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Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/BKE_anim.h16
-rw-r--r--source/blender/blenkernel/intern/action.c37
-rw-r--r--source/blender/blenkernel/intern/anim.c184
-rw-r--r--source/blender/blenkernel/intern/object.c16
-rw-r--r--source/blender/blenloader/intern/readfile.c75
-rw-r--r--source/blender/blenloader/intern/writefile.c16
-rw-r--r--source/blender/editors/armature/poseobject.c1
-rw-r--r--source/blender/editors/space_view3d/drawanimviz.c563
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h12
-rw-r--r--source/blender/editors/space_view3d/view3d_select.c4
-rw-r--r--source/blender/makesdna/DNA_action_types.h112
-rw-r--r--source/blender/makesdna/DNA_armature_types.h5
-rw-r--r--source/blender/makesdna/DNA_object_types.h7
13 files changed, 983 insertions, 65 deletions
diff --git a/source/blender/blenkernel/BKE_anim.h b/source/blender/blenkernel/BKE_anim.h
index 32c5ff81740..5507a8b380e 100644
--- a/source/blender/blenkernel/BKE_anim.h
+++ b/source/blender/blenkernel/BKE_anim.h
@@ -38,14 +38,30 @@ struct Object;
struct PartEff;
struct Scene;
struct ListBase;
+struct bAnimVizSettings;
+struct bMotionPath;
#include "DNA_object_types.h"
+/* ---------------------------------------------------- */
+/* Animation Visualisation */
+
+void animviz_settings_init(struct bAnimVizSettings *avs);
+
+void animviz_free_motionpath_cache(struct bMotionPath *mpath);
+void animviz_free_motionpath(struct bMotionPath *mpath);
+
+/* ---------------------------------------------------- */
+/* Curve Paths */
+
void free_path(struct Path *path);
void calc_curvepath(struct Object *ob);
int interval_test(int min, int max, int p1, int cycl);
int where_on_path(struct Object *ob, float ctime, float *vec, float *dir, float *quat, float *radius);
+/* ---------------------------------------------------- */
+/* Dupli-Geometry */
+
struct ListBase *object_duplilist(struct Scene *sce, struct Object *ob);
void free_object_duplilist(struct ListBase *lb);
int count_duplilist(struct Object *ob);
diff --git a/source/blender/blenkernel/intern/action.c b/source/blender/blenkernel/intern/action.c
index 9e89ae77caa..a95cc7d1816 100644
--- a/source/blender/blenkernel/intern/action.c
+++ b/source/blender/blenkernel/intern/action.c
@@ -382,12 +382,12 @@ bPoseChannel *get_pose_channel(const bPose *pose, const char *name)
if (ELEM(NULL, pose, name) || (name[0] == 0))
return NULL;
- return BLI_findstring(&pose->chanbase, name, offsetof(bPoseChannel, name));
+ return BLI_findstring(&((bPose *)pose)->chanbase, name, offsetof(bPoseChannel, name));
}
/* Use with care, not on Armature poses but for temporal ones */
/* (currently used for action constraints and in rebuild_pose) */
-bPoseChannel *verify_pose_channel(bPose* pose, const char* name)
+bPoseChannel *verify_pose_channel(bPose *pose, const char *name)
{
bPoseChannel *chan;
@@ -455,10 +455,10 @@ const char *get_ikparam_name(bPose *pose)
void copy_pose (bPose **dst, bPose *src, int copycon)
{
bPose *outPose;
- bPoseChannel *pchan;
+ bPoseChannel *pchan;
ListBase listb;
- if (!src){
+ if (!src) {
*dst=NULL;
return;
}
@@ -482,7 +482,8 @@ void copy_pose (bPose **dst, bPose *src, int copycon)
if (copycon) {
copy_constraints(&listb, &pchan->constraints); // copy_constraints NULLs listb
pchan->constraints= listb;
- pchan->path= NULL;
+ pchan->path= NULL; // XXX remove this line when the new motionpaths are ready... (depreceated code)
+ pchan->mpath= NULL; /* motion paths should not get copied yet... */
}
if(pchan->prop) {
@@ -491,7 +492,7 @@ void copy_pose (bPose **dst, bPose *src, int copycon)
}
/* for now, duplicate Bone Groups too when doing this */
- if(copycon)
+ if (copycon)
BLI_duplicatelist(&outPose->agroups, &src->agroups);
*dst=outPose;
@@ -532,12 +533,20 @@ void init_pose_ikparam(bPose *pose)
void free_pose_channel(bPoseChannel *pchan)
{
- if (pchan->path)
+ // XXX this case here will need to be removed when the new motionpaths are ready
+ if (pchan->path) {
MEM_freeN(pchan->path);
-
+ pchan->path= NULL;
+ }
+
+ if (pchan->mpath) {
+ animviz_free_motionpath(pchan->mpath);
+ pchan->mpath= NULL;
+ }
+
free_constraints(&pchan->constraints);
-
- if(pchan->prop) {
+
+ if (pchan->prop) {
IDP_FreeProperty(pchan->prop);
MEM_freeN(pchan->prop);
}
@@ -550,7 +559,7 @@ void free_pose_channels(bPose *pose)
if (pose->chanbase.first) {
for (pchan = pose->chanbase.first; pchan; pchan=pchan->next)
free_pose_channel(pchan);
-
+
BLI_freelistN(&pose->chanbase);
}
}
@@ -564,14 +573,14 @@ void free_pose(bPose *pose)
/* free pose-groups */
if (pose->agroups.first)
BLI_freelistN(&pose->agroups);
-
+
/* free IK solver state */
BIK_clear_data(pose);
-
+
/* free IK solver param */
if (pose->ikparam)
MEM_freeN(pose->ikparam);
-
+
/* free pose */
MEM_freeN(pose);
}
diff --git a/source/blender/blenkernel/intern/anim.c b/source/blender/blenkernel/intern/anim.c
index 6b8b604cb94..a7d1ac10195 100644
--- a/source/blender/blenkernel/intern/anim.c
+++ b/source/blender/blenkernel/intern/anim.c
@@ -29,16 +29,21 @@
* ***** END GPL LICENSE BLOCK *****
*/
+#include <stdio.h>
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
+
#include "BLI_blenlib.h"
#include "BLI_editVert.h"
#include "BLI_math.h"
#include "BLI_rand.h"
+
#include "DNA_listBase.h"
+#include "DNA_anim_types.h"
+#include "DNA_action_types.h"
#include "DNA_curve_types.h"
#include "DNA_effect_types.h"
#include "DNA_group_types.h"
@@ -53,6 +58,7 @@
#include "DNA_vfont_types.h"
#include "BKE_anim.h"
+#include "BKE_animsys.h"
#include "BKE_curve.h"
#include "BKE_DerivedMesh.h"
#include "BKE_displist.h"
@@ -60,7 +66,6 @@
#include "BKE_font.h"
#include "BKE_group.h"
#include "BKE_global.h"
-#include "BKE_ipo.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_main.h"
@@ -73,17 +78,157 @@
#include <config.h>
#endif
+// XXX bad level call...
#include "ED_mesh.h"
+/* --------------------- */
+/* forward declarations */
+
static void object_duplilist_recursive(ID *id, Scene *scene, Object *ob, ListBase *duplilist, float par_space_mat[][4], int level, int animated);
+/* ******************************************************************** */
+/* Animation Visualisation */
+
+/* Initialise the default settings for animation visualisation */
+void animviz_settings_init(bAnimVizSettings *avs)
+{
+ /* sanity check */
+ if (avs == NULL)
+ return;
+
+ /* ghosting settings */
+ avs->ghost_bc= avs->ghost_ac= 10;
+
+ avs->ghost_sf= 1; // xxx - take from scene instead?
+ avs->ghost_ef= 250; // xxx - take from scene instead?
+
+ avs->ghost_step= 1;
+
+
+ /* path settings */
+ avs->path_bc= avs->path_ac= 10;
+
+ avs->path_sf= 1; // xxx - take from scene instead?
+ avs->path_ef= 250; // xxx - take from scene instead?
+
+ avs->path_viewflag= (MOTIONPATH_VIEW_KFRAS|MOTIONPATH_VIEW_KFNOS);
+
+ avs->path_step= 1;
+}
+
+/* ------------------- */
+
+/* Free the given motion path's cache */
+void animviz_free_motionpath_cache(bMotionPath *mpath)
+{
+ /* sanity check */
+ if (mpath == NULL)
+ return;
+
+ /* free the path if necessary */
+ if (mpath->points)
+ MEM_freeN(mpath->points);
+
+ /* reset the relevant parameters */
+ mpath->points= NULL;
+ mpath->length= 0;
+}
+
+/* Free the given motion path instance and its data
+ * NOTE: this frees the motion path given!
+ */
+void animviz_free_motionpath(bMotionPath *mpath)
+{
+ /* sanity check */
+ if (mpath == NULL)
+ return;
+
+ /* free the cache first */
+ animviz_free_motionpath_cache(mpath);
+
+ /* now the instance itself */
+ MEM_freeN(mpath);
+}
+
+/* ------------------- */
+
+/* Setup motion paths for the given data
+ * - scene: current scene (for frame ranges, etc.)
+ * - ob: object to add paths for (must be provided)
+ * - pchan: posechannel to add paths for (optional; if not provided, object-paths are assumed)
+ */
+bMotionPath *animviz_verify_motionpaths(Scene *scene, Object *ob, bPoseChannel *pchan)
+{
+ bAnimVizSettings *avs;
+ bMotionPath *mpath, **dst;
+
+ /* sanity checks */
+ if (ELEM(NULL, scene, ob))
+ return NULL;
+
+ /* get destination data */
+ if (pchan) {
+ /* paths for posechannel - assume that posechannel belongs to the object */
+ avs= &ob->pose->avs;
+ dst= &pchan->mpath;
+ }
+ else {
+ /* paths for object */
+ avs= &ob->avs;
+ dst= &ob->mpath;
+ }
+
+ /* if there is already a motionpath, just return that... */
+ // TODO: maybe we should validate the settings in this case
+ if (*dst != NULL)
+ return *dst;
+
+ /* create a new motionpath, and assign it */
+ mpath= MEM_callocN(sizeof(bMotionPath), "bMotionPath");
+ *dst= mpath;
+
+ /* set settings from the viz settings */
+ mpath->start_frame= avs->path_sf;
+ mpath->end_frame= avs->path_ef;
+
+ mpath->length= mpath->end_frame - mpath->start_frame;
+
+ if (avs->path_bakeflag & MOTIONPATH_BAKE_HEADS)
+ mpath->flag |= MOTIONPATH_FLAG_BHEAD;
+
+ /* allocate a cache */
+ mpath->points= MEM_callocN(sizeof(bMotionPathVert)*mpath->length, "bMotionPathVerts");
+
+ /* return it */
+ return mpath;
+}
+
+
+/* Perform baking of the given object's and/or its bones' transforms to motion paths
+ * - scene: current scene
+ * - ob: object whose flagged motionpaths should get calculated
+ * - recalc: whether we need to
+ */
+void animviz_calc_motionpaths(Scene *scene, Object *ob)
+{
+
+}
+
+/* ******************************************************************** */
+/* Curve Paths - for curve deforms and/or curve following */
+
+/* free curve path data
+ * NOTE: frees the path itself!
+ */
void free_path(Path *path)
{
if(path->data) MEM_freeN(path->data);
MEM_freeN(path);
}
-
+/* calculate a curve-deform path for a curve
+ * - only called from displist.c -> makeDispListCurveTypes
+ */
void calc_curvepath(Object *ob)
{
BevList *bl;
@@ -96,7 +241,6 @@ void calc_curvepath(Object *ob)
float fac, d=0, fac1, fac2;
int a, tot, cycl=0;
-
/* in a path vertices are with equal differences: path->len = number of verts */
/* NOW WITH BEVELCURVE!!! */
@@ -143,7 +287,7 @@ void calc_curvepath(Object *ob)
}
path->totdist= *fp;
-
+
/* the path verts in path->data */
/* now also with TILT value */
pp= path->data = (PathPoint *)MEM_callocN(sizeof(PathPoint)*4*path->len, "pathdata"); // XXX - why *4? - in 2.4x each element was 4 and the size was 16, so better leave for now - Campbell
@@ -155,7 +299,7 @@ void calc_curvepath(Object *ob)
maxdist= dist+tot;
fac= 1.0f/((float)path->len-1.0f);
fac = fac * path->totdist;
-
+
for(a=0; a<path->len; a++) {
d= ((float)a)*fac;
@@ -175,7 +319,7 @@ void calc_curvepath(Object *ob)
fac2= *(fp)-d;
fac1= fac2/fac1;
fac2= 1.0f-fac1;
-
+
interp_v3_v3v3(pp->vec, bevp->vec, bevpn->vec, fac2);
pp->vec[3]= fac1*bevp->alfa + fac2*bevpn->alfa;
pp->radius= fac1*bevp->radius + fac2*bevpn->radius;
@@ -188,11 +332,12 @@ void calc_curvepath(Object *ob)
MEM_freeN(dist);
}
+
+/* is this only used internally?*/
int interval_test(int min, int max, int p1, int cycl)
{
-
if(cycl) {
- if( p1 < min)
+ if(p1 < min)
p1= ((p1 -min) % (max-min+1)) + max+1;
else if(p1 > max)
p1= ((p1 -min) % (max-min+1)) + min;
@@ -204,8 +349,11 @@ int interval_test(int min, int max, int p1, int cycl)
return p1;
}
-/* warning, *vec needs FOUR items! */
-/* ctime is normalized range <0-1> */
+
+/* calculate the deformation implied by the curve path at a given parametric position, and returns whether this operation succeeded
+ * - *vec needs FOUR items!
+ * - ctime is normalized range <0-1>
+ */
int where_on_path(Object *ob, float ctime, float *vec, float *dir, float *quat, float *radius) /* returns OK */
{
Curve *cu;
@@ -305,7 +453,8 @@ int where_on_path(Object *ob, float ctime, float *vec, float *dir, float *quat,
return 1;
}
-/* ****************** DUPLICATOR ************** */
+/* ******************************************************************** */
+/* Dupli-Geometry */
static DupliObject *new_dupli_object(ListBase *lb, Object *ob, float mat[][4], int lay, int index, int type, int animated)
{
@@ -407,7 +556,7 @@ static void frames_duplilist(ListBase *lb, Scene *scene, Object *ob, int level,
enable_cu_speed= 1;
}
-struct vertexDupliData {
+typedef struct vertexDupliData {
ID *id; /* scene or group, for recursive loops */
int level;
int animated;
@@ -417,12 +566,14 @@ struct vertexDupliData {
Scene *scene;
Object *ob, *par;
float (*orco)[3];
-};
+} vertexDupliData;
+
+/* ------------- */
static void vertex_dupli__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
{
DupliObject *dob;
- struct vertexDupliData *vdd= userData;
+ vertexDupliData *vdd= userData;
float vec[3], q2[4], mat[3][3], tmat[4][4], obmat[4][4];
VECCOPY(vec, co);
@@ -466,7 +617,7 @@ static void vertex_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, fl
Mesh *me= par->data;
Base *base = NULL;
DerivedMesh *dm;
- struct vertexDupliData vdd;
+ vertexDupliData vdd;
Scene *sce = NULL;
Group *group = NULL;
GroupObject * go = NULL;
@@ -1070,7 +1221,8 @@ static void font_duplilist(ListBase *lb, Scene *scene, Object *par, int level, i
MEM_freeN(chartransdata);
}
-/* ***************************** */
+/* ------------- */
+
static void object_duplilist_recursive(ID *id, Scene *scene, Object *ob, ListBase *duplilist, float par_space_mat[][4], int level, int animated)
{
if((ob->transflag & OB_DUPLI)==0)
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
index 24d5b9cd882..55cea3de188 100644
--- a/source/blender/blenkernel/intern/object.c
+++ b/source/blender/blenkernel/intern/object.c
@@ -167,9 +167,9 @@ void object_free_particlesystems(Object *ob)
{
while(ob->particlesystem.first){
ParticleSystem *psys = ob->particlesystem.first;
-
+
BLI_remlink(&ob->particlesystem,psys);
-
+
psys_free(ob,psys);
}
}
@@ -194,9 +194,9 @@ void object_free_modifiers(Object *ob)
{
while (ob->modifiers.first) {
ModifierData *md = ob->modifiers.first;
-
+
BLI_remlink(&ob->modifiers, md);
-
+
modifier_free(md);
}
@@ -283,6 +283,8 @@ void free_object(Object *ob)
BLI_freelistN(&ob->defbase);
if(ob->pose)
free_pose(ob->pose);
+ if(ob->mpath)
+ animviz_free_motionpath(ob->mpath);
free_properties(&ob->prop);
object_free_modifiers(ob);
@@ -332,6 +334,7 @@ void unlink_object(Scene *scene, Object *ob)
unlink_actuators(&ob->actuators);
/* check all objects: parents en bevels and fields, also from libraries */
+ // FIXME: need to check all animation blocks (drivers)
obt= G.main->object.first;
while(obt) {
if(obt->proxy==ob)
@@ -982,7 +985,7 @@ Object *add_only_object(int type, char *name)
ob->quat[0]= ob->dquat[0]= 1.0f;
/* rotation locks should be 4D for 4 component rotations by default... */
ob->protectflag = OB_LOCK_ROT4D;
-
+
unit_m4(ob->constinv);
unit_m4(ob->parentinv);
unit_m4(ob->obmat);
@@ -1021,6 +1024,9 @@ Object *add_only_object(int type, char *name)
ob->fluidsimSettings = NULL;
ob->pc_ids.first = ob->pc_ids.last = NULL;
+
+ /* Animation Visualisation defaults */
+ animviz_settings_init(&ob->avs);
return ob;
}
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index b99efc5be88..8f127fc65cf 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -1981,6 +1981,19 @@ static void direct_link_animdata(FileData *fd, AnimData *adt)
adt->actstrip= NULL;
}
+/* ************ READ MOTION PATHS *************** */
+
+/* direct data for cache */
+static void direct_link_motionpath(FileData *fd, bMotionPath *mpath)
+{
+ /* sanity check */
+ if (mpath == NULL)
+ return;
+
+ /* relink points cache */
+ mpath->points= newdataadr(fd, mpath->points);
+}
+
/* ************ READ NODE TREE *************** */
/* singe node tree (also used for material/scene trees), ntree is not NULL */
@@ -3763,6 +3776,10 @@ static void direct_link_pose(FileData *fd, bPose *pose)
if (pchan->prop)
IDP_DirectLinkProperty(pchan->prop, (fd->flags & FD_FLAGS_SWITCH_ENDIAN), fd);
+ pchan->mpath= newdataadr(fd, pchan->mpath);
+ if (pchan->mpath)
+ direct_link_motionpath(fd, pchan->mpath);
+
pchan->iktree.first= pchan->iktree.last= NULL;
pchan->path= NULL;
}
@@ -3975,6 +3992,10 @@ static void direct_link_object(FileData *fd, Object *ob)
ob->pose= newdataadr(fd, ob->pose);
direct_link_pose(fd, ob->pose);
+
+ ob->mpath= newdataadr(fd, ob->mpath);
+ if (ob->mpath)
+ direct_link_motionpath(fd, ob->mpath);
link_list(fd, &ob->defbase);
// XXX depreceated - old animation system <<<
@@ -10306,10 +10327,64 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
if (1) {
Scene *sce;
+ Object *ob;
+ /* game engine changes */
for(sce = main->scene.first; sce; sce = sce->id.next) {
sce->gm.eyeseparation = 0.10;
}
+
+ /* anim viz changes */
+ for (ob= main->object.first; ob; ob= ob->id.next) {
+ /* initialise object defaults */
+ animviz_settings_init(&ob->avs);
+
+ /* if armature, copy settings for pose from armature data */
+ if (ob->pose && ob->data) {
+ bArmature *arm= (bArmature *)ob->data;
+ bAnimVizSettings *avs= &ob->pose->avs;
+
+ /* ghosting settings ---------------- */
+ /* ranges */
+ avs->ghost_bc= avs->ghost_ac= arm->ghostep;
+
+ avs->ghost_sf= arm->ghostsf;
+ avs->ghost_ef= arm->ghostef;
+
+ /* type */
+ avs->ghost_type= arm->ghosttype;
+
+ /* stepsize */
+ avs->ghost_step= arm->ghostsize;
+
+ /* path settings --------------------- */
+ /* ranges */
+ avs->path_bc= arm->pathbc;
+ avs->path_ac= arm->pathac;
+
+ avs->path_sf= arm->pathsf;
+ avs->path_ef= arm->pathef;
+
+ /* flags */
+ if (arm->pathflag & ARM_PATH_FNUMS)
+ avs->path_viewflag |= MOTIONPATH_VIEW_FNUMS;
+ if (arm->pathflag & ARM_PATH_KFRAS)
+ avs->path_viewflag |= MOTIONPATH_VIEW_KFRAS;
+ if (arm->pathflag & ARM_PATH_KFNOS)
+ avs->path_viewflag |= MOTIONPATH_VIEW_KFNOS;
+
+ /* bake flags */
+ if (arm->pathflag & ARM_PATH_HEADS)
+ avs->path_bakeflag |= MOTIONPATH_BAKE_HEADS;
+
+ /* type */
+ if (arm->pathflag & ARM_PATH_ACFRA)
+ avs->path_type = MOTIONPATH_TYPE_ACFRA;
+
+ /* stepsize */
+ avs->path_step= arm->pathsize;
+ }
+ }
}
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
diff --git a/source/blender/blenloader/intern/writefile.c b/source/blender/blenloader/intern/writefile.c
index d60d65f81c2..3373cc1ca71 100644
--- a/source/blender/blenloader/intern/writefile.c
+++ b/source/blender/blenloader/intern/writefile.c
@@ -1058,6 +1058,19 @@ static void write_animdata(WriteData *wd, AnimData *adt)
write_nladata(wd, &adt->nla_tracks);
}
+static void write_motionpath(WriteData *wd, bMotionPath *mpath)
+{
+ /* sanity checks */
+ if (mpath == NULL)
+ return;
+
+ /* firstly, just write the motionpath struct */
+ writestruct(wd, DATA, "bMotionPath", 1, mpath);
+
+ /* now write the array of data */
+ writestruct(wd, DATA, "bMotionPathVert", mpath->length, mpath->points);
+}
+
static void write_constraints(WriteData *wd, ListBase *conlist)
{
bConstraint *con;
@@ -1120,6 +1133,8 @@ static void write_pose(WriteData *wd, bPose *pose)
write_constraints(wd, &chan->constraints);
+ write_motionpath(wd, chan->mpath);
+
/* prevent crashes with autosave, when a bone duplicated in editmode has not yet been assigned to its posechannel */
if (chan->bone)
chan->selectflag= chan->bone->flag & BONE_SELECTED; /* gets restored on read, for library armatures */
@@ -1252,6 +1267,7 @@ static void write_objects(WriteData *wd, ListBase *idbase)
write_pose(wd, ob->pose);
write_defgroups(wd, &ob->defbase);
write_constraints(wd, &ob->constraints);
+ write_motionpath(wd, ob->mpath);
writestruct(wd, DATA, "PartDeflect", 1, ob->pd);
writestruct(wd, DATA, "SoftBody", 1, ob->soft);
diff --git a/source/blender/editors/armature/poseobject.c b/source/blender/editors/armature/poseobject.c
index aeb42142abd..df5f551fb0c 100644
--- a/source/blender/editors/armature/poseobject.c
+++ b/source/blender/editors/armature/poseobject.c
@@ -227,6 +227,7 @@ void ED_pose_recalculate_paths(bContext *C, Scene *scene, Object *ob)
if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
if (pchan->path) {
/* if the pathsf and pathef aren't initialised, abort! */
+ // XXX can now have negative frames, so this check needs improvement
if (ELEM(0, pchan->pathsf, pchan->pathef))
return;
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
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index bf5d516c03a..a8e140dbca3 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -43,6 +43,9 @@ struct wmWindowManager;
struct EditMesh;
struct ViewContext;
struct ARegionType;
+struct bPoseChannel;
+struct bAnimVizSettings;
+struct bMotionPath;
#define BL_NEAR_CLIP 0.001
@@ -84,6 +87,15 @@ void VIEW3D_OT_drawtype(struct wmOperatorType *ot);
void view3d_boxview_copy(ScrArea *sa, ARegion *ar);
+/* drawanim.c */
+void draw_motion_paths_init(Scene *scene, View3D *v3d, struct ARegion *ar);
+void draw_motion_path_instance(Scene *scene, View3D *v3d, struct ARegion *ar,
+ struct Object *ob, struct bPoseChannel *pchan,
+ struct bAnimVizSettings *avs, struct bMotionPath *mpath);
+void draw_motion_paths_cleanup(Scene *scene, View3D *v3d, struct ARegion *ar);
+
+
+
/* drawobject.c */
void draw_object(Scene *scene, struct ARegion *ar, View3D *v3d, Base *base, int flag);
int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt);
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c
index e7c8070b7c5..17af631350a 100644
--- a/source/blender/editors/space_view3d/view3d_select.c
+++ b/source/blender/editors/space_view3d/view3d_select.c
@@ -94,14 +94,14 @@
#include "view3d_intern.h" // own include
-
+// TODO: should return whether there is valid context to continue
void view3d_set_viewcontext(bContext *C, ViewContext *vc)
{
memset(vc, 0, sizeof(ViewContext));
vc->ar= CTX_wm_region(C);
vc->scene= CTX_data_scene(C);
vc->v3d= CTX_wm_view3d(C);
- vc->rv3d= vc->ar->regiondata;
+ vc->rv3d= CTX_wm_region_view3d(C);
vc->obact= CTX_data_active_object(C);
vc->obedit= CTX_data_edit_object(C);
}
diff --git a/source/blender/makesdna/DNA_action_types.h b/source/blender/makesdna/DNA_action_types.h
index 9847b3a9219..aa3b921565f 100644
--- a/source/blender/makesdna/DNA_action_types.h
+++ b/source/blender/makesdna/DNA_action_types.h
@@ -46,13 +46,23 @@ struct Object;
/* Motion Paths ------------------------------------ */
/* (used for Pose Channels and Objects) */
-/* Data point for motion path */
+/* Data point for motion path (mpv) */
typedef struct bMotionPathVert {
float co[3]; /* coordinates of point in 3D-space */
int flag; /* quick settings */
} bMotionPathVert;
-/* Motion Path data cache - for elements providing transforms (i.e. Objects or PoseChannels) */
+/* bMotionPathVert->flag */
+typedef enum eMotionPathVert_Flag {
+ /* vert is selected */
+ MOTIONPATH_VERT_SEL = (1<<0),
+} eMotionPathVert_Flag;
+
+/* ........ */
+
+/* Motion Path data cache (mpath)
+ * - for elements providing transforms (i.e. Objects or PoseChannels)
+ */
typedef struct bMotionPath {
bMotionPathVert *points; /* path samples */
int length; /* the number of cached verts */
@@ -60,33 +70,79 @@ typedef struct bMotionPath {
int start_frame; /* for drawing paths, the start frame number */
int end_frame; /* for drawing paths, the end frame number */
- int flag; /* extra settings */
+ int flag; /* baking settings - eMotionPath_Flag */
} bMotionPath;
+/* bMotionPath->flag */
+typedef enum eMotionPath_Flag {
+ /* (for bones) path represents the head of the bone */
+ MOTIONPATH_FLAG_BHEAD = (1<<0),
+ /* motion path is being edited */
+ MOTIONPATH_FLAG_EDIT = (1<<1),
+} eMotionPath_Flag;
+/* Visualisation General --------------------------- */
+/* for Objects or Poses (but NOT PoseChannels) */
-/* Animation Visualisation Settings - for Objects or Armatures (not PoseChannels) */
+/* Animation Visualisation Settings (avs) */
typedef struct bAnimVizSettings {
+ /* Onion-Skinning Settings ----------------- */
+ int ghost_sf, ghost_ef; /* start and end frames of ghost-drawing range (only used for GHOST_TYPE_RANGE) */
+ int ghost_bc, ghost_ac; /* number of frames before/after current frame to show */
+
+ short ghost_type; /* eOnionSkinTypes */
+ short ghost_step; /* number of frames between each ghost shown (not for GHOST_TYPE_KEYS) */
+
int pad;
- int pathflag; /* eMotionPath_Settings */
- int pathsf, pathef; /* start and end frames of path-calculation range */
- int pathbc, pathac; /* number of frames before/after current frame of path-calculation */
+ /* Motion Path Settings ------------------- */
+ short path_type; /* eMotionPath_Types */
+ short path_step; /* number of frames between points indicated on the paths */
+
+ short path_viewflag; /* eMotionPaths_ViewFlag */
+ short path_bakeflag; /* eMotionPaths_BakeFlag */
+
+ int path_sf, path_ef; /* start and end frames of path-calculation range */
+ int path_bc, path_ac; /* number of frames before/after current frame to show */
} bAnimVizSettings;
-/* bMotionPathSettings->flag */
-typedef enum eMotionPath_Settings {
+
+/* bAnimVizSettings->ghost_type */
+typedef enum eOnionSkin_Types {
+ /* around current frame */
+ GHOST_TYPE_ACFRA = 0,
+ /* show ghosts within the specified frame range */
+ GHOST_TYPE_RANGE,
+ /* show ghosts on keyframes within the specified range only */
+ GHOST_TYPE_KEYS,
+} eOnionSkin_Types;
+
+
+/* bAnimVizSettings->path_type */
+typedef enum eMotionPaths_Types {
+ /* show the paths along their entire ranges */
+ MOTIONPATH_TYPE_RANGE = 0,
+ /* only show the parts of the paths around the current frame */
+ MOTIONPATH_TYPE_ACFRA,
+} eMotionPath_Types;
+
+/* bAnimVizSettings->path_viewflag */
+typedef enum eMotionPaths_ViewFlag {
/* show frames on path */
- MOTIONPATH_FLAG_FNUMS = (1<<0),
+ MOTIONPATH_VIEW_FNUMS = (1<<0),
/* show keyframes on path */
- MOTIONPATH_FLAG_KFRAS = (1<<1),
- /* for bones - calculate head-points for curves instead of tips */
- MOTIONPATH_FLAG_HEADS = (1<<2),
- /* show path around current frame */
- MOTIONPATH_FLAG_ACFRA = (1<<3),
+ MOTIONPATH_VIEW_KFRAS = (1<<1),
/* show keyframe/frame numbers */
- MOTIONPATH_FLAG_KFNOS = (1<<4)
-} eMotionPath_Settings;
+ MOTIONPATH_VIEW_KFNOS = (1<<2),
+} eMotionPath_ViewFlag;
+
+/* bAnimVizSettings->path_bakeflag */
+typedef enum eMotionPaths_BakeFlag {
+ /* motion paths directly associated with this block of settings needs updating */
+ MOTIONPATH_BAKE_NEEDS_RECALC = (1<<0),
+ /* for bones - calculate head-points for curves instead of tips */
+ MOTIONPATH_BAKE_HEADS = (1<<1),
+} eMotionPath_BakeFlag;
/* ************************************************ */
/* Poses */
@@ -113,9 +169,11 @@ typedef struct bPoseChannel {
short protectflag; /* protect channels from being transformed */
short agrp_index; /* index of action-group this bone belongs to (0 = default/no group) */
+// XXX depreceated.... old animation system (armature only viz) ----
int pathlen; /* for drawing paths, the amount of frames */
int pathsf; /* for drawing paths, the start frame number */
int pathef; /* for drawing paths, the end frame number */
+// XXX end of depreceated code -------------------------------------
struct Bone *bone; /* set on read file or rebuild pose */
struct bPoseChannel *parent; /* set on read file or rebuild pose */
@@ -152,8 +210,9 @@ typedef struct bPoseChannel {
float ikrotweight; /* weight of joint rotation constraint */
float iklinweight; /* weight of joint stretch constraint */
- float *path; /* totpath x 3 x float */
- struct Object *custom; /* draws custom object instead of this channel */
+ float *path; /* totpath x 3 x float */ // XXX depreceated... old animation system (armature only viz)
+ bMotionPath *mpath; /* motion path cache for this bone */
+ struct Object *custom; /* draws custom object instead of default bone shape */
} bPoseChannel;
@@ -259,6 +318,8 @@ typedef struct bPose {
int iksolver; /* ik solver to use, see ePose_IKSolverType */
void *ikdata; /* temporary IK data, depends on the IK solver. Not saved in file */
void *ikparam; /* IK solver parameters, structure depends on iksolver */
+
+ bAnimVizSettings avs; /* settings for visualisation of bone animation */
} bPose;
@@ -283,7 +344,7 @@ typedef enum ePose_Flags {
/* IK Solvers ------------------------------------ */
/* bPose->iksolver and bPose->ikparam->iksolver */
-typedef enum {
+typedef enum ePose_IKSolverType {
IKSOLVER_LEGACY = 0,
IKSOLVER_ITASC,
} ePose_IKSolverType;
@@ -310,7 +371,7 @@ typedef struct bItasc {
} bItasc;
/* bItasc->flag */
-typedef enum {
+typedef enum eItasc_Flags {
ITASC_AUTO_STEP = (1<<0),
ITASC_INITIAL_REITERATION = (1<<1),
ITASC_REITERATION = (1<<2),
@@ -318,7 +379,7 @@ typedef enum {
} eItasc_Flags;
/* bItasc->solver */
-typedef enum {
+typedef enum eItasc_Solver {
ITASC_SOLVER_SDLS = 0, /* selective damped least square, suitable for CopyPose constraint */
ITASC_SOLVER_DLS /* damped least square with numerical filtering of damping */
} eItasc_Solver;
@@ -509,15 +570,14 @@ typedef enum eSAction_Flag {
} eSAction_Flag;
/* SpaceAction Mode Settings */
-// XXX should this be used by other editors too?
typedef enum eAnimEdit_Context {
- /* action (default) */
+ /* action on the active object */
SACTCONT_ACTION = 0,
- /* editing of shapekey's IPO block */
+ /* list of all shapekeys on the active object, linked with their F-Curves */
SACTCONT_SHAPEKEY,
/* editing of gpencil data */
SACTCONT_GPENCIL,
- /* dopesheet */
+ /* dopesheet (default) */
SACTCONT_DOPESHEET,
} eAnimEdit_Context;
diff --git a/source/blender/makesdna/DNA_armature_types.h b/source/blender/makesdna/DNA_armature_types.h
index ea549f9aeba..1b0da09058a 100644
--- a/source/blender/makesdna/DNA_armature_types.h
+++ b/source/blender/makesdna/DNA_armature_types.h
@@ -92,11 +92,14 @@ typedef struct bArmature {
int pad;
int layer, layer_protected; /* for buttons to work, both variables in this order together */
+
+// XXX depreceated... old animaton system (armature only viz) ---
short ghostep, ghostsize; /* number of frames to ghosts to show, and step between them */
short ghosttype, pathsize; /* ghost drawing options and number of frames between points of path */
int ghostsf, ghostef; /* start and end frames of ghost-drawing range */
int pathsf, pathef; /* start and end frames of path-calculation range for all bones */
int pathbc, pathac; /* number of frames before/after current frame of path-calculation for all bones */
+// XXX end of depreceated code ----------------------------------
} bArmature;
/* armature->flag */
@@ -136,6 +139,7 @@ typedef enum eArmature_DeformFlag {
} eArmature_DeformFlag;
/* armature->pathflag */
+// XXX depreceated... old animation system (armature only viz)
typedef enum eArmature_PathFlag {
ARM_PATH_FNUMS = (1<<0),
ARM_PATH_KFRAS = (1<<1),
@@ -145,6 +149,7 @@ typedef enum eArmature_PathFlag {
} eArmature_PathFlag;
/* armature->ghosttype */
+// XXX depreceated... old animation system (armature only viz)
typedef enum eArmature_GhostType {
ARM_GHOST_CUR = 0,
ARM_GHOST_RANGE,
diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h
index d780aec7895..ace56e78a46 100644
--- a/source/blender/makesdna/DNA_object_types.h
+++ b/source/blender/makesdna/DNA_object_types.h
@@ -35,12 +35,12 @@
#include "DNA_listBase.h"
#include "DNA_ID.h"
+#include "DNA_action_types.h"
#ifdef __cplusplus
extern "C" {
#endif
-
-struct bPose;
+
struct Object;
struct AnimData;
struct Ipo;
@@ -115,6 +115,9 @@ typedef struct Object {
struct bGPdata *gpd; /* Grease Pencil data */
+ bAnimVizSettings avs; /* settings for visualisation of object-transform animation */
+ bMotionPath *mpath; /* motion path cache for this object */
+
ListBase constraintChannels; // XXX depreceated... old animation system
ListBase effect;
ListBase disp;