2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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*
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2005-08-20 09:55:11 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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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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2005-07-24 11:36:05 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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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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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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2005-07-24 11:36:05 +00:00
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* Contributor(s): Ton Roosendaal, Blender Foundation '05, full recode.
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2002-10-12 11:37:38 +00:00
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*
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2005-08-20 09:55:11 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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* support for animation modes - Reevan McKay
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*/
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2004-11-07 20:11:42 +00:00
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#include <stdlib.h>
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2005-07-27 10:37:20 +00:00
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#include <string.h>
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2004-11-07 20:11:42 +00:00
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2005-07-24 11:36:05 +00:00
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#include "MEM_guardedalloc.h"
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2002-10-12 11:37:38 +00:00
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
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#include "DNA_constraint_types.h"
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Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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2005-10-20 14:58:46 +00:00
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#include "DNA_modifier_types.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_object_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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#include "BKE_action.h"
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#include "BKE_armature.h"
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2006-08-29 09:43:38 +00:00
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#include "BKE_blender.h"
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Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
#include "BKE_constraint.h"
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
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#include "BKE_deform.h"
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2005-07-24 11:36:05 +00:00
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#include "BKE_depsgraph.h"
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2002-10-12 11:37:38 +00:00
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#include "BKE_displist.h"
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2005-07-24 11:36:05 +00:00
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#include "BKE_global.h"
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2005-10-20 14:58:46 +00:00
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#include "BKE_modifier.h"
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2005-07-24 11:36:05 +00:00
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#include "BKE_object.h"
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2005-07-26 19:51:15 +00:00
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#include "BKE_utildefines.h"
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2002-10-12 11:37:38 +00:00
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2005-07-27 10:37:20 +00:00
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#include "BIF_editarmature.h"
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#include "BIF_editaction.h"
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2005-07-24 11:36:05 +00:00
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#include "BIF_editconstraint.h"
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Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
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#include "BIF_editdeform.h"
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2002-10-12 11:37:38 +00:00
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#include "BIF_gl.h"
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#include "BIF_graphics.h"
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Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
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#include "BIF_interface.h"
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2005-07-24 11:36:05 +00:00
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#include "BIF_poseobject.h"
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2002-10-12 11:37:38 +00:00
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#include "BIF_space.h"
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#include "BIF_toolbox.h"
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#include "BIF_screen.h"
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#include "BDR_editobject.h"
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#include "BSE_edit.h"
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2005-10-10 17:42:48 +00:00
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#include "BSE_editipo.h"
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New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
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#include "BSE_trans_types.h"
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2002-10-12 11:37:38 +00:00
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#include "mydevice.h"
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#include "blendef.h"
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void enter_posemode(void)
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{
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Base *base;
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Object *ob;
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bArmature *arm;
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if(G.scene->id.lib) return;
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base= BASACT;
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Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
if(base==NULL) return;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
ob= base->object;
|
|
|
|
|
|
|
|
|
|
if (ob->id.lib){
|
|
|
|
|
error ("Can't pose libdata");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (ob->type){
|
|
|
|
|
case OB_ARMATURE:
|
|
|
|
|
arm= get_armature(ob);
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
if( arm==NULL ) return;
|
2004-11-07 20:11:42 +00:00
|
|
|
|
|
|
|
|
ob->flag |= OB_POSEMODE;
|
|
|
|
|
base->flag= ob->flag;
|
|
|
|
|
|
2004-10-01 07:51:12 +00:00
|
|
|
allqueue(REDRAWHEADERS, 0);
|
|
|
|
|
allqueue(REDRAWBUTSALL, 0);
|
2004-10-06 21:48:29 +00:00
|
|
|
allqueue(REDRAWOOPS, 0);
|
2002-10-12 11:37:38 +00:00
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2006-09-28 01:55:44 +00:00
|
|
|
if (G.obedit) exit_editmode(EM_FREEDATA|EM_WAITCURSOR);
|
2007-09-10 19:32:44 +00:00
|
|
|
G.f &= ~(G_VERTEXPAINT | G_TEXTUREPAINT | G_WEIGHTPAINT);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
void set_pose_keys (Object *ob)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2005-12-07 12:36:26 +00:00
|
|
|
bArmature *arm= ob->data;
|
2002-10-12 11:37:38 +00:00
|
|
|
bPoseChannel *chan;
|
|
|
|
|
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
if (ob->pose){
|
|
|
|
|
for (chan=ob->pose->chanbase.first; chan; chan=chan->next){
|
|
|
|
|
Bone *bone= chan->bone;
|
2005-12-07 12:36:26 +00:00
|
|
|
if(bone && (bone->flag & BONE_SELECTED) && (arm->layer & bone->layer)) {
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
chan->flag |= POSE_KEY;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
chan->flag &= ~POSE_KEY;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2005-07-23 18:52:31 +00:00
|
|
|
void exit_posemode(void)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2005-07-23 18:52:31 +00:00
|
|
|
Object *ob= OBACT;
|
2004-11-07 20:11:42 +00:00
|
|
|
Base *base= BASACT;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2005-07-23 18:52:31 +00:00
|
|
|
if(ob==NULL) return;
|
|
|
|
|
|
2004-11-07 20:11:42 +00:00
|
|
|
ob->flag &= ~OB_POSEMODE;
|
|
|
|
|
base->flag= ob->flag;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2005-07-23 18:52:31 +00:00
|
|
|
countall();
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue(REDRAWOOPS, 0);
|
|
|
|
|
allqueue(REDRAWHEADERS, 0);
|
|
|
|
|
allqueue(REDRAWBUTSALL, 0);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
scrarea_queue_headredraw(curarea);
|
|
|
|
|
}
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
|
2005-08-24 20:18:03 +00:00
|
|
|
/* called by buttons to find a bone to display/edit values for */
|
|
|
|
|
bPoseChannel *get_active_posechannel (Object *ob)
|
|
|
|
|
{
|
2005-12-08 15:05:14 +00:00
|
|
|
bArmature *arm= ob->data;
|
2005-08-24 20:18:03 +00:00
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
|
|
|
|
|
/* find active */
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
2005-12-08 15:05:14 +00:00
|
|
|
if(pchan->bone && (pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer))
|
2005-08-24 20:18:03 +00:00
|
|
|
return pchan;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
2006-11-16 10:24:26 +00:00
|
|
|
/* if a selected or active bone is protected, throw error and return 1 */
|
|
|
|
|
/* only_selected==1 : the active bone is allowed to be protected */
|
|
|
|
|
static int pose_has_protected_selected(Object *ob, int only_selected)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
/* check protection */
|
2006-11-30 15:54:21 +00:00
|
|
|
if(ob->proxy) {
|
2006-11-16 10:24:26 +00:00
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
bArmature *arm= ob->data;
|
|
|
|
|
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone && (pchan->bone->layer & arm->layer)) {
|
|
|
|
|
if(pchan->bone->layer & arm->layer_protected) {
|
|
|
|
|
if(only_selected && (pchan->bone->flag & BONE_ACTIVE));
|
|
|
|
|
else if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED))
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(pchan) {
|
|
|
|
|
error("Cannot change Proxy protected bones");
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
2005-12-12 22:27:30 +00:00
|
|
|
/* only for real IK, not for auto-IK */
|
2005-08-29 17:02:24 +00:00
|
|
|
int pose_channel_in_IK_chain(Object *ob, bPoseChannel *pchan)
|
|
|
|
|
{
|
|
|
|
|
bConstraint *con;
|
|
|
|
|
Bone *bone;
|
|
|
|
|
|
|
|
|
|
for(con= pchan->constraints.first; con; con= con->next) {
|
2005-12-12 22:27:30 +00:00
|
|
|
if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
|
|
|
|
|
bKinematicConstraint *data= con->data;
|
|
|
|
|
if((data->flag & CONSTRAINT_IK_AUTO)==0)
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
2005-08-29 17:02:24 +00:00
|
|
|
}
|
|
|
|
|
for(bone= pchan->bone->childbase.first; bone; bone= bone->next) {
|
|
|
|
|
pchan= get_pose_channel(ob->pose, bone->name);
|
|
|
|
|
if(pchan && pose_channel_in_IK_chain(ob, pchan))
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
2005-08-24 20:18:03 +00:00
|
|
|
|
2005-10-23 10:08:19 +00:00
|
|
|
/* ********************************************** */
|
|
|
|
|
|
|
|
|
|
/* for the object with pose/action: create path curves for selected bones */
|
|
|
|
|
void pose_calculate_path(Object *ob)
|
|
|
|
|
{
|
2005-12-07 12:36:26 +00:00
|
|
|
bArmature *arm;
|
2005-10-23 10:08:19 +00:00
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
Base *base;
|
|
|
|
|
float *fp;
|
|
|
|
|
int cfra;
|
2007-01-01 08:32:11 +00:00
|
|
|
int sfra, efra;
|
2005-10-23 10:08:19 +00:00
|
|
|
|
|
|
|
|
if(ob==NULL || ob->pose==NULL)
|
|
|
|
|
return;
|
2005-12-07 12:36:26 +00:00
|
|
|
arm= ob->data;
|
2005-10-23 10:08:19 +00:00
|
|
|
|
2007-01-30 01:04:39 +00:00
|
|
|
/* version patch for older files here (do_versions patch too complicated) */
|
|
|
|
|
if ((arm->pathsf == 0) || (arm->pathef == 0)) {
|
|
|
|
|
arm->pathsf = SFRA;
|
|
|
|
|
arm->pathef = EFRA;
|
|
|
|
|
}
|
|
|
|
|
if (arm->pathsize == 0) {
|
|
|
|
|
arm->pathsize = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2007-01-01 08:32:11 +00:00
|
|
|
/* set frame values */
|
|
|
|
|
cfra= CFRA;
|
|
|
|
|
sfra = arm->pathsf;
|
|
|
|
|
efra = arm->pathef;
|
|
|
|
|
if (efra<=sfra) return;
|
2005-10-23 10:08:19 +00:00
|
|
|
|
|
|
|
|
DAG_object_update_flags(G.scene, ob, screen_view3d_layers());
|
|
|
|
|
|
|
|
|
|
/* malloc the path blocks */
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone && (pchan->bone->flag & BONE_SELECTED)) {
|
2005-12-07 12:36:26 +00:00
|
|
|
if(arm->layer & pchan->bone->layer) {
|
2007-01-01 08:32:11 +00:00
|
|
|
pchan->pathlen= efra-sfra+1;
|
|
|
|
|
pchan->pathsf= sfra;
|
|
|
|
|
pchan->pathef= efra+1;
|
2005-12-07 12:36:26 +00:00
|
|
|
if(pchan->path)
|
|
|
|
|
MEM_freeN(pchan->path);
|
|
|
|
|
pchan->path= MEM_callocN(3*pchan->pathlen*sizeof(float), "pchan path");
|
|
|
|
|
}
|
2005-10-23 10:08:19 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2007-01-01 08:32:11 +00:00
|
|
|
for(CFRA=sfra; CFRA<=efra; CFRA++) {
|
2005-10-23 10:08:19 +00:00
|
|
|
/* do all updates */
|
|
|
|
|
for(base= FIRSTBASE; base; base= base->next) {
|
|
|
|
|
if(base->object->recalc) {
|
|
|
|
|
int temp= base->object->recalc;
|
|
|
|
|
object_handle_update(base->object);
|
|
|
|
|
base->object->recalc= temp;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone && (pchan->bone->flag & BONE_SELECTED)) {
|
2005-12-07 12:36:26 +00:00
|
|
|
if(arm->layer & pchan->bone->layer) {
|
|
|
|
|
if(pchan->path) {
|
2007-01-01 08:32:11 +00:00
|
|
|
fp= pchan->path+3*(CFRA-sfra);
|
2007-01-01 22:48:09 +00:00
|
|
|
|
|
|
|
|
if (arm->pathflag & ARM_PATH_HEADS) {
|
|
|
|
|
VECCOPY(fp, pchan->pose_head);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
VECCOPY(fp, pchan->pose_tail);
|
|
|
|
|
}
|
|
|
|
|
|
2005-12-07 12:36:26 +00:00
|
|
|
Mat4MulVecfl(ob->obmat, fp);
|
|
|
|
|
}
|
2005-10-23 10:08:19 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CFRA= cfra;
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0); /* recalc tags are still there */
|
2007-01-30 01:04:39 +00:00
|
|
|
allqueue(REDRAWBUTSEDIT, 0);
|
2005-10-23 10:08:19 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* for the object with pose/action: clear all path curves */
|
|
|
|
|
void pose_clear_paths(Object *ob)
|
|
|
|
|
{
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
|
|
|
|
|
if(ob==NULL || ob->pose==NULL)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
/* free the path blocks */
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->path) {
|
|
|
|
|
MEM_freeN(pchan->path);
|
|
|
|
|
pchan->path= NULL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2005-07-27 10:37:20 +00:00
|
|
|
void pose_select_constraint_target(void)
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
{
|
2005-07-23 18:52:31 +00:00
|
|
|
Object *ob= OBACT;
|
2005-12-07 12:36:26 +00:00
|
|
|
bArmature *arm= ob->data;
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
bPoseChannel *pchan;
|
2005-07-27 10:37:20 +00:00
|
|
|
bConstraint *con;
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
|
2005-07-24 11:36:05 +00:00
|
|
|
/* paranoia checks */
|
2005-07-23 18:52:31 +00:00
|
|
|
if(!ob && !ob->pose) return;
|
2005-07-24 11:36:05 +00:00
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
|
2005-07-23 18:52:31 +00:00
|
|
|
|
2005-07-27 10:37:20 +00:00
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
2005-12-07 12:36:26 +00:00
|
|
|
if(arm->layer & pchan->bone->layer) {
|
|
|
|
|
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
|
2005-07-27 10:37:20 +00:00
|
|
|
|
2005-12-07 12:36:26 +00:00
|
|
|
for(con= pchan->constraints.first; con; con= con->next) {
|
|
|
|
|
char *subtarget;
|
|
|
|
|
Object *target= get_constraint_target(con, &subtarget);
|
|
|
|
|
|
|
|
|
|
if(ob==target) {
|
|
|
|
|
if(subtarget) {
|
|
|
|
|
bPoseChannel *pchanc= get_pose_channel(ob->pose, subtarget);
|
2006-08-12 12:33:24 +00:00
|
|
|
if(pchanc)
|
|
|
|
|
pchanc->bone->flag |= BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
|
2005-12-07 12:36:26 +00:00
|
|
|
}
|
2005-07-27 10:37:20 +00:00
|
|
|
}
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2005-07-27 10:37:20 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
allqueue (REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue (REDRAWBUTSOBJECT, 0);
|
|
|
|
|
allqueue (REDRAWOOPS, 0);
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Select constraint target");
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* context: active channel */
|
|
|
|
|
void pose_special_editmenu(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
short nr;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
2007-01-22 12:21:41 +00:00
|
|
|
nr= pupmenu("Specials%t|Select Constraint Target%x1|Flip Left-Right Names%x2|Calculate Paths%x3|Clear All Paths%x4|Clear User Transform %x5");
|
2005-07-27 10:37:20 +00:00
|
|
|
if(nr==1) {
|
|
|
|
|
pose_select_constraint_target();
|
|
|
|
|
}
|
|
|
|
|
else if(nr==2) {
|
|
|
|
|
pose_flip_names();
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
}
|
2005-10-23 10:08:19 +00:00
|
|
|
else if(nr==3) {
|
|
|
|
|
pose_calculate_path(ob);
|
|
|
|
|
}
|
|
|
|
|
else if(nr==4) {
|
|
|
|
|
pose_clear_paths(ob);
|
|
|
|
|
}
|
2006-11-11 16:45:17 +00:00
|
|
|
else if(nr==5) {
|
|
|
|
|
rest_pose(ob->pose);
|
|
|
|
|
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
|
2007-01-22 12:21:41 +00:00
|
|
|
BIF_undo_push("Clear User Transform Pose");
|
2006-11-11 16:45:17 +00:00
|
|
|
}
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
}
|
|
|
|
|
|
2005-07-24 11:36:05 +00:00
|
|
|
void pose_add_IK(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
2005-10-23 12:18:32 +00:00
|
|
|
add_constraint(1); /* 1 means only IK */
|
2005-07-24 11:36:05 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* context: all selected channels */
|
|
|
|
|
void pose_clear_IK(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
2005-12-07 12:36:26 +00:00
|
|
|
bArmature *arm= ob->data;
|
2005-07-24 11:36:05 +00:00
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
bConstraint *con;
|
|
|
|
|
bConstraint *next;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
2006-11-16 10:24:26 +00:00
|
|
|
if(pose_has_protected_selected(ob, 0))
|
|
|
|
|
return;
|
|
|
|
|
|
2005-07-24 11:36:05 +00:00
|
|
|
if(okee("Remove IK constraint(s)")==0) return;
|
|
|
|
|
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
2005-12-07 12:36:26 +00:00
|
|
|
if(arm->layer & pchan->bone->layer) {
|
|
|
|
|
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
|
|
|
|
|
|
|
|
|
|
for(con= pchan->constraints.first; con; con= next) {
|
|
|
|
|
next= con->next;
|
|
|
|
|
if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
|
|
|
|
|
BLI_remlink(&pchan->constraints, con);
|
|
|
|
|
free_constraint_data(con);
|
|
|
|
|
MEM_freeN(con);
|
|
|
|
|
}
|
2005-07-24 11:36:05 +00:00
|
|
|
}
|
2005-12-07 12:36:26 +00:00
|
|
|
pchan->constflag &= ~(PCHAN_HAS_IK|PCHAN_HAS_TARGET);
|
2005-07-24 11:36:05 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
|
|
|
|
|
|
|
|
|
|
allqueue (REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue (REDRAWBUTSOBJECT, 0);
|
2005-07-27 10:37:20 +00:00
|
|
|
allqueue (REDRAWOOPS, 0);
|
2005-07-24 11:36:05 +00:00
|
|
|
|
|
|
|
|
BIF_undo_push("Remove IK constraint(s)");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void pose_clear_constraints(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
2005-12-07 12:36:26 +00:00
|
|
|
bArmature *arm= ob->data;
|
2005-07-24 11:36:05 +00:00
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
2006-11-16 10:24:26 +00:00
|
|
|
if(pose_has_protected_selected(ob, 0))
|
|
|
|
|
return;
|
|
|
|
|
|
2005-07-24 11:36:05 +00:00
|
|
|
if(okee("Remove Constraints")==0) return;
|
|
|
|
|
|
|
|
|
|
/* find active */
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
2005-12-07 12:36:26 +00:00
|
|
|
if(arm->layer & pchan->bone->layer) {
|
|
|
|
|
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
|
|
|
|
|
free_constraints(&pchan->constraints);
|
|
|
|
|
pchan->constflag= 0;
|
|
|
|
|
}
|
2005-07-24 11:36:05 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
|
|
|
|
|
|
|
|
|
|
allqueue (REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue (REDRAWBUTSOBJECT, 0);
|
2005-07-27 10:37:20 +00:00
|
|
|
allqueue (REDRAWOOPS, 0);
|
2005-07-24 11:36:05 +00:00
|
|
|
|
|
|
|
|
BIF_undo_push("Remove Constraint(s)");
|
|
|
|
|
|
|
|
|
|
}
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
|
2005-07-27 10:37:20 +00:00
|
|
|
|
2005-07-26 19:51:15 +00:00
|
|
|
void pose_copy_menu(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
2005-12-07 12:36:26 +00:00
|
|
|
bArmature *arm= ob->data;
|
2005-07-26 19:51:15 +00:00
|
|
|
bPoseChannel *pchan, *pchanact;
|
|
|
|
|
short nr;
|
2006-08-28 13:53:45 +00:00
|
|
|
int i=0;
|
2005-07-26 19:51:15 +00:00
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
|
|
|
|
/* find active */
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone->flag & BONE_ACTIVE) break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(pchan==NULL) return;
|
2006-11-16 10:24:26 +00:00
|
|
|
|
|
|
|
|
if(pose_has_protected_selected(ob, 1))
|
|
|
|
|
return;
|
|
|
|
|
|
2005-07-26 19:51:15 +00:00
|
|
|
pchanact= pchan;
|
|
|
|
|
|
2006-08-28 13:53:45 +00:00
|
|
|
i= BLI_countlist(&(pchanact->constraints)); /* if there are 24 or less, allow for the user to select constraints */
|
|
|
|
|
if (i<25)
|
2007-01-30 01:04:39 +00:00
|
|
|
nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4|Constraints...%x5|%l|Transform Locks%x6|IK Limits%x7|Bone Shape%x8");
|
2006-08-28 13:53:45 +00:00
|
|
|
else
|
2007-01-30 01:04:39 +00:00
|
|
|
nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4|%l|Transform Locks%x6|IK Limits%x7|Bone Shape%x8");
|
2005-07-26 19:51:15 +00:00
|
|
|
|
2006-08-28 13:53:45 +00:00
|
|
|
if(nr==-1) return;
|
|
|
|
|
if(nr!=5) {
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if( (arm->layer & pchan->bone->layer) &&
|
|
|
|
|
(pchan->bone->flag & BONE_SELECTED) &&
|
|
|
|
|
(pchan!=pchanact)
|
|
|
|
|
) {
|
2006-11-12 05:58:59 +00:00
|
|
|
switch (nr) {
|
2007-04-12 07:22:23 +00:00
|
|
|
case 1: /* Local Location */
|
2006-11-12 05:58:59 +00:00
|
|
|
VECCOPY(pchan->loc, pchanact->loc);
|
|
|
|
|
break;
|
2007-04-12 07:22:23 +00:00
|
|
|
case 2: /* Local Rotation */
|
2006-11-12 05:58:59 +00:00
|
|
|
QUATCOPY(pchan->quat, pchanact->quat);
|
|
|
|
|
break;
|
2007-04-12 07:22:23 +00:00
|
|
|
case 3: /* Local Size */
|
2006-11-12 05:58:59 +00:00
|
|
|
VECCOPY(pchan->size, pchanact->size);
|
|
|
|
|
break;
|
2007-04-12 07:22:23 +00:00
|
|
|
case 4: /* All Constraints */
|
2006-11-12 05:58:59 +00:00
|
|
|
{
|
|
|
|
|
free_constraints(&pchan->constraints);
|
|
|
|
|
copy_constraints(&pchan->constraints, &pchanact->constraints);
|
|
|
|
|
pchan->constflag = pchanact->constflag;
|
|
|
|
|
}
|
|
|
|
|
break;
|
2007-04-12 07:22:23 +00:00
|
|
|
case 6: /* Transform Locks */
|
2006-11-12 05:58:59 +00:00
|
|
|
pchan->protectflag = pchanact->protectflag;
|
|
|
|
|
break;
|
2007-04-12 07:22:23 +00:00
|
|
|
case 7: /* IK (DOF) settings */
|
2006-11-12 05:58:59 +00:00
|
|
|
{
|
|
|
|
|
pchan->ikflag = pchanact->ikflag;
|
|
|
|
|
VECCOPY(pchan->limitmin, pchanact->limitmin);
|
|
|
|
|
VECCOPY(pchan->limitmax, pchanact->limitmax);
|
|
|
|
|
VECCOPY(pchan->stiffness, pchanact->stiffness);
|
|
|
|
|
pchan->ikstretch= pchanact->ikstretch;
|
|
|
|
|
}
|
|
|
|
|
break;
|
2007-04-12 07:22:23 +00:00
|
|
|
case 8: /* Custom Bone Shape */
|
2006-11-12 05:58:59 +00:00
|
|
|
pchan->custom = pchanact->custom;
|
|
|
|
|
break;
|
2007-04-12 07:22:23 +00:00
|
|
|
case 9: /* Visual Location */
|
2007-01-30 01:04:39 +00:00
|
|
|
armature_loc_pose_to_bone(pchan, pchanact->pose_mat[3], pchan->loc);
|
|
|
|
|
break;
|
2007-04-12 07:22:23 +00:00
|
|
|
case 10: /* Visual Rotation */
|
2007-01-30 01:04:39 +00:00
|
|
|
{
|
|
|
|
|
float delta_mat[4][4], quat[4];
|
|
|
|
|
|
|
|
|
|
armature_mat_pose_to_bone(pchan, pchanact->pose_mat, delta_mat);
|
|
|
|
|
Mat4ToQuat(delta_mat, quat);
|
|
|
|
|
QUATCOPY(pchan->quat, quat);
|
|
|
|
|
}
|
|
|
|
|
break;
|
2007-04-12 07:22:23 +00:00
|
|
|
case 11: /* Visual Size */
|
2007-01-30 01:04:39 +00:00
|
|
|
{
|
|
|
|
|
float delta_mat[4][4], size[4];
|
|
|
|
|
|
|
|
|
|
armature_mat_pose_to_bone(pchan, pchanact->pose_mat, delta_mat);
|
|
|
|
|
Mat4ToSize(delta_mat, size);
|
|
|
|
|
VECCOPY(pchan->size, size);
|
|
|
|
|
}
|
2006-08-28 13:53:45 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else { /* constraints, optional */
|
|
|
|
|
bConstraint *con, *con_back;
|
|
|
|
|
int const_toggle[24];
|
|
|
|
|
ListBase const_copy={0, 0};
|
|
|
|
|
|
|
|
|
|
duplicatelist (&const_copy, &(pchanact->constraints));
|
|
|
|
|
|
|
|
|
|
/* build the puplist of constraints */
|
|
|
|
|
for (con = pchanact->constraints.first, i=0; con; con=con->next, i++){
|
|
|
|
|
const_toggle[i]= 1;
|
|
|
|
|
add_numbut(i, TOG|INT, con->name, 0, 0, &(const_toggle[i]), "");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!do_clever_numbuts("Select Constraints", i, REDRAW)) {
|
|
|
|
|
BLI_freelistN(&const_copy);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* now build a new listbase from the options selected */
|
|
|
|
|
for (i=0, con=const_copy.first; con; i++) {
|
|
|
|
|
if (!const_toggle[i]) {
|
|
|
|
|
con_back= con->next;
|
|
|
|
|
BLI_freelinkN(&const_copy, con);
|
|
|
|
|
con= con_back;
|
|
|
|
|
} else {
|
|
|
|
|
con= con->next;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Copy the temo listbase to the selected posebones */
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if( (arm->layer & pchan->bone->layer) &&
|
|
|
|
|
(pchan->bone->flag & BONE_SELECTED) &&
|
|
|
|
|
(pchan!=pchanact)
|
|
|
|
|
) {
|
|
|
|
|
free_constraints(&pchan->constraints);
|
|
|
|
|
copy_constraints(&pchan->constraints, &const_copy);
|
|
|
|
|
pchan->constflag = pchanact->constflag;
|
2005-07-26 19:51:15 +00:00
|
|
|
}
|
|
|
|
|
}
|
2006-08-28 13:53:45 +00:00
|
|
|
BLI_freelistN(&const_copy);
|
|
|
|
|
update_pose_constraint_flags(ob->pose); /* we could work out the flags but its simpler to do this */
|
2005-07-26 19:51:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
|
|
|
|
|
|
|
|
|
|
allqueue (REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue (REDRAWBUTSOBJECT, 0);
|
2005-07-27 10:37:20 +00:00
|
|
|
allqueue (REDRAWOOPS, 0);
|
2005-07-26 19:51:15 +00:00
|
|
|
|
|
|
|
|
BIF_undo_push("Copy Pose Attributes");
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
2005-07-27 10:37:20 +00:00
|
|
|
/* ******************** copy/paste pose ********************** */
|
|
|
|
|
|
|
|
|
|
static bPose *g_posebuf=NULL;
|
|
|
|
|
|
|
|
|
|
void free_posebuf(void)
|
|
|
|
|
{
|
|
|
|
|
if (g_posebuf) {
|
|
|
|
|
// was copied without constraints
|
|
|
|
|
BLI_freelistN (&g_posebuf->chanbase);
|
|
|
|
|
MEM_freeN (g_posebuf);
|
|
|
|
|
}
|
|
|
|
|
g_posebuf=NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void copy_posebuf (void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
|
|
|
|
|
if (!ob || !ob->pose){
|
|
|
|
|
error ("No Pose");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
free_posebuf();
|
|
|
|
|
|
|
|
|
|
set_pose_keys(ob); // sets chan->flag to POSE_KEY if bone selected
|
|
|
|
|
copy_pose(&g_posebuf, ob->pose, 0);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void paste_posebuf (int flip)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bPoseChannel *chan, *pchan;
|
|
|
|
|
float eul[4];
|
|
|
|
|
char name[32];
|
|
|
|
|
|
|
|
|
|
if (!ob || !ob->pose)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (!g_posebuf){
|
|
|
|
|
error ("Copy buffer is empty");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2007-05-25 11:48:27 +00:00
|
|
|
/*
|
|
|
|
|
// disabled until protected bones in proxies follow the rules everywhere else!
|
2007-04-28 03:01:12 +00:00
|
|
|
if(pose_has_protected_selected(ob, 1))
|
|
|
|
|
return;
|
2007-05-25 11:48:27 +00:00
|
|
|
*/
|
2007-04-28 03:01:12 +00:00
|
|
|
|
2005-07-27 10:37:20 +00:00
|
|
|
/* Safely merge all of the channels in this pose into
|
|
|
|
|
any existing pose */
|
2007-09-25 05:04:34 +00:00
|
|
|
for (chan=g_posebuf->chanbase.first; chan; chan=chan->next) {
|
2005-07-27 10:37:20 +00:00
|
|
|
if (chan->flag & POSE_KEY) {
|
|
|
|
|
BLI_strncpy(name, chan->name, sizeof(name));
|
|
|
|
|
if (flip)
|
2005-08-15 14:02:03 +00:00
|
|
|
bone_flip_name (name, 0); // 0 = don't strip off number extensions
|
2005-07-27 10:37:20 +00:00
|
|
|
|
|
|
|
|
/* only copy when channel exists, poses are not meant to add random channels to anymore */
|
|
|
|
|
pchan= get_pose_channel(ob->pose, name);
|
|
|
|
|
|
2007-09-25 05:04:34 +00:00
|
|
|
if (pchan) {
|
2005-07-27 10:37:20 +00:00
|
|
|
/* only loc rot size */
|
|
|
|
|
/* only copies transform info for the pose */
|
|
|
|
|
VECCOPY(pchan->loc, chan->loc);
|
|
|
|
|
VECCOPY(pchan->size, chan->size);
|
|
|
|
|
QUATCOPY(pchan->quat, chan->quat);
|
|
|
|
|
pchan->flag= chan->flag;
|
|
|
|
|
|
2007-09-25 05:04:34 +00:00
|
|
|
if (flip) {
|
2005-07-27 10:37:20 +00:00
|
|
|
pchan->loc[0]*= -1;
|
2007-09-25 05:04:34 +00:00
|
|
|
|
2005-07-27 10:37:20 +00:00
|
|
|
QuatToEul(pchan->quat, eul);
|
|
|
|
|
eul[1]*= -1;
|
|
|
|
|
eul[2]*= -1;
|
|
|
|
|
EulToQuat(eul, pchan->quat);
|
|
|
|
|
}
|
2007-09-25 05:04:34 +00:00
|
|
|
|
|
|
|
|
if (G.flags & G_RECORDKEYS) {
|
2005-10-10 17:42:48 +00:00
|
|
|
ID *id= &ob->id;
|
2007-09-25 05:04:34 +00:00
|
|
|
|
2005-07-27 10:37:20 +00:00
|
|
|
/* Set keys on pose */
|
2007-09-25 05:04:34 +00:00
|
|
|
if (chan->flag & POSE_ROT) {
|
2007-09-18 06:41:29 +00:00
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_X, 0);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_Y, 0);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_Z, 0);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_W, 0);
|
2005-07-27 10:37:20 +00:00
|
|
|
}
|
2007-09-25 05:04:34 +00:00
|
|
|
if (chan->flag & POSE_SIZE) {
|
2007-09-18 06:41:29 +00:00
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_X, 0);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_Y, 0);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_Z, 0);
|
2005-07-27 10:37:20 +00:00
|
|
|
}
|
2007-09-25 05:04:34 +00:00
|
|
|
if (chan->flag & POSE_LOC) {
|
2007-09-18 06:41:29 +00:00
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_X, 0);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_Y, 0);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_Z, 0);
|
2005-07-27 10:37:20 +00:00
|
|
|
}
|
2007-09-25 05:04:34 +00:00
|
|
|
|
|
|
|
|
/* clear any unkeyed tags */
|
|
|
|
|
if (chan->bone)
|
|
|
|
|
chan->bone->flag &= ~BONE_UNKEYED;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
/* add unkeyed tags */
|
|
|
|
|
if (chan->bone)
|
|
|
|
|
chan->bone->flag |= BONE_UNKEYED;
|
2005-07-27 10:37:20 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Update event for pose and deformation children */
|
|
|
|
|
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
|
|
|
|
|
|
|
|
|
|
if (G.flags & G_RECORDKEYS) {
|
|
|
|
|
remake_action_ipos(ob->action);
|
|
|
|
|
allqueue (REDRAWIPO, 0);
|
|
|
|
|
allqueue (REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue (REDRAWACTION, 0);
|
|
|
|
|
allqueue(REDRAWNLA, 0);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
/* need to trick depgraph, action is not allowed to execute on pose */
|
|
|
|
|
where_is_pose(ob);
|
|
|
|
|
ob->recalc= 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Paste Action Pose");
|
|
|
|
|
}
|
|
|
|
|
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
/* ********************************************** */
|
|
|
|
|
|
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
|
|
|
/* context weightpaint and deformer in posemode */
|
2007-07-28 14:04:02 +00:00
|
|
|
void pose_adds_vgroups(Object *meshobj, int heatweights)
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
{
|
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
|
|
|
extern VPaint Gwp; /* from vpaint */
|
2005-10-20 14:58:46 +00:00
|
|
|
Object *poseobj= modifiers_isDeformedByArmature(meshobj);
|
2007-07-28 14:04:02 +00:00
|
|
|
|
|
|
|
|
if(poseobj==NULL || (poseobj->flag & OB_POSEMODE)==0) {
|
|
|
|
|
error("The active object must have a deforming armature in pose mode");
|
|
|
|
|
return;
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
}
|
2007-07-28 14:04:02 +00:00
|
|
|
|
|
|
|
|
add_verts_to_dgroups(meshobj, poseobj, heatweights, (Gwp.flag & VP_MIRROR_X));
|
|
|
|
|
|
|
|
|
|
if(heatweights)
|
|
|
|
|
BIF_undo_push("Apply Bone Heat Weights to Vertex Groups");
|
|
|
|
|
else
|
|
|
|
|
BIF_undo_push("Apply Bone Envelopes to Vertex Groups");
|
2005-09-11 13:02:55 +00:00
|
|
|
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue(REDRAWBUTSEDIT, 0);
|
|
|
|
|
|
2007-07-28 14:04:02 +00:00
|
|
|
// and all its relations
|
|
|
|
|
DAG_object_flush_update(G.scene, meshobj, OB_RECALC_DATA);
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
}
|
2005-07-27 10:37:20 +00:00
|
|
|
|
|
|
|
|
/* ********************************************** */
|
|
|
|
|
|
|
|
|
|
/* context active object */
|
|
|
|
|
void pose_flip_names(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
2005-12-07 12:36:26 +00:00
|
|
|
bArmature *arm= ob->data;
|
2005-07-27 10:37:20 +00:00
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
char newname[32];
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
2006-11-16 10:24:26 +00:00
|
|
|
if(pose_has_protected_selected(ob, 0))
|
|
|
|
|
return;
|
|
|
|
|
|
2005-07-27 10:37:20 +00:00
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
2005-12-07 12:36:26 +00:00
|
|
|
if(arm->layer & pchan->bone->layer) {
|
|
|
|
|
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
|
|
|
|
|
BLI_strncpy(newname, pchan->name, sizeof(newname));
|
|
|
|
|
bone_flip_name(newname, 1); // 1 = do strip off number extensions
|
|
|
|
|
armature_bone_rename(ob->data, pchan->name, newname);
|
|
|
|
|
}
|
2005-07-27 10:37:20 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue(REDRAWBUTSEDIT, 0);
|
|
|
|
|
allqueue(REDRAWBUTSOBJECT, 0);
|
|
|
|
|
allqueue (REDRAWACTION, 0);
|
|
|
|
|
allqueue(REDRAWOOPS, 0);
|
|
|
|
|
BIF_undo_push("Flip names");
|
|
|
|
|
|
2005-07-27 18:48:08 +00:00
|
|
|
}
|
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
|
|
|
|
|
|
|
|
/* context active object, or weightpainted object with armature in posemode */
|
|
|
|
|
void pose_activate_flipped_bone(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
2005-12-07 12:36:26 +00:00
|
|
|
bArmature *arm= ob->data;
|
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
|
|
|
|
|
|
|
|
if(ob==NULL) return;
|
|
|
|
|
|
|
|
|
|
if(G.f & G_WEIGHTPAINT) {
|
|
|
|
|
ob= modifiers_isDeformedByArmature(ob);
|
|
|
|
|
}
|
|
|
|
|
if(ob && (ob->flag & OB_POSEMODE)) {
|
|
|
|
|
bPoseChannel *pchan, *pchanf;
|
|
|
|
|
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
2005-12-07 12:36:26 +00:00
|
|
|
if(arm->layer & pchan->bone->layer) {
|
|
|
|
|
if(pchan->bone->flag & BONE_ACTIVE)
|
|
|
|
|
break;
|
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(pchan) {
|
|
|
|
|
char name[32];
|
|
|
|
|
|
|
|
|
|
BLI_strncpy(name, pchan->name, 32);
|
|
|
|
|
bone_flip_name(name, 1); // 0 = do not strip off number extensions
|
|
|
|
|
|
|
|
|
|
pchanf= get_pose_channel(ob->pose, name);
|
|
|
|
|
if(pchanf && pchanf!=pchan) {
|
|
|
|
|
pchan->bone->flag &= ~(BONE_SELECTED|BONE_ACTIVE);
|
|
|
|
|
pchanf->bone->flag |= (BONE_SELECTED|BONE_ACTIVE);
|
|
|
|
|
|
|
|
|
|
/* in weightpaint we select the associated vertex group too */
|
|
|
|
|
if(G.f & G_WEIGHTPAINT) {
|
|
|
|
|
vertexgroup_select_by_name(OBACT, name);
|
|
|
|
|
DAG_object_flush_update(G.scene, OBACT, OB_RECALC_DATA);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
select_actionchannel_by_name(ob->action, name, 1);
|
|
|
|
|
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue(REDRAWACTION, 0);
|
|
|
|
|
allqueue(REDRAWIPO, 0); /* To force action/constraint ipo update */
|
|
|
|
|
allqueue(REDRAWBUTSEDIT, 0);
|
|
|
|
|
allqueue(REDRAWBUTSOBJECT, 0);
|
|
|
|
|
allqueue(REDRAWOOPS, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2007-10-03 00:05:34 +00:00
|
|
|
/* This function pops up the move-to-layer popup widgets when the user
|
|
|
|
|
* presses either SHIFT-MKEY or MKEY in PoseMode OR EditMode (for Armatures)
|
|
|
|
|
*/
|
2005-12-07 12:36:26 +00:00
|
|
|
void pose_movetolayer(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bArmature *arm;
|
|
|
|
|
short lay= 0;
|
|
|
|
|
|
|
|
|
|
if(ob==NULL) return;
|
|
|
|
|
arm= ob->data;
|
|
|
|
|
|
2007-10-03 00:05:34 +00:00
|
|
|
if (G.qual & LR_SHIFTKEY) {
|
|
|
|
|
/* armature layers */
|
2006-11-24 18:58:59 +00:00
|
|
|
lay= arm->layer;
|
2007-10-03 00:05:34 +00:00
|
|
|
if ( movetolayer_short_buts(&lay, "Armature Layers")==0 ) return;
|
|
|
|
|
if (lay==0) return;
|
2006-11-24 18:58:59 +00:00
|
|
|
arm->layer= lay;
|
2006-11-29 21:59:19 +00:00
|
|
|
if(ob->pose)
|
|
|
|
|
ob->pose->proxy_layer= lay;
|
2006-11-24 18:58:59 +00:00
|
|
|
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue(REDRAWACTION, 0);
|
|
|
|
|
allqueue(REDRAWBUTSEDIT, 0);
|
|
|
|
|
}
|
2007-10-03 00:05:34 +00:00
|
|
|
else if (ob->flag & OB_POSEMODE) {
|
|
|
|
|
/* pose-channel layers */
|
2005-12-07 12:36:26 +00:00
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
|
2007-10-03 00:05:34 +00:00
|
|
|
if (pose_has_protected_selected(ob, 0))
|
2006-11-16 10:24:26 +00:00
|
|
|
return;
|
|
|
|
|
|
2007-10-03 00:05:34 +00:00
|
|
|
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if (arm->layer & pchan->bone->layer) {
|
|
|
|
|
if (pchan->bone->flag & BONE_SELECTED)
|
2005-12-07 12:36:26 +00:00
|
|
|
lay |= pchan->bone->layer;
|
|
|
|
|
}
|
|
|
|
|
}
|
2007-10-03 00:05:34 +00:00
|
|
|
if (lay==0) return;
|
2005-12-07 12:36:26 +00:00
|
|
|
|
2007-10-03 00:05:34 +00:00
|
|
|
if ( movetolayer_short_buts(&lay, "Bone Layers")==0 ) return;
|
|
|
|
|
if (lay==0) return;
|
|
|
|
|
|
|
|
|
|
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if (arm->layer & pchan->bone->layer) {
|
|
|
|
|
if (pchan->bone->flag & BONE_SELECTED)
|
2005-12-07 12:36:26 +00:00
|
|
|
pchan->bone->layer= lay;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2006-11-27 15:23:21 +00:00
|
|
|
BIF_undo_push("Move Bone layer");
|
2005-12-07 12:36:26 +00:00
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue(REDRAWACTION, 0);
|
|
|
|
|
allqueue(REDRAWBUTSEDIT, 0);
|
|
|
|
|
}
|
2007-10-03 00:05:34 +00:00
|
|
|
else if (G.obedit) {
|
|
|
|
|
/* must be editbone layers then */
|
|
|
|
|
EditBone *ebo;
|
|
|
|
|
|
|
|
|
|
for (ebo= G.edbo.first; ebo; ebo= ebo->next) {
|
|
|
|
|
if (arm->layer & ebo->layer) {
|
|
|
|
|
if (ebo->flag & BONE_SELECTED)
|
|
|
|
|
lay |= ebo->layer;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (lay==0) return;
|
|
|
|
|
|
|
|
|
|
if ( movetolayer_short_buts(&lay, "Bone Layers")==0 ) return;
|
|
|
|
|
if (lay==0) return;
|
|
|
|
|
|
|
|
|
|
for (ebo= G.edbo.first; ebo; ebo= ebo->next) {
|
|
|
|
|
if (arm->layer & ebo->layer) {
|
|
|
|
|
if (ebo->flag & BONE_SELECTED)
|
|
|
|
|
ebo->layer= lay;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Move Bone layer");
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue(REDRAWBUTSEDIT, 0);
|
|
|
|
|
}
|
2005-12-07 12:36:26 +00:00
|
|
|
}
|