Age | Commit message (Collapse) | Author |
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2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
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This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
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Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
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Libquery/generic ID remapping code handles this now.
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Basically just made constraints free function aware of possible do_id_users
argument, same as we've got for objects, object data and so on.
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Context menu to toggle render, visibility & delete
D996 by @lichtwerk
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Own fault in rBb154aa8c060a60d to fix T42447... Reverted that commit, and added
kind of not-so-nice hack instead.
Note root of the issue comes from the special case we are doing here re 'Local'
space of parent-less objects. In that case, local space should be the same as
world one, but instead we apply the object rotation to it... This is inconsistent
with all other cases and could very well lead to other issues as T42447, but afraid
fixing that properly would be rather hairy - not to mention it would likely break
all existing riggings etc. :(
Should be safe for a 2.73a, shall we need it.
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blenkernel...
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more generic system which goes through id_looper(), reducing the maintainance
burden for new constraint authors
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* ID-blocks referenced by Constraints but not being used as the target objects
(such as Actions in the Action Constraint, or Text Blocks in PyConstraints) now
get usercounts for being referenced in this way. This should fix ancient bugs
such as [#19205] and [#8593]. More tests still needed to verify that this
does now play nicely with proxies.
* Changing actions used by NLA strips should now update the usercounts
accordingly
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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Causing a flurry of refresh file prompts post-commit,
Confusing local diffs and causing merge conflicts,
Stating the obvious; redundant and useless...
We shall not miss thou, blasted expand $keywords$
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The Limit Distance Constraint now has a "For Transform" option just
like all the other Limit constraints. This option controls whether the
constraint gets applied to interactive transforms in the 3D View too,
preventing controllers from getting large values without the animator
knowing.
Additional code changes:
* Split code to get constraint targets and grab their matrices for
solving out to a separate helper function:
get_constraint_targets_for_solving()
* Fixed a bug where "found constraint ...." prints would appear in the
console. Looks like some warning print that was forgotten
TODO:
* While coding this, I noticed potential division by zero bugs with
the Limit Distance constraint. Looking into these after this commit.
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- some remove() functions took an int argument rather then the item to remove.
- disallow None argument.
- raise an error if the item isnt in the collection.
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needed because proxies are causing libs to be linked directly when they should be kept indirect (likely slowing load times though I didnt time this)
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This is similar to commit revision 22078, but for constraint operators rather
than modifiers, making it possible to use them from scripting.
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Bugfix #21255: Clear track operator did not remove TrackTo constraints too. This could still be made to do Locked Track and other tracking constraints later too, but for now this will do.
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Added a system for running a callback on all the ID-blocks referenced by constraints (like for modifiers). Also, added an API function which calls these on the constraints present in the given list.
These could be used for:
- the proxies + action/pyconstraint fix that campbell committed
- simplification of file loading code
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driver deps
- removed some warnings
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* Removing duplicate api functions
* Shuffled around newly added api functions to make the ordering more consistent
* Fixes for a few bugs in the api functions as I checked over them
* Replaced most of the #defines for flags and modes with enums
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- renamed .add() to .new() for rna collection functions since they dont add an existing item.
- remove 'name' as an argument from the new driver target function, better to keep the api minimal and let scripters use the data api for editing values after.
- added some api functions to keep rna api from becoming a mess.
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modified internal api for minimal rna wrapper functions.
TODO
- missing updates for pose channels
- typecheck for pose/object constraints
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* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
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Thanks to Masahito Takahashi (mato) for the report and patch to fix this!
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Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library.
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* Added a 'rotOrder' parameter for constraint evaluation objects and constraint targets, which describes the rotation mode used for the matrices there.
Todos:
* Constraint targets default to using XYZ only for now. This will need be be addressed eventually.
* Copy Rotation constraint currently cannot use the new rotation order code for the target matrix. What's surprising is that even though it's just using XYZ as the old code did, it doesn't work, and yet everything else works nicely. Silly constraint! (it is almost impossible to improve this constraint further without breaking a rig out there)
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When inserting keyframes in the 3D-View (support will be extended to other editors in due course) using the IKEY hotkey, the menu which appears will now consist of 3 parts:
* 'Active Keying Set' - this option allows you to use the user-defined KeyingSet which is active for the current scene (i.e. the one seen in the TimeLine/Outliner headers)
* User defined Keying Sets - a list of all such available KeyingSets is included, and entries can be chosen from there
* Built-In Keying Sets - see later...
To achieve this, several changes needed to be made first:
* Added support for 'relative' in addition to 'absolute' Keying Sets. Relative Keying Sets are Keying Sets which operate on data from the current context (i.e. a 'location' KeyingSet will add location keyframes for selected objects/bones/nodes as opposed to location keyframes for some particular object). The is a tentative 'templates' requirement system here, which still needs to be fully fleshed out.
* Added support for builtin Keying Sets (i.e. 'Location', 'Rotation', 'Scaling', and 'LocRot' as a few initial demonstrations), which replaces the temporary Insert Keyframe operator for the 3D-View (IKEY). These are effectively relative Keying Set definitions which are included in Blender by default and stored in a list separate from user-defined ones. Volunteer help in defining a few more of these for other editors will be welcome soon.
* Removed/replaced much of the crappy temporary Keyframing operator code, though a few tweaks could still be done.
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Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
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* Tweaked a few incorrect comments in Constraints code
* Made Sequencer use View2D system correctly (only looked at the 'time-grid' thing so far).
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Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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Finishing off some unfinished business (from the multi-target constraints work), it is now possible to get/set target-space for constraints where this is relevant.
For this to be possible, target-space setting(s) are now always presented as a list of ints, with each int representing the target-space setting for the relevant target.
Constraints C-API note:
get_targets function now needs to return the number of targets the constraint can have
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* Action Editor now doesn't draw channels which are out of view at all, which should help to provide (some minimal) improvements in some situations
* Typo in comment in constraints code
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Proxy protected bones can now get local (per-file) constraints added to them, which will be preserved after a file load. This is necessary for adding constraints to proxy-protected bones for special purposes while animating (i.e. adding CopyLocs to IK-hand controls to pick up an object).
These must be added after any constraints from the proxy, as proxy constraints may come and go without warning. As such, the UI forbids this from happening by removing the relevant button.
I've also made UI-changes to show which constraints come from the proxy (the buttons to move the constraint up/down and delete it, are replace with two icons - a the proxy 'ghost' icon and a lock). Also, trying to change any settings of proxy-protected constraint will show an error.
Notes:
* Object constraints are still not playing nice with proxies yet. They didn't before this commit either...
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==================
This adds an extra target to the IK solver constraint to define the
roll of the IK chain.
http://www.blender.org/development/current-projects/changes-since-244/inverse-kinematics/
Also fixes a crashes using ctrl+I to set an IK constraint on a bone
due to the recent constraints refactor.
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Once again, I've recoded the constraints system. This time, the goals were:
* To make it more future-proof by 'modernising' the coding style. The long functions filled with switch statements, have given way to function-pointers with smaller functions for specific purposes.
* To make it support constraints which use multiple targets more readily that it did. In the past, it was assumed that constraints could only have at most one target.
As a result, a lot of code has been shuffled around, and modified. Also, the subversion number has been bumped up.
Known issues:
* PyConstraints, which were the main motivation for supporting multiple-targets, are currently broken. There are some bimport() error that keeps causing problems. I've also temporarily removed the doDriver support, although it may return in another form soon.
* Constraints BPy-API is currently has a few features which currently don't work yet
* Outliner currently only displays the names of the constraints instead of the fancy subtarget/target/constraint-name display it used to do. What gets displayed here needs further investigation, as the old way was certainly not that great (and is not compatible with the new system too)
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Object constraints with a driven influence ipo were not being evaluated
properly. The code for adding the depsgraph relation and updating without
time changes was simply missing.
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I've finally fixed the bug with the Constraint Space Conversion. It was a single matrix multiplication in the wrong order (for local->pose).
Also, there is more code added for the space conversion process when bones have 'hinge' on. (NOTE: this stuff for hinge bones may still not work really nice yet)
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After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented.
=== What's New ===
* The long-awaited ``ChildOf Constraint'':
This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent.
* Constraint/Target Evaluation Spaces:
In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were.
* Action Constraint - Loc/Rot/Size Inputs
The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff.
* Transform - No longer in Crazy Space (TM)
Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking.
=== General Code Changes ===
* solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be.
* evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here.
* A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better.
* Made the formatting of constraint code consistent
* There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly.
* LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions.
* Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme.
* Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so.
=== Future Work ===
* Geometry to act as targets for constraints. A space has been reserved for this already.
* Tidy up UI buttons of constraints
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all files for the Ipo/Action/NLA makeover...
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