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

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/*
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* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup bke
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*/
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#include "MEM_guardedalloc.h"
#include <float.h>
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
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#include "DNA_curve_types.h"
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
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#include "DNA_key_types.h"
#include "DNA_object_types.h"
#include "BLI_math_vector.h"
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#include "BKE_anim_path.h"
#include "BKE_curve.h"
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#include "BKE_key.h"
#include "CLG_log.h"
static CLG_LogRef LOG = {"bke.anim"};
/* ******************************************************************** */
/* Curve Paths - for curve deforms and/or curve following */
/**
* Free curve path data
*
* \note Frees the path itself!
* \note This is increasingly inaccurate with non-uniform #BevPoint subdivisions T24633.
*/
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void free_path(Path *path)
{
if (path->data) {
MEM_freeN(path->data);
}
MEM_freeN(path);
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}
/**
* Calculate a curve-deform path for a curve
* - Only called from displist.c -> #do_makeDispListCurveTypes
*/
void calc_curvepath(Object *ob, ListBase *nurbs)
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{
BevList *bl;
BevPoint *bevp, *bevpn, *bevpfirst, *bevplast;
PathPoint *pp;
Nurb *nu;
Path *path;
float *fp, *dist, *maxdist, xyz[3];
float fac, d = 0, fac1, fac2;
int a, tot, cycl = 0;
/* in a path vertices are with equal differences: path->len = number of verts */
/* NOW WITH BEVELCURVE!!! */
if (ob == NULL || ob->type != OB_CURVE) {
return;
}
if (ob->runtime.curve_cache->path) {
free_path(ob->runtime.curve_cache->path);
}
ob->runtime.curve_cache->path = NULL;
/* weak! can only use first curve */
bl = ob->runtime.curve_cache->bev.first;
if (bl == NULL || !bl->nr) {
return;
}
nu = nurbs->first;
ob->runtime.curve_cache->path = path = MEM_callocN(sizeof(Path), "calc_curvepath");
/* if POLY: last vertice != first vertice */
cycl = (bl->poly != -1);
tot = cycl ? bl->nr : bl->nr - 1;
path->len = tot + 1;
/* Exception: vector handle paths and polygon paths should be subdivided
* at least a factor resolution. */
if (path->len < nu->resolu * SEGMENTSU(nu)) {
path->len = nu->resolu * SEGMENTSU(nu);
}
dist = (float *)MEM_mallocN(sizeof(float) * (tot + 1), "calcpathdist");
/* all lengths in *dist */
bevp = bevpfirst = bl->bevpoints;
fp = dist;
*fp = 0.0f;
for (a = 0; a < tot; a++) {
fp++;
if (cycl && a == tot - 1) {
sub_v3_v3v3(xyz, bevpfirst->vec, bevp->vec);
}
else {
sub_v3_v3v3(xyz, (bevp + 1)->vec, bevp->vec);
}
*fp = *(fp - 1) + len_v3(xyz);
bevp++;
}
path->totdist = *fp;
/* the path verts in path->data */
/* now also with TILT value */
pp = path->data = (PathPoint *)MEM_callocN(sizeof(PathPoint) * path->len, "pathdata");
bevp = bevpfirst;
bevpn = bevp + 1;
bevplast = bevpfirst + (bl->nr - 1);
if (UNLIKELY(bevpn > bevplast)) {
bevpn = cycl ? bevpfirst : bevplast;
}
fp = dist + 1;
maxdist = dist + tot;
fac = 1.0f / ((float)path->len - 1.0f);
fac = fac * path->totdist;
for (a = 0; a < path->len; a++) {
d = ((float)a) * fac;
/* we're looking for location (distance) 'd' in the array */
if (LIKELY(tot > 0)) {
while ((fp < maxdist) && (d >= *fp)) {
fp++;
if (bevp < bevplast) {
bevp++;
}
bevpn = bevp + 1;
if (UNLIKELY(bevpn > bevplast)) {
bevpn = cycl ? bevpfirst : bevplast;
}
}
fac1 = (*(fp)-d) / (*(fp) - *(fp - 1));
fac2 = 1.0f - fac1;
}
else {
fac1 = 1.0f;
fac2 = 0.0f;
}
interp_v3_v3v3(pp->vec, bevp->vec, bevpn->vec, fac2);
pp->vec[3] = fac1 * bevp->tilt + fac2 * bevpn->tilt;
pp->radius = fac1 * bevp->radius + fac2 * bevpn->radius;
pp->weight = fac1 * bevp->weight + fac2 * bevpn->weight;
interp_qt_qtqt(pp->quat, bevp->quat, bevpn->quat, fac2);
normalize_qt(pp->quat);
pp++;
}
MEM_freeN(dist);
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}
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static int interval_test(const int min, const int max, int p1, const int cycl)
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{
if (cycl) {
p1 = mod_i(p1 - min, (max - min + 1)) + min;
}
else {
if (p1 < min) {
p1 = min;
}
else if (p1 > max) {
p1 = max;
}
}
return p1;
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}
/**
* Calculate the deformation implied by the curve path at a given parametric position,
* and returns whether this operation succeeded.
*
* \param ctime: Time is normalized range <0-1>.
*
* \return success.
*/
bool where_on_path(const Object *ob,
float ctime,
float r_vec[4],
float r_dir[3],
float r_quat[4],
float *r_radius,
float *r_weight)
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{
Curve *cu;
const Nurb *nu;
const BevList *bl;
const Path *path;
const PathPoint *pp, *p0, *p1, *p2, *p3;
float fac;
float data[4];
int cycl = 0, s0, s1, s2, s3;
const ListBase *nurbs;
if (ob == NULL || ob->type != OB_CURVE) {
return false;
}
cu = ob->data;
if (ob->runtime.curve_cache == NULL || ob->runtime.curve_cache->path == NULL ||
ob->runtime.curve_cache->path->data == NULL) {
CLOG_WARN(&LOG, "no path!");
return false;
}
path = ob->runtime.curve_cache->path;
pp = path->data;
/* test for cyclic */
bl = ob->runtime.curve_cache->bev.first;
if (!bl) {
return false;
}
if (!bl->nr) {
return false;
}
if (bl->poly > -1) {
cycl = 1;
}
/* values below zero for non-cyclic curves give strange results */
BLI_assert(cycl || ctime >= 0.0f);
ctime *= (path->len - 1);
s1 = (int)floor(ctime);
fac = (float)(s1 + 1) - ctime;
/* path->len is corrected for cyclic */
s0 = interval_test(0, path->len - 1 - cycl, s1 - 1, cycl);
s1 = interval_test(0, path->len - 1 - cycl, s1, cycl);
s2 = interval_test(0, path->len - 1 - cycl, s1 + 1, cycl);
s3 = interval_test(0, path->len - 1 - cycl, s1 + 2, cycl);
p0 = pp + s0;
p1 = pp + s1;
p2 = pp + s2;
p3 = pp + s3;
/* NOTE: commented out for follow constraint
*
* If it's ever be uncommented watch out for BKE_curve_deform_coords()
* which used to temporary set CU_FOLLOW flag for the curve and no
* longer does it (because of threading issues of such a thing.
*/
// if (cu->flag & CU_FOLLOW) {
key_curve_tangent_weights(1.0f - fac, data, KEY_BSPLINE);
interp_v3_v3v3v3v3(r_dir, p0->vec, p1->vec, p2->vec, p3->vec, data);
/* Make compatible with #vec_to_quat. */
negate_v3(r_dir);
//}
nurbs = BKE_curve_editNurbs_get(cu);
if (!nurbs) {
nurbs = &cu->nurb;
}
nu = nurbs->first;
/* make sure that first and last frame are included in the vectors here */
if (nu->type == CU_POLY) {
key_curve_position_weights(1.0f - fac, data, KEY_LINEAR);
}
else if (nu->type == CU_BEZIER) {
key_curve_position_weights(1.0f - fac, data, KEY_LINEAR);
}
else if (s0 == s1 || p2 == p3) {
key_curve_position_weights(1.0f - fac, data, KEY_CARDINAL);
}
else {
key_curve_position_weights(1.0f - fac, data, KEY_BSPLINE);
}
r_vec[0] = /* X */
data[0] * p0->vec[0] + data[1] * p1->vec[0] + data[2] * p2->vec[0] + data[3] * p3->vec[0];
r_vec[1] = /* Y */
data[0] * p0->vec[1] + data[1] * p1->vec[1] + data[2] * p2->vec[1] + data[3] * p3->vec[1];
r_vec[2] = /* Z */
data[0] * p0->vec[2] + data[1] * p1->vec[2] + data[2] * p2->vec[2] + data[3] * p3->vec[2];
r_vec[3] = /* Tilt, should not be needed since we have quat still used */
data[0] * p0->vec[3] + data[1] * p1->vec[3] + data[2] * p2->vec[3] + data[3] * p3->vec[3];
if (r_quat) {
float totfac, q1[4], q2[4];
totfac = data[0] + data[3];
if (totfac > FLT_EPSILON) {
interp_qt_qtqt(q1, p0->quat, p3->quat, data[3] / totfac);
}
else {
copy_qt_qt(q1, p1->quat);
}
totfac = data[1] + data[2];
if (totfac > FLT_EPSILON) {
interp_qt_qtqt(q2, p1->quat, p2->quat, data[2] / totfac);
}
else {
copy_qt_qt(q2, p3->quat);
}
totfac = data[0] + data[1] + data[2] + data[3];
if (totfac > FLT_EPSILON) {
interp_qt_qtqt(r_quat, q1, q2, (data[1] + data[2]) / totfac);
}
else {
copy_qt_qt(r_quat, q2);
}
}
if (r_radius) {
*r_radius = data[0] * p0->radius + data[1] * p1->radius + data[2] * p2->radius +
data[3] * p3->radius;
}
if (r_weight) {
*r_weight = data[0] * p0->weight + data[1] * p1->weight + data[2] * p2->weight +
data[3] * p3->weight;
}
return true;
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}