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blender-archive/source/blender/editors/animation/keyframes_draw.c

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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.
*
* 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation, Joshua Leung
* All rights reserved.
*/
/** \file
* \ingroup edanimation
2011-02-27 20:29:51 +00:00
*/
/* System includes ----------------------------------------------------- */
#include <float.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_dlrbTree.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_utildefines.h"
#include "DNA_anim_types.h"
#include "DNA_brush_types.h"
#include "DNA_cachefile_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_mask_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_fcurve.h"
#include "GPU_immediate.h"
#include "GPU_state.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "ED_anim_api.h"
#include "ED_keyframes_draw.h"
/* *************************** Keyframe Processing *************************** */
/* ActKeyColumns (Keyframe Columns) ------------------------------------------ */
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BLI_INLINE bool is_cfra_eq(float a, float b)
{
return IS_EQT(a, b, BEZT_BINARYSEARCH_THRESH);
}
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BLI_INLINE bool is_cfra_lt(float a, float b)
{
return (b - a) > BEZT_BINARYSEARCH_THRESH;
}
/* Comparator callback used for ActKeyColumns and cframe float-value pointer */
/* NOTE: this is exported to other modules that use the ActKeyColumns for finding keyframes */
short compare_ak_cfraPtr(void *node, void *data)
{
ActKeyColumn *ak = (ActKeyColumn *)node;
const float *cframe = data;
float val = *cframe;
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if (is_cfra_eq(val, ak->cfra)) {
return 0;
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}
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if (val < ak->cfra) {
return -1;
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}
return 1;
}
/* --------------- */
/* Set of references to three logically adjacent keys. */
typedef struct BezTripleChain {
/* Current keyframe. */
BezTriple *cur;
/* Logical neighbors. May be NULL. */
BezTriple *prev, *next;
} BezTripleChain;
/* Categorize the interpolation & handle type of the keyframe. */
static eKeyframeHandleDrawOpts bezt_handle_type(BezTriple *bezt)
{
if (bezt->h1 == HD_AUTO_ANIM && bezt->h2 == HD_AUTO_ANIM) {
return KEYFRAME_HANDLE_AUTO_CLAMP;
}
if (ELEM(bezt->h1, HD_AUTO_ANIM, HD_AUTO) && ELEM(bezt->h2, HD_AUTO_ANIM, HD_AUTO)) {
return KEYFRAME_HANDLE_AUTO;
}
if (bezt->h1 == HD_VECT && bezt->h2 == HD_VECT) {
return KEYFRAME_HANDLE_VECTOR;
}
if (ELEM(HD_FREE, bezt->h1, bezt->h2)) {
return KEYFRAME_HANDLE_FREE;
}
return KEYFRAME_HANDLE_ALIGNED;
}
/* Determine if the keyframe is an extreme by comparing with neighbors.
* Ends of fixed-value sections and of the whole curve are also marked.
*/
static eKeyframeExtremeDrawOpts bezt_extreme_type(BezTripleChain *chain)
{
if (chain->prev == NULL && chain->next == NULL) {
return KEYFRAME_EXTREME_NONE;
}
/* Keyframe values for the current one and neighbors. */
float cur_y = chain->cur->vec[1][1];
float prev_y = cur_y, next_y = cur_y;
if (chain->prev && !IS_EQF(cur_y, chain->prev->vec[1][1])) {
prev_y = chain->prev->vec[1][1];
}
if (chain->next && !IS_EQF(cur_y, chain->next->vec[1][1])) {
next_y = chain->next->vec[1][1];
}
/* Static hold. */
if (prev_y == cur_y && next_y == cur_y) {
return KEYFRAME_EXTREME_FLAT;
}
/* Middle of an incline. */
if ((prev_y < cur_y && next_y > cur_y) || (prev_y > cur_y && next_y < cur_y)) {
return KEYFRAME_EXTREME_NONE;
}
/* Bezier handle values for the overshoot check. */
bool l_bezier = chain->prev && chain->prev->ipo == BEZT_IPO_BEZ;
bool r_bezier = chain->next && chain->cur->ipo == BEZT_IPO_BEZ;
float handle_l = l_bezier ? chain->cur->vec[0][1] : cur_y;
float handle_r = r_bezier ? chain->cur->vec[2][1] : cur_y;
/* Detect extremes. One of the neighbors is allowed to be equal to current. */
if (prev_y < cur_y || next_y < cur_y) {
bool is_overshoot = (handle_l > cur_y || handle_r > cur_y);
return KEYFRAME_EXTREME_MAX | (is_overshoot ? KEYFRAME_EXTREME_MIXED : 0);
}
if (prev_y > cur_y || next_y > cur_y) {
bool is_overshoot = (handle_l < cur_y || handle_r < cur_y);
return KEYFRAME_EXTREME_MIN | (is_overshoot ? KEYFRAME_EXTREME_MIXED : 0);
}
return KEYFRAME_EXTREME_NONE;
}
/* Comparator callback used for ActKeyColumns and BezTripleChain */
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static short compare_ak_bezt(void *node, void *data)
{
BezTripleChain *chain = data;
return compare_ak_cfraPtr(node, &chain->cur->vec[1][0]);
}
/* New node callback used for building ActKeyColumns from BezTripleChain */
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static DLRBT_Node *nalloc_ak_bezt(void *data)
{
ActKeyColumn *ak = MEM_callocN(sizeof(ActKeyColumn), "ActKeyColumn");
BezTripleChain *chain = data;
BezTriple *bezt = chain->cur;
/* store settings based on state of BezTriple */
ak->cfra = bezt->vec[1][0];
ak->sel = BEZT_ISSEL_ANY(bezt) ? SELECT : 0;
ak->key_type = BEZKEYTYPE(bezt);
ak->handle_type = bezt_handle_type(bezt);
ak->extreme_type = bezt_extreme_type(chain);
/* count keyframes in this column */
ak->totkey = 1;
return (DLRBT_Node *)ak;
}
/* Node updater callback used for building ActKeyColumns from BezTripleChain */
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static void nupdate_ak_bezt(void *node, void *data)
{
ActKeyColumn *ak = node;
BezTripleChain *chain = data;
BezTriple *bezt = chain->cur;
/* set selection status and 'touched' status */
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if (BEZT_ISSEL_ANY(bezt)) {
ak->sel = SELECT;
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}
/* count keyframes in this column */
ak->totkey++;
/* For keyframe type, 'proper' keyframes have priority over breakdowns
* (and other types for now). */
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if (BEZKEYTYPE(bezt) == BEZT_KEYTYPE_KEYFRAME) {
ak->key_type = BEZT_KEYTYPE_KEYFRAME;
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}
/* For interpolation type, select the highest value (enum is sorted). */
ak->handle_type = MAX2(ak->handle_type, bezt_handle_type(bezt));
/* For extremes, detect when combining different states. */
char new_extreme = bezt_extreme_type(chain);
if (new_extreme != ak->extreme_type) {
/* Replace the flat status without adding mixed. */
if (ak->extreme_type == KEYFRAME_EXTREME_FLAT) {
ak->extreme_type = new_extreme;
}
else if (new_extreme != KEYFRAME_EXTREME_FLAT) {
ak->extreme_type |= (new_extreme | KEYFRAME_EXTREME_MIXED);
}
}
}
/* ......... */
/* Comparator callback used for ActKeyColumns and GPencil frame */
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static short compare_ak_gpframe(void *node, void *data)
{
bGPDframe *gpf = (bGPDframe *)data;
float frame = gpf->framenum;
return compare_ak_cfraPtr(node, &frame);
}
/* New node callback used for building ActKeyColumns from GPencil frames */
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static DLRBT_Node *nalloc_ak_gpframe(void *data)
{
ActKeyColumn *ak = MEM_callocN(sizeof(ActKeyColumn), "ActKeyColumnGPF");
bGPDframe *gpf = (bGPDframe *)data;
/* store settings based on state of BezTriple */
ak->cfra = gpf->framenum;
ak->sel = (gpf->flag & GP_FRAME_SELECT) ? SELECT : 0;
ak->key_type = gpf->key_type;
/* count keyframes in this column */
ak->totkey = 1;
return (DLRBT_Node *)ak;
}
/* Node updater callback used for building ActKeyColumns from GPencil frames */
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static void nupdate_ak_gpframe(void *node, void *data)
{
ActKeyColumn *ak = (ActKeyColumn *)node;
bGPDframe *gpf = (bGPDframe *)data;
/* set selection status and 'touched' status */
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if (gpf->flag & GP_FRAME_SELECT) {
ak->sel = SELECT;
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}
/* count keyframes in this column */
ak->totkey++;
/* for keyframe type, 'proper' keyframes have priority over breakdowns
* (and other types for now). */
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if (gpf->key_type == BEZT_KEYTYPE_KEYFRAME) {
ak->key_type = BEZT_KEYTYPE_KEYFRAME;
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}
}
/* ......... */
/* Comparator callback used for ActKeyColumns and GPencil frame */
static short compare_ak_masklayshape(void *node, void *data)
{
MaskLayerShape *masklay_shape = (MaskLayerShape *)data;
float frame = masklay_shape->frame;
return compare_ak_cfraPtr(node, &frame);
}
/* New node callback used for building ActKeyColumns from GPencil frames */
static DLRBT_Node *nalloc_ak_masklayshape(void *data)
{
ActKeyColumn *ak = MEM_callocN(sizeof(ActKeyColumn), "ActKeyColumnGPF");
MaskLayerShape *masklay_shape = (MaskLayerShape *)data;
/* store settings based on state of BezTriple */
ak->cfra = masklay_shape->frame;
ak->sel = (masklay_shape->flag & MASK_SHAPE_SELECT) ? SELECT : 0;
/* count keyframes in this column */
ak->totkey = 1;
return (DLRBT_Node *)ak;
}
/* Node updater callback used for building ActKeyColumns from GPencil frames */
static void nupdate_ak_masklayshape(void *node, void *data)
{
ActKeyColumn *ak = (ActKeyColumn *)node;
MaskLayerShape *masklay_shape = (MaskLayerShape *)data;
/* set selection status and 'touched' status */
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if (masklay_shape->flag & MASK_SHAPE_SELECT) {
ak->sel = SELECT;
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}
/* count keyframes in this column */
ak->totkey++;
}
/* --------------- */
/* Add the given BezTriple to the given 'list' of Keyframes */
static void add_bezt_to_keycolumns_list(DLRBT_Tree *keys, BezTripleChain *bezt)
{
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if (ELEM(NULL, keys, bezt)) {
return;
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}
BLI_dlrbTree_add(keys, compare_ak_bezt, nalloc_ak_bezt, nupdate_ak_bezt, bezt);
}
/* Add the given GPencil Frame to the given 'list' of Keyframes */
static void add_gpframe_to_keycolumns_list(DLRBT_Tree *keys, bGPDframe *gpf)
{
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if (ELEM(NULL, keys, gpf)) {
return;
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}
BLI_dlrbTree_add(keys, compare_ak_gpframe, nalloc_ak_gpframe, nupdate_ak_gpframe, gpf);
}
/* Add the given MaskLayerShape Frame to the given 'list' of Keyframes */
static void add_masklay_to_keycolumns_list(DLRBT_Tree *keys, MaskLayerShape *masklay_shape)
{
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if (ELEM(NULL, keys, masklay_shape)) {
return;
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}
BLI_dlrbTree_add(keys,
compare_ak_masklayshape,
nalloc_ak_masklayshape,
nupdate_ak_masklayshape,
masklay_shape);
}
/* ActKeyBlocks (Long Keyframes) ------------------------------------------ */
static const ActKeyBlockInfo dummy_keyblock = {0};
static void compute_keyblock_data(ActKeyBlockInfo *info, BezTriple *prev, BezTriple *beztn)
{
memset(info, 0, sizeof(ActKeyBlockInfo));
if (BEZKEYTYPE(beztn) == BEZT_KEYTYPE_MOVEHOLD) {
/* Animator tagged a "moving hold"
* - Previous key must also be tagged as a moving hold, otherwise
* we're just dealing with the first of a pair, and we don't
* want to be creating any phantom holds...
*/
if (BEZKEYTYPE(prev) == BEZT_KEYTYPE_MOVEHOLD) {
info->flag |= ACTKEYBLOCK_FLAG_MOVING_HOLD | ACTKEYBLOCK_FLAG_ANY_HOLD;
}
}
/* Check for same values...
* - Handles must have same central value as each other
* - Handles which control that section of the curve must be constant
*/
if (IS_EQF(beztn->vec[1][1], prev->vec[1][1])) {
bool hold;
/* Only check handles in case of actual bezier interpolation. */
if (prev->ipo == BEZT_IPO_BEZ) {
hold = IS_EQF(beztn->vec[1][1], beztn->vec[0][1]) &&
IS_EQF(prev->vec[1][1], prev->vec[2][1]);
}
/* This interpolation type induces movement even between identical keys. */
else {
hold = !ELEM(prev->ipo, BEZT_IPO_ELASTIC);
}
if (hold) {
info->flag |= ACTKEYBLOCK_FLAG_STATIC_HOLD | ACTKEYBLOCK_FLAG_ANY_HOLD;
}
}
/* Remember non-bezier interpolation info. */
if (prev->ipo != BEZT_IPO_BEZ) {
info->flag |= ACTKEYBLOCK_FLAG_NON_BEZIER;
}
info->sel = BEZT_ISSEL_ANY(prev) || BEZT_ISSEL_ANY(beztn);
}
static void add_keyblock_info(ActKeyColumn *col, const ActKeyBlockInfo *block)
{
/* New curve and block. */
if (col->totcurve <= 1 && col->totblock == 0) {
memcpy(&col->block, block, sizeof(ActKeyBlockInfo));
}
/* Existing curve. */
else {
col->block.conflict |= (col->block.flag ^ block->flag);
col->block.flag |= block->flag;
col->block.sel |= block->sel;
}
if (block->flag) {
col->totblock++;
}
}
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static void add_bezt_to_keyblocks_list(DLRBT_Tree *keys, BezTriple *bezt, int bezt_len)
{
ActKeyColumn *col = keys->first;
if (bezt && bezt_len >= 2) {
ActKeyBlockInfo block;
/* Find the first key column while inserting dummy blocks. */
for (; col != NULL && is_cfra_lt(col->cfra, bezt[0].vec[1][0]); col = col->next) {
add_keyblock_info(col, &dummy_keyblock);
}
BLI_assert(col != NULL);
/* Insert real blocks. */
for (int v = 1; col != NULL && v < bezt_len; v++, bezt++) {
/* Wrong order of bezier keys: resync position. */
if (is_cfra_lt(bezt[1].vec[1][0], bezt[0].vec[1][0])) {
/* Backtrack to find the right location. */
if (is_cfra_lt(bezt[1].vec[1][0], col->cfra)) {
ActKeyColumn *newcol = (ActKeyColumn *)BLI_dlrbTree_search_exact(
keys, compare_ak_cfraPtr, &bezt[1].vec[1][0]);
if (newcol != NULL) {
col = newcol;
/* The previous keyblock is garbage too. */
if (col->prev != NULL) {
add_keyblock_info(col->prev, &dummy_keyblock);
}
}
else {
BLI_assert(false);
}
}
continue;
}
/* Normal sequence */
BLI_assert(is_cfra_eq(col->cfra, bezt[0].vec[1][0]));
compute_keyblock_data(&block, bezt, bezt + 1);
for (; col != NULL && is_cfra_lt(col->cfra, bezt[1].vec[1][0]); col = col->next) {
add_keyblock_info(col, &block);
}
BLI_assert(col != NULL);
}
}
/* Insert dummy blocks at the end. */
for (; col != NULL; col = col->next) {
add_keyblock_info(col, &dummy_keyblock);
}
}
/* Walk through columns and propagate blocks and totcurve.
*
* This must be called even by animation sources that don't generate
* keyblocks to keep the data structure consistent after adding columns.
*/
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static void update_keyblocks(DLRBT_Tree *keys, BezTriple *bezt, int bezt_len)
{
/* Recompute the prev/next linked list. */
BLI_dlrbTree_linkedlist_sync(keys);
/* Find the curve count */
int max_curve = 0;
LISTBASE_FOREACH (ActKeyColumn *, col, keys) {
max_curve = MAX2(max_curve, col->totcurve);
}
/* Propagate blocks to inserted keys */
ActKeyColumn *prev_ready = NULL;
LISTBASE_FOREACH (ActKeyColumn *, col, keys) {
/* Pre-existing column. */
if (col->totcurve > 0) {
prev_ready = col;
}
/* Newly inserted column, so copy block data from previous. */
else if (prev_ready != NULL) {
col->totblock = prev_ready->totblock;
memcpy(&col->block, &prev_ready->block, sizeof(ActKeyBlockInfo));
}
col->totcurve = max_curve + 1;
}
/* Add blocks on top */
add_bezt_to_keyblocks_list(keys, bezt, bezt_len);
}
/* --------- */
bool actkeyblock_is_valid(ActKeyColumn *ac)
{
return ac != NULL && ac->next != NULL && ac->totblock > 0;
}
/* Checks if ActKeyBlock should exist... */
int actkeyblock_get_valid_hold(ActKeyColumn *ac)
{
/* check that block is valid */
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if (!actkeyblock_is_valid(ac)) {
return 0;
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}
const int hold_mask = (ACTKEYBLOCK_FLAG_ANY_HOLD | ACTKEYBLOCK_FLAG_STATIC_HOLD);
return (ac->block.flag & ~ac->block.conflict) & hold_mask;
}
/* *************************** Keyframe Drawing *************************** */
void draw_keyframe_shape(float x,
float y,
float size,
bool sel,
short key_type,
short mode,
float alpha,
uint pos_id,
uint size_id,
uint color_id,
uint outline_color_id,
uint flags_id,
short handle_type,
short extreme_type)
{
bool draw_fill = ELEM(mode, KEYFRAME_SHAPE_INSIDE, KEYFRAME_SHAPE_BOTH);
bool draw_outline = ELEM(mode, KEYFRAME_SHAPE_FRAME, KEYFRAME_SHAPE_BOTH);
BLI_assert(draw_fill || draw_outline);
/* tweak size of keyframe shape according to type of keyframe
* - 'proper' keyframes have key_type = 0, so get drawn at full size
*/
switch (key_type) {
case BEZT_KEYTYPE_KEYFRAME: /* must be full size */
break;
case BEZT_KEYTYPE_BREAKDOWN: /* slightly smaller than normal keyframe */
size *= 0.85f;
break;
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case BEZT_KEYTYPE_MOVEHOLD: /* Slightly smaller than normal keyframes
* (but by less than for breakdowns). */
size *= 0.925f;
break;
case BEZT_KEYTYPE_EXTREME: /* slightly larger */
size *= 1.2f;
break;
default:
size -= 0.8f * key_type;
}
uchar fill_col[4];
uchar outline_col[4];
uint flags = 0;
/* draw! */
if (draw_fill) {
/* get interior colors from theme (for selected and unselected only) */
switch (key_type) {
case BEZT_KEYTYPE_BREAKDOWN: /* bluish frames (default theme) */
UI_GetThemeColor4ubv(sel ? TH_KEYTYPE_BREAKDOWN_SELECT : TH_KEYTYPE_BREAKDOWN, fill_col);
break;
case BEZT_KEYTYPE_EXTREME: /* reddish frames (default theme) */
UI_GetThemeColor4ubv(sel ? TH_KEYTYPE_EXTREME_SELECT : TH_KEYTYPE_EXTREME, fill_col);
break;
case BEZT_KEYTYPE_JITTER: /* greenish frames (default theme) */
UI_GetThemeColor4ubv(sel ? TH_KEYTYPE_JITTER_SELECT : TH_KEYTYPE_JITTER, fill_col);
break;
case BEZT_KEYTYPE_MOVEHOLD: /* similar to traditional keyframes, but different... */
UI_GetThemeColor4ubv(sel ? TH_KEYTYPE_MOVEHOLD_SELECT : TH_KEYTYPE_MOVEHOLD, fill_col);
break;
case BEZT_KEYTYPE_KEYFRAME: /* traditional yellowish frames (default theme) */
default:
UI_GetThemeColor4ubv(sel ? TH_KEYTYPE_KEYFRAME_SELECT : TH_KEYTYPE_KEYFRAME, fill_col);
}
/* NOTE: we don't use the straight alpha from the theme, or else effects such as
* graying out protected/muted channels doesn't work correctly!
*/
fill_col[3] *= alpha;
if (!draw_outline) {
/* force outline color to match */
outline_col[0] = fill_col[0];
outline_col[1] = fill_col[1];
outline_col[2] = fill_col[2];
outline_col[3] = fill_col[3];
}
}
if (draw_outline) {
/* exterior - black frame */
UI_GetThemeColor4ubv(sel ? TH_KEYBORDER_SELECT : TH_KEYBORDER, outline_col);
outline_col[3] *= alpha;
if (!draw_fill) {
/* fill color needs to be (outline.rgb, 0) */
fill_col[0] = outline_col[0];
fill_col[1] = outline_col[1];
fill_col[2] = outline_col[2];
fill_col[3] = 0;
}
/* Handle type to outline shape. */
switch (handle_type) {
case KEYFRAME_HANDLE_AUTO_CLAMP:
flags = 0x2;
break; /* circle */
case KEYFRAME_HANDLE_AUTO:
flags = 0x12;
break; /* circle with dot */
case KEYFRAME_HANDLE_VECTOR:
flags = 0xC;
break; /* square */
case KEYFRAME_HANDLE_ALIGNED:
flags = 0x5;
break; /* clipped diamond */
case KEYFRAME_HANDLE_FREE:
default:
flags = 1; /* diamond */
}
/* Extreme type to arrow-like shading. */
if (extreme_type & KEYFRAME_EXTREME_MAX) {
flags |= 0x100;
}
if (extreme_type & KEYFRAME_EXTREME_MIN) {
flags |= 0x200;
}
if (extreme_type & KEYFRAME_EXTREME_MIXED) {
flags |= 0x400;
}
}
immAttr1f(size_id, size);
immAttr4ubv(color_id, fill_col);
immAttr4ubv(outline_color_id, outline_col);
immAttr1u(flags_id, flags);
immVertex2f(pos_id, x, y);
}
static void draw_keylist(View2D *v2d,
DLRBT_Tree *keys,
float ypos,
float yscale_fac,
bool channelLocked,
int saction_flag)
{
const float icon_sz = U.widget_unit * 0.5f * yscale_fac;
const float half_icon_sz = 0.5f * icon_sz;
const float smaller_sz = 0.35f * icon_sz;
const float ipo_sz = 0.1f * icon_sz;
GPU_blend(GPU_BLEND_ALPHA);
/* locked channels are less strongly shown, as feedback for locked channels in DopeSheet */
/* TODO: allow this opacity factor to be themed? */
float alpha = channelLocked ? 0.25f : 1.0f;
/* Show interpolation and handle type? */
bool show_ipo = (saction_flag & SACTION_SHOW_INTERPOLATION) != 0;
/* draw keyblocks */
if (keys) {
float sel_color[4], unsel_color[4];
float sel_mhcol[4], unsel_mhcol[4];
float ipo_color[4], ipo_color_mix[4];
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/* cache colors first */
UI_GetThemeColor4fv(TH_STRIP_SELECT, sel_color);
UI_GetThemeColor4fv(TH_STRIP, unsel_color);
UI_GetThemeColor4fv(TH_DOPESHEET_IPOLINE, ipo_color);
sel_color[3] *= alpha;
unsel_color[3] *= alpha;
ipo_color[3] *= alpha;
copy_v4_v4(sel_mhcol, sel_color);
sel_mhcol[3] *= 0.8f;
copy_v4_v4(unsel_mhcol, unsel_color);
unsel_mhcol[3] *= 0.8f;
copy_v4_v4(ipo_color_mix, ipo_color);
ipo_color_mix[3] *= 0.5f;
uint block_len = 0;
LISTBASE_FOREACH (ActKeyColumn *, ab, keys) {
if (actkeyblock_get_valid_hold(ab)) {
block_len++;
}
if (show_ipo && actkeyblock_is_valid(ab) && (ab->block.flag & ACTKEYBLOCK_FLAG_NON_BEZIER)) {
block_len++;
}
}
if (block_len > 0) {
GPUVertFormat *format = immVertexFormat();
uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint color_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(GPU_PRIM_TRIS, 6 * block_len);
LISTBASE_FOREACH (ActKeyColumn *, ab, keys) {
int valid_hold = actkeyblock_get_valid_hold(ab);
if (valid_hold != 0) {
if ((valid_hold & ACTKEYBLOCK_FLAG_STATIC_HOLD) == 0) {
/* draw "moving hold" long-keyframe block - slightly smaller */
immRectf_fast_with_color(pos_id,
color_id,
ab->cfra,
ypos - smaller_sz,
ab->next->cfra,
ypos + smaller_sz,
(ab->block.sel) ? sel_mhcol : unsel_mhcol);
}
else {
/* draw standard long-keyframe block */
immRectf_fast_with_color(pos_id,
color_id,
ab->cfra,
ypos - half_icon_sz,
ab->next->cfra,
ypos + half_icon_sz,
(ab->block.sel) ? sel_color : unsel_color);
}
}
if (show_ipo && actkeyblock_is_valid(ab) &&
(ab->block.flag & ACTKEYBLOCK_FLAG_NON_BEZIER)) {
/* draw an interpolation line */
immRectf_fast_with_color(
pos_id,
color_id,
ab->cfra,
ypos - ipo_sz,
ab->next->cfra,
ypos + ipo_sz,
(ab->block.conflict & ACTKEYBLOCK_FLAG_NON_BEZIER) ? ipo_color_mix : ipo_color);
}
}
immEnd();
immUnbindProgram();
}
}
if (keys) {
/* count keys */
uint key_len = 0;
LISTBASE_FOREACH (ActKeyColumn *, ak, keys) {
/* Optimization: if keyframe doesn't appear within 5 units (screenspace)
* in visible area, don't draw.
* This might give some improvements,
* since we current have to flip between view/region matrices.
*/
2019-04-22 09:19:45 +10:00
if (IN_RANGE_INCL(ak->cfra, v2d->cur.xmin, v2d->cur.xmax)) {
key_len++;
2019-04-22 09:19:45 +10:00
}
}
if (key_len > 0) {
/* draw keys */
GPUVertFormat *format = immVertexFormat();
uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint size_id = GPU_vertformat_attr_add(format, "size", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
uint color_id = GPU_vertformat_attr_add(
format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
uint outline_color_id = GPU_vertformat_attr_add(
format, "outlineColor", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
uint flags_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPU_program_point_size(true);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
immUniform1f("outline_scale", 1.0f);
immUniform2f(
"ViewportSize", BLI_rcti_size_x(&v2d->mask) + 1, BLI_rcti_size_y(&v2d->mask) + 1);
immBegin(GPU_PRIM_POINTS, key_len);
short handle_type = KEYFRAME_HANDLE_NONE, extreme_type = KEYFRAME_EXTREME_NONE;
LISTBASE_FOREACH (ActKeyColumn *, ak, keys) {
if (IN_RANGE_INCL(ak->cfra, v2d->cur.xmin, v2d->cur.xmax)) {
if (show_ipo) {
handle_type = ak->handle_type;
}
if (saction_flag & SACTION_SHOW_EXTREMES) {
extreme_type = ak->extreme_type;
}
draw_keyframe_shape(ak->cfra,
ypos,
icon_sz,
(ak->sel & SELECT),
ak->key_type,
KEYFRAME_SHAPE_BOTH,
alpha,
pos_id,
size_id,
color_id,
outline_color_id,
flags_id,
handle_type,
extreme_type);
}
}
immEnd();
GPU_program_point_size(false);
immUnbindProgram();
}
}
GPU_blend(GPU_BLEND_NONE);
}
/* *************************** Channel Drawing Funcs *************************** */
void draw_summary_channel(
View2D *v2d, bAnimContext *ac, float ypos, float yscale_fac, int saction_flag)
{
DLRBT_Tree keys;
saction_flag &= ~SACTION_SHOW_EXTREMES;
BLI_dlrbTree_init(&keys);
summary_to_keylist(ac, &keys, saction_flag);
draw_keylist(v2d, &keys, ypos, yscale_fac, false, saction_flag);
BLI_dlrbTree_free(&keys);
}
void draw_scene_channel(
View2D *v2d, bDopeSheet *ads, Scene *sce, float ypos, float yscale_fac, int saction_flag)
{
DLRBT_Tree keys;
saction_flag &= ~SACTION_SHOW_EXTREMES;
BLI_dlrbTree_init(&keys);
scene_to_keylist(ads, sce, &keys, saction_flag);
draw_keylist(v2d, &keys, ypos, yscale_fac, false, saction_flag);
BLI_dlrbTree_free(&keys);
}
void draw_object_channel(
View2D *v2d, bDopeSheet *ads, Object *ob, float ypos, float yscale_fac, int saction_flag)
{
DLRBT_Tree keys;
saction_flag &= ~SACTION_SHOW_EXTREMES;
BLI_dlrbTree_init(&keys);
ob_to_keylist(ads, ob, &keys, saction_flag);
draw_keylist(v2d, &keys, ypos, yscale_fac, false, saction_flag);
BLI_dlrbTree_free(&keys);
}
void draw_fcurve_channel(
View2D *v2d, AnimData *adt, FCurve *fcu, float ypos, float yscale_fac, int saction_flag)
{
DLRBT_Tree keys;
bool locked = (fcu->flag & FCURVE_PROTECTED) ||
((fcu->grp) && (fcu->grp->flag & AGRP_PROTECTED)) ||
((adt && adt->action) && ID_IS_LINKED(adt->action));
BLI_dlrbTree_init(&keys);
fcurve_to_keylist(adt, fcu, &keys, saction_flag);
draw_keylist(v2d, &keys, ypos, yscale_fac, locked, saction_flag);
BLI_dlrbTree_free(&keys);
}
void draw_agroup_channel(
View2D *v2d, AnimData *adt, bActionGroup *agrp, float ypos, float yscale_fac, int saction_flag)
{
DLRBT_Tree keys;
bool locked = (agrp->flag & AGRP_PROTECTED) ||
((adt && adt->action) && ID_IS_LINKED(adt->action));
BLI_dlrbTree_init(&keys);
agroup_to_keylist(adt, agrp, &keys, saction_flag);
draw_keylist(v2d, &keys, ypos, yscale_fac, locked, saction_flag);
BLI_dlrbTree_free(&keys);
}
void draw_action_channel(
View2D *v2d, AnimData *adt, bAction *act, float ypos, float yscale_fac, int saction_flag)
{
DLRBT_Tree keys;
bool locked = (act && ID_IS_LINKED(act));
saction_flag &= ~SACTION_SHOW_EXTREMES;
BLI_dlrbTree_init(&keys);
action_to_keylist(adt, act, &keys, saction_flag);
draw_keylist(v2d, &keys, ypos, yscale_fac, locked, saction_flag);
BLI_dlrbTree_free(&keys);
}
void draw_gpencil_channel(
View2D *v2d, bDopeSheet *ads, bGPdata *gpd, float ypos, float yscale_fac, int saction_flag)
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
{
DLRBT_Tree keys;
saction_flag &= ~SACTION_SHOW_EXTREMES;
BLI_dlrbTree_init(&keys);
gpencil_to_keylist(ads, gpd, &keys, false);
draw_keylist(v2d, &keys, ypos, yscale_fac, false, saction_flag);
BLI_dlrbTree_free(&keys);
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
}
void draw_gpl_channel(
View2D *v2d, bDopeSheet *ads, bGPDlayer *gpl, float ypos, float yscale_fac, int saction_flag)
{
DLRBT_Tree keys;
bool locked = (gpl->flag & GP_LAYER_LOCKED) != 0;
BLI_dlrbTree_init(&keys);
gpl_to_keylist(ads, gpl, &keys);
draw_keylist(v2d, &keys, ypos, yscale_fac, locked, saction_flag);
BLI_dlrbTree_free(&keys);
}
void draw_masklay_channel(View2D *v2d,
bDopeSheet *ads,
MaskLayer *masklay,
float ypos,
float yscale_fac,
int saction_flag)
{
DLRBT_Tree keys;
bool locked = (masklay->flag & MASK_LAYERFLAG_LOCKED) != 0;
BLI_dlrbTree_init(&keys);
mask_to_keylist(ads, masklay, &keys);
draw_keylist(v2d, &keys, ypos, yscale_fac, locked, saction_flag);
BLI_dlrbTree_free(&keys);
}
/* *************************** Keyframe List Conversions *************************** */
void summary_to_keylist(bAnimContext *ac, DLRBT_Tree *keys, int saction_flag)
{
if (ac) {
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
int filter;
/* get F-Curves to take keyframes from */
filter = ANIMFILTER_DATA_VISIBLE;
ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
/* loop through each F-Curve, grabbing the keyframes */
for (ale = anim_data.first; ale; ale = ale->next) {
/* Why not use all #eAnim_KeyType here?
* All of the other key types are actually "summaries" themselves,
* and will just end up duplicating stuff that comes up through
* standard filtering of just F-Curves. Given the way that these work,
* there isn't really any benefit at all from including them. - Aligorith */
switch (ale->datatype) {
case ALE_FCURVE:
fcurve_to_keylist(ale->adt, ale->data, keys, saction_flag);
break;
case ALE_MASKLAY:
mask_to_keylist(ac->ads, ale->data, keys);
break;
case ALE_GPFRAME:
gpl_to_keylist(ac->ads, ale->data, keys);
break;
default:
// printf("%s: datatype %d unhandled\n", __func__, ale->datatype);
break;
}
}
ANIM_animdata_freelist(&anim_data);
}
}
void scene_to_keylist(bDopeSheet *ads, Scene *sce, DLRBT_Tree *keys, int saction_flag)
{
bAnimContext ac = {NULL};
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
int filter;
bAnimListElem dummychan = {NULL};
2019-04-22 09:19:45 +10:00
if (sce == NULL) {
return;
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}
/* create a dummy wrapper data to work with */
dummychan.type = ANIMTYPE_SCENE;
dummychan.data = sce;
dummychan.id = &sce->id;
dummychan.adt = sce->adt;
ac.ads = ads;
ac.data = &dummychan;
ac.datatype = ANIMCONT_CHANNEL;
/* get F-Curves to take keyframes from */
filter = ANIMFILTER_DATA_VISIBLE; /* curves only */
ANIM_animdata_filter(&ac, &anim_data, filter, ac.data, ac.datatype);
/* loop through each F-Curve, grabbing the keyframes */
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for (ale = anim_data.first; ale; ale = ale->next) {
fcurve_to_keylist(ale->adt, ale->data, keys, saction_flag);
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}
ANIM_animdata_freelist(&anim_data);
}
void ob_to_keylist(bDopeSheet *ads, Object *ob, DLRBT_Tree *keys, int saction_flag)
{
bAnimContext ac = {NULL};
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
int filter;
bAnimListElem dummychan = {NULL};
Base dummybase = {NULL};
2019-04-22 09:19:45 +10:00
if (ob == NULL) {
return;
2019-04-22 09:19:45 +10:00
}
/* create a dummy wrapper data to work with */
dummybase.object = ob;
dummychan.type = ANIMTYPE_OBJECT;
dummychan.data = &dummybase;
dummychan.id = &ob->id;
dummychan.adt = ob->adt;
ac.ads = ads;
ac.data = &dummychan;
ac.datatype = ANIMCONT_CHANNEL;
/* get F-Curves to take keyframes from */
filter = ANIMFILTER_DATA_VISIBLE; /* curves only */
ANIM_animdata_filter(&ac, &anim_data, filter, ac.data, ac.datatype);
/* loop through each F-Curve, grabbing the keyframes */
2019-04-22 09:19:45 +10:00
for (ale = anim_data.first; ale; ale = ale->next) {
fcurve_to_keylist(ale->adt, ale->data, keys, saction_flag);
2019-04-22 09:19:45 +10:00
}
ANIM_animdata_freelist(&anim_data);
}
void cachefile_to_keylist(bDopeSheet *ads,
CacheFile *cache_file,
DLRBT_Tree *keys,
int saction_flag)
{
if (cache_file == NULL) {
return;
}
/* create a dummy wrapper data to work with */
bAnimListElem dummychan = {NULL};
dummychan.type = ANIMTYPE_DSCACHEFILE;
dummychan.data = cache_file;
dummychan.id = &cache_file->id;
dummychan.adt = cache_file->adt;
bAnimContext ac = {NULL};
ac.ads = ads;
ac.data = &dummychan;
ac.datatype = ANIMCONT_CHANNEL;
/* get F-Curves to take keyframes from */
ListBase anim_data = {NULL, NULL};
int filter = ANIMFILTER_DATA_VISIBLE; /* curves only */
ANIM_animdata_filter(&ac, &anim_data, filter, ac.data, ac.datatype);
/* loop through each F-Curve, grabbing the keyframes */
LISTBASE_FOREACH (bAnimListElem *, ale, &anim_data) {
fcurve_to_keylist(ale->adt, ale->data, keys, saction_flag);
}
ANIM_animdata_freelist(&anim_data);
}
void fcurve_to_keylist(AnimData *adt, FCurve *fcu, DLRBT_Tree *keys, int saction_flag)
{
if (fcu && fcu->totvert && fcu->bezt) {
/* apply NLA-mapping (if applicable) */
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if (adt) {
ANIM_nla_mapping_apply_fcurve(adt, fcu, 0, 0);
2019-04-22 09:19:45 +10:00
}
/* Check if the curve is cyclic. */
bool is_cyclic = BKE_fcurve_is_cyclic(fcu) && (fcu->totvert >= 2);
bool do_extremes = (saction_flag & SACTION_SHOW_EXTREMES) != 0;
/* loop through beztriples, making ActKeysColumns */
BezTripleChain chain = {0};
for (int v = 0; v < fcu->totvert; v++) {
chain.cur = &fcu->bezt[v];
/* Neighbor keys, accounting for being cyclic. */
if (do_extremes) {
chain.prev = (v > 0) ? &fcu->bezt[v - 1] : is_cyclic ? &fcu->bezt[fcu->totvert - 2] : NULL;
chain.next = (v + 1 < fcu->totvert) ? &fcu->bezt[v + 1] : is_cyclic ? &fcu->bezt[1] : NULL;
}
add_bezt_to_keycolumns_list(keys, &chain);
}
/* Update keyblocks. */
update_keyblocks(keys, fcu->bezt, fcu->totvert);
/* unapply NLA-mapping if applicable */
2019-04-22 09:19:45 +10:00
if (adt) {
ANIM_nla_mapping_apply_fcurve(adt, fcu, 1, 0);
2019-04-22 09:19:45 +10:00
}
}
}
void agroup_to_keylist(AnimData *adt, bActionGroup *agrp, DLRBT_Tree *keys, int saction_flag)
{
FCurve *fcu;
if (agrp) {
/* loop through F-Curves */
for (fcu = agrp->channels.first; fcu && fcu->grp == agrp; fcu = fcu->next) {
fcurve_to_keylist(adt, fcu, keys, saction_flag);
}
}
}
void action_to_keylist(AnimData *adt, bAction *act, DLRBT_Tree *keys, int saction_flag)
{
FCurve *fcu;
if (act) {
/* loop through F-Curves */
for (fcu = act->curves.first; fcu; fcu = fcu->next) {
fcurve_to_keylist(adt, fcu, keys, saction_flag);
}
}
}
void gpencil_to_keylist(bDopeSheet *ads, bGPdata *gpd, DLRBT_Tree *keys, const bool active)
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
{
bGPDlayer *gpl;
if (gpd && keys) {
/* for now, just aggregate out all the frames, but only for visible layers */
for (gpl = gpd->layers.last; gpl; gpl = gpl->prev) {
if ((gpl->flag & GP_LAYER_HIDE) == 0) {
if ((!active) || ((active) && (gpl->flag & GP_LAYER_SELECT))) {
gpl_to_keylist(ads, gpl, keys);
}
}
}
}
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
}
void gpl_to_keylist(bDopeSheet *UNUSED(ads), bGPDlayer *gpl, DLRBT_Tree *keys)
{
bGPDframe *gpf;
if (gpl && keys) {
/* Although the frames should already be in an ordered list,
* they are not suitable for displaying yet. */
2019-04-22 09:19:45 +10:00
for (gpf = gpl->frames.first; gpf; gpf = gpf->next) {
add_gpframe_to_keycolumns_list(keys, gpf);
2019-04-22 09:19:45 +10:00
}
update_keyblocks(keys, NULL, 0);
}
}
void mask_to_keylist(bDopeSheet *UNUSED(ads), MaskLayer *masklay, DLRBT_Tree *keys)
{
MaskLayerShape *masklay_shape;
if (masklay && keys) {
for (masklay_shape = masklay->splines_shapes.first; masklay_shape;
masklay_shape = masklay_shape->next) {
add_masklay_to_keycolumns_list(keys, masklay_shape);
}
update_keyblocks(keys, NULL, 0);
}
}