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blender-archive/source/blender/python/api2_2x/Bone.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.
*
* This is a new part of Blender.
*
* Contributor(s): Jordi Rovira i Bonet, Joseph Gilbert
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include "Bone.h"
#include <BKE_main.h>
#include <BKE_global.h>
#include <BKE_object.h>
#include <BKE_armature.h>
#include <BKE_library.h>
#include <BLI_blenlib.h>
#include <DNA_action_types.h>
#include <DNA_armature_types.h>
#include <DNA_ipo_types.h>
#include <BIF_poseobject.h>
#include <BKE_action.h>
#include <BSE_editaction.h>
#include <BKE_constraint.h>
#include <MEM_guardedalloc.h>
#include "constant.h"
#include "gen_utils.h"
#include "NLA.h"
#include "quat.h"
#include "matrix.h"
#include "vector.h"
//--------------------Python API function prototypes for the Bone module----
static PyObject *M_Bone_New( PyObject * self, PyObject * args );
//------------------------Python API Doc strings for the Bone module--------
char M_Bone_doc[] = "The Blender Bone module\n\n\
This module provides control over **Bone Data** objects in Blender.\n\n\
Example::\n\n\
from Blender import Armature.Bone\n\
l = Armature.Bone.New()\n";
char M_Bone_New_doc[] = "(name) - return a new Bone of name 'name'.";
//----- Python method structure definition for Blender.Armature.Bone module---
struct PyMethodDef M_Bone_methods[] = {
{"New", ( PyCFunction ) M_Bone_New, METH_VARARGS, M_Bone_New_doc},
{NULL, NULL, 0, NULL}
};
//--------------- Python BPy_Bone methods declarations:-------------------
static PyObject *Bone_getName( BPy_Bone * self );
static PyObject *Bone_getRoll( BPy_Bone * self );
static PyObject *Bone_getHead( BPy_Bone * self );
static PyObject *Bone_getTail( BPy_Bone * self );
static PyObject *Bone_getLoc( BPy_Bone * self );
static PyObject *Bone_getSize( BPy_Bone * self );
static PyObject *Bone_getQuat( BPy_Bone * self );
static PyObject *Bone_getParent( BPy_Bone * self );
static PyObject *Bone_hasParent( BPy_Bone * self );
static PyObject *Bone_getWeight( BPy_Bone * self );
static PyObject *Bone_getBoneclass( BPy_Bone * self );
static PyObject *Bone_hasIK( BPy_Bone * self );
static PyObject *Bone_getChildren( BPy_Bone * self );
static PyObject *Bone_clearParent( BPy_Bone * self );
static PyObject *Bone_clearChildren( BPy_Bone * self );
static PyObject *Bone_hide( BPy_Bone * self );
static PyObject *Bone_unhide( BPy_Bone * self );
static PyObject *Bone_setName( BPy_Bone * self, PyObject * args );
static PyObject *Bone_setRoll( BPy_Bone * self, PyObject * args );
static PyObject *Bone_setHead( BPy_Bone * self, PyObject * args );
static PyObject *Bone_setTail( BPy_Bone * self, PyObject * args );
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
// note; this can only be done as POSE operation
static PyObject *Bone_setLoc( BPy_Bone * self, PyObject * args );
static PyObject *Bone_setSize( BPy_Bone * self, PyObject * args );
static PyObject *Bone_setQuat( BPy_Bone * self, PyObject * args );
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
static PyObject *Bone_setPose( BPy_Bone * self, PyObject * args );
static PyObject *Bone_setParent( BPy_Bone * self, PyObject * args );
static PyObject *Bone_setWeight( BPy_Bone * self, PyObject * args );
static PyObject *Bone_setBoneclass( BPy_Bone * self, PyObject * args );
static PyObject *Bone_getRestMatrix( BPy_Bone * self, PyObject * args );
//--------------- Python BPy_Bone methods table:--------------------------
static PyMethodDef BPy_Bone_methods[] = {
{"getName", ( PyCFunction ) Bone_getName, METH_NOARGS,
"() - return Bone name"},
{"getRoll", ( PyCFunction ) Bone_getRoll, METH_NOARGS,
"() - return Bone roll"},
{"getHead", ( PyCFunction ) Bone_getHead, METH_NOARGS,
"() - return Bone head"},
{"getTail", ( PyCFunction ) Bone_getTail, METH_NOARGS,
"() - return Bone tail"},
{"getLoc", ( PyCFunction ) Bone_getLoc, METH_NOARGS,
"() - return Bone loc"},
{"getSize", ( PyCFunction ) Bone_getSize, METH_NOARGS,
"() - return Bone size"},
{"getQuat", ( PyCFunction ) Bone_getQuat, METH_NOARGS,
"() - return Bone quat"},
{"hide", ( PyCFunction ) Bone_hide, METH_NOARGS,
"() - hides the bone"},
{"unhide", ( PyCFunction ) Bone_unhide, METH_NOARGS,
"() - unhides the bone"},
{"getWeight", ( PyCFunction ) Bone_getWeight, METH_NOARGS,
"() - return Bone weight"},
{"getBoneclass", ( PyCFunction ) Bone_getBoneclass, METH_NOARGS,
"() - return Bone boneclass"},
{"hasIK", ( PyCFunction ) Bone_hasIK, METH_VARARGS,
"() - get the Bone IKToParent flag."},
{"getParent", ( PyCFunction ) Bone_getParent, METH_NOARGS,
"() - return the parent bone of this one if it exists."
" None if not found. You can check this condition with the "
"hasParent() method."},
{"hasParent", ( PyCFunction ) Bone_hasParent, METH_NOARGS,
"() - return true if bone has a parent"},
{"getChildren", ( PyCFunction ) Bone_getChildren, METH_NOARGS,
"() - return Bone children list"},
{"clearParent", ( PyCFunction ) Bone_clearParent, METH_NOARGS,
"() - clears the bone's parent in the armature and makes it root"},
{"clearChildren", ( PyCFunction ) Bone_clearChildren, METH_NOARGS,
"() - remove the children associated with this bone"},
{"setName", ( PyCFunction ) Bone_setName, METH_VARARGS,
"(str) - rename Bone"},
{"setRoll", ( PyCFunction ) Bone_setRoll, METH_VARARGS,
"(float) - set Bone roll"},
{"setHead", ( PyCFunction ) Bone_setHead, METH_VARARGS,
"(float,float,float) - set Bone head pos"},
{"setTail", ( PyCFunction ) Bone_setTail, METH_VARARGS,
"(float,float,float) - set Bone tail pos"},
{"setLoc", ( PyCFunction ) Bone_setLoc, METH_VARARGS,
"(float,float,float) - set Bone loc"},
{"setSize", ( PyCFunction ) Bone_setSize, METH_VARARGS,
"(float,float,float) - set Bone size"},
{"setQuat", ( PyCFunction ) Bone_setQuat, METH_VARARGS,
"(float,float,float,float) - set Bone quat"},
{"setParent", ( PyCFunction ) Bone_setParent, METH_VARARGS,
"() - set the Bone parent of this one."},
{"setWeight", ( PyCFunction ) Bone_setWeight, METH_VARARGS,
"() - set the Bone weight."},
{"setPose", ( PyCFunction ) Bone_setPose, METH_VARARGS,
"() - set a pose for this bone at a frame."},
{"setBoneclass", ( PyCFunction ) Bone_setBoneclass, METH_VARARGS,
"() - set the Bone boneclass."},
{"getRestMatrix", ( PyCFunction ) Bone_getRestMatrix, METH_VARARGS,
"() - return the rest matrix for this bone"},
{NULL, NULL, 0, NULL}
};
//--------------- Python TypeBone callback function prototypes----------
static void Bone_dealloc( BPy_Bone * bone );
static PyObject *Bone_getAttr( BPy_Bone * bone, char *name );
static int Bone_setAttr( BPy_Bone * bone, char *name, PyObject * v );
static int Bone_compare( BPy_Bone * a1, BPy_Bone * a2 );
static PyObject *Bone_repr( BPy_Bone * bone );
//--------------- Python TypeBone structure definition-------------
PyTypeObject Bone_Type = {
PyObject_HEAD_INIT( NULL )
0, /* ob_size */
"Blender Bone", /* tp_name */
sizeof( BPy_Bone ), /* tp_basicsize */
0, /* tp_itemsize */
/* methods */
( destructor ) Bone_dealloc, /* tp_dealloc */
0, /* tp_print */
( getattrfunc ) Bone_getAttr, /* tp_getattr */
( setattrfunc ) Bone_setAttr, /* tp_setattr */
( cmpfunc ) Bone_compare, /* tp_compare */
( reprfunc ) Bone_repr, /* tp_repr */
0, /* tp_as_number */
0, /* tp_as_sequence */
0, /* tp_as_mapping */
0, /* tp_as_hash */
0, 0, 0, 0, 0, 0,
0, /* tp_doc */
0, 0, 0, 0, 0, 0,
BPy_Bone_methods, /* tp_methods */
0, /* tp_members */
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
//--------------- Bone Module Init-----------------------------
PyObject *Bone_Init( void )
{
PyObject *submodule;
Bone_Type.ob_type = &PyType_Type;
submodule = Py_InitModule3( "Blender.Armature.Bone",
M_Bone_methods, M_Bone_doc );
PyModule_AddIntConstant( submodule, "ROT", POSE_ROT );
PyModule_AddIntConstant( submodule, "LOC", POSE_LOC );
PyModule_AddIntConstant( submodule, "SIZE", POSE_SIZE );
PyModule_AddIntConstant( submodule, "SKINNABLE", 0 );
PyModule_AddIntConstant( submodule, "UNSKINNABLE", 1 );
PyModule_AddIntConstant( submodule, "HEAD", 2 );
PyModule_AddIntConstant( submodule, "NECK", 3 );
PyModule_AddIntConstant( submodule, "BACK", 4 );
PyModule_AddIntConstant( submodule, "SHOULDER", 5 );
PyModule_AddIntConstant( submodule, "ARM", 6 );
PyModule_AddIntConstant( submodule, "HAND", 7 );
PyModule_AddIntConstant( submodule, "FINGER", 8 );
PyModule_AddIntConstant( submodule, "THUMB", 9 );
PyModule_AddIntConstant( submodule, "PELVIS", 10 );
PyModule_AddIntConstant( submodule, "LEG", 11 );
PyModule_AddIntConstant( submodule, "FOOT", 12 );
PyModule_AddIntConstant( submodule, "TOE", 13 );
PyModule_AddIntConstant( submodule, "TENTACLE", 14 );
return ( submodule );
}
//--------------- Bone module internal callbacks-----------------
//--------------- updatePyBone------------------------------------
static int updatePyBone( BPy_Bone * self )
{
int x, y;
char *parent_str = "";
if( !self->bone ) {
//nothing to update - not linked
return 0;
} else {
BLI_strncpy( self->name, self->bone->name,
strlen( self->bone->name ) + 1 );
self->roll = self->bone->roll;
self->flag = self->bone->flag;
self->boneclass = self->bone->boneclass;
self->dist = self->bone->dist;
self->weight = self->bone->weight;
if( self->bone->parent ) {
self->parent =
BLI_strncpy( self->parent,
self->bone->parent->name,
strlen( self->bone->parent->
name ) + 1 );
} else {
self->parent =
BLI_strncpy( self->parent, parent_str,
strlen( parent_str ) + 1 );
}
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
#if 0
for( x = 0; x < 3; x++ ) {
self->head->vec[x] = self->bone->head[x];
self->tail->vec[x] = self->bone->tail[x];
self->loc->vec[x] = self->bone->loc[x];
self->dloc->vec[x] = self->bone->dloc[x];
self->size->vec[x] = self->bone->size[x];
self->dsize->vec[x] = self->bone->dsize[x];
}
for( x = 0; x < 4; x++ ) {
self->quat->quat[x] = self->bone->quat[x];
self->dquat->quat[x] = self->bone->dquat[x];
}
for( x = 0; x < 4; x++ ) {
for( y = 0; y < 4; y++ ) {
self->obmat->matrix[x][y] =
self->bone->obmat[x][y];
self->parmat->matrix[x][y] =
self->bone->parmat[x][y];
self->defmat->matrix[x][y] =
self->bone->defmat[x][y];
self->irestmat->matrix[x][y] =
self->bone->irestmat[x][y];
self->posemat->matrix[x][y] =
self->bone->posemat[x][y];
}
}
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
#endif
return 1;
}
}
//--------------- updateBoneData------------------------------------
int updateBoneData( BPy_Bone * self, Bone * parent )
{
//called from Armature.addBone()
int x, y;
//called in Armature.addBone() to update the Bone * data
if( !self->bone ) {
//nothing to update - not linked
return 0;
} else {
BLI_strncpy( self->bone->name, self->name,
strlen( self->name ) + 1 );
self->bone->roll = self->roll;
self->bone->flag = self->flag;
self->bone->boneclass = self->boneclass;
self->bone->dist = self->dist;
self->bone->weight = self->weight;
self->bone->parent = parent; //parent will be checked from self->parent string in addBone()
for( x = 0; x < 3; x++ ) {
self->bone->head[x] = self->head->vec[x];
self->bone->tail[x] = self->tail->vec[x];
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
// self->bone->loc[x] = self->loc->vec[x];
// self->bone->dloc[x] = self->dloc->vec[x];
// self->bone->size[x] = self->size->vec[x];
// self->bone->dsize[x] = self->dsize->vec[x];
}
for( x = 0; x < 4; x++ ) {
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
// self->bone->quat[x] = self->quat->quat[x];
// self->bone->dquat[x] = self->dquat->quat[x];
}
for( x = 0; x < 4; x++ ) {
for( y = 0; y < 4; y++ ) {
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
// self->bone->obmat[x][y] =
// self->obmat->matrix[x][y];
// self->bone->parmat[x][y] =
// self->parmat->matrix[x][y];
// self->bone->defmat[x][y] =
// self->defmat->matrix[x][y];
// self->bone->irestmat[x][y] =
// self->irestmat->matrix[x][y];
// self->bone->posemat[x][y] =
// self->posemat->matrix[x][y];
}
}
return 1;
}
}
//--------------- testChildbase----------------------------------
static int testChildbase( Bone * bone, Bone * test )
{
Bone *child;
for( child = bone->childbase.first; child; child = child->next ) {
if( child == test ) {
return 1;
}
if( child->childbase.first != NULL )
testChildbase( child, test );
}
return 0;
}
//--------------- returnBoneclassEnum----------------------------
static PyObject *returnBoneclassEnum( int value )
{
char *str;
str = PyMem_Malloc( 32 + 1 );
switch ( value ) {
case 0:
BLI_strncpy( str, "SKINNABLE", 32 );
break;
case 1:
BLI_strncpy( str, "UNSKINNABLE", 32 );
break;
case 2:
BLI_strncpy( str, "HEAD", 32 );
break;
case 3:
BLI_strncpy( str, "NECK", 32 );
break;
case 4:
BLI_strncpy( str, "BACK", 32 );
break;
case 5:
BLI_strncpy( str, "SHOULDER", 32 );
break;
case 6:
BLI_strncpy( str, "ARM", 32 );
break;
case 7:
BLI_strncpy( str, "HAND", 32 );
break;
case 8:
BLI_strncpy( str, "FINGER", 32 );
break;
case 9:
BLI_strncpy( str, "THUMB", 32 );
break;
case 10:
BLI_strncpy( str, "PELVIS", 32 );
break;
case 11:
BLI_strncpy( str, "LEG", 32 );
break;
case 12:
BLI_strncpy( str, "FOOT", 32 );
break;
case 13:
BLI_strncpy( str, "TOE", 32 );
break;
case 14:
BLI_strncpy( str, "TENTACLE", 32 );
break;
default:
BLI_strncpy( str, "SKINNABLE", 32 );
break;
}
return ( PyObject * ) PyString_FromString( str );
}
//---------------BPy_Bone internal callbacks/methods---------------
//--------------- dealloc------------------------------------------
static void Bone_dealloc( BPy_Bone * self )
{
PyMem_Free( self->name );
PyMem_Free( self->parent );
PyObject_DEL( self );
}
//---------------getattr-------------------------------------------
static PyObject *Bone_getAttr( BPy_Bone * self, char *name )
{
PyObject *attr = Py_None;
if( strcmp( name, "name" ) == 0 )
attr = Bone_getName( self );
else if( strcmp( name, "roll" ) == 0 )
attr = Bone_getRoll( self );
else if( strcmp( name, "head" ) == 0 )
attr = Bone_getHead( self );
else if( strcmp( name, "tail" ) == 0 )
attr = Bone_getTail( self );
else if( strcmp( name, "size" ) == 0 )
attr = Bone_getSize( self );
else if( strcmp( name, "loc" ) == 0 )
attr = Bone_getLoc( self );
else if( strcmp( name, "quat" ) == 0 )
attr = Bone_getQuat( self );
else if( strcmp( name, "parent" ) == 0 )
/* Skip the checks for Py_None as its a valid result to this call. */
return Bone_getParent( self );
else if( strcmp( name, "children" ) == 0 )
attr = Bone_getChildren( self );
else if( strcmp( name, "weight" ) == 0 )
attr = Bone_getWeight( self );
else if( strcmp( name, "boneclass" ) == 0 )
attr = Bone_getBoneclass( self );
else if( strcmp( name, "ik" ) == 0 )
attr = Bone_hasIK( self );
else if( strcmp( name, "__members__" ) == 0 ) {
/* 9 entries */
attr = Py_BuildValue( "[s,s,s,s,s,s,s,s,s,s,s]",
"name", "roll", "head", "tail", "loc",
"size", "quat", "parent", "children",
"weight", "boneclass", "ik" );
}
if( !attr )
return ( EXPP_ReturnPyObjError( PyExc_MemoryError,
"couldn't create PyObject" ) );
if( attr != Py_None )
return attr; /* member attribute found, return it */
/* not an attribute, search the methods table */
return Py_FindMethod( BPy_Bone_methods, ( PyObject * ) self, name );
}
//--------------- setattr-------------------------------------------
static int Bone_setAttr( BPy_Bone * self, char *name, PyObject * value )
{
PyObject *valtuple;
PyObject *error = NULL;
valtuple = Py_BuildValue( "(O)", value ); /* the set* functions expect a tuple */
if( !valtuple )
return EXPP_ReturnIntError( PyExc_MemoryError,
"BoneSetAttr: couldn't create tuple" );
if( strcmp( name, "name" ) == 0 )
error = Bone_setName( self, valtuple );
else { /* Error */
Py_DECREF( valtuple );
/* ... member with the given name was found */
return ( EXPP_ReturnIntError
( PyExc_KeyError, "attribute not found" ) );
}
Py_DECREF( valtuple );
if( error != Py_None )
return -1;
Py_DECREF( Py_None ); /* was incref'ed by the called Bone_set* function */
return 0; /* normal exit */
}
//--------------- repr---------------------------------------------
static PyObject *Bone_repr( BPy_Bone * self )
{
if( self->bone )
return PyString_FromFormat( "[Bone \"%s\"]",
self->bone->name );
else
return PyString_FromString( "NULL" );
}
//--------------- compare------------------------------------------
static int Bone_compare( BPy_Bone * a, BPy_Bone * b )
{
Bone *pa = a->bone, *pb = b->bone;
return ( pa == pb ) ? 0 : -1;
}
//--------------- Bone_CreatePyObject---------------------------------
PyObject *Bone_CreatePyObject( struct Bone * bone )
{
BPy_Bone *blen_bone;
blen_bone = ( BPy_Bone * ) PyObject_NEW( BPy_Bone, &Bone_Type );
//set the all important Bone flag
blen_bone->bone = bone;
//allocate space for python vars
blen_bone->name = PyMem_Malloc( 32 + 1 );
blen_bone->parent = PyMem_Malloc( 32 + 1 );
blen_bone->head =
( VectorObject * )
newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 );
blen_bone->tail =
( VectorObject * )
newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 );
blen_bone->loc =
( VectorObject * )
newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 );
blen_bone->dloc =
( VectorObject * )
newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 );
blen_bone->size =
( VectorObject * )
newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 );
blen_bone->dsize =
( VectorObject * )
newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 );
blen_bone->quat =
( QuaternionObject * )
newQuaternionObject( PyMem_Malloc( 4 * sizeof( float ) ) );
blen_bone->dquat =
( QuaternionObject * )
newQuaternionObject( PyMem_Malloc( 4 * sizeof( float ) ) );
blen_bone->obmat =
( MatrixObject * )
newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 );
blen_bone->parmat =
( MatrixObject * )
newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 );
blen_bone->defmat =
( MatrixObject * )
newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 );
blen_bone->irestmat =
( MatrixObject * )
newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 );
blen_bone->posemat =
( MatrixObject * )
newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 );
if( !updatePyBone( blen_bone ) )
return EXPP_ReturnPyObjError( PyExc_AttributeError,
"bone struct empty" );
return ( ( PyObject * ) blen_bone );
}
//--------------- Bone_CheckPyObject--------------------------------
int Bone_CheckPyObject( PyObject * py_obj )
{
return ( py_obj->ob_type == &Bone_Type );
}
//--------------- Bone_FromPyObject---------------------------------
struct Bone *Bone_FromPyObject( PyObject * py_obj )
{
BPy_Bone *blen_obj;
blen_obj = ( BPy_Bone * ) py_obj;
if( !( ( BPy_Bone * ) py_obj )->bone ) { //test to see if linked to armature
//use python vars
return NULL;
} else {
//use bone datastruct
return ( blen_obj->bone );
}
}
//--------------- Python Bone Module methods------------------------
//--------------- Blender.Armature.Bone.New()-----------------------
static PyObject *M_Bone_New( PyObject * self, PyObject * args )
{
char *name_str = "BoneName";
char *parent_str = "";
BPy_Bone *py_bone = NULL; /* for Bone Data object wrapper in Python */
if( !PyArg_ParseTuple( args, "|s", &name_str ) )
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected string or empty argument" ) );
//create python bone
py_bone = ( BPy_Bone * ) PyObject_NEW( BPy_Bone, &Bone_Type );
//allocate space for python vars
py_bone->name = PyMem_Malloc( 32 + 1 );
py_bone->parent = PyMem_Malloc( 32 + 1 );
py_bone->head =
( VectorObject * )
newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 );
py_bone->tail =
( VectorObject * )
newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 );
py_bone->loc =
( VectorObject * )
newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 );
py_bone->dloc =
( VectorObject * )
newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 );
py_bone->size =
( VectorObject * )
newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 );
py_bone->dsize =
( VectorObject * )
newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 );
py_bone->quat =
( QuaternionObject * )
newQuaternionObject( PyMem_Malloc( 4 * sizeof( float ) ) );
py_bone->dquat =
( QuaternionObject * )
newQuaternionObject( PyMem_Malloc( 4 * sizeof( float ) ) );
py_bone->obmat =
( MatrixObject * )
newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 );
py_bone->parmat =
( MatrixObject * )
newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 );
py_bone->defmat =
( MatrixObject * )
newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 );
py_bone->irestmat =
( MatrixObject * )
newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 );
py_bone->posemat =
( MatrixObject * )
newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 );
//default py values
BLI_strncpy( py_bone->name, name_str, strlen( name_str ) + 1 );
BLI_strncpy( py_bone->parent, parent_str, strlen( parent_str ) + 1 );
py_bone->roll = 0.0f;
py_bone->flag = 32;
py_bone->boneclass = BONE_SKINNABLE;
py_bone->dist = 1.0f;
py_bone->weight = 1.0f;
Vector_Zero( py_bone->head );
Vector_Zero( py_bone->loc );
Vector_Zero( py_bone->dloc );
Vector_Zero( py_bone->size );
Vector_Zero( py_bone->dsize );
Quaternion_Identity( py_bone->quat );
Quaternion_Identity( py_bone->dquat );
Matrix_Identity( py_bone->obmat );
Matrix_Identity( py_bone->parmat );
Matrix_Identity( py_bone->defmat );
Matrix_Identity( py_bone->irestmat );
Matrix_Identity( py_bone->posemat );
//default tail of 2,0,0
py_bone->tail->vec[0] = 2.0f;
py_bone->tail->vec[1] = 0.0f;
py_bone->tail->vec[2] = 0.0f;
//set the datapointer to null (unlinked)
py_bone->bone = NULL;
return ( PyObject * ) py_bone;
}
//--------------- Python BPy_Bone methods---------------------------
//--------------- BPy_Bone.getName()--------------------------------
static PyObject *Bone_getName( BPy_Bone * self )
{
PyObject *attr = NULL;
if( !self->bone ) { //test to see if linked to armature
//use python vars
attr = PyString_FromString( self->name );
} else {
//use bone datastruct
attr = PyString_FromString( self->bone->name );
}
if( attr )
return attr;
return ( EXPP_ReturnPyObjError( PyExc_RuntimeError,
"couldn't get Bone.name attribute" ) );
}
//--------------- BPy_Bone.getRoll()---------------------------------
static PyObject *Bone_getRoll( BPy_Bone * self )
{
PyObject *attr = NULL;
if( !self->bone ) { //test to see if linked to armature
//use python vars
attr = Py_BuildValue( "f", self->roll );
} else {
//use bone datastruct
attr = Py_BuildValue( "f", self->bone->roll );
}
if( attr )
return attr;
return ( EXPP_ReturnPyObjError( PyExc_RuntimeError,
"couldn't get Bone.roll attribute" ) );
}
//--------------- BPy_Bone.getWeight()---------------------------------
static PyObject *Bone_getWeight( BPy_Bone * self )
{
PyObject *attr = NULL;
if( !self->bone ) { //test to see if linked to armature
//use python vars
attr = Py_BuildValue( "f", self->weight );
} else {
//use bone datastruct
attr = Py_BuildValue( "f", self->bone->weight );
}
if( attr )
return attr;
return ( EXPP_ReturnPyObjError( PyExc_RuntimeError,
"couldn't get Bone.weight attribute" ) );
}
//--------------- BPy_Bone.getHead()----------------------------------
static PyObject *Bone_getHead( BPy_Bone * self )
{
PyObject *attr = NULL;
float *vec;
int x;
if( !self->bone ) { //test to see if linked to armature
//use python vars
vec = PyMem_Malloc( 3 * sizeof( float ) );
for( x = 0; x < 3; x++ )
vec[x] = self->head->vec[x];
attr = ( PyObject * ) newVectorObject( vec, 3 );
} else {
//use bone datastruct
attr = newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ),
3 );
( ( VectorObject * ) attr )->vec[0] = self->bone->head[0];
( ( VectorObject * ) attr )->vec[1] = self->bone->head[1];
( ( VectorObject * ) attr )->vec[2] = self->bone->head[2];
}
if( attr )
return attr;
return ( EXPP_ReturnPyObjError( PyExc_RuntimeError,
"couldn't get Bone.head attribute" ) );
}
//--------------- BPy_Bone.getTail()---------------------------------
static PyObject *Bone_getTail( BPy_Bone * self )
{
PyObject *attr = NULL;
float *vec;
int x;
if( !self->bone ) { //test to see if linked to armature
//use python vars
vec = PyMem_Malloc( 3 * sizeof( float ) );
for( x = 0; x < 3; x++ )
vec[x] = self->tail->vec[x];
attr = ( PyObject * ) newVectorObject( vec, 3 );
} else {
//use bone datastruct
attr = newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ),
3 );
( ( VectorObject * ) attr )->vec[0] = self->bone->tail[0];
( ( VectorObject * ) attr )->vec[1] = self->bone->tail[1];
( ( VectorObject * ) attr )->vec[2] = self->bone->tail[2];
}
if( attr )
return attr;
return ( EXPP_ReturnPyObjError( PyExc_RuntimeError,
"couldn't get Bone.tail attribute" ) );
}
//--------------- BPy_Bone.getLoc()---------------------------------
static PyObject *Bone_getLoc( BPy_Bone * self )
{
PyObject *attr = NULL;
float *vec;
int x;
if( !self->bone ) { //test to see if linked to armature
//use python vars
vec = PyMem_Malloc( 3 * sizeof( float ) );
for( x = 0; x < 3; x++ )
vec[x] = self->loc->vec[x];
attr = ( PyObject * ) newVectorObject( vec, 3 );
} else {
//use bone datastruct
attr = newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ),
3 );
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
// ( ( VectorObject * ) attr )->vec[0] = self->bone->loc[0];
// ( ( VectorObject * ) attr )->vec[1] = self->bone->loc[1];
// ( ( VectorObject * ) attr )->vec[2] = self->bone->loc[2];
}
if( attr )
return attr;
return ( EXPP_ReturnPyObjError( PyExc_RuntimeError,
"couldn't get Bone.loc attribute" ) );
}
//--------------- BPy_Bone.getSize()-----------------------------
static PyObject *Bone_getSize( BPy_Bone * self )
{
PyObject *attr = NULL;
float *vec;
int x;
if( !self->bone ) { //test to see if linked to armature
//use python vars
vec = PyMem_Malloc( 3 * sizeof( float ) );
for( x = 0; x < 3; x++ )
vec[x] = self->size->vec[x];
attr = ( PyObject * ) newVectorObject( vec, 3 );
} else {
//use bone datastruct
attr = newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ),
3 );
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
// ( ( VectorObject * ) attr )->vec[0] = self->bone->size[0];
// ( ( VectorObject * ) attr )->vec[1] = self->bone->size[1];
// ( ( VectorObject * ) attr )->vec[2] = self->bone->size[2];
}
if( attr )
return attr;
return ( EXPP_ReturnPyObjError( PyExc_RuntimeError,
"couldn't get Bone.size attribute" ) );
}
//--------------- BPy_Bone.getQuat()--------------------------------
static PyObject *Bone_getQuat( BPy_Bone * self )
{
PyObject *attr = NULL;
float *quat;
int x;
if( !self->bone ) { //test to see if linked to armature
//use python vars - p.s. - you must return a copy or else
//python will trash the internal var
quat = PyMem_Malloc( 4 * sizeof( float ) );
for( x = 0; x < 4; x++ )
quat[x] = self->quat->quat[x];
attr = ( PyObject * ) newQuaternionObject( quat );
} else {
//use bone datastruct
attr = newQuaternionObject( PyMem_Malloc
( 4 * sizeof( float ) ) );
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
// ( ( QuaternionObject * ) attr )->quat[0] = self->bone->quat[0];
// ( ( QuaternionObject * ) attr )->quat[1] = self->bone->quat[1];
// ( ( QuaternionObject * ) attr )->quat[2] = self->bone->quat[2];
// ( ( QuaternionObject * ) attr )->quat[3] = self->bone->quat[3];
}
return attr;
}
//--------------- BPy_Bone.hasParent()---------------------------
static PyObject *Bone_hasParent( BPy_Bone * self )
{
char *parent_str = "";
if( !self->bone ) { //test to see if linked to armature
//use python vars
if( BLI_streq( self->parent, parent_str ) ) {
return EXPP_incr_ret_False();
} else {
return EXPP_incr_ret_True();
}
} else {
//use bone datastruct
if( self->bone->parent ) {
return EXPP_incr_ret_True();
} else {
return EXPP_incr_ret_False();
}
}
}
//--------------- BPy_Bone.getParent()------------------------------
static PyObject *Bone_getParent( BPy_Bone * self )
{
char *parent_str = "";
if( !self->bone ) { //test to see if linked to armature
//use python vars
if( BLI_streq( self->parent, parent_str ) ) {
return EXPP_incr_ret( Py_None );
} else {
return PyString_FromString( self->parent );
}
} else {
//use bone datastruct
if( self->bone->parent ) {
return Bone_CreatePyObject( self->bone->parent );
} else {
return EXPP_incr_ret( Py_None );
}
}
}
//--------------- BPy_Bone.getChildren()-----------------------------
static PyObject *Bone_getChildren( BPy_Bone * self )
{
int totbones = 0;
Bone *current = NULL;
PyObject *listbones = NULL;
int i;
if( !self->bone ) { //test to see if linked to armature
//use python vars
return EXPP_incr_ret( Py_None );
} else {
//use bone datastruct
current = self->bone->childbase.first;
for( ; current; current = current->next )
totbones++;
/* Create a list with a bone wrapper for each bone */
current = self->bone->childbase.first;
listbones = PyList_New( totbones );
for( i = 0; i < totbones; i++ ) {
assert( current );
PyList_SetItem( listbones, i,
Bone_CreatePyObject( current ) );
current = current->next;
}
return listbones;
}
}
//--------------- BPy_Bone.setName()---------------------------------
static PyObject *Bone_setName( BPy_Bone * self, PyObject * args )
{
char *name;
char buf[25];
if( !PyArg_ParseTuple( args, "s", &name ) )
return ( EXPP_ReturnPyObjError
( PyExc_AttributeError,
"expected string argument" ) );
/*
note:
a nicer way to do this is to have #defines for the size of names.
stivs 25-jan-200
*/
/* guarantee a null terminated string of reasonable size */
PyOS_snprintf( buf, sizeof( buf ), "%s", name );
if( !self->bone ) { //test to see if linked to armature
//use python vars
BLI_strncpy( self->name, buf, sizeof( buf ) );
} else {
//use bone datastruct
BLI_strncpy( self->bone->name, buf, sizeof( buf ) );
}
return EXPP_incr_ret( Py_None );
}
//--------------- BPy_Bone.setRoll()--------------------------------
PyObject *Bone_setRoll( BPy_Bone * self, PyObject * args )
{
float roll;
if( !PyArg_ParseTuple( args, "f", &roll ) )
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected float argument" ) );
if( !self->bone ) { //test to see if linked to armature
//use python vars
self->roll = roll;
} else {
//use bone datastruct
self->bone->roll = roll;
}
return EXPP_incr_ret( Py_None );
}
//--------------- BPy_Bone.setHead()---------------------------------
static PyObject *Bone_setHead( BPy_Bone * self, PyObject * args )
{
float f1, f2, f3;
int status;
if( PyObject_Length( args ) == 3 )
status = PyArg_ParseTuple( args, "fff", &f1, &f2, &f3 );
else
status = PyArg_ParseTuple( args, "(fff)", &f1, &f2, &f3 );
if( !status )
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected 3 (or a list of 3) float arguments" ) );
if( !self->bone ) { //test to see if linked to armature
//use python vars
self->head->vec[0] = f1;
self->head->vec[1] = f2;
self->head->vec[2] = f3;
} else {
//use bone datastruct
self->bone->head[0] = f1;
self->bone->head[1] = f2;
self->bone->head[2] = f3;
}
return EXPP_incr_ret( Py_None );
}
//--------------- BPy_Bone.setTail()---------------------------------
static PyObject *Bone_setTail( BPy_Bone * self, PyObject * args )
{
float f1, f2, f3;
int status;
if( PyObject_Length( args ) == 3 )
status = PyArg_ParseTuple( args, "fff", &f1, &f2, &f3 );
else
status = PyArg_ParseTuple( args, "(fff)", &f1, &f2, &f3 );
if( !status )
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected 3 (or a list of 3) float arguments" ) );
if( !self->bone ) { //test to see if linked to armature
//use python vars
self->tail->vec[0] = f1;
self->tail->vec[1] = f2;
self->tail->vec[2] = f3;
} else {
//use bone datastruct
self->bone->tail[0] = f1;
self->bone->tail[1] = f2;
self->bone->tail[2] = f3;
}
return EXPP_incr_ret( Py_None );
}
//--------------- BPy_Bone.setLoc()----------------------------------
static PyObject *Bone_setLoc( BPy_Bone * self, PyObject * args )
{
float f1, f2, f3;
int status;
if( PyObject_Length( args ) == 3 )
status = PyArg_ParseTuple( args, "fff", &f1, &f2, &f3 );
else
status = PyArg_ParseTuple( args, "(fff)", &f1, &f2, &f3 );
if( !status )
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected 3 (or a list of 3) float arguments" ) );
if( !self->bone ) { //test to see if linked to armature
//use python vars
self->loc->vec[0] = f1;
self->loc->vec[1] = f2;
self->loc->vec[2] = f3;
} else {
//use bone datastruct
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
// self->bone->loc[0] = f1;
// self->bone->loc[1] = f2;
// self->bone->loc[2] = f3;
}
return EXPP_incr_ret( Py_None );
}
//--------------- BPy_Bone.setSize()---------------------------------
static PyObject *Bone_setSize( BPy_Bone * self, PyObject * args )
{
float f1, f2, f3;
int status;
if( PyObject_Length( args ) == 3 )
status = PyArg_ParseTuple( args, "fff", &f1, &f2, &f3 );
else
status = PyArg_ParseTuple( args, "(fff)", &f1, &f2, &f3 );
if( !status )
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected 3 (or a list of 3) float arguments" ) );
if( !self->bone ) { //test to see if linked to armature
//use python vars
self->size->vec[0] = f1;
self->size->vec[1] = f2;
self->size->vec[2] = f3;
} else {
//use bone datastruct
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
// self->bone->size[0] = f1;
// self->bone->size[1] = f2;
// self->bone->size[2] = f3;
}
return EXPP_incr_ret( Py_None );
}
//--------------- BPy_Bone.setQuat()-------------------------------
static PyObject *Bone_setQuat( BPy_Bone * self, PyObject * args )
{
float f1, f2, f3, f4;
PyObject *argument;
QuaternionObject *quatOb;
int status;
if( !PyArg_ParseTuple( args, "O", &argument ) )
return ( EXPP_ReturnPyObjError
( PyExc_TypeError,
"expected quaternion or float list" ) );
if( QuaternionObject_Check( argument ) ) {
status = PyArg_ParseTuple( args, "O!", &quaternion_Type,
&quatOb );
f1 = quatOb->quat[0];
f2 = quatOb->quat[1];
f3 = quatOb->quat[2];
f4 = quatOb->quat[3];
} else {
status = PyArg_ParseTuple( args, "(ffff)", &f1, &f2, &f3,
&f4 );
}
if( !status )
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"unable to parse argument" ) );
if( !self->bone ) { //test to see if linked to armature
//use python vars
self->quat->quat[0] = f1;
self->quat->quat[1] = f2;
self->quat->quat[2] = f3;
self->quat->quat[3] = f4;
} else {
//use bone datastruct
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
// self->bone->quat[0] = f1;
// self->bone->quat[1] = f2;
// self->bone->quat[2] = f3;
// self->bone->quat[3] = f4;
}
return EXPP_incr_ret( Py_None );
}
//--------------- BPy_Bone.setParent()------------------------------
static PyObject *Bone_setParent( BPy_Bone * self, PyObject * args )
{
BPy_Bone *py_bone;
float M_boneObjectspace[4][4];
float iM_parentRest[4][4];
if( !PyArg_ParseTuple( args, "O", &py_bone ) )
return ( EXPP_ReturnPyObjError
( PyExc_TypeError,
"expected bone object argument" ) );
if( !self->bone ) { //test to see if linked to armature
//use python vars
BLI_strncpy( self->parent, py_bone->name,
strlen( py_bone->name ) + 1 );
} else {
//use bone datastruct
if( !py_bone->bone )
return ( EXPP_ReturnPyObjError
( PyExc_TypeError,
"Parent bone must be linked to armature first!" ) );
if( py_bone->bone == self->bone )
return ( EXPP_ReturnPyObjError
( PyExc_AttributeError,
"Cannot parent to self" ) );
//test to see if were creating an illegal loop by parenting to child
if( testChildbase( self->bone, py_bone->bone ) )
return ( EXPP_ReturnPyObjError
( PyExc_AttributeError,
"Cannot parent to child" ) );
//set the parent of self - in this case
//we are changing the parenting after this bone
//has been linked in it's armature
if( self->bone->parent ) { //we are parenting something previously parented
//remove the childbase link from the parent bone
BLI_remlink( &self->bone->parent->childbase,
self->bone );
//now get rid of the parent transformation
get_objectspace_bone_matrix( self->bone->parent,
M_boneObjectspace, 0, 0 );
Mat4MulVecfl( M_boneObjectspace, self->bone->head );
Mat4MulVecfl( M_boneObjectspace, self->bone->tail );
//add to the childbase of new parent
BLI_addtail( &py_bone->bone->childbase, self->bone );
//transform bone according to new parent
get_objectspace_bone_matrix( py_bone->bone,
M_boneObjectspace, 0, 0 );
Mat4Invert( iM_parentRest, M_boneObjectspace );
Mat4MulVecfl( iM_parentRest, self->bone->head );
Mat4MulVecfl( iM_parentRest, self->bone->tail );
//set parent
self->bone->parent = py_bone->bone;
} else { //not previously parented
//add to the childbase of new parent
BLI_addtail( &py_bone->bone->childbase, self->bone );
//transform bone according to new parent
get_objectspace_bone_matrix( py_bone->bone,
M_boneObjectspace, 0, 0 );
Mat4Invert( iM_parentRest, M_boneObjectspace );
Mat4MulVecfl( iM_parentRest, self->bone->head );
Mat4MulVecfl( iM_parentRest, self->bone->tail );
self->bone->parent = py_bone->bone;
}
}
return EXPP_incr_ret( Py_None );
}
//--------------- BPy_Bone.setWeight()----------------------------
static PyObject *Bone_setWeight( BPy_Bone * self, PyObject * args )
{
float weight;
if( !PyArg_ParseTuple( args, "f", &weight ) )
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected float argument" ) );
if( !self->bone ) { //test to see if linked to armature
//use python vars
self->weight = weight;
} else {
//use bone datastruct
self->bone->weight = weight;
}
return EXPP_incr_ret( Py_None );
}
//--------------- BPy_Bone.clearParent()--------------------------
static PyObject *Bone_clearParent( BPy_Bone * self )
{
bArmature *arm = NULL;
Bone *bone = NULL;
Bone *parent = NULL;
Bone *child = NULL;
Bone *childPrev = NULL;
int firstChild;
float M_boneObjectspace[4][4];
char *parent_str = "";
if( !self->bone ) { //test to see if linked to armature
//use python vars
BLI_strncpy( self->parent, parent_str,
strlen( parent_str ) + 1 );
} else {
//use bone datastruct
if( self->bone->parent == NULL )
return EXPP_incr_ret( Py_None );
//get parent and remove link
parent = self->bone->parent;
self->bone->parent = NULL;
//remove the childbase link from the parent bone
firstChild = 1;
for( child = parent->childbase.first; child;
child = child->next ) {
if( child == self->bone && firstChild ) {
parent->childbase.first = child->next;
child->next = NULL;
break;
}
if( child == self->bone && !firstChild ) {
childPrev->next = child->next;
child->next = NULL;
break;
}
firstChild = 0;
childPrev = child;
}
//now get rid of the parent transformation
get_objectspace_bone_matrix( parent, M_boneObjectspace, 0, 0 );
//transformation of local bone
Mat4MulVecfl( M_boneObjectspace, self->bone->head );
Mat4MulVecfl( M_boneObjectspace, self->bone->tail );
//get the root bone
while( parent->parent != NULL ) {
parent = parent->parent;
}
//add unlinked bone to the bonebase of the armature
for( arm = G.main->armature.first; arm; arm = arm->id.next ) {
for( bone = arm->bonebase.first; bone;
bone = bone->next ) {
if( parent == bone ) {
//we found the correct armature - now add it as root bone
BLI_addtail( &arm->bonebase,
self->bone );
break;
}
}
}
}
return EXPP_incr_ret( Py_None );
}
//--------------- BPy_Bone.clearChildren()------------------------
static PyObject *Bone_clearChildren( BPy_Bone * self )
{
Bone *root = NULL;
Bone *child = NULL;
bArmature *arm = NULL;
Bone *bone = NULL;
Bone *prev = NULL;
Bone *next = NULL;
float M_boneObjectspace[4][4];
int first;
if( !self->bone ) { //test to see if linked to armature
//use python vars
return EXPP_incr_ret( Py_None );
} else {
//use bone datastruct
if( self->bone->childbase.first == NULL )
return EXPP_incr_ret( Py_None );
//is this bone a part of an armature....
//get root bone for testing
root = self->bone->parent;
if( root != NULL ) {
while( root->parent != NULL ) {
root = root->parent;
}
} else {
root = self->bone;
}
//test armatures for root bone
for( arm = G.main->armature.first; arm; arm = arm->id.next ) {
for( bone = arm->bonebase.first; bone;
bone = bone->next ) {
if( bone == root )
break;
}
if( bone == root )
break;
}
if( arm == NULL )
return ( EXPP_ReturnPyObjError
( PyExc_RuntimeError,
"couldn't find armature that contains this bone" ) );
//now get rid of the parent transformation
get_objectspace_bone_matrix( self->bone, M_boneObjectspace, 0,
0 );
//set children as root
first = 1;
for( child = self->bone->childbase.first; child; child = next ) {
//undo transformation of local bone
Mat4MulVecfl( M_boneObjectspace, child->head );
Mat4MulVecfl( M_boneObjectspace, child->tail );
//set next pointers to NULL
if( first ) {
prev = child;
first = 0;
} else {
prev->next = NULL;
prev = child;
}
next = child->next;
//remove parenting and linking
child->parent = NULL;
BLI_remlink( &self->bone->childbase, child );
//add as root
BLI_addtail( &arm->bonebase, child );
}
}
Py_INCREF( Py_None );
return Py_None;
}
//--------------- BPy_Bone.hide()-----------------------------------
static PyObject *Bone_hide( BPy_Bone * self )
{
if( !self->bone ) { //test to see if linked to armature
//use python vars
return EXPP_ReturnPyObjError( PyExc_TypeError,
"link bone to armature before attempting to hide/unhide" );
} else {
//use bone datastruct
if( !( self->bone->flag & BONE_HIDDEN ) )
self->bone->flag |= BONE_HIDDEN;
}
return EXPP_incr_ret( Py_None );
}
//--------------- BPy_Bone.unhide()-------------------------------
static PyObject *Bone_unhide( BPy_Bone * self )
{
if( !self->bone ) { //test to see if linked to armature
//use python vars
return EXPP_ReturnPyObjError( PyExc_TypeError,
"link bone to armature before attempting to hide/unhide" );
} else {
//use bone datastruct
if( self->bone->flag & BONE_HIDDEN )
self->bone->flag &= ~BONE_HIDDEN;
}
return EXPP_incr_ret( Py_None );
}
//--------------- BPy_Bone.setPose()-------------------------------
static PyObject *Bone_setPose( BPy_Bone * self, PyObject * args )
{
Bone *root = NULL;
bPoseChannel *chan = NULL;
bPoseChannel *setChan = NULL;
bPoseChannel *test = NULL;
Object *object = NULL;
bArmature *arm = NULL;
Bone *bone = NULL;
PyObject *flaglist = NULL;
PyObject *item = NULL;
BPy_Action *py_action = NULL;
int x;
int flagValue = 0;
int makeCurve = 1;
if( !self->bone ) { //test to see if linked to armature
//use python vars
return EXPP_ReturnPyObjError( PyExc_TypeError,
"cannot set pose unless bone is linked to armature" );
} else {
//use bone datastruct
if( !PyArg_ParseTuple
( args, "O!|O!", &PyList_Type, &flaglist, &Action_Type,
&py_action ) )
return ( EXPP_ReturnPyObjError
( PyExc_AttributeError,
"expected list of flags and optional action" ) );
for( x = 0; x < PyList_Size( flaglist ); x++ ) {
item = PyList_GetItem( flaglist, x );
if( PyInt_Check( item ) ) {
flagValue |= PyInt_AsLong( item );
} else {
return ( EXPP_ReturnPyObjError
( PyExc_AttributeError,
"expected list of flags (ints)" ) );
}
}
//is this bone a part of an armature....
//get root bone for testing
root = self->bone->parent;
if( root != NULL ) {
while( root->parent != NULL ) {
root = root->parent;
}
} else {
root = self->bone;
}
//test armatures for root bone
for( arm = G.main->armature.first; arm; arm = arm->id.next ) {
for( bone = arm->bonebase.first; bone;
bone = bone->next ) {
if( bone == root )
break;
}
if( bone == root )
break;
}
if( arm == NULL )
return ( EXPP_ReturnPyObjError( PyExc_RuntimeError,
"bone must belong to an armature to set it's pose!" ) );
//find if armature is object linked....
for( object = G.main->object.first; object;
object = object->id.next ) {
if( object->data == arm ) {
break;
}
}
if( object == NULL )
return ( EXPP_ReturnPyObjError( PyExc_RuntimeError,
"armature must be linked to an object to set a pose!" ) );
//set the active action as this one
if( py_action != NULL ) {
if( py_action->action != NULL ) {
object->action = py_action->action;
}
}
//if object doesn't have a pose create one
if( !object->pose )
object->pose = MEM_callocN( sizeof( bPose ), "Pose" );
//if bone does have a channel create one
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
// do not use anymore! (ton)
chan= verify_pose_channel( object->pose, self->bone->name );
//create temp Pose Channel
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
// chan = MEM_callocN( sizeof( bPoseChannel ), "PoseChannel" );
//set the variables for this pose
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
// memcpy( chan->loc, self->bone->loc, sizeof( chan->loc ) );
// memcpy( chan->quat, self->bone->quat, sizeof( chan->quat ) );
// memcpy( chan->size, self->bone->size, sizeof( chan->size ) );
strcpy( chan->name, self->bone->name );
chan->flag |= flagValue;
//set it to the channel
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
// setChan = set_pose_channel( object->pose, chan );
//frees unlinked pose/bone channels from object
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
/* note; changing an Armature requires building poses again, consult me! (ton) */
// collect_pose_garbage( object );
//create an action if one not already assigned to object
if( !py_action && !object->action ) {
object->action = ( bAction * ) add_empty_action( );
object->ipowin = ID_AC;
} else {
//test if posechannel is already in action
for( test = object->action->chanbase.first; test;
test = test->next ) {
if( test == setChan )
makeCurve = 0; //already there
}
}
//set action keys
if( setChan->flag & POSE_ROT ) {
set_action_key( object->action, setChan, AC_QUAT_X,
makeCurve );
set_action_key( object->action, setChan, AC_QUAT_Y,
makeCurve );
set_action_key( object->action, setChan, AC_QUAT_Z,
makeCurve );
set_action_key( object->action, setChan, AC_QUAT_W,
makeCurve );
}
if( setChan->flag & POSE_SIZE ) {
set_action_key( object->action, setChan, AC_SIZE_X,
makeCurve );
set_action_key( object->action, setChan, AC_SIZE_Y,
makeCurve );
set_action_key( object->action, setChan, AC_SIZE_Z,
makeCurve );
}
if( setChan->flag & POSE_LOC ) {
set_action_key( object->action, setChan, AC_LOC_X,
makeCurve );
set_action_key( object->action, setChan, AC_LOC_Y,
makeCurve );
set_action_key( object->action, setChan, AC_LOC_Z,
makeCurve );
}
//rebuild ipos
remake_action_ipos( object->action );
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
//signal to rebuild displists (new! added by ton)
object->recalc |= OB_RECALC_DATA;
}
return EXPP_incr_ret( Py_None );
}
//--------------- BPy_Bone.getBoneclass()--------------------------
static PyObject *Bone_getBoneclass( BPy_Bone * self )
{
PyObject *attr = NULL;
if( !self->bone ) { //test to see if linked to armature
//use python vars
attr = returnBoneclassEnum( self->boneclass );
} else {
//use bone datastruct
attr = returnBoneclassEnum( self->bone->boneclass );
}
if( attr )
return attr;
return ( EXPP_ReturnPyObjError( PyExc_RuntimeError,
"couldn't get Bone.Boneclass attribute" ) );
}
//--------------- BPy_Bone.setBoneclass()---------------------------
static PyObject *Bone_setBoneclass( BPy_Bone * self, PyObject * args )
{
int boneclass;
if( !PyArg_ParseTuple( args, "i", &boneclass ) )
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected enum argument" ) );
if( !self->bone ) { //test to see if linked to armature
//use python vars
self->boneclass = boneclass;
} else {
//use bone datastruct
self->bone->boneclass = boneclass;
}
return EXPP_incr_ret( Py_None );
}
//--------------- BPy_Bone.hasIK()-------------------------------
static PyObject *Bone_hasIK( BPy_Bone * self )
{
if( !self->bone ) { //test to see if linked to armature
//use python vars
if( self->flag & BONE_IK_TOPARENT ) {
return EXPP_incr_ret_True();
} else {
return EXPP_incr_ret_False();
}
} else {
//use bone datastruct
if( self->bone->flag & BONE_IK_TOPARENT ) {
return EXPP_incr_ret_True();
} else {
return EXPP_incr_ret_False();
}
}
return ( EXPP_ReturnPyObjError( PyExc_RuntimeError,
"couldn't get Bone.Boneclass attribute" ) );
}
//--------------- BPy_Bone.getRestMatrix()-------------------------
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
/* we now got BoneSpace, ArmatureSpace, PoseSpace, WorldSpace.
check DNA_armature.h, only read from data itself, dont use evil calls
that evaluate animation system anymore (ton) */
static PyObject *Bone_getRestMatrix( BPy_Bone * self, PyObject * args )
{
char *local = "worldspace";
char *bonespace = "bonespace";
char *worldspace = "worldspace";
PyObject *matrix;
float delta[3];
float root[3];
float p_root[3];
if( !PyArg_ParseTuple( args, "|s", &local ) )
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected string" ) );
if( !BLI_streq( local, bonespace ) && !BLI_streq( local, worldspace ) )
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected 'bonespace' or 'worldspace'" ) );
matrix = newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 );
if( !self->bone ) { //test to see if linked to armature
//use python vars
if( BLI_streq( local, worldspace ) ) {
VecSubf( delta, self->tail->vec, self->head->vec );
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
// make_boneMatrixvr( (float ( * )[4]) *( ( MatrixObject * ) matrix )->
// matrix, delta, self->roll );
} else if( BLI_streq( local, bonespace ) ) {
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"bone not yet linked to an armature....'" ) );
}
} else {
//use bone datastruct
if( BLI_streq( local, worldspace ) ) {
get_objectspace_bone_matrix( self->bone,
( float ( * )[4] ) *( ( MatrixObject * )
matrix )->matrix, 1,
1 );
} else if( BLI_streq( local, bonespace ) ) {
VecSubf( delta, self->bone->tail, self->bone->head );
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
// make_boneMatrixvr( (float ( * )[4]) *( ( MatrixObject * ) matrix )->
// matrix, delta, self->bone->roll );
if( self->bone->parent ) {
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
// get_bone_root_pos( self->bone, root, 1 );
// get_bone_root_pos( self->bone->parent, p_root,
// 1 );
VecSubf( delta, root, p_root );
VECCOPY( ( ( MatrixObject * ) matrix )->
matrix[3], delta );
}
}
}
return matrix;
}