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blender-archive/source/blender/blenkernel/intern/key.c

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2002-10-12 11:37:38 +00:00
/* key.c
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*
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_curve_types.h"
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#include "DNA_ipo_types.h"
#include "DNA_key_types.h"
#include "DNA_lattice_types.h"
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#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
#include "BKE_bad_level_calls.h"
#include "BKE_blender.h"
#include "BKE_curve.h"
#include "BKE_global.h"
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#include "BKE_ipo.h"
#include "BKE_key.h"
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#include "BKE_lattice.h"
#include "BKE_library.h"
#include "BKE_mesh.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
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#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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#define KEY_BPOINT 1
#define KEY_BEZTRIPLE 2
int slurph_opt= 1;
void free_key(Key *key)
{
KeyBlock *kb;
if(key->ipo) key->ipo->id.us--;
while( (kb= key->block.first) ) {
if(kb->data) MEM_freeN(kb->data);
BLI_remlink(&key->block, kb);
MEM_freeN(kb);
}
}
/* GS reads the memory pointed at in a specific ordering. There are,
* however two definitions for it. I have jotted them down here, both,
* but I think the first one is actually used. The thing is that
* big-endian systems might read this the wrong way round. OTOH, we
* constructed the IDs that are read out with this macro explicitly as
* well. I expect we'll sort it out soon... */
/* from blendef: */
#define GS(a) (*((short *)(a)))
/* from misc_util: flip the bytes from x */
/* #define GS(x) (((unsigned char *)(x))[0] << 8 | ((unsigned char *)(x))[1]) */
Key *add_key(ID *id) /* common function */
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{
Key *key;
char *el;
key= alloc_libblock(&G.main->key, ID_KE, "Key");
key->type= KEY_NORMAL;
key->from= id;
if( GS(id->name)==ID_ME) {
el= key->elemstr;
el[0]= 3;
el[1]= IPO_FLOAT;
el[2]= 0;
key->elemsize= 12;
}
else if( GS(id->name)==ID_LT) {
el= key->elemstr;
el[0]= 3;
el[1]= IPO_FLOAT;
el[2]= 0;
key->elemsize= 12;
}
else if( GS(id->name)==ID_CU) {
el= key->elemstr;
el[0]= 4;
el[1]= IPO_BPOINT;
el[2]= 0;
key->elemsize= 16;
}
return key;
}
Key *copy_key(Key *key)
{
Key *keyn;
KeyBlock *kbn, *kb;
if(key==0) return 0;
keyn= copy_libblock(key);
keyn->ipo= copy_ipo(key->ipo);
duplicatelist(&keyn->block, &key->block);
kb= key->block.first;
kbn= keyn->block.first;
while(kbn) {
if(kbn->data) kbn->data= MEM_dupallocN(kbn->data);
if( kb==key->refkey ) keyn->refkey= kbn;
kbn= kbn->next;
kb= kb->next;
}
return keyn;
}
void make_local_key(Key *key)
{
/* - only lib users: do nothing
* - only local users: set flag
* - mixed: make copy
*/
if(key==0) return;
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key->id.lib= 0;
new_id(0, (ID *)key, 0);
make_local_ipo(key->ipo);
}
void sort_keys(Key *key)
{
KeyBlock *kb;
int doit=1;
while(doit) {
doit= 0;
for(kb= key->block.first; kb; kb= kb->next) {
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if(kb->next) {
if(kb->pos > kb->next->pos) {
BLI_remlink(&key->block, kb);
BLI_insertlink(&key->block, kb->next, kb);
doit= 1;
break;
}
}
}
}
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}
/**************** do the key ****************/
void set_four_ipo(float d, float *data, int type)
{
float d2, d3, fc;
if(type==KEY_LINEAR) {
data[0]= 0.0f;
data[1]= 1.0f-d;
data[2]= d;
data[3]= 0.0f;
}
else {
d2= d*d;
d3= d2*d;
if(type==KEY_CARDINAL) {
fc= 0.71f;
data[0]= -fc*d3 +2.0f*fc*d2 -fc*d;
data[1]= (2.0f-fc)*d3 +(fc-3.0f)*d2 +1.0f;
data[2]= (fc-2.0f)*d3 +(3.0f-2.0f*fc)*d2 +fc*d;
data[3]= fc*d3 -fc*d2;
}
else if(type==KEY_BSPLINE) {
data[0]= -0.1666f*d3 +0.5f*d2 -0.5f*d +0.16666f;
data[1]= 0.5f*d3 -d2 +0.6666f;
data[2]= -0.5f*d3 +0.5f*d2 +0.5f*d +0.1666f;
data[3]= 0.1666f*d3 ;
}
}
}
void set_afgeleide_four_ipo(float d, float *data, int type)
{
float d2, fc;
if(type==KEY_LINEAR) {
}
else {
d2= d*d;
if(type==KEY_CARDINAL) {
fc= 0.71f;
data[0]= -3.0f*fc*d2 +4.0f*fc*d -fc;
data[1]= 3.0f*(2.0f-fc)*d2 +2.0f*(fc-3.0f)*d;
data[2]= 3.0f*(fc-2.0f)*d2 +2.0f*(3.0f-2.0f*fc)*d +fc;
data[3]= 3.0f*fc*d2 -2.0f*fc*d;
}
else if(type==KEY_BSPLINE) {
data[0]= -0.1666f*3.0f*d2 +d -0.5f;
data[1]= 1.5f*d2 -2.0f*d;
data[2]= -1.5f*d2 +d +0.5f;
data[3]= 0.1666f*3.0f*d2 ;
}
}
}
static int setkeys(float fac, ListBase *lb, KeyBlock *k[], float *t, int cycl)
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{
/* return 1 means k[2] is the position, return 0 means interpolate */
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KeyBlock *k1, *firstkey;
float d, dpos, ofs=0, lastpos, temp, fval[4];
short bsplinetype;
firstkey= lb->first;
k1= lb->last;
lastpos= k1->pos;
dpos= lastpos - firstkey->pos;
if(fac < firstkey->pos) fac= firstkey->pos;
else if(fac > k1->pos) fac= k1->pos;
k1=k[0]=k[1]=k[2]=k[3]= firstkey;
t[0]=t[1]=t[2]=t[3]= k1->pos;
/* if(fac<0.0 || fac>1.0) return 1; */
if(k1->next==0) return 1;
if(cycl) { /* pre-sort */
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k[2]= k1->next;
k[3]= k[2]->next;
if(k[3]==0) k[3]=k1;
while(k1) {
if(k1->next==0) k[0]=k1;
k1=k1->next;
}
k1= k[1];
t[0]= k[0]->pos;
t[1]+= dpos;
t[2]= k[2]->pos + dpos;
t[3]= k[3]->pos + dpos;
fac+= dpos;
ofs= dpos;
if(k[3]==k[1]) {
t[3]+= dpos;
ofs= 2.0f*dpos;
}
if(fac<t[1]) fac+= dpos;
k1= k[3];
}
else { /* pre-sort */
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k[2]= k1->next;
t[2]= k[2]->pos;
k[3]= k[2]->next;
if(k[3]==0) k[3]= k[2];
t[3]= k[3]->pos;
k1= k[3];
}
while( t[2]<fac ) { /* find correct location */
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if(k1->next==0) {
if(cycl) {
k1= firstkey;
ofs+= dpos;
}
else if(t[2]==t[3]) break;
}
else k1= k1->next;
t[0]= t[1];
k[0]= k[1];
t[1]= t[2];
k[1]= k[2];
t[2]= t[3];
k[2]= k[3];
t[3]= k1->pos+ofs;
k[3]= k1;
if(ofs>2.1+lastpos) break;
}
bsplinetype= 0;
if(k[1]->type==KEY_BSPLINE || k[2]->type==KEY_BSPLINE) bsplinetype= 1;
if(cycl==0) {
if(bsplinetype==0) { /* B spline doesn't go through the control points */
if(fac<=t[1]) { /* fac for 1st key */
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t[2]= t[1];
k[2]= k[1];
return 1;
}
if(fac>=t[2] ) { /* fac after 2nd key */
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return 1;
}
}
else if(fac>t[2]) { /* last key */
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fac= t[2];
k[3]= k[2];
t[3]= t[2];
}
}
d= t[2]-t[1];
if(d==0.0) {
if(bsplinetype==0) {
return 1; /* both keys equal */
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}
}
else d= (fac-t[1])/d;
/* interpolation */
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set_four_ipo(d, t, k[1]->type);
if(k[1]->type != k[2]->type) {
set_four_ipo(d, fval, k[2]->type);
temp= 1.0f-d;
t[0]= temp*t[0]+ d*fval[0];
t[1]= temp*t[1]+ d*fval[1];
t[2]= temp*t[2]+ d*fval[2];
t[3]= temp*t[3]+ d*fval[3];
}
return 0;
}
static void flerp(int aantal, float *in, float *f0, float *f1, float *f2, float *f3, float *t)
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{
int a;
for(a=0; a<aantal; a++) {
in[a]= t[0]*f0[a]+t[1]*f1[a]+t[2]*f2[a]+t[3]*f3[a];
}
}
static void rel_flerp(int aantal, float *in, float *ref, float *out, float fac)
{
int a;
for(a=0; a<aantal; a++) {
in[a]-= fac*(ref[a]-out[a]);
}
}
static void cp_key(int start, int end, int tot, char *poin, Key *key, KeyBlock *k, float *weights, int mode)
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{
float ktot = 0.0, kd = 0.0;
int elemsize, poinsize = 0, a, *ofsp, ofs[32], flagflo=0;
char *k1, *kref;
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char *cp, elemstr[8];
if(key->from==NULL) return;
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if( GS(key->from->name)==ID_ME ) {
ofs[0]= sizeof(MVert);
ofs[1]= 0;
poinsize= ofs[0];
}
else if( GS(key->from->name)==ID_LT ) {
ofs[0]= sizeof(BPoint);
ofs[1]= 0;
poinsize= ofs[0];
}
else if( GS(key->from->name)==ID_CU ) {
if(mode==KEY_BPOINT) ofs[0]= sizeof(BPoint);
else ofs[0]= sizeof(BezTriple);
ofs[1]= 0;
poinsize= ofs[0];
}
if(end>tot) end= tot;
k1= k->data;
kref= key->refkey->data;
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if(tot != k->totelem) {
ktot= 0.0;
flagflo= 1;
if(k->totelem) {
kd= k->totelem/(float)tot;
}
else return;
}
/* this exception is needed for slurphing */
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if(start!=0) {
poin+= poinsize*start;
if(flagflo) {
ktot+= start*kd;
a= (int)floor(ktot);
if(a) {
ktot-= a;
k1+= a*key->elemsize;
}
}
else k1+= start*key->elemsize;
}
if(mode==KEY_BEZTRIPLE) {
elemstr[0]= 1;
elemstr[1]= IPO_BEZTRIPLE;
elemstr[2]= 0;
}
/* just do it here, not above! */
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elemsize= key->elemsize;
if(mode==KEY_BEZTRIPLE) elemsize*= 3;
for(a=start; a<end; a++) {
cp= key->elemstr;
if(mode==KEY_BEZTRIPLE) cp= elemstr;
ofsp= ofs;
while( cp[0] ) {
switch(cp[1]) {
case IPO_FLOAT:
if(weights) {
memcpy(poin, kref, 4*cp[0]);
if(*weights!=0.0f)
rel_flerp(cp[0], (float *)poin, (float *)kref, (float *)k1, *weights);
weights++;
}
else
memcpy(poin, k1, 4*cp[0]);
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poin+= ofsp[0];
break;
case IPO_BPOINT:
memcpy(poin, k1, 3*4);
memcpy(poin+16, k1+12, 4);
poin+= ofsp[0];
break;
case IPO_BEZTRIPLE:
memcpy(poin, k1, 4*12);
poin+= ofsp[0];
break;
}
cp+= 2; ofsp++;
}
/* are we going to be nasty? */
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if(flagflo) {
ktot+= kd;
while(ktot>=1.0) {
ktot-= 1.0;
k1+= elemsize;
kref+= elemsize;
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}
}
else {
k1+= elemsize;
kref+= elemsize;
}
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if(mode==KEY_BEZTRIPLE) a+=2;
}
}
void cp_cu_key(Curve *cu, KeyBlock *kb, int start, int end)
{
Nurb *nu;
int a, step = 0, tot, a1, a2;
char *poin;
tot= count_curveverts(&cu->nurb);
nu= cu->nurb.first;
a= 0;
while(nu) {
if(nu->bp) {
step= nu->pntsu*nu->pntsv;
/* exception because keys prefer to work with complete blocks */
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poin= (char *)nu->bp->vec;
poin -= a*sizeof(BPoint);
a1= MAX2(a, start);
a2= MIN2(a+step, end);
if(a1<a2) cp_key(a1, a2, tot, poin, cu->key, kb, NULL, KEY_BPOINT);
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}
else if(nu->bezt) {
step= 3*nu->pntsu;
poin= (char *)nu->bezt->vec;
poin -= a*sizeof(BezTriple);
a1= MAX2(a, start);
a2= MIN2(a+step, end);
if(a1<a2) cp_key(a1, a2, tot, poin, cu->key, kb, NULL, KEY_BEZTRIPLE);
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}
a+= step;
nu=nu->next;
}
}
static void do_rel_key(int start, int end, int tot, char *basispoin, Key *key, float ctime, int mode)
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{
KeyBlock *kb;
IpoCurve *icu;
int *ofsp, ofs[3], elemsize, b;
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char *cp, *poin, *reffrom, *from, elemstr[8];
if(key->from==0) return;
if(key->ipo==0) return;
if( GS(key->from->name)==ID_ME ) {
ofs[0]= sizeof(MVert);
ofs[1]= 0;
}
else if( GS(key->from->name)==ID_LT ) {
ofs[0]= sizeof(BPoint);
ofs[1]= 0;
}
else if( GS(key->from->name)==ID_CU ) {
if(mode==KEY_BPOINT) ofs[0]= sizeof(BPoint);
else ofs[0]= sizeof(BezTriple);
ofs[1]= 0;
}
if(end>tot) end= tot;
/* in case of beztriple */
elemstr[0]= 1; /* nr of ipofloats */
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elemstr[1]= IPO_BEZTRIPLE;
elemstr[2]= 0;
/* just here, not above! */
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elemsize= key->elemsize;
if(mode==KEY_BEZTRIPLE) elemsize*= 3;
/* step 1 init */
cp_key(start, end, tot, basispoin, key, key->refkey, NULL, mode);
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/* step 2: do it */
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kb= key->block.first;
while(kb) {
if(kb!=key->refkey) {
float icuval= 0.0f;
icu= find_ipocurve(key->ipo, kb->adrcode);
if(icu)
icuval= icu->curval;
/* only with value or weights, and no difference allowed */
if((icuval!=0.0f || (icu==NULL && kb->weights)) && kb->totelem==tot) {
float weight, *weights= kb->weights;
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poin= basispoin;
reffrom= key->refkey->data;
from= kb->data;
poin+= start*ofs[0];
reffrom+= key->elemsize*start; // key elemsize yes!
from+= key->elemsize*start;
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for(b=start; b<end; b++) {
if(weights)
weight= *weights * icuval;
else
weight= icuval;
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cp= key->elemstr;
if(mode==KEY_BEZTRIPLE) cp= elemstr;
ofsp= ofs;
while( cp[0] ) { /* cp[0]==amount */
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switch(cp[1]) {
case IPO_FLOAT:
rel_flerp(cp[0], (float *)poin, (float *)reffrom, (float *)from, weight);
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break;
case IPO_BPOINT:
rel_flerp(3, (float *)poin, (float *)reffrom, (float *)from, icuval);
rel_flerp(1, (float *)(poin+16), (float *)(reffrom+16), (float *)(from+16), icuval);
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break;
case IPO_BEZTRIPLE:
rel_flerp(9, (float *)poin, (float *)reffrom, (float *)from, icuval);
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break;
}
poin+= ofsp[0];
cp+= 2;
ofsp++;
}
reffrom+= elemsize;
from+= elemsize;
if(mode==KEY_BEZTRIPLE) b+= 2;
if(weights) weights++;
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}
}
}
kb= kb->next;
}
}
static void do_key(int start, int end, int tot, char *poin, Key *key, KeyBlock **k, float *t, int mode)
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{
float k1tot = 0.0, k2tot = 0.0, k3tot = 0.0, k4tot = 0.0;
float k1d = 0.0, k2d = 0.0, k3d = 0.0, k4d = 0.0;
int a, ofs[32], *ofsp;
int flagdo= 15, flagflo=0, elemsize, poinsize=0;
char *k1, *k2, *k3, *k4;
char *cp, elemstr[8];;
if(key->from==0) return;
if( GS(key->from->name)==ID_ME ) {
ofs[0]= sizeof(MVert);
ofs[1]= 0;
poinsize= ofs[0];
}
else if( GS(key->from->name)==ID_LT ) {
ofs[0]= sizeof(BPoint);
ofs[1]= 0;
poinsize= ofs[0];
}
else if( GS(key->from->name)==ID_CU ) {
if(mode==KEY_BPOINT) ofs[0]= sizeof(BPoint);
else ofs[0]= sizeof(BezTriple);
ofs[1]= 0;
poinsize= ofs[0];
}
if(end>tot) end= tot;
k1= k[0]->data;
k2= k[1]->data;
k3= k[2]->data;
k4= k[3]->data;
/* test for more or less points (per key!) */
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if(tot != k[0]->totelem) {
k1tot= 0.0;
flagflo |= 1;
if(k[0]->totelem) {
k1d= k[0]->totelem/(float)tot;
}
else flagdo -= 1;
}
if(tot != k[1]->totelem) {
k2tot= 0.0;
flagflo |= 2;
if(k[0]->totelem) {
k2d= k[1]->totelem/(float)tot;
}
else flagdo -= 2;
}
if(tot != k[2]->totelem) {
k3tot= 0.0;
flagflo |= 4;
if(k[0]->totelem) {
k3d= k[2]->totelem/(float)tot;
}
else flagdo -= 4;
}
if(tot != k[3]->totelem) {
k4tot= 0.0;
flagflo |= 8;
if(k[0]->totelem) {
k4d= k[3]->totelem/(float)tot;
}
else flagdo -= 8;
}
/* this exception needed for slurphing */
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if(start!=0) {
poin+= poinsize*start;
if(flagdo & 1) {
if(flagflo & 1) {
k1tot+= start*k1d;
a= (int)floor(k1tot);
if(a) {
k1tot-= a;
k1+= a*key->elemsize;
}
}
else k1+= start*key->elemsize;
}
if(flagdo & 2) {
if(flagflo & 2) {
k2tot+= start*k2d;
a= (int)floor(k2tot);
if(a) {
k2tot-= a;
k2+= a*key->elemsize;
}
}
else k2+= start*key->elemsize;
}
if(flagdo & 4) {
if(flagflo & 4) {
k3tot+= start*k3d;
a= (int)floor(k3tot);
if(a) {
k3tot-= a;
k3+= a*key->elemsize;
}
}
else k3+= start*key->elemsize;
}
if(flagdo & 8) {
if(flagflo & 8) {
k4tot+= start*k4d;
a= (int)floor(k4tot);
if(a) {
k4tot-= a;
k4+= a*key->elemsize;
}
}
else k4+= start*key->elemsize;
}
}
/* in case of beztriple */
elemstr[0]= 1; /* nr of ipofloats */
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elemstr[1]= IPO_BEZTRIPLE;
elemstr[2]= 0;
/* only here, not above! */
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elemsize= key->elemsize;
if(mode==KEY_BEZTRIPLE) elemsize*= 3;
for(a=start; a<end; a++) {
cp= key->elemstr;
if(mode==KEY_BEZTRIPLE) cp= elemstr;
ofsp= ofs;
while( cp[0] ) { /* cp[0]==amount */
2002-10-12 11:37:38 +00:00
switch(cp[1]) {
case IPO_FLOAT:
flerp(cp[0], (float *)poin, (float *)k1, (float *)k2, (float *)k3, (float *)k4, t);
poin+= ofsp[0];
break;
case IPO_BPOINT:
flerp(3, (float *)poin, (float *)k1, (float *)k2, (float *)k3, (float *)k4, t);
flerp(1, (float *)(poin+16), (float *)(k1+12), (float *)(k2+12), (float *)(k3+12), (float *)(k4+12), t);
poin+= ofsp[0];
break;
case IPO_BEZTRIPLE:
flerp(9, (void *)poin, (void *)k1, (void *)k2, (void *)k3, (void *)k4, t);
flerp(1, (float *)(poin+36), (float *)(k1+36), (float *)(k2+36), (float *)(k3+36), (float *)(k4+36), t);
2002-10-12 11:37:38 +00:00
poin+= ofsp[0];
break;
}
cp+= 2;
ofsp++;
}
/* lets do it the difficult way: when keys have a different size */
2002-10-12 11:37:38 +00:00
if(flagdo & 1) {
if(flagflo & 1) {
k1tot+= k1d;
while(k1tot>=1.0) {
k1tot-= 1.0;
k1+= elemsize;
}
}
else k1+= elemsize;
}
if(flagdo & 2) {
if(flagflo & 2) {
k2tot+= k2d;
while(k2tot>=1.0) {
k2tot-= 1.0;
k2+= elemsize;
}
}
else k2+= elemsize;
}
if(flagdo & 4) {
if(flagflo & 4) {
k3tot+= k3d;
while(k3tot>=1.0) {
k3tot-= 1.0;
k3+= elemsize;
}
}
else k3+= elemsize;
}
if(flagdo & 8) {
if(flagflo & 8) {
k4tot+= k4d;
while(k4tot>=1.0) {
k4tot-= 1.0;
k4+= elemsize;
}
}
else k4+= elemsize;
}
if(mode==KEY_BEZTRIPLE) a+= 2;
}
}
static float *get_weights_array(Object *ob, Mesh *me, char *vgroup)
{
bDeformGroup *curdef;
int index= 0;
if(vgroup[0]==0) return NULL;
if(me->dvert==NULL) return NULL;
/* find the group (weak loop-in-loop) */
for (curdef = ob->defbase.first; curdef; curdef=curdef->next, index++)
if (!strcmp(curdef->name, vgroup))
break;
if(curdef) {
MDeformVert *dvert= me->dvert;
float *weights;
int i, j;
weights= MEM_callocN(me->totvert*sizeof(float), "weights");
for (i=0; i < me->totvert; i++, dvert++) {
for(j=0; j<dvert->totweight; j++) {
if (dvert->dw[j].def_nr == index) {
weights[i]= dvert->dw[j].weight;
break;
}
}
}
return weights;
}
return NULL;
}
static int do_mesh_key(Object *ob, Mesh *me)
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{
KeyBlock *k[4];
float cfra, ctime, t[4], delta, loc[3], size[3];
int a, flag = 0, step;
if(me->totvert==0) return 0;
if(me->key==NULL) return 0;
if(me->key->block.first==NULL) return 0;
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if(me->key->slurph && me->key->type!=KEY_RELATIVE ) {
delta= me->key->slurph;
delta/= me->totvert;
step= 1;
if(me->totvert>100 && slurph_opt) {
step= me->totvert/50;
delta*= step;
/* in do_key and cp_key the case a>tot is handled */
2002-10-12 11:37:38 +00:00
}
cfra= G.scene->r.cfra;
for(a=0; a<me->totvert; a+=step, cfra+= delta) {
ctime= bsystem_time(0, 0, cfra, 0.0);
if(calc_ipo_spec(me->key->ipo, KEY_SPEED, &ctime)==0) {
ctime /= 100.0;
CLAMP(ctime, 0.0, 1.0);
}
flag= setkeys(ctime, &me->key->block, k, t, 0);
if(flag==0) {
do_key(a, a+step, me->totvert, (char *)me->mvert->co, me->key, k, t, 0);
}
else {
cp_key(a, a+step, me->totvert, (char *)me->mvert->co, me->key, k[2], NULL, 0);
2002-10-12 11:37:38 +00:00
}
}
if(flag && k[2]==me->key->refkey) tex_space_mesh(me);
else boundbox_mesh(me, loc, size);
}
else {
ctime= bsystem_time(0, 0, (float)G.scene->r.cfra, 0.0);
Version 1.0 of IpoDrivers. First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
calc_ipo(me->key->ipo, ctime); /* also all relative key positions */
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if(calc_ipo_spec(me->key->ipo, KEY_SPEED, &ctime)==0) {
ctime /= 100.0;
CLAMP(ctime, 0.0, 1.0);
}
if(me->key->type==KEY_RELATIVE) {
KeyBlock *kb;
for(kb= me->key->block.first; kb; kb= kb->next)
kb->weights= get_weights_array(ob, me, kb->vgroup);
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do_rel_key(0, me->totvert, me->totvert, (char *)me->mvert->co, me->key, ctime, 0);
for(kb= me->key->block.first; kb; kb= kb->next) {
if(kb->weights) MEM_freeN(kb->weights);
kb->weights= NULL;
}
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}
else {
flag= setkeys(ctime, &me->key->block, k, t, 0);
if(flag==0) {
do_key(0, me->totvert, me->totvert, (char *)me->mvert->co, me->key, k, t, 0);
}
else {
cp_key(0, me->totvert, me->totvert, (char *)me->mvert->co, me->key, k[2], NULL, 0);
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}
if(flag && k[2]==me->key->refkey) tex_space_mesh(me);
else boundbox_mesh(me, loc, size);
}
}
return 1;
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}
static void do_cu_key(Curve *cu, KeyBlock **k, float *t)
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{
Nurb *nu;
int a, step = 0, tot;
char *poin;
tot= count_curveverts(&cu->nurb);
nu= cu->nurb.first;
a= 0;
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
2002-10-12 11:37:38 +00:00
while(nu) {
if(nu->bp) {
step= nu->pntsu*nu->pntsv;
/* exception because keys prefer to work with complete blocks */
2002-10-12 11:37:38 +00:00
poin= (char *)nu->bp->vec;
poin -= a*sizeof(BPoint);
do_key(a, a+step, tot, poin, cu->key, k, t, KEY_BPOINT);
}
else if(nu->bezt) {
step= 3*nu->pntsu;
poin= (char *)nu->bezt->vec;
poin -= a*sizeof(BezTriple);
do_key(a, a+step, tot, poin, cu->key, k, t, KEY_BEZTRIPLE);
}
a+= step;
nu=nu->next;
}
}
static void do_rel_cu_key(Curve *cu, float ctime)
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{
Nurb *nu;
int a, step = 0, tot;
char *poin;
tot= count_curveverts(&cu->nurb);
nu= cu->nurb.first;
a= 0;
while(nu) {
if(nu->bp) {
step= nu->pntsu*nu->pntsv;
/* exception because keys prefer to work with complete blocks */
2002-10-12 11:37:38 +00:00
poin= (char *)nu->bp->vec;
poin -= a*sizeof(BPoint);
do_rel_key(a, a+step, tot, poin, cu->key, ctime, KEY_BPOINT);
}
else if(nu->bezt) {
step= 3*nu->pntsu;
poin= (char *)nu->bezt->vec;
poin -= a*sizeof(BezTriple);
do_rel_key(a, a+step, tot, poin, cu->key, ctime, KEY_BEZTRIPLE);
}
a+= step;
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nu=nu->next;
}
}
static int do_curve_key(Curve *cu)
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{
KeyBlock *k[4];
float cfra, ctime, t[4], delta;
int a, flag = 0, step = 0, tot;
tot= count_curveverts(&cu->nurb);
if(tot==0) return 0;
if(cu->key==NULL) return 0;
if(cu->key->block.first==NULL) return 0;
2002-10-12 11:37:38 +00:00
if(cu->key->slurph) {
delta= cu->key->slurph;
delta/= tot;
step= 1;
if(tot>100 && slurph_opt) {
step= tot/50;
delta*= step;
/* in do_key and cp_key the case a>tot has been handled */
2002-10-12 11:37:38 +00:00
}
cfra= G.scene->r.cfra;
for(a=0; a<tot; a+=step, cfra+= delta) {
ctime= bsystem_time(0, 0, cfra, 0.0);
if(calc_ipo_spec(cu->key->ipo, KEY_SPEED, &ctime)==0) {
ctime /= 100.0;
CLAMP(ctime, 0.0, 1.0);
}
flag= setkeys(ctime, &cu->key->block, k, t, 0);
if(flag==0) {
/* do_key(a, a+step, tot, (char *)cu->mvert->co, cu->key, k, t, 0); */
}
else {
/* cp_key(a, a+step, tot, (char *)cu->mvert->co, cu->key, k[2],0); */
}
}
if(flag && k[2]==cu->key->refkey) tex_space_curve(cu);
}
else {
ctime= bsystem_time(0, 0, (float)G.scene->r.cfra, 0.0);
if(calc_ipo_spec(cu->key->ipo, KEY_SPEED, &ctime)==0) {
ctime /= 100.0;
CLAMP(ctime, 0.0, 1.0);
}
if(cu->key->type==KEY_RELATIVE) {
do_rel_cu_key(cu, ctime);
}
else {
flag= setkeys(ctime, &cu->key->block, k, t, 0);
if(flag==0) do_cu_key(cu, k, t);
else cp_cu_key(cu, k[2], 0, tot);
if(flag && k[2]==cu->key->refkey) tex_space_curve(cu);
}
}
return 1;
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}
static int do_latt_key(Lattice *lt)
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{
KeyBlock *k[4];
float delta, cfra, ctime, t[4];
int a, tot, flag;
if(lt->key==NULL) return 0;
if(lt->key->block.first==NULL) return 0;
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
2002-10-12 11:37:38 +00:00
tot= lt->pntsu*lt->pntsv*lt->pntsw;
if(lt->key->slurph) {
delta= lt->key->slurph;
delta/= (float)tot;
cfra= G.scene->r.cfra;
for(a=0; a<tot; a++, cfra+= delta) {
ctime= bsystem_time(0, 0, cfra, 0.0);
if(calc_ipo_spec(lt->key->ipo, KEY_SPEED, &ctime)==0) {
ctime /= 100.0;
CLAMP(ctime, 0.0, 1.0);
}
flag= setkeys(ctime, &lt->key->block, k, t, 0);
if(flag==0) {
do_key(a, a+1, tot, (char *)lt->def->vec, lt->key, k, t, 0);
}
else {
cp_key(a, a+1, tot, (char *)lt->def->vec, lt->key, k[2], NULL, 0);
2002-10-12 11:37:38 +00:00
}
}
}
else {
ctime= bsystem_time(0, 0, (float)G.scene->r.cfra, 0.0);
if(calc_ipo_spec(lt->key->ipo, KEY_SPEED, &ctime)==0) {
ctime /= 100.0;
CLAMP(ctime, 0.0, 1.0);
}
if(lt->key->type==KEY_RELATIVE) {
do_rel_key(0, tot, tot, (char *)lt->def->vec, lt->key, ctime, 0);
}
else {
flag= setkeys(ctime, &lt->key->block, k, t, 0);
if(flag==0) {
do_key(0, tot, tot, (char *)lt->def->vec, lt->key, k, t, 0);
}
else {
cp_key(0, tot, tot, (char *)lt->def->vec, lt->key, k[2], NULL, 0);
2002-10-12 11:37:38 +00:00
}
}
}
if(lt->flag & LT_OUTSIDE) outside_lattice(lt);
return 1;
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}
/* returns 1 when key applied */
int do_ob_key(Object *ob)
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{
if(ob->shapeflag & (OB_SHAPE_LOCK|OB_SHAPE_TEMPLOCK)) {
Key *key= ob_get_key(ob);
if(key) {
KeyBlock *kb= BLI_findlink(&key->block, ob->shapenr-1);
if(kb==NULL) {
kb= key->block.first;
ob->shapenr= 1;
}
if(ob->type==OB_MESH) {
Mesh *me= ob->data;
float *weights= get_weights_array(ob, me, kb->vgroup);
cp_key(0, me->totvert, me->totvert, (char *)me->mvert->co, key, kb, weights, 0);
if(weights) MEM_freeN(weights);
}
else if(ob->type==OB_LATTICE) {
Lattice *lt= ob->data;
int tot= lt->pntsu*lt->pntsv*lt->pntsw;
cp_key(0, tot, tot, (char *)lt->def->vec, key, kb, NULL, 0);
}
else if ELEM(ob->type, OB_CURVE, OB_SURF) {
Curve *cu= ob->data;
int tot= count_curveverts(&cu->nurb);
cp_cu_key(cu, kb, 0, tot);
}
return 1;
}
}
else {
if(ob->type==OB_MESH) return do_mesh_key(ob, ob->data);
else if(ob->type==OB_CURVE) return do_curve_key( ob->data);
else if(ob->type==OB_SURF) return do_curve_key( ob->data);
else if(ob->type==OB_LATTICE) return do_latt_key( ob->data);
}
return 0;
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}
Key *ob_get_key(Object *ob)
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{
if(ob->type==OB_MESH) {
Mesh *me= ob->data;
return me->key;
}
else if ELEM(ob->type, OB_CURVE, OB_SURF) {
Curve *cu= ob->data;
return cu->key;
}
else if(ob->type==OB_LATTICE) {
Lattice *lt= ob->data;
return lt->key;
}
return NULL;
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}
/* only the active keyblock */
KeyBlock *ob_get_keyblock(Object *ob)
{
Key *key= ob_get_key(ob);
if (key) {
KeyBlock *kb= BLI_findlink(&key->block, ob->shapenr-1);
return kb;
}
return NULL;
}