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-rw-r--r--source/blender/editors/animation/keyframes_general.c46
1 files changed, 22 insertions, 24 deletions
diff --git a/source/blender/editors/animation/keyframes_general.c b/source/blender/editors/animation/keyframes_general.c
index 53d8b4d67f1..07069a69c40 100644
--- a/source/blender/editors/animation/keyframes_general.c
+++ b/source/blender/editors/animation/keyframes_general.c
@@ -279,28 +279,21 @@ void clean_fcurve(FCurve *fcu, float thresh)
/* temp struct used for smooth_fcurve */
typedef struct tSmooth_Bezt {
float *h1, *h2, *h3; /* bezt->vec[0,1,2][1] */
+ float y1, y2, y3; /* averaged before/new/after y-values */
} tSmooth_Bezt;
/* Use a weighted moving-means method to reduce intensity of fluctuations */
+// TODO: introduce scaling factor for weighting falloff
void smooth_fcurve (FCurve *fcu)
{
BezTriple *bezt;
int i, x, totSel = 0;
- /* first loop through - count how many verts are selected, and fix up handles
- * this is done for both modes
- */
+ /* first loop through - count how many verts are selected */
bezt= fcu->bezt;
for (i=0; i < fcu->totvert; i++, bezt++) {
- if (BEZSELECTED(bezt)) {
- /* line point's handles up with point's vertical position */
- bezt->vec[0][1]= bezt->vec[2][1]= bezt->vec[1][1];
- if ((bezt->h1==HD_AUTO) || (bezt->h1==HD_VECT)) bezt->h1= HD_ALIGN;
- if ((bezt->h2==HD_AUTO) || (bezt->h2==HD_VECT)) bezt->h2= HD_ALIGN;
-
- /* add value to total */
+ if (BEZSELECTED(bezt))
totSel++;
- }
}
/* if any points were selected, allocate tSmooth_Bezt points to work on */
@@ -320,7 +313,7 @@ void smooth_fcurve (FCurve *fcu)
tsb->h3 = &bezt->vec[2][1];
/* advance to the next tsb to populate */
- if (x < totSel- 1)
+ if (x < totSel-1)
tsb++;
else
break;
@@ -334,10 +327,10 @@ void smooth_fcurve (FCurve *fcu)
* - next: w/a ratio = 1:1:2:5:3
*/
- /* round 1: calculate previous and next */
+ /* round 1: calculate smoothing deltas and new values */
tsb= tarray;
for (i=0; i < totSel; i++, tsb++) {
- /* don't touch end points (otherwise, curves slowly explode) */
+ /* don't touch end points (otherwise, curves slowly explode, as we don't have enough data there) */
if (ELEM(i, 0, (totSel-1)) == 0) {
const tSmooth_Bezt *tP1 = tsb - 1;
const tSmooth_Bezt *tP2 = (i-2 > 0) ? (tsb - 2) : (NULL);
@@ -350,21 +343,26 @@ void smooth_fcurve (FCurve *fcu)
const float n1 = *tN1->h2;
const float n2 = (tN2) ? (*tN2->h2) : (*tN1->h2);
- /* calculate previous and next */
- *tsb->h1= (3*p2 + 5*p1 + 2*c1 + n1 + n2) / 12;
- *tsb->h3= (p2 + p1 + 2*c1 + 5*n1 + 3*n2) / 12;
+ /* calculate previous and next, then new position by averaging these */
+ tsb->y1= (3*p2 + 5*p1 + 2*c1 + n1 + n2) / 12;
+ tsb->y3= (p2 + p1 + 2*c1 + 5*n1 + 3*n2) / 12;
+
+ tsb->y2 = (tsb->y1 + tsb->y3) / 2;
}
}
- /* round 2: calculate new values and reset handles */
+ /* round 2: apply new values */
tsb= tarray;
for (i=0; i < totSel; i++, tsb++) {
- /* calculate new position by averaging handles */
- *tsb->h2 = (*tsb->h1 + *tsb->h3) / 2;
-
- /* reset handles now */
- *tsb->h1 = *tsb->h2;
- *tsb->h3 = *tsb->h2;
+ /* don't touch end points, as their values were't touched above */
+ if (ELEM(i, 0, (totSel-1)) == 0) {
+ /* y2 takes the average of the 2 points */
+ *tsb->h2 = tsb->y2;
+
+ /* handles are weighted between their original values and the averaged values */
+ *tsb->h1 = ((*tsb->h1) * 0.7f) + (tsb->y1 * 0.3f);
+ *tsb->h3 = ((*tsb->h3) * 0.7f) + (tsb->y3 * 0.3f);
+ }
}
/* free memory required for tarray */