2011-02-23 10:52:22 +00:00
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/*
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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*
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* The Original Code is Copyright (C) 2009 by the Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Joshua Leung
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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2011-02-27 20:29:51 +00:00
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/** \file blender/editors/space_view3d/drawanimviz.c
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* \ingroup spview3d
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*/
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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2010-10-30 23:02:38 +00:00
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#include "BLO_sys_types.h"
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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#include "DNA_anim_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_view3d_types.h"
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2010-08-04 04:01:27 +00:00
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#include "DNA_object_types.h"
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_dlrbTree.h"
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#include "BKE_animsys.h"
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#include "BKE_action.h"
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#include "BIF_gl.h"
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#include "ED_armature.h"
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#include "ED_keyframes_draw.h"
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#include "BLF_api.h"
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#include "UI_resources.h"
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#include "view3d_intern.h"
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/* ************************************ Motion Paths ************************************* */
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2012-07-06 23:56:59 +00:00
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/* TODO:
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* - options to draw paths with lines
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* - include support for editing the path verts */
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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/* Set up drawing environment for drawing motion paths */
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2010-10-14 01:22:14 +00:00
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void draw_motion_paths_init(View3D *v3d, ARegion *ar)
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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{
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2012-03-25 23:54:33 +00:00
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RegionView3D *rv3d = ar->regiondata;
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
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glPushMatrix();
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glLoadMatrixf(rv3d->viewmat);
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}
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/* Draw the given motion path for an Object or a Bone
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2012-03-25 23:54:33 +00:00
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* - assumes that the viewport has already been initialized properly
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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* i.e. draw_motion_paths_init() has been called
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*/
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2010-10-14 01:22:14 +00:00
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void draw_motion_path_instance(Scene *scene,
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2012-03-25 23:54:33 +00:00
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Object *ob, bPoseChannel *pchan, bAnimVizSettings *avs, bMotionPath *mpath)
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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{
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//RegionView3D *rv3d= ar->regiondata;
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bMotionPathVert *mpv, *mpv_start;
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2012-03-25 23:54:33 +00:00
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int i, stepsize = avs->path_step;
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2012-05-06 04:18:13 +00:00
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int sfra, efra, sind, len;
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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/* get frame ranges */
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if (avs->path_type == MOTIONPATH_TYPE_ACFRA) {
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/* With "Around Current", we only choose frames from around
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2012-05-06 04:18:13 +00:00
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* the current frame to draw.
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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*/
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2012-03-25 23:54:33 +00:00
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sfra = CFRA - avs->path_bc;
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efra = CFRA + avs->path_ac;
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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}
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else {
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2012-05-06 04:18:13 +00:00
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/* Use the current display range */
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sfra = avs->path_sf;
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efra = avs->path_ef;
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}
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/* no matter what, we can only show what is in the cache and no more
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* - abort if whole range is past ends of path
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* - otherwise clamp endpoints to extents of path
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*/
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if ((sfra > mpath->end_frame) || (efra < mpath->start_frame)) {
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/* whole path is out of bounds */
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return;
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}
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if (sfra < mpath->start_frame) {
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/* start clamp */
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2012-03-25 23:54:33 +00:00
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sfra = mpath->start_frame;
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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}
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2012-05-06 04:18:13 +00:00
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if (efra > mpath->end_frame) {
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/* end clamp */
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efra = mpath->end_frame;
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}
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len = efra - sfra;
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2012-02-22 16:52:06 +00:00
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if (len <= 0) {
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2011-06-20 17:50:59 +00:00
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return;
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}
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2012-05-06 04:18:13 +00:00
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/* get pointers to parts of path */
|
|
|
|
|
sind = sfra - mpath->start_frame;
|
|
|
|
|
mpv_start = (mpath->points + sind);
|
|
|
|
|
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
/* draw curve-line of path */
|
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
|
|
|
|
2012-07-08 20:36:00 +00:00
|
|
|
glBegin(GL_LINE_STRIP);
|
2012-03-25 23:54:33 +00:00
|
|
|
for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
|
|
|
|
|
short sel = (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->flag & SELECT);
|
2012-07-08 20:36:00 +00:00
|
|
|
float intensity; /* how faint */
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
|
|
|
|
|
/* set color
|
2012-03-25 23:54:33 +00:00
|
|
|
* - more intense for active/selected bones, less intense for unselected bones
|
|
|
|
|
* - black for before current frame, green for current frame, blue for after current frame
|
|
|
|
|
* - intensity decreases as distance from current frame increases
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
*/
|
2012-03-25 23:54:33 +00:00
|
|
|
#define SET_INTENSITY(A, B, C, min, max) (((1.0f - ((C - B) / (C - A))) * (max - min)) + min)
|
|
|
|
|
if ((sfra + i) < CFRA) {
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
/* black - before cfra */
|
|
|
|
|
if (sel) {
|
|
|
|
|
// intensity= 0.5f;
|
|
|
|
|
intensity = SET_INTENSITY(sfra, i, CFRA, 0.25f, 0.75f);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
//intensity= 0.8f;
|
|
|
|
|
intensity = SET_INTENSITY(sfra, i, CFRA, 0.68f, 0.92f);
|
|
|
|
|
}
|
|
|
|
|
UI_ThemeColorBlend(TH_WIRE, TH_BACK, intensity);
|
|
|
|
|
}
|
2012-03-25 23:54:33 +00:00
|
|
|
else if ((sfra + i) > CFRA) {
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
/* blue - after cfra */
|
|
|
|
|
if (sel) {
|
|
|
|
|
//intensity = 0.5f;
|
|
|
|
|
intensity = SET_INTENSITY(CFRA, i, efra, 0.25f, 0.75f);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
//intensity = 0.8f;
|
|
|
|
|
intensity = SET_INTENSITY(CFRA, i, efra, 0.68f, 0.92f);
|
|
|
|
|
}
|
|
|
|
|
UI_ThemeColorBlend(TH_BONE_POSE, TH_BACK, intensity);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
/* green - on cfra */
|
|
|
|
|
if (sel) {
|
2012-03-25 23:54:33 +00:00
|
|
|
intensity = 0.5f;
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
}
|
|
|
|
|
else {
|
2012-03-25 23:54:33 +00:00
|
|
|
intensity = 0.99f;
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
}
|
|
|
|
|
UI_ThemeColorBlendShade(TH_CFRAME, TH_BACK, intensity, 10);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* draw a vertex with this color */
|
|
|
|
|
glVertex3fv(mpv->co);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glEnd();
|
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
|
|
|
|
|
|
glPointSize(1.0);
|
|
|
|
|
|
|
|
|
|
/* draw little black point at each frame
|
2012-03-01 12:20:18 +00:00
|
|
|
* NOTE: this is not really visible/noticeable
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
*/
|
|
|
|
|
glBegin(GL_POINTS);
|
2012-03-25 23:54:33 +00:00
|
|
|
for (i = 0, mpv = mpv_start; i < len; i++, mpv++)
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
glVertex3fv(mpv->co);
|
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
|
|
/* Draw little white dots at each framestep value */
|
|
|
|
|
UI_ThemeColor(TH_TEXT_HI);
|
|
|
|
|
glBegin(GL_POINTS);
|
2012-03-25 23:54:33 +00:00
|
|
|
for (i = 0, mpv = mpv_start; i < len; i += stepsize, mpv += stepsize)
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
glVertex3fv(mpv->co);
|
|
|
|
|
glEnd();
|
|
|
|
|
|
2012-05-01 13:51:50 +00:00
|
|
|
/* Draw big green dot where the current frame is
|
|
|
|
|
* NOTE: this is only done when keyframes are shown, since this adds similar types of clutter
|
|
|
|
|
*/
|
2012-03-08 10:53:40 +00:00
|
|
|
if ((avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) &&
|
2012-03-25 23:54:33 +00:00
|
|
|
(sfra < CFRA) && (CFRA <= efra))
|
2012-03-08 10:53:40 +00:00
|
|
|
{
|
2010-05-20 12:31:55 +00:00
|
|
|
UI_ThemeColor(TH_CFRAME);
|
|
|
|
|
glPointSize(6.0f);
|
|
|
|
|
|
|
|
|
|
glBegin(GL_POINTS);
|
2012-03-25 23:54:33 +00:00
|
|
|
mpv = mpv_start + (CFRA - sfra);
|
|
|
|
|
glVertex3fv(mpv->co);
|
2010-05-20 12:31:55 +00:00
|
|
|
glEnd();
|
|
|
|
|
|
|
|
|
|
glPointSize(1.0f);
|
|
|
|
|
UI_ThemeColor(TH_TEXT_HI);
|
|
|
|
|
}
|
|
|
|
|
|
2012-07-08 20:36:00 +00:00
|
|
|
/* XXX, this isn't up to date but probably should be kept so. */
|
2010-10-19 02:41:09 +00:00
|
|
|
invert_m4_m4(ob->imat, ob->obmat);
|
|
|
|
|
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
/* Draw frame numbers at each framestep value */
|
|
|
|
|
if (avs->path_viewflag & MOTIONPATH_VIEW_FNUMS) {
|
2010-12-20 03:59:22 +00:00
|
|
|
unsigned char col[4];
|
|
|
|
|
UI_GetThemeColor3ubv(TH_TEXT_HI, col);
|
2012-03-25 23:54:33 +00:00
|
|
|
col[3] = 255;
|
2010-12-20 03:59:22 +00:00
|
|
|
|
2012-03-25 23:54:33 +00:00
|
|
|
for (i = 0, mpv = mpv_start; i < len; i += stepsize, mpv += stepsize) {
|
2012-01-11 09:33:44 +00:00
|
|
|
char numstr[32];
|
2010-10-19 02:41:09 +00:00
|
|
|
float co[3];
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
|
|
|
|
|
/* only draw framenum if several consecutive highlighted points don't occur on same point */
|
|
|
|
|
if (i == 0) {
|
2012-03-25 23:54:33 +00:00
|
|
|
sprintf(numstr, "%d", (i + sfra));
|
2010-10-19 02:41:09 +00:00
|
|
|
mul_v3_m4v3(co, ob->imat, mpv->co);
|
2012-03-25 23:54:33 +00:00
|
|
|
view3d_cached_text_draw_add(co, numstr, 0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col);
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
}
|
2012-03-25 23:54:33 +00:00
|
|
|
else if ((i > stepsize) && (i < len - stepsize)) {
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
bMotionPathVert *mpvP = (mpv - stepsize);
|
|
|
|
|
bMotionPathVert *mpvN = (mpv + stepsize);
|
|
|
|
|
|
2012-03-25 23:54:33 +00:00
|
|
|
if ((equals_v3v3(mpv->co, mpvP->co) == 0) || (equals_v3v3(mpv->co, mpvN->co) == 0)) {
|
|
|
|
|
sprintf(numstr, "%d", (sfra + i));
|
2010-10-19 02:41:09 +00:00
|
|
|
mul_v3_m4v3(co, ob->imat, mpv->co);
|
2012-03-25 23:54:33 +00:00
|
|
|
view3d_cached_text_draw_add(co, numstr, 0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col);
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2010-05-20 12:31:55 +00:00
|
|
|
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
/* Keyframes - dots and numbers */
|
2010-05-20 12:31:55 +00:00
|
|
|
if (avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) {
|
2010-12-20 03:59:22 +00:00
|
|
|
unsigned char col[4];
|
2012-05-01 13:51:50 +00:00
|
|
|
|
2012-03-25 23:54:33 +00:00
|
|
|
AnimData *adt = BKE_animdata_from_id(&ob->id);
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
DLRBT_Tree keys;
|
|
|
|
|
|
|
|
|
|
/* build list of all keyframes in active action for object or pchan */
|
|
|
|
|
BLI_dlrbTree_init(&keys);
|
|
|
|
|
|
|
|
|
|
if (adt) {
|
2010-05-20 12:31:55 +00:00
|
|
|
/* it is assumed that keyframes for bones are all grouped in a single group
|
|
|
|
|
* unless an option is set to always use the whole action
|
|
|
|
|
*/
|
2012-03-25 23:54:33 +00:00
|
|
|
if ((pchan) && (avs->path_viewflag & MOTIONPATH_VIEW_KFACT) == 0) {
|
2012-05-05 16:03:57 +00:00
|
|
|
bActionGroup *agrp = BKE_action_group_find_name(adt->action, pchan->name);
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
|
|
|
|
|
if (agrp) {
|
|
|
|
|
agroup_to_keylist(adt, agrp, &keys, NULL);
|
|
|
|
|
BLI_dlrbTree_linkedlist_sync(&keys);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
action_to_keylist(adt, adt->action, &keys, NULL);
|
|
|
|
|
BLI_dlrbTree_linkedlist_sync(&keys);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Draw slightly-larger yellow dots at each keyframe */
|
2010-12-20 03:59:22 +00:00
|
|
|
UI_GetThemeColor3ubv(TH_VERTEX_SELECT, col);
|
2012-03-25 23:54:33 +00:00
|
|
|
col[3] = 255;
|
2012-05-01 13:51:50 +00:00
|
|
|
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
glPointSize(4.0f); // XXX perhaps a bit too big
|
2010-12-20 03:59:22 +00:00
|
|
|
glColor3ubv(col);
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
|
|
|
|
|
glBegin(GL_POINTS);
|
2012-03-25 23:54:33 +00:00
|
|
|
for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
|
|
|
|
|
float mframe = (float)(sfra + i);
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
|
|
|
|
|
if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe))
|
|
|
|
|
glVertex3fv(mpv->co);
|
|
|
|
|
}
|
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
|
|
glPointSize(1.0f);
|
|
|
|
|
|
|
|
|
|
/* Draw frame numbers of keyframes */
|
2010-05-20 12:31:55 +00:00
|
|
|
if (avs->path_viewflag & MOTIONPATH_VIEW_KFNOS) {
|
2010-10-19 02:41:09 +00:00
|
|
|
float co[3];
|
2012-03-25 23:54:33 +00:00
|
|
|
for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
|
|
|
|
|
float mframe = (float)(sfra + i);
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
|
|
|
|
|
if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe)) {
|
2012-01-11 09:33:44 +00:00
|
|
|
char numstr[32];
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
|
2012-03-25 23:54:33 +00:00
|
|
|
sprintf(numstr, "%d", (sfra + i));
|
2010-10-19 02:41:09 +00:00
|
|
|
mul_v3_m4v3(co, ob->imat, mpv->co);
|
2012-03-25 23:54:33 +00:00
|
|
|
view3d_cached_text_draw_add(co, numstr, 0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col);
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BLI_dlrbTree_free(&keys);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Clean up drawing environment after drawing motion paths */
|
2010-10-14 01:22:14 +00:00
|
|
|
void draw_motion_paths_cleanup(View3D *v3d)
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
{
|
|
|
|
|
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
|
|
|
|
|
glPopMatrix();
|
|
|
|
|
}
|