id(&ob->id); + bAction *act= (adt) ? adt->action : NULL; + bArmature *arm= ob->data; + bPose *posen, *poseo; + DLRBT_Tree keys; + ActKeyColumn *ak, *akn; + float start, end, range, colfac, i; + int cfrao, flago; + + start = (float)arm->ghostsf; + end = (float)arm->ghostef; + if (end <= start) + return; + + /* get keyframes - then clip to only within range */ + BLI_dlrbTree_init(&keys); + action_to_keylist(adt, act, &keys, NULL); + BLI_dlrbTree_linkedlist_sync(&keys); + + range= 0; + for (ak= keys.first; ak; ak= akn) { + akn= ak->next; + + if ((ak->cfra < start) || (ak->cfra > end)) + BLI_freelinkN((ListBase *)&keys, ak); + else + range++; + } + if (range == 0) return; + + /* store values */ + ob->mode &= ~OB_MODE_POSE; + cfrao= CFRA; + flago= arm->flag; + arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES); + ob->ipoflag |= OB_DISABLE_PATH; + + /* copy the pose */ + poseo= ob->pose; + copy_pose(&posen, ob->pose, 1); + ob->pose= posen; + armature_rebuild_pose(ob, ob->data); /* child pointers for IK */ + ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */ + + glEnable(GL_BLEND); + if (v3d->zbuf) glDisable(GL_DEPTH_TEST); + + /* draw from first frame of range to last */ + for (ak=keys.first, i=0; ak; ak=ak->next, i++) { + colfac = i/range; + UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac))); + + CFRA= (int)ak->cfra; + + BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL); + where_is_pose(scene, ob); + draw_pose_bones(scene, v3d, ar, base, OB_WIRE); + } + glDisable(GL_BLEND); + if (v3d->zbuf) glEnable(GL_DEPTH_TEST); + + ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */ + BLI_dlrbTree_free(&keys); + free_pose(posen); + + /* restore */ + CFRA= cfrao; + ob->pose= poseo; + arm->flag= flago; + armature_rebuild_pose(ob, ob->data); + ob->mode |= OB_MODE_POSE; +} + +/* draw ghosts around current frame + * - object is supposed to be armature in posemode + */ +static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base) +{ + Object *ob= base->object; + AnimData *adt= BKE_animdata_from_id(&ob->id); + bArmature *arm= ob->data; + bPose *posen, *poseo; + float cur, start, end, stepsize, range, colfac, actframe, ctime; + int cfrao, flago; + + /* pre conditions, get an action with sufficient frames */ + if ELEM(NULL, adt, adt->action) + return; + + calc_action_range(adt->action, &start, &end, 0); + if (start == end) + return; + + stepsize= (float)(arm->ghostsize); + range= (float)(arm->ghostep)*stepsize + 0.5f; /* plus half to make the for loop end correct */ + + /* store values */ + ob->mode &= ~OB_MODE_POSE; + cfrao= CFRA; + actframe= BKE_nla_tweakedit_remap(adt, (float)CFRA, 0); + flago= arm->flag; + arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES); + + /* copy the pose */ + poseo= ob->pose; + copy_pose(&posen, ob->pose, 1); + ob->pose= posen; + armature_rebuild_pose(ob, ob->data); /* child pointers for IK */ + ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */ + + glEnable(GL_BLEND); + if (v3d->zbuf) glDisable(GL_DEPTH_TEST); + + /* draw from darkest blend to lowest */ + for(cur= stepsize; cur<range; cur+=stepsize) { + ctime= cur - (float)fmod(cfrao, stepsize); /* ensures consistant stepping */ + colfac= ctime/range; + UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac))); + + /* only within action range */ + if (actframe+ctime >= start && actframe+ctime <= end) { + CFRA= (int)BKE_nla_tweakedit_remap(adt, actframe+ctime, NLATIME_CONVERT_MAP); + + if (CFRA != cfrao) { + BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL); + where_is_pose(scene, ob); + draw_pose_bones(scene, v3d, ar, base, OB_WIRE); + } + } + + ctime= cur + (float)fmod((float)cfrao, stepsize) - stepsize+1.0f; /* ensures consistant stepping */ + colfac= ctime/range; + UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac))); + + /* only within action range */ + if ((actframe-ctime >= start) && (actframe-ctime <= end)) { + CFRA= (int)BKE_nla_tweakedit_remap(adt, actframe-ctime, NLATIME_CONVERT_MAP); + + if (CFRA != cfrao) { + BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL); + where_is_pose(scene, ob); + draw_pose_bones(scene, v3d, ar, base, OB_WIRE); + } + } + } + glDisable(GL_BLEND); + if (v3d->zbuf) glEnable(GL_DEPTH_TEST); + + ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */ + free_pose(posen); + + /* restore */ + CFRA= cfrao; + ob->pose= poseo; + arm->flag= flago; + armature_rebuild_pose(ob, ob->data); + ob->mode |= OB_MODE_POSE; +} + + + +#endif // XXX temp file guards |