This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/editors/animation/keyframes_draw.c

759 lines
20 KiB
C
Raw Normal View History

/**
2009-06-23 00:09:26 +00:00
* $Id$
*
* ***** 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 Blender Foundation, Joshua Leung
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Joshua Leung (full recode)
*
* ***** END GPL LICENSE BLOCK *****
*/
/* System includes ----------------------------------------------------- */
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <float.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_dlrbTree.h"
#include "DNA_listBase.h"
#include "DNA_anim_types.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_curve_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_constraint_types.h"
#include "DNA_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_userdef_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_world_types.h"
#include "DNA_view2d_types.h"
#include "BKE_action.h"
#include "BKE_depsgraph.h"
#include "BKE_fcurve.h"
#include "BKE_key.h"
#include "BKE_material.h"
#include "BKE_object.h"
#include "BKE_global.h" // XXX remove me!
#include "BKE_context.h"
#include "BKE_utildefines.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "ED_anim_api.h"
#include "ED_keyframing.h"
#include "ED_keyframes_draw.h"
#include "ED_screen.h"
#include "ED_space_api.h"
/* *************************** Keyframe Processing *************************** */
/* Create a ActKeyColumn from a BezTriple */
static ActKeyColumn *bezt_to_new_actkeycolumn(BezTriple *bezt)
{
ActKeyColumn *ak= MEM_callocN(sizeof(ActKeyColumn), "ActKeyColumn");
/* store settings based on state of BezTriple */
ak->cfra= bezt->vec[1][0];
ak->sel= BEZSELECTED(bezt) ? SELECT : 0;
ak->key_type= BEZKEYTYPE(bezt);
/* set 'modified', since this is used to identify long keyframes */
ak->modified = 1;
return ak;
}
/* Add the given BezTriple to the given 'list' of Keyframes */
static void add_bezt_to_keycolumns_list(DLRBT_Tree *keys, BezTriple *bezt)
{
ActKeyColumn *new_ak=NULL;
if ELEM(NULL, keys, bezt) return;
/* if there are no keys already, just add as root */
if (keys->root == NULL) {
/* just add this as the root, then call the tree-balancing functions to validate */
new_ak= bezt_to_new_actkeycolumn(bezt);
keys->root= (DLRBT_Node *)new_ak;
}
else {
ActKeyColumn *ak, *akp=NULL, *akn=NULL;
/* traverse tree to find an existing entry to update the status of,
* or a suitable point to add at
*/
for (ak= keys->root; ak; akp= ak, ak= akn) {
/* check if this is a match, or whether we go left or right */
if (ak->cfra == bezt->vec[1][0]) {
/* set selection status and 'touched' status */
if (BEZSELECTED(bezt)) ak->sel = SELECT;
ak->modified += 1;
/* for keyframe type, 'proper' keyframes have priority over breakdowns (and other types for now) */
if (BEZKEYTYPE(bezt) == BEZT_KEYTYPE_KEYFRAME)
ak->key_type= BEZT_KEYTYPE_KEYFRAME;
/* done... no need to insert */
return;
}
else {
ActKeyColumn **aknp= NULL;
/* check if go left or right, but if not available, add new node */
if (ak->cfra < bezt->vec[1][0])
aknp= &ak->right;
else
aknp= &ak->left;
/* if this does not exist, add a new node, otherwise continue... */
if (*aknp == NULL) {
/* add a new node representing this, and attach it to the relevant place */
new_ak= bezt_to_new_actkeycolumn(bezt);
new_ak->parent= ak;
*aknp= new_ak;
break;
}
else
akn= *aknp;
}
}
}
/* now, balance the tree taking into account this newly added node */
BLI_dlrbTree_insert(keys, (DLRBT_Node *)new_ak);
}
/* Create a ActKeyColumn for a pair of BezTriples */
static ActKeyBlock *bezts_to_new_actkeyblock(BezTriple *prev, BezTriple *beztn)
{
ActKeyBlock *ab= MEM_callocN(sizeof(ActKeyBlock), "ActKeyBlock");
ab->start= prev->vec[1][0];
ab->end= beztn->vec[1][0];
ab->val= beztn->vec[1][1];
ab->sel= (BEZSELECTED(prev) || BEZSELECTED(beztn)) ? SELECT : 0;
ab->modified = 1;
return ab;
}
static void add_bezt_to_keyblocks_list(DLRBT_Tree *blocks, FCurve *fcu, int index)
{
ActKeyBlock *new_ab= NULL;
BezTriple *beztn=NULL, *prev=NULL;
BezTriple *bezt;
int v;
/* get beztriples */
beztn= (fcu->bezt + index);
/* we need to go through all beztriples, as they may not be in order (i.e. during transform) */
// TODO: this seems to be a bit of a bottleneck
for (v=0, bezt=fcu->bezt; v < fcu->totvert; v++, bezt++) {
/* skip if beztriple is current */
if (v != index) {
/* check if beztriple is immediately before */
if (beztn->vec[1][0] > bezt->vec[1][0]) {
/* check if closer than previous was */
if (prev) {
if (prev->vec[1][0] < bezt->vec[1][0])
prev= bezt;
}
else {
prev= bezt;
}
}
}
}
/* check if block needed - same value(s)?
* -> firstly, handles must have same central value as each other
* -> secondly, handles which control that section of the curve must be constant
*/
if ((!prev) || (!beztn)) return;
if (IS_EQ(beztn->vec[1][1], prev->vec[1][1])==0) return;
if (IS_EQ(beztn->vec[1][1], beztn->vec[0][1])==0) return;
if (IS_EQ(prev->vec[1][1], prev->vec[2][1])==0) return;
/* if there are no blocks already, just add as root */
if (blocks->root == NULL) {
/* just add this as the root, then call the tree-balancing functions to validate */
new_ab= bezts_to_new_actkeyblock(prev, beztn);
blocks->root= (DLRBT_Node *)new_ab;
}
else {
ActKeyBlock *ab, *abp=NULL, *abn=NULL;
/* try to find a keyblock that starts on the previous beztriple, and add a new one if none start there
* Note: we can't search from end to try to optimise this as it causes errors there's
* an A ___ B |---| B situation
*/
// FIXME: here there is a bug where we are trying to get the summary for the following channels
// A|--------------|A ______________ B|--------------|B
// A|------------------------------------------------|A
// A|----|A|---|A|-----------------------------------|A
for (ab= blocks->root; ab; abp= ab, ab= abn) {
/* check if this is a match, or whether we go left or right */
if (ab->start == prev->vec[1][0]) {
/* set selection status and 'touched' status */
if (BEZSELECTED(beztn)) ab->sel = SELECT;
ab->modified += 1;
/* done... no need to insert */
return;
}
else {
ActKeyBlock **abnp= NULL;
/* check if go left or right, but if not available, add new node */
if (ab->start < prev->vec[1][0])
abnp= &ab->right;
else
abnp= &ab->left;
/* if this does not exist, add a new node, otherwise continue... */
if (*abnp == NULL) {
/* add a new node representing this, and attach it to the relevant place */
new_ab= bezts_to_new_actkeyblock(prev, beztn);
new_ab->parent= ab;
*abnp= new_ab;
break;
}
else
abn= *abnp;
}
}
}
/* now, balance the tree taking into account this newly added node */
BLI_dlrbTree_insert(blocks, (DLRBT_Node *)new_ab);
}
/* --------- */
/* Handle the 'touched' status of ActKeyColumn tree nodes */
static void set_touched_actkeycolumn (ActKeyColumn *ak)
{
/* sanity check */
if (ak == NULL)
return;
/* deal with self first */
if (ak->modified) {
ak->modified= 0;
ak->totcurve++;
}
/* children */
set_touched_actkeycolumn(ak->left);
set_touched_actkeycolumn(ak->right);
}
/* Handle the 'touched' status of ActKeyBlock tree nodes */
static void set_touched_actkeyblock (ActKeyBlock *ab)
{
/* sanity check */
if (ab == NULL)
return;
/* deal with self first */
if (ab->modified) {
ab->modified= 0;
ab->totcurve++;
}
/* children */
set_touched_actkeyblock(ab->left);
set_touched_actkeyblock(ab->right);
}
/* *************************** Keyframe Drawing *************************** */
/* helper function - find actkeycolumn that occurs on cframe */
ActKeyColumn *cfra_find_actkeycolumn (ActKeyColumn *ak, float cframe)
{
/* sanity checks */
if (ak == NULL)
return NULL;
/* check if this is a match, or whether it is in some subtree */
if (cframe < ak->cfra)
return cfra_find_actkeycolumn(ak->left, cframe);
else if (cframe > ak->cfra)
return cfra_find_actkeycolumn(ak->right, cframe);
else
return ak; /* match */
}
/* helper function - find actkeycolumn that occurs on cframe, or the nearest one if not found */
// FIXME: this is buggy... next() is ignored completely...
ActKeyColumn *cfra_find_nearest_next_ak (ActKeyColumn *ak, float cframe, short next)
{
ActKeyColumn *akn= NULL;
/* sanity checks */
if (ak == NULL)
return NULL;
/* check if this is a match, or whether it is in some subtree */
if (cframe < ak->cfra)
akn= cfra_find_nearest_next_ak(ak->left, cframe, next);
else if (cframe > ak->cfra)
akn= cfra_find_nearest_next_ak(ak->right, cframe, next);
/* if no match found (or found match), just use the current one */
if (akn == NULL)
return ak;
else
return akn;
}
/* -------- */
/* coordinates for diamond shape */
static const float _unit_diamond_shape[4][2] = {
{0.0f, 1.0f}, /* top vert */
{1.0f, 0.0f}, /* mid-right */
{0.0f, -1.0f}, /* bottom vert */
{-1.0f, 0.0f} /* mid-left */
};
/* draw a simple diamond shape with OpenGL */
void draw_keyframe_shape (float x, float y, float xscale, float hsize, short sel, short key_type, short mode)
{
static GLuint displist1=0;
static GLuint displist2=0;
/* initialise 2 display lists for diamond shape - one empty, one filled */
if (displist1 == 0) {
displist1= glGenLists(1);
glNewList(displist1, GL_COMPILE);
glBegin(GL_LINE_LOOP);
glVertex2fv(_unit_diamond_shape[0]);
glVertex2fv(_unit_diamond_shape[1]);
glVertex2fv(_unit_diamond_shape[2]);
glVertex2fv(_unit_diamond_shape[3]);
glEnd();
glEndList();
}
if (displist2 == 0) {
displist2= glGenLists(1);
glNewList(displist2, GL_COMPILE);
glBegin(GL_QUADS);
glVertex2fv(_unit_diamond_shape[0]);
glVertex2fv(_unit_diamond_shape[1]);
glVertex2fv(_unit_diamond_shape[2]);
glVertex2fv(_unit_diamond_shape[3]);
glEnd();
glEndList();
}
/* tweak size of keyframe shape according to type of keyframe
* - 'proper' keyframes have key_type=0, so get drawn at full size
*/
hsize -= 0.5f*key_type;
/* adjust view transform before starting */
glTranslatef(x, y, 0.0f);
glScalef(1.0f/xscale*hsize, hsize, 1.0f);
/* anti-aliased lines for more consistent appearance */
glEnable(GL_LINE_SMOOTH);
/* draw! */
if ELEM(mode, KEYFRAME_SHAPE_INSIDE, KEYFRAME_SHAPE_BOTH) {
/* interior - hardcoded colors (for selected and unselected only) */
switch (key_type) {
case BEZT_KEYTYPE_BREAKDOWN: /* bluish frames for now */
{
if (sel) glColor3f(0.33f, 0.75f, 0.93f);
else glColor3f(0.70f, 0.86f, 0.91f);
}
break;
case BEZT_KEYTYPE_EXTREME: /* redish frames for now */
{
if (sel) glColor3f(95.0f, 0.5f, 0.5f);
else glColor3f(0.91f, 0.70f, 0.80f);
}
break;
case BEZT_KEYTYPE_KEYFRAME: /* traditional yellowish frames for now */
default:
{
if (sel) UI_ThemeColorShade(TH_STRIP_SELECT, 50);
else glColor3f(0.91f, 0.91f, 0.91f);
}
break;
}
glCallList(displist2);
}
if ELEM(mode, KEYFRAME_SHAPE_FRAME, KEYFRAME_SHAPE_BOTH) {
/* exterior - black frame */
glColor3ub(0, 0, 0);
glCallList(displist1);
}
glDisable(GL_LINE_SMOOTH);
/* restore view transform */
glScalef(xscale/hsize, 1.0f/hsize, 1.0);
glTranslatef(-x, -y, 0.0f);
}
static void draw_keylist(View2D *v2d, DLRBT_Tree *keys, DLRBT_Tree *blocks, float ypos)
{
ActKeyColumn *ak;
ActKeyBlock *ab;
float xscale;
glEnable(GL_BLEND);
/* get View2D scaling factor */
UI_view2d_getscale(v2d, &xscale, NULL);
/* draw keyblocks */
if (blocks) {
for (ab= blocks->first; ab; ab= ab->next) {
short startCurves, endCurves, totCurves;
/* find out how many curves occur at each keyframe */
ak= cfra_find_actkeycolumn((ActKeyColumn *)keys->root, ab->start);
startCurves = (ak)? ak->totcurve: 0;
ak= cfra_find_actkeycolumn((ActKeyColumn *)keys->root, ab->end);
endCurves = (ak)? ak->totcurve: 0;
/* only draw keyblock if it appears in at all of the keyframes at lowest end */
if (!startCurves && !endCurves)
continue;
else
totCurves = (startCurves>endCurves)? endCurves: startCurves;
if (ab->totcurve >= totCurves) {
/* draw block */
if (ab->sel)
UI_ThemeColor4(TH_STRIP_SELECT);
else
UI_ThemeColor4(TH_STRIP);
glRectf(ab->start, ypos-5, ab->end, ypos+5);
}
}
}
/* draw keys */
if (keys) {
for (ak= keys->first; ak; ak= ak->next) {
/* optimisation: if keyframe doesn't appear within 5 units (screenspace) in visible area, don't draw
* - this might give some improvements, since we current have to flip between view/region matrices
*/
if (IN_RANGE_INCL(ak->cfra, v2d->cur.xmin, v2d->cur.xmax) == 0)
continue;
/* draw using OpenGL - uglier but faster */
// NOTE1: a previous version of this didn't work nice for some intel cards
// NOTE2: if we wanted to go back to icons, these are icon = (ak->sel & SELECT) ? ICON_SPACE2 : ICON_SPACE3;
draw_keyframe_shape(ak->cfra, ypos, xscale, 5.0f, (ak->sel & SELECT), ak->key_type, KEYFRAME_SHAPE_BOTH);
}
}
glDisable(GL_BLEND);
}
/* *************************** Channel Drawing Funcs *************************** */
void draw_scene_channel(View2D *v2d, bDopeSheet *ads, Scene *sce, float ypos)
{
DLRBT_Tree keys, blocks;
BLI_dlrbTree_init(&keys);
BLI_dlrbTree_init(&blocks);
scene_to_keylist(ads, sce, &keys, &blocks);
BLI_dlrbTree_linkedlist_sync(&keys);
BLI_dlrbTree_linkedlist_sync(&blocks);
draw_keylist(v2d, &keys, &blocks, ypos);
BLI_dlrbTree_free(&keys);
BLI_dlrbTree_free(&blocks);
}
void draw_object_channel(View2D *v2d, bDopeSheet *ads, Object *ob, float ypos)
{
DLRBT_Tree keys, blocks;
BLI_dlrbTree_init(&keys);
BLI_dlrbTree_init(&blocks);
ob_to_keylist(ads, ob, &keys, &blocks);
BLI_dlrbTree_linkedlist_sync(&keys);
BLI_dlrbTree_linkedlist_sync(&blocks);
draw_keylist(v2d, &keys, &blocks, ypos);
BLI_dlrbTree_free(&keys);
BLI_dlrbTree_free(&blocks);
}
void draw_fcurve_channel(View2D *v2d, AnimData *adt, FCurve *fcu, float ypos)
{
DLRBT_Tree keys, blocks;
BLI_dlrbTree_init(&keys);
BLI_dlrbTree_init(&blocks);
fcurve_to_keylist(adt, fcu, &keys, &blocks);
BLI_dlrbTree_linkedlist_sync(&keys);
BLI_dlrbTree_linkedlist_sync(&blocks);
draw_keylist(v2d, &keys, &blocks, ypos);
BLI_dlrbTree_free(&keys);
BLI_dlrbTree_free(&blocks);
}
void draw_agroup_channel(View2D *v2d, AnimData *adt, bActionGroup *agrp, float ypos)
{
DLRBT_Tree keys, blocks;
BLI_dlrbTree_init(&keys);
BLI_dlrbTree_init(&blocks);
agroup_to_keylist(adt, agrp, &keys, &blocks);
BLI_dlrbTree_linkedlist_sync(&keys);
BLI_dlrbTree_linkedlist_sync(&blocks);
draw_keylist(v2d, &keys, &blocks, ypos);
BLI_dlrbTree_free(&keys);
BLI_dlrbTree_free(&blocks);
}
void draw_action_channel(View2D *v2d, AnimData *adt, bAction *act, float ypos)
{
DLRBT_Tree keys, blocks;
BLI_dlrbTree_init(&keys);
BLI_dlrbTree_init(&blocks);
action_to_keylist(adt, act, &keys, &blocks);
BLI_dlrbTree_linkedlist_sync(&keys);
BLI_dlrbTree_linkedlist_sync(&blocks);
draw_keylist(v2d, &keys, &blocks, ypos);
BLI_dlrbTree_free(&keys);
BLI_dlrbTree_free(&blocks);
}
void draw_gpl_channel(View2D *v2d, bDopeSheet *ads, bGPDlayer *gpl, float ypos)
{
DLRBT_Tree keys;
BLI_dlrbTree_init(&keys);
gpl_to_keylist(ads, gpl, &keys, NULL);
BLI_dlrbTree_linkedlist_sync(&keys);
draw_keylist(v2d, &keys, NULL, ypos);
BLI_dlrbTree_free(&keys);
}
/* *************************** Keyframe List Conversions *************************** */
void scene_to_keylist(bDopeSheet *ads, Scene *sce, DLRBT_Tree *keys, DLRBT_Tree *blocks)
{
if (sce) {
AnimData *adt;
int filterflag;
/* get filterflag */
if (ads)
filterflag= ads->filterflag;
else
filterflag= 0;
/* scene animdata */
if ((sce->adt) && !(filterflag & ADS_FILTER_NOSCE)) {
adt= sce->adt;
// TODO: when we adapt NLA system, this needs to be the NLA-scaled version
if (adt->action)
action_to_keylist(adt, adt->action, keys, blocks);
}
/* world animdata */
if ((sce->world) && (sce->world->adt) && !(filterflag & ADS_FILTER_NOWOR)) {
adt= sce->world->adt;
// TODO: when we adapt NLA system, this needs to be the NLA-scaled version
if (adt->action)
action_to_keylist(adt, adt->action, keys, blocks);
}
}
}
void ob_to_keylist(bDopeSheet *ads, Object *ob, DLRBT_Tree *keys, DLRBT_Tree *blocks)
{
Key *key= ob_get_key(ob);
if (ob) {
int filterflag;
/* get filterflag */
if (ads)
filterflag= ads->filterflag;
else
filterflag= 0;
/* Add action keyframes */
if (ob->adt && ob->adt->action)
action_to_keylist(ob->adt, ob->adt->action, keys, blocks);
/* Add shapekey keyframes (only if dopesheet allows, if it is available) */
if ((key && key->adt && key->adt->action) && !(filterflag & ADS_FILTER_NOSHAPEKEYS))
action_to_keylist(key->adt, key->adt->action, keys, blocks);
// TODO: restore materials, and object data, etc.
}
}
void fcurve_to_keylist(AnimData *adt, FCurve *fcu, DLRBT_Tree *keys, DLRBT_Tree *blocks)
{
BezTriple *bezt;
int v;
if (fcu && fcu->totvert && fcu->bezt) {
/* apply NLA-mapping (if applicable) */
if (adt)
ANIM_nla_mapping_apply_fcurve(adt, fcu, 0, 1);
/* loop through beztriples, making ActKeys and ActKeyBlocks */
bezt= fcu->bezt;
for (v=0; v < fcu->totvert; v++, bezt++) {
add_bezt_to_keycolumns_list(keys, bezt);
if (blocks) add_bezt_to_keyblocks_list(blocks, fcu, v);
}
/* update the number of curves that elements have appeared in */
// FIXME: this is broken with the new tree structure for now...
if (keys)
set_touched_actkeycolumn(keys->root);
if (blocks)
set_touched_actkeyblock(blocks->root);
/* unapply NLA-mapping if applicable */
ANIM_nla_mapping_apply_fcurve(adt, fcu, 1, 1);
}
}
void agroup_to_keylist(AnimData *adt, bActionGroup *agrp, DLRBT_Tree *keys, DLRBT_Tree *blocks)
{
FCurve *fcu;
if (agrp) {
/* loop through F-Curves */
for (fcu= agrp->channels.first; fcu && fcu->grp==agrp; fcu= fcu->next) {
fcurve_to_keylist(adt, fcu, keys, blocks);
}
}
}
void action_to_keylist(AnimData *adt, bAction *act, DLRBT_Tree *keys, DLRBT_Tree *blocks)
{
FCurve *fcu;
if (act) {
/* loop through F-Curves */
for (fcu= act->curves.first; fcu; fcu= fcu->next) {
fcurve_to_keylist(adt, fcu, keys, blocks);
}
}
}
void gpl_to_keylist(bDopeSheet *ads, bGPDlayer *gpl, DLRBT_Tree *keys, DLRBT_Tree *blocks)
{
bGPDframe *gpf;
ActKeyColumn *ak;
if (gpl && keys) {
/* loop over frames, converting directly to 'keyframes' (should be in order too) */
for (gpf= gpl->frames.first; gpf; gpf= gpf->next) {
ak= MEM_callocN(sizeof(ActKeyColumn), "ActKeyColumn");
BLI_addtail((ListBase *)keys, ak);
ak->cfra= (float)gpf->framenum;
ak->modified = 1;
ak->key_type= 0;
if (gpf->flag & GP_FRAME_SELECT)
ak->sel = SELECT;
else
ak->sel = 0;
}
}
}