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/* object.c
*
2002-10-12 11:37:38 +00:00
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
2002-10-12 11:37:38 +00:00
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
2002-10-12 11:37:38 +00:00
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
2002-10-12 11:37:38 +00:00
*/
#include <string.h>
#include <math.h>
#include <stdio.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
2002-10-12 11:37:38 +00:00
#include "MEM_guardedalloc.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_group_types.h"
#include "DNA_ipo_types.h"
#include "DNA_lamp_types.h"
#include "DNA_lattice_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_curve_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_nla_types.h"
2002-10-12 11:37:38 +00:00
#include "DNA_object_types.h"
#include "DNA_object_force.h"
#include "DNA_object_fluidsim.h"
#include "DNA_oops_types.h"
#include "DNA_particle_types.h"
2002-10-12 11:37:38 +00:00
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_texture_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "BKE_armature.h"
#include "BKE_action.h"
#include "BKE_bullet.h"
* Extra lamp falloff options, including custom curve! This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work. * Constant http://mke3.net/blender/devel/rendering/falloff-constant.jpg Lamp doesn't decay with distance * Inverse Linear http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance * Inverse Square http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes. * Lin/Quad weighted Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting. But much better for precise control over the lamp falloff now is: * Custom Curve This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value. Some example curves and renders: http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png http://mke3.net/blender/devel/rendering/falloff-curve1.jpg http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png http://mke3.net/blender/devel/rendering/falloff-curve2.jpg http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
#include "BKE_colortools.h"
2002-10-12 11:37:38 +00:00
#include "BKE_deform.h"
#include "BKE_DerivedMesh.h"
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#include "BKE_nla.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
#include "BKE_utildefines.h"
#include "BKE_main.h"
#include "BKE_global.h"
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_anim.h"
2002-10-12 11:37:38 +00:00
#include "BKE_blender.h"
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"
#include "BKE_curve.h"
#include "BKE_displist.h"
#include "BKE_group.h"
#include "BKE_icons.h"
2002-10-12 11:37:38 +00:00
#include "BKE_ipo.h"
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_key.h"
#include "BKE_lattice.h"
2002-10-12 11:37:38 +00:00
#include "BKE_library.h"
#include "BKE_mesh.h"
#include "BKE_mball.h"
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
#include "BKE_modifier.h"
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_object.h"
#include "BKE_particle.h"
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
#include "BKE_pointcache.h"
2002-10-12 11:37:38 +00:00
#include "BKE_property.h"
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_sca.h"
2002-10-12 11:37:38 +00:00
#include "BKE_scene.h"
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_screen.h"
OK. Here's the long awaited first step (V0.01!) of SoftBody. It is called from within mesh_modifiers (kernel deform.c). It copies vertices to a temporal particle system (struct SoftBody with BodyPoint structs) to do physics tricks with it. For each frame change the delta movements (based on standard ipo anim or even other deforms (later) are applied to the physics system. How to apply and calculate satisfying results is not my thing... so here I'll commu- nicate with others for. Since it's in the modifier stack, the SoftBody code can run entirely on original data (no displists!). Right now I've implemented 2 things; - "Goal" which is a per vertex value for how much the current position should take into account (goal=1 is without physics). This is a powerful method for artists to get control over what moves and not. Right now i read the vertex color for it. - And some spring stuff, which now only works based on force moving it to the originial location. This doesnt work with 'goal'... erhm. - You can re-use physics vars from engine, used right now is (in Object) - damping - springf (spring factor) - softflag (to set types, or activate softbody for it - The SoftBody pointer in struct Object is only runtime, nothing saved in file To prevent all users going to complain it doesn't work, I've hidden the functionality. :) The buttons to set softbody 'on' only show now (psst psst) when the object has name "soft" as first 4 characters. You can find the buttons in the F7 Particle Interaction Panel (which should be renamed 'physics properties' later or so. Demo file: http://www.blender.org/bf/softbody.blend
2004-10-01 14:04:17 +00:00
#include "BKE_softbody.h"
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#include "LBM_fluidsim.h"
#ifndef DISABLE_PYTHON
#include "BPY_extern.h"
#endif
#include "GPU_material.h"
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/* Local function protos */
static void solve_parenting (Object *ob, Object *par, float obmat[][4], float slowmat[][4], int simul);
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float originmat[3][3]; /* after where_is_object(), can be used in other functions (bad!) */
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void clear_workob(Object *workob)
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{
memset(workob, 0, sizeof(Object));
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workob->size[0]= workob->size[1]= workob->size[2]= 1.0;
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}
void copy_baseflags()
{
Base *base= G.scene->base.first;
while(base) {
base->object->flag= base->flag;
base= base->next;
}
}
void copy_objectflags()
{
Base *base= G.scene->base.first;
while(base) {
base->flag= base->object->flag;
base= base->next;
}
}
void update_base_layer(Object *ob)
{
Base *base= G.scene->base.first;
while (base) {
if (base->object == ob) base->lay= ob->lay;
base= base->next;
}
}
void object_free_particlesystems(Object *ob)
{
while(ob->particlesystem.first){
ParticleSystem *psys = ob->particlesystem.first;
BLI_remlink(&ob->particlesystem,psys);
psys_free(ob,psys);
}
}
void object_free_softbody(Object *ob)
{
if(ob->soft) {
sbFree(ob->soft);
ob->soft= NULL;
}
}
void object_free_bulletsoftbody(Object *ob)
{
if(ob->bsoft) {
bsbFree(ob->bsoft);
ob->bsoft= NULL;
}
}
void object_free_modifiers(Object *ob)
{
while (ob->modifiers.first) {
ModifierData *md = ob->modifiers.first;
BLI_remlink(&ob->modifiers, md);
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
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modifier_free(md);
}
/* particle modifiers were freed, so free the particlesystems as well */
object_free_particlesystems(ob);
/* same for softbody */
object_free_softbody(ob);
}
/* here we will collect all local displist stuff */
/* also (ab)used in depsgraph */
void object_free_display(Object *ob)
{
if(ob->derivedDeform) {
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
ob->derivedDeform->needsFree = 1;
ob->derivedDeform->release(ob->derivedDeform);
ob->derivedDeform= NULL;
}
if(ob->derivedFinal) {
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
ob->derivedFinal->needsFree = 1;
ob->derivedFinal->release(ob->derivedFinal);
ob->derivedFinal= NULL;
}
freedisplist(&ob->disp);
}
/* do not free object itself */
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void free_object(Object *ob)
{
int a;
object_free_display(ob);
/* disconnect specific data */
2002-10-12 11:37:38 +00:00
if(ob->data) {
ID *id= ob->data;
id->us--;
if(id->us==0) {
if(ob->type==OB_MESH) unlink_mesh(ob->data);
else if(ob->type==OB_CURVE) unlink_curve(ob->data);
else if(ob->type==OB_MBALL) unlink_mball(ob->data);
}
ob->data= 0;
}
for(a=0; a<ob->totcol; a++) {
if(ob->mat[a]) ob->mat[a]->id.us--;
}
if(ob->mat) MEM_freeN(ob->mat);
ob->mat= 0;
if(ob->bb) MEM_freeN(ob->bb);
ob->bb= 0;
if(ob->path) free_path(ob->path);
ob->path= 0;
if(ob->ipo) ob->ipo->id.us--;
if(ob->action) ob->action->id.us--;
if(ob->poselib) ob->poselib->id.us--;
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if(ob->dup_group) ob->dup_group->id.us--;
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if(ob->defbase.first)
BLI_freelistN(&ob->defbase);
== Bone Groups == I'm committing some work-in-progress code for "bone groups" now, as I there have been are some major bugs caused by the timeoffset stuff (some of my test files were not loading, and other files were showing all sorts of weird problems). Anyway, in this commit, the following things for "bone groups" have been done: * Bone groups are stored per armature (internally, this is per bPose block) * Added controls for editing bone-groups per armature - "add", "remove", "rename". These can be found in the "Links and Materials" panel in PoseMode, beside the settings for PoseLib. * Reorganised buttons for editing selected bones in PoseMode. I've replaced the "dist" and "weight" buttons (they existed in EditMode anyway) with a menu to choose the bone-group and the custom-shape-ob field. In the place of the old custom-shape-ob field, I've restored the "Hide" button. This might break muscle-memory a bit, but there isn't a lot of space to play with there. Some stuff I'd been originally planning to do before committing: * When adding keyframes for bones, an action-group with the same name as the bone's group will be added to the action, and the action-channel will be made a member of that. * New action/bone groups have unique names (renaming/adding new should check if name exists before assigning it) * There's a setting under Bone-Groups stuff which sets which custom-colour set is used to colour that group's bones. Currently, this is non-functional, as the necessary drawing code for armatures is not in place yet.
2008-01-20 02:55:35 +00:00
if(ob->pose)
free_pose(ob->pose);
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free_properties(&ob->prop);
object_free_modifiers(ob);
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free_sensors(&ob->sensors);
free_controllers(&ob->controllers);
free_actuators(&ob->actuators);
free_constraints(&ob->constraints);
free_constraint_channels(&ob->constraintChannels);
free_nlastrips(&ob->nlastrips);
#ifndef DISABLE_PYTHON
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BPY_free_scriptlink(&ob->scriptlink);
#endif
if(ob->pd){
if(ob->pd->tex)
ob->pd->tex->id.us--;
MEM_freeN(ob->pd);
}
if(ob->soft) sbFree(ob->soft);
if(ob->bsoft) bsbFree(ob->bsoft);
if(ob->gpulamp.first) GPU_lamp_free(ob);
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}
static void unlink_object__unlinkModifierLinks(void *userData, Object *ob, Object **obpoin)
{
Object *unlinkOb = userData;
if (*obpoin==unlinkOb) {
*obpoin = NULL;
ob->recalc |= OB_RECALC;
}
}
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void unlink_object(Object *ob)
{
Object *obt;
Material *mat;
World *wrld;
bScreen *sc;
Scene *sce;
Curve *cu;
Tex *tex;
Version 1.0 of IpoDrivers. First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
Ipo *ipo;
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Group *group;
Camera *camera;
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
bConstraint *con;
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
bActionStrip *strip;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
ModifierData *md;
2002-10-12 11:37:38 +00:00
int a;
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
2002-10-12 11:37:38 +00:00
unlink_controllers(&ob->controllers);
unlink_actuators(&ob->actuators);
/* check all objects: parents en bevels and fields, also from libraries */
2002-10-12 11:37:38 +00:00
obt= G.main->object.first;
while(obt) {
if(obt->proxy==ob)
obt->proxy= NULL;
if(obt->proxy_from==ob) {
obt->proxy_from= NULL;
obt->recalc |= OB_RECALC_OB;
}
if(obt->proxy_group==ob)
obt->proxy_group= NULL;
if(obt->parent==ob) {
obt->parent= NULL;
obt->recalc |= OB_RECALC;
}
if(obt->track==ob) {
obt->track= NULL;
obt->recalc |= OB_RECALC_OB;
}
modifiers_foreachObjectLink(obt, unlink_object__unlinkModifierLinks, ob);
if ELEM(obt->type, OB_CURVE, OB_FONT) {
cu= obt->data;
if(cu->bevobj==ob) {
cu->bevobj= NULL;
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
obt->recalc |= OB_RECALC;
2002-10-12 11:37:38 +00:00
}
if(cu->taperobj==ob) {
cu->taperobj= NULL;
obt->recalc |= OB_RECALC;
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(cu->textoncurve==ob) {
cu->textoncurve= NULL;
obt->recalc |= OB_RECALC;
2002-10-12 11:37:38 +00:00
}
}
else if(obt->type==OB_ARMATURE && obt->pose) {
bPoseChannel *pchan;
for(pchan= obt->pose->chanbase.first; pchan; pchan= pchan->next) {
for (con = pchan->constraints.first; con; con=con->next) {
bConstraintTypeInfo *cti= constraint_get_typeinfo(con);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
if (cti && cti->get_constraint_targets) {
cti->get_constraint_targets(con, &targets);
for (ct= targets.first; ct; ct= ct->next) {
if (ct->tar == ob) {
ct->tar = NULL;
strcpy(ct->subtarget, "");
obt->recalc |= OB_RECALC_DATA;
}
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(con, &targets, 0);
}
}
if(pchan->custom==ob)
pchan->custom= NULL;
}
}
sca_remove_ob_poin(obt, ob);
for (con = obt->constraints.first; con; con=con->next) {
bConstraintTypeInfo *cti= constraint_get_typeinfo(con);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
if (cti && cti->get_constraint_targets) {
cti->get_constraint_targets(con, &targets);
for (ct= targets.first; ct; ct= ct->next) {
if (ct->tar == ob) {
ct->tar = NULL;
strcpy(ct->subtarget, "");
obt->recalc |= OB_RECALC_DATA;
}
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(con, &targets, 0);
}
}
/* object is deflector or field */
if(ob->pd) {
if(obt->soft)
obt->recalc |= OB_RECALC_DATA;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
/* cloth */
for(md=obt->modifiers.first; md; md=md->next)
if(md->type == eModifierType_Cloth)
obt->recalc |= OB_RECALC_DATA;
}
/* strips */
for(strip= obt->nlastrips.first; strip; strip= strip->next) {
if(strip->object==ob)
strip->object= NULL;
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if(strip->modifiers.first) {
bActionModifier *amod;
for(amod= strip->modifiers.first; amod; amod= amod->next)
if(amod->ob==ob)
amod->ob= NULL;
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
}
2002-10-12 11:37:38 +00:00
}
/* particle systems */
if(obt->particlesystem.first) {
ParticleSystem *tpsys= obt->particlesystem.first;
for(; tpsys; tpsys=tpsys->next) {
if(tpsys->keyed_ob==ob) {
ParticleSystem *psys= BLI_findlink(&ob->particlesystem,tpsys->keyed_psys-1);
if(psys && psys->keyed_ob) {
tpsys->keyed_ob= psys->keyed_ob;
tpsys->keyed_psys= psys->keyed_psys;
}
else
tpsys->keyed_ob= NULL;
obt->recalc |= OB_RECALC_DATA;
}
if(tpsys->target_ob==ob) {
tpsys->target_ob= NULL;
obt->recalc |= OB_RECALC_DATA;
}
if(tpsys->part->dup_ob==ob)
tpsys->part->dup_ob= NULL;
if(tpsys->part->flag&PART_STICKY) {
ParticleData *pa;
int p;
for(p=0,pa=tpsys->particles; p<tpsys->totpart; p++,pa++) {
if(pa->stick_ob==ob) {
pa->stick_ob= 0;
pa->flag &= ~PARS_STICKY;
}
}
}
}
if(ob->pd)
obt->recalc |= OB_RECALC_DATA;
}
2002-10-12 11:37:38 +00:00
obt= obt->id.next;
}
/* materials */
2002-10-12 11:37:38 +00:00
mat= G.main->mat.first;
while(mat) {
for(a=0; a<MAX_MTEX; a++) {
2002-10-12 11:37:38 +00:00
if(mat->mtex[a] && ob==mat->mtex[a]->object) {
/* actually, test for lib here... to do */
Version 1.0 of IpoDrivers. First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
mat->mtex[a]->object= NULL;
2002-10-12 11:37:38 +00:00
}
}
mat= mat->id.next;
}
/* textures */
tex= G.main->tex.first;
while(tex) {
if(tex->env) {
Version 1.0 of IpoDrivers. First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
if(tex->env->object == ob) tex->env->object= NULL;
2002-10-12 11:37:38 +00:00
}
tex= tex->id.next;
}
/* mballs */
if(ob->type==OB_MBALL) {
obt= find_basis_mball(ob);
if(obt) freedisplist(&obt->disp);
}
/* worlds */
wrld= G.main->world.first;
while(wrld) {
Version 1.0 of IpoDrivers. First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
if(wrld->id.lib==NULL) {
for(a=0; a<MAX_MTEX; a++) {
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if(wrld->mtex[a] && ob==wrld->mtex[a]->object)
Version 1.0 of IpoDrivers. First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
wrld->mtex[a]->object= NULL;
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}
}
wrld= wrld->id.next;
}
/* scenes */
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sce= G.main->scene.first;
while(sce) {
Version 1.0 of IpoDrivers. First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
if(sce->id.lib==NULL) {
if(sce->camera==ob) sce->camera= NULL;
2002-10-12 11:37:38 +00:00
}
sce= sce->id.next;
}
Version 1.0 of IpoDrivers. First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
/* ipos */
ipo= G.main->ipo.first;
while(ipo) {
if(ipo->id.lib==NULL) {
IpoCurve *icu;
for(icu= ipo->curve.first; icu; icu= icu->next) {
if(icu->driver && icu->driver->ob==ob)
icu->driver->ob= NULL;
}
}
ipo= ipo->id.next;
}
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/* screens */
sc= G.main->screen.first;
while(sc) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
if(v3d->camera==ob) {
Version 1.0 of IpoDrivers. First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
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v3d->camera= NULL;
if(v3d->persp==V3D_CAMOB) v3d->persp= V3D_PERSP;
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}
if(v3d->localvd && v3d->localvd->camera==ob ) {
Version 1.0 of IpoDrivers. First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
v3d->localvd->camera= NULL;
if(v3d->localvd->persp==V3D_CAMOB) v3d->localvd->persp= V3D_PERSP;
2002-10-12 11:37:38 +00:00
}
}
else if(sl->spacetype==SPACE_IPO) {
SpaceIpo *sipo= (SpaceIpo *)sl;
if(sipo->from == (ID *)ob) sipo->from= NULL;
}
else if(sl->spacetype==SPACE_OOPS) {
SpaceOops *so= (SpaceOops *)sl;
Oops *oops;
oops= so->oops.first;
while(oops) {
if(oops->id==(ID *)ob) oops->id= NULL;
oops= oops->next;
}
if(so->treestore) {
TreeStoreElem *tselem= so->treestore->data;
int a;
for(a=0; a<so->treestore->usedelem; a++, tselem++) {
if(tselem->id==(ID *)ob) tselem->id= NULL;
}
}
so->lockpoin= NULL;
}
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}
sa= sa->next;
}
sc= sc->id.next;
}
/* groups */
group= G.main->group.first;
while(group) {
rem_from_group(group, ob);
group= group->id.next;
}
/* cameras */
camera= G.main->camera.first;
while(camera) {
if (camera->dof_ob==ob) {
camera->dof_ob = NULL;
}
camera= camera->id.next;
}
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}
int exist_object(Object *obtest)
{
Object *ob;
if(obtest==NULL) return 0;
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ob= G.main->object.first;
while(ob) {
if(ob==obtest) return 1;
ob= ob->id.next;
}
return 0;
}
void *add_camera(char *name)
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{
Camera *cam;
cam= alloc_libblock(&G.main->camera, ID_CA, name);
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cam->lens= 35.0f;
cam->angle= 49.14f;
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cam->clipsta= 0.1f;
cam->clipend= 100.0f;
cam->drawsize= 0.5f;
cam->ortho_scale= 6.0;
cam->flag |= CAM_SHOWTITLESAFE;
cam->passepartalpha = 0.2f;
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return cam;
}
Camera *copy_camera(Camera *cam)
{
Camera *camn;
camn= copy_libblock(cam);
id_us_plus((ID *)camn->ipo);
#ifndef DISABLE_PYTHON
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BPY_copy_scriptlink(&camn->scriptlink);
#endif
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return camn;
}
void make_local_camera(Camera *cam)
{
Object *ob;
Camera *camn;
int local=0, lib=0;
/* - only lib users: do nothing
* - only local users: set flag
* - mixed: make copy
*/
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if(cam->id.lib==0) return;
if(cam->id.us==1) {
cam->id.lib= 0;
cam->id.flag= LIB_LOCAL;
new_id(0, (ID *)cam, 0);
return;
}
ob= G.main->object.first;
while(ob) {
if(ob->data==cam) {
if(ob->id.lib) lib= 1;
else local= 1;
}
ob= ob->id.next;
}
if(local && lib==0) {
cam->id.lib= 0;
cam->id.flag= LIB_LOCAL;
new_id(0, (ID *)cam, 0);
}
else if(local && lib) {
camn= copy_camera(cam);
camn->id.us= 0;
ob= G.main->object.first;
while(ob) {
if(ob->data==cam) {
if(ob->id.lib==0) {
ob->data= camn;
camn->id.us++;
cam->id.us--;
}
}
ob= ob->id.next;
}
}
}
/* get the camera's dof value, takes the dof object into account */
float dof_camera(Object *ob)
{
Camera *cam = (Camera *)ob->data;
if (ob->type != OB_CAMERA)
return 0.0;
if (cam->dof_ob) {
/* too simple, better to return the distance on the view axis only
* return VecLenf(ob->obmat[3], cam->dof_ob->obmat[3]); */
float mat[4][4], obmat[4][4];
Mat4CpyMat4(obmat, ob->obmat);
Mat4Ortho(obmat);
Mat4Invert(ob->imat, obmat);
Mat4MulMat4(mat, cam->dof_ob->obmat, ob->imat);
return fabs(mat[3][2]);
}
return cam->YF_dofdist;
}
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void *add_lamp(char *name)
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{
Lamp *la;
la= alloc_libblock(&G.main->lamp, ID_LA, name);
2002-10-12 11:37:38 +00:00
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
la->r= la->g= la->b= la->k= 1.0;
2002-10-12 11:37:38 +00:00
la->haint= la->energy= 1.0;
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
la->dist= 20.0;
la->spotsize= 45.0;
la->spotblend= 0.15;
la->att2= 1.0;
la->mode= LA_SHAD_BUF;
2002-10-12 11:37:38 +00:00
la->bufsize= 512;
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
la->clipsta= 0.5;
la->clipend= 40.0;
la->shadspotsize= 45.0;
2002-10-12 11:37:38 +00:00
la->samp= 3;
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
la->bias= 1.0;
la->soft= 3.0;
la->ray_samp= la->ray_sampy= la->ray_sampz= 1;
la->area_size=la->area_sizey=la->area_sizez= 1.0;
la->buffers= 1;
la->buftype= LA_SHADBUF_HALFWAY;
la->ray_samp_method = LA_SAMP_HALTON;
la->adapt_thresh = 0.001;
la->preview=NULL;
* Extra lamp falloff options, including custom curve! This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work. * Constant http://mke3.net/blender/devel/rendering/falloff-constant.jpg Lamp doesn't decay with distance * Inverse Linear http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance * Inverse Square http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes. * Lin/Quad weighted Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting. But much better for precise control over the lamp falloff now is: * Custom Curve This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value. Some example curves and renders: http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png http://mke3.net/blender/devel/rendering/falloff-curve1.jpg http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png http://mke3.net/blender/devel/rendering/falloff-curve2.jpg http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
la->falloff_type = LA_FALLOFF_INVLINEAR;
la->curfalloff = curvemapping_add(1, 0.0f, 1.0f, 1.0f, 0.0f);
la->sun_effect_type = 0;
la->horizon_brightness = 1.0;
la->spread = 1.0;
la->sun_brightness = 1.0;
la->sun_size = 1.0;
la->backscattered_light = 1.0;
la->atm_turbidity = 2.0;
la->atm_inscattering_factor = 1.0;
la->atm_extinction_factor = 1.0;
la->atm_distance_factor = 1.0;
la->sun_intensity = 1.0;
la->skyblendtype= MA_RAMP_ADD;
la->skyblendfac= 1.0f;
la->sky_colorspace= BLI_CS_CIE;
la->sky_exposure= 1.0f;
* Extra lamp falloff options, including custom curve! This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work. * Constant http://mke3.net/blender/devel/rendering/falloff-constant.jpg Lamp doesn't decay with distance * Inverse Linear http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance * Inverse Square http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes. * Lin/Quad weighted Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting. But much better for precise control over the lamp falloff now is: * Custom Curve This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value. Some example curves and renders: http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png http://mke3.net/blender/devel/rendering/falloff-curve1.jpg http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png http://mke3.net/blender/devel/rendering/falloff-curve2.jpg http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
curvemapping_initialize(la->curfalloff);
2002-10-12 11:37:38 +00:00
return la;
}
Lamp *copy_lamp(Lamp *la)
{
Lamp *lan;
int a;
lan= copy_libblock(la);
for(a=0; a<MAX_MTEX; a++) {
2002-10-12 11:37:38 +00:00
if(lan->mtex[a]) {
lan->mtex[a]= MEM_mallocN(sizeof(MTex), "copylamptex");
memcpy(lan->mtex[a], la->mtex[a], sizeof(MTex));
id_us_plus((ID *)lan->mtex[a]->tex);
}
}
* Extra lamp falloff options, including custom curve! This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work. * Constant http://mke3.net/blender/devel/rendering/falloff-constant.jpg Lamp doesn't decay with distance * Inverse Linear http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance * Inverse Square http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes. * Lin/Quad weighted Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting. But much better for precise control over the lamp falloff now is: * Custom Curve This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value. Some example curves and renders: http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png http://mke3.net/blender/devel/rendering/falloff-curve1.jpg http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png http://mke3.net/blender/devel/rendering/falloff-curve2.jpg http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
lan->curfalloff = curvemapping_copy(la->curfalloff);
2002-10-12 11:37:38 +00:00
id_us_plus((ID *)lan->ipo);
if (la->preview) lan->preview = BKE_previewimg_copy(la->preview);
#ifndef DISABLE_PYTHON
2002-10-12 11:37:38 +00:00
BPY_copy_scriptlink(&la->scriptlink);
#endif
2002-10-12 11:37:38 +00:00
return lan;
}
void make_local_lamp(Lamp *la)
{
Object *ob;
Lamp *lan;
int local=0, lib=0;
/* - only lib users: do nothing
* - only local users: set flag
* - mixed: make copy
*/
2002-10-12 11:37:38 +00:00
if(la->id.lib==0) return;
if(la->id.us==1) {
la->id.lib= 0;
la->id.flag= LIB_LOCAL;
new_id(0, (ID *)la, 0);
return;
}
ob= G.main->object.first;
while(ob) {
if(ob->data==la) {
if(ob->id.lib) lib= 1;
else local= 1;
}
ob= ob->id.next;
}
if(local && lib==0) {
la->id.lib= 0;
la->id.flag= LIB_LOCAL;
new_id(0, (ID *)la, 0);
}
else if(local && lib) {
lan= copy_lamp(la);
lan->id.us= 0;
ob= G.main->object.first;
while(ob) {
if(ob->data==la) {
if(ob->id.lib==0) {
ob->data= lan;
lan->id.us++;
la->id.us--;
}
}
ob= ob->id.next;
}
}
}
void free_camera(Camera *ca)
{
#ifndef DISABLE_PYTHON
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BPY_free_scriptlink(&ca->scriptlink);
#endif
2002-10-12 11:37:38 +00:00
}
void free_lamp(Lamp *la)
{
MTex *mtex;
int a;
/* scriptlinks */
#ifndef DISABLE_PYTHON
2002-10-12 11:37:38 +00:00
BPY_free_scriptlink(&la->scriptlink);
#endif
* Extra lamp falloff options, including custom curve! This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work. * Constant http://mke3.net/blender/devel/rendering/falloff-constant.jpg Lamp doesn't decay with distance * Inverse Linear http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance * Inverse Square http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes. * Lin/Quad weighted Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting. But much better for precise control over the lamp falloff now is: * Custom Curve This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value. Some example curves and renders: http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png http://mke3.net/blender/devel/rendering/falloff-curve1.jpg http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png http://mke3.net/blender/devel/rendering/falloff-curve2.jpg http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
for(a=0; a<MAX_MTEX; a++) {
2002-10-12 11:37:38 +00:00
mtex= la->mtex[a];
if(mtex && mtex->tex) mtex->tex->id.us--;
if(mtex) MEM_freeN(mtex);
}
la->ipo= 0;
* Extra lamp falloff options, including custom curve! This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work. * Constant http://mke3.net/blender/devel/rendering/falloff-constant.jpg Lamp doesn't decay with distance * Inverse Linear http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance * Inverse Square http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes. * Lin/Quad weighted Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting. But much better for precise control over the lamp falloff now is: * Custom Curve This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value. Some example curves and renders: http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png http://mke3.net/blender/devel/rendering/falloff-curve1.jpg http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png http://mke3.net/blender/devel/rendering/falloff-curve2.jpg http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
curvemapping_free(la->curfalloff);
BKE_previewimg_free(&la->preview);
BKE_icon_delete(&la->id);
la->id.icon_id = 0;
2002-10-12 11:37:38 +00:00
}
void *add_wave()
{
return 0;
}
/* *************************************************** */
static void *add_obdata_from_type(int type)
{
switch (type) {
case OB_MESH: G.totmesh++; return add_mesh("Mesh");
case OB_CURVE: G.totcurve++; return add_curve("Curve", OB_CURVE);
case OB_SURF: G.totcurve++; return add_curve("Surf", OB_SURF);
case OB_FONT: return add_curve("Text", OB_FONT);
case OB_MBALL: return add_mball("Meta");
case OB_CAMERA: return add_camera("Camera");
case OB_LAMP: G.totlamp++; return add_lamp("Lamp");
case OB_LATTICE: return add_lattice("Lattice");
2002-10-12 11:37:38 +00:00
case OB_WAVE: return add_wave();
case OB_ARMATURE: return add_armature("Armature");
2002-10-12 11:37:38 +00:00
case OB_EMPTY: return NULL;
default:
printf("add_obdata_from_type: Internal error, bad type: %d\n", type);
return NULL;
}
}
static char *get_obdata_defname(int type)
{
switch (type) {
case OB_MESH: return "Mesh";
case OB_CURVE: return "Curve";
case OB_SURF: return "Surf";
case OB_FONT: return "Font";
case OB_MBALL: return "Mball";
case OB_CAMERA: return "Camera";
case OB_LAMP: return "Lamp";
case OB_LATTICE: return "Lattice";
case OB_WAVE: return "Wave";
case OB_ARMATURE: return "Armature";
case OB_EMPTY: return "Empty";
default:
printf("get_obdata_defname: Internal error, bad type: %d\n", type);
return "Empty";
}
}
/* more general add: creates minimum required data, but without vertices etc. */
Object *add_only_object(int type, char *name)
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{
Object *ob;
ob= alloc_libblock(&G.main->object, ID_OB, name);
G.totobj++;
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/* default object vars */
ob->type= type;
/* ob->transflag= OB_QUAT; */
#if 0 /* not used yet */
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QuatOne(ob->quat);
QuatOne(ob->dquat);
#endif
2002-10-12 11:37:38 +00:00
ob->col[0]= ob->col[1]= ob->col[2]= 1.0;
2002-10-12 11:37:38 +00:00
ob->col[3]= 1.0;
2002-10-12 11:37:38 +00:00
ob->loc[0]= ob->loc[1]= ob->loc[2]= 0.0;
ob->rot[0]= ob->rot[1]= ob->rot[2]= 0.0;
ob->size[0]= ob->size[1]= ob->size[2]= 1.0;
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
Mat4One(ob->constinv);
2002-10-12 11:37:38 +00:00
Mat4One(ob->parentinv);
Mat4One(ob->obmat);
ob->dt= OB_SHADED;
if(U.flag & USER_MAT_ON_OB) ob->colbits= -1;
ob->empty_drawtype= OB_ARROWS;
ob->empty_drawsize= 1.0;
2002-10-12 11:37:38 +00:00
if(type==OB_CAMERA || type==OB_LAMP) {
ob->trackflag= OB_NEGZ;
ob->upflag= OB_POSY;
}
else {
ob->trackflag= OB_POSY;
ob->upflag= OB_POSZ;
}
ob->ipoflag = OB_OFFS_OB+OB_OFFS_PARENT;
ob->ipowin= ID_OB; /* the ipowin shown */
2002-10-12 11:37:38 +00:00
ob->dupon= 1; ob->dupoff= 0;
ob->dupsta= 1; ob->dupend= 100;
ob->dupfacesca = 1.0;
2002-10-12 11:37:38 +00:00
/* Game engine defaults*/
2002-10-12 11:37:38 +00:00
ob->mass= ob->inertia= 1.0f;
ob->formfactor= 0.4f;
ob->damping= 0.04f;
ob->rdamping= 0.1f;
ob->anisotropicFriction[0] = 1.0f;
ob->anisotropicFriction[1] = 1.0f;
ob->anisotropicFriction[2] = 1.0f;
ob->gameflag= OB_PROP|OB_COLLISION;
BGE patch: new Physics button and margin parameter in Logic panel. Change subversion. The Physics button controls the creation of a physics representation of the object when starting the game. If the button is not selected, the object is a pure graphical object with no physics representation and all the other physics buttons are hidden. Selecting this button gives access to the usual physics buttons. The physics button is enabled by default to match previous Blender behavior. The margin parameter allows to control the collision margin from the UI. Previously, this parameter was only accessible through Python. By default, the collision margin is set to 0.0 on static objects and 0.06 on dynamic objects. To maintain compatibility with older games, the collision margin is set to 0.06 on all objects when loading older blend file. Note about the collision algorithms in Bullet 2.71 -------------------------------------------------- Bullet 2.71 handles the collision margin differently than Bullet 2.53 (the previous Bullet version in Blender). The collision margin is now kept "inside" the object for box, sphere and cylinder bound shapes. This means that two objects bound to any of these shape will come in close contact when colliding. The static mesh, convex hull and cone shapes still have their collision margin "outside" the object, which leaves a space of 1 or 2 times the collision margin between objects. The situation with Bullet 2.53 was more complicated, generally leading to more space between objects, except for box-box collisions. This means that running a old game under Bullet 2.71 may cause visual problems, especially if the objects are small. You can fix these problems by changing some visual aspect of the objects: center, shape, size, position of children, etc.
2008-09-14 19:34:06 +00:00
ob->margin = 0.0;
/* NT fluid sim defaults */
ob->fluidsimFlag = 0;
ob->fluidsimSettings = NULL;
return ob;
}
/* general add: to G.scene, with layer from area and default name */
/* creates minimum required data, but without vertices etc. */
Object *add_object(int type)
{
Object *ob;
Base *base;
char name[32];
strcpy(name, get_obdata_defname(type));
ob = add_only_object(type, name);
2002-10-12 11:37:38 +00:00
ob->data= add_obdata_from_type(type);
2002-10-12 11:37:38 +00:00
ob->lay= G.scene->lay;
base= scene_add_base(G.scene, ob);
scene_select_base(G.scene, base);
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
ob->recalc |= OB_RECALC;
2002-10-12 11:37:38 +00:00
return ob;
}
void base_init_from_view3d(Base *base, View3D *v3d)
{
Object *ob= base->object;
if (!v3d) {
/* no 3d view, this wont happen often */
base->lay = 1;
VECCOPY(ob->loc, G.scene->cursor);
/* return now because v3d->viewquat isnt available */
return;
} else if (v3d->localview) {
2002-10-12 11:37:38 +00:00
base->lay= ob->lay= v3d->layact + v3d->lay;
VECCOPY(ob->loc, v3d->cursor);
} else {
base->lay= ob->lay= v3d->layact;
VECCOPY(ob->loc, G.scene->cursor);
}
* Two usability tweaks in adding objects, with user prefs This changes the default behaviour in adding new objects, which has been discussed for a long time, in person, on the funboard, and in the tracker, and was agreed to be implemented during the 2.5 release cycle, so here it is. They have been made default, with preferences to bring back old behaviour since although people like myself still prefer the new default anyway, it will benefit new users the most. The preferences are in the 'Edit Methods' section, changing back to old behaviour is as simple as a click of a button. - Switch to edit mode preference By default, now adding a new object doesn't automatically switch to edit mode. Not only can this be annoying (most of the time when setting up scenes and models I don't want to edit it straight away anyway), but it's a major hurdle in the learning curve that new users have had to deal with at a very early stage. Blender's different modes are an important part of understanding how the software works and should have clear behaviour. The problem is that when a user selects something from the add menu, he's not telling Blender to change modes, he wants to add an object. But Blender then goes ahead and changes modes underneath him anyway, something that was never explicitly asked for, something that's unrelated to the mental task at hand, and fundamentally important to the operation of the software. We observed plenty of people struggling with this during the training sessions that we ran during Project Orange, and there's also no shortage of "why can't I select other objects" questions on the forums. - Aligned to View preference Now by default, adding a new object doesn't rotate it so it's aligned facing the view, but rather, it's remains unrotated in world space. This is something that's more of a convenience issue (allowing people like me to stop the 'Add->Tab->Alt R dance), but also makes things easier for new users, especially when doing things like rigging. For a lot of tools in Blender, like curve deform, path cycling, constraints, it's necessary for your objects' local axes to be aligned. This requirement isn't that obvious, and I've had to debug rigs a few times from the animator in our studio, who has everything set up correctly, but he just happened to be in a different vie at the time he added the object, so they're misaligned and causing problems. Having all objects get created aligned to worldspace, by default, makes a lot of these problems go away. It's much more understandable when rotations are caused by something you've done explicitly, rather than as a side effect of the software. For convenience as well, most of the time, when I'm working in context and I decide I need a new object, particularly working on production scenes that involve more than just one model, an Alt R is almost always required after adding, since I don't want to have to disrupt the current view of the scene by switching to top view, just to add an object. It's a bit arbitrary, the view from which you want to look at your objects isn't usually the way you want them to be looking at you.
2007-10-31 21:55:06 +00:00
if (U.flag & USER_ADD_VIEWALIGNED) {
v3d->viewquat[0]= -v3d->viewquat[0];
/* Quats arnt used yet */
/*if (ob->transflag & OB_QUAT) {
* Two usability tweaks in adding objects, with user prefs This changes the default behaviour in adding new objects, which has been discussed for a long time, in person, on the funboard, and in the tracker, and was agreed to be implemented during the 2.5 release cycle, so here it is. They have been made default, with preferences to bring back old behaviour since although people like myself still prefer the new default anyway, it will benefit new users the most. The preferences are in the 'Edit Methods' section, changing back to old behaviour is as simple as a click of a button. - Switch to edit mode preference By default, now adding a new object doesn't automatically switch to edit mode. Not only can this be annoying (most of the time when setting up scenes and models I don't want to edit it straight away anyway), but it's a major hurdle in the learning curve that new users have had to deal with at a very early stage. Blender's different modes are an important part of understanding how the software works and should have clear behaviour. The problem is that when a user selects something from the add menu, he's not telling Blender to change modes, he wants to add an object. But Blender then goes ahead and changes modes underneath him anyway, something that was never explicitly asked for, something that's unrelated to the mental task at hand, and fundamentally important to the operation of the software. We observed plenty of people struggling with this during the training sessions that we ran during Project Orange, and there's also no shortage of "why can't I select other objects" questions on the forums. - Aligned to View preference Now by default, adding a new object doesn't rotate it so it's aligned facing the view, but rather, it's remains unrotated in world space. This is something that's more of a convenience issue (allowing people like me to stop the 'Add->Tab->Alt R dance), but also makes things easier for new users, especially when doing things like rigging. For a lot of tools in Blender, like curve deform, path cycling, constraints, it's necessary for your objects' local axes to be aligned. This requirement isn't that obvious, and I've had to debug rigs a few times from the animator in our studio, who has everything set up correctly, but he just happened to be in a different vie at the time he added the object, so they're misaligned and causing problems. Having all objects get created aligned to worldspace, by default, makes a lot of these problems go away. It's much more understandable when rotations are caused by something you've done explicitly, rather than as a side effect of the software. For convenience as well, most of the time, when I'm working in context and I decide I need a new object, particularly working on production scenes that involve more than just one model, an Alt R is almost always required after adding, since I don't want to have to disrupt the current view of the scene by switching to top view, just to add an object. It's a bit arbitrary, the view from which you want to look at your objects isn't usually the way you want them to be looking at you.
2007-10-31 21:55:06 +00:00
QUATCOPY(ob->quat, v3d->viewquat);
} else {*/
* Two usability tweaks in adding objects, with user prefs This changes the default behaviour in adding new objects, which has been discussed for a long time, in person, on the funboard, and in the tracker, and was agreed to be implemented during the 2.5 release cycle, so here it is. They have been made default, with preferences to bring back old behaviour since although people like myself still prefer the new default anyway, it will benefit new users the most. The preferences are in the 'Edit Methods' section, changing back to old behaviour is as simple as a click of a button. - Switch to edit mode preference By default, now adding a new object doesn't automatically switch to edit mode. Not only can this be annoying (most of the time when setting up scenes and models I don't want to edit it straight away anyway), but it's a major hurdle in the learning curve that new users have had to deal with at a very early stage. Blender's different modes are an important part of understanding how the software works and should have clear behaviour. The problem is that when a user selects something from the add menu, he's not telling Blender to change modes, he wants to add an object. But Blender then goes ahead and changes modes underneath him anyway, something that was never explicitly asked for, something that's unrelated to the mental task at hand, and fundamentally important to the operation of the software. We observed plenty of people struggling with this during the training sessions that we ran during Project Orange, and there's also no shortage of "why can't I select other objects" questions on the forums. - Aligned to View preference Now by default, adding a new object doesn't rotate it so it's aligned facing the view, but rather, it's remains unrotated in world space. This is something that's more of a convenience issue (allowing people like me to stop the 'Add->Tab->Alt R dance), but also makes things easier for new users, especially when doing things like rigging. For a lot of tools in Blender, like curve deform, path cycling, constraints, it's necessary for your objects' local axes to be aligned. This requirement isn't that obvious, and I've had to debug rigs a few times from the animator in our studio, who has everything set up correctly, but he just happened to be in a different vie at the time he added the object, so they're misaligned and causing problems. Having all objects get created aligned to worldspace, by default, makes a lot of these problems go away. It's much more understandable when rotations are caused by something you've done explicitly, rather than as a side effect of the software. For convenience as well, most of the time, when I'm working in context and I decide I need a new object, particularly working on production scenes that involve more than just one model, an Alt R is almost always required after adding, since I don't want to have to disrupt the current view of the scene by switching to top view, just to add an object. It's a bit arbitrary, the view from which you want to look at your objects isn't usually the way you want them to be looking at you.
2007-10-31 21:55:06 +00:00
QuatToEul(v3d->viewquat, ob->rot);
/*}*/
* Two usability tweaks in adding objects, with user prefs This changes the default behaviour in adding new objects, which has been discussed for a long time, in person, on the funboard, and in the tracker, and was agreed to be implemented during the 2.5 release cycle, so here it is. They have been made default, with preferences to bring back old behaviour since although people like myself still prefer the new default anyway, it will benefit new users the most. The preferences are in the 'Edit Methods' section, changing back to old behaviour is as simple as a click of a button. - Switch to edit mode preference By default, now adding a new object doesn't automatically switch to edit mode. Not only can this be annoying (most of the time when setting up scenes and models I don't want to edit it straight away anyway), but it's a major hurdle in the learning curve that new users have had to deal with at a very early stage. Blender's different modes are an important part of understanding how the software works and should have clear behaviour. The problem is that when a user selects something from the add menu, he's not telling Blender to change modes, he wants to add an object. But Blender then goes ahead and changes modes underneath him anyway, something that was never explicitly asked for, something that's unrelated to the mental task at hand, and fundamentally important to the operation of the software. We observed plenty of people struggling with this during the training sessions that we ran during Project Orange, and there's also no shortage of "why can't I select other objects" questions on the forums. - Aligned to View preference Now by default, adding a new object doesn't rotate it so it's aligned facing the view, but rather, it's remains unrotated in world space. This is something that's more of a convenience issue (allowing people like me to stop the 'Add->Tab->Alt R dance), but also makes things easier for new users, especially when doing things like rigging. For a lot of tools in Blender, like curve deform, path cycling, constraints, it's necessary for your objects' local axes to be aligned. This requirement isn't that obvious, and I've had to debug rigs a few times from the animator in our studio, who has everything set up correctly, but he just happened to be in a different vie at the time he added the object, so they're misaligned and causing problems. Having all objects get created aligned to worldspace, by default, makes a lot of these problems go away. It's much more understandable when rotations are caused by something you've done explicitly, rather than as a side effect of the software. For convenience as well, most of the time, when I'm working in context and I decide I need a new object, particularly working on production scenes that involve more than just one model, an Alt R is almost always required after adding, since I don't want to have to disrupt the current view of the scene by switching to top view, just to add an object. It's a bit arbitrary, the view from which you want to look at your objects isn't usually the way you want them to be looking at you.
2007-10-31 21:55:06 +00:00
v3d->viewquat[0]= -v3d->viewquat[0];
2002-10-12 11:37:38 +00:00
}
}
SoftBody *copy_softbody(SoftBody *sb)
{
SoftBody *sbn;
if (sb==NULL) return(NULL);
sbn= MEM_dupallocN(sb);
sbn->totspring= sbn->totpoint= 0;
sbn->bpoint= NULL;
sbn->bspring= NULL;
sbn->keys= NULL;
sbn->totkey= sbn->totpointkey= 0;
sbn->scratch= NULL;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
sbn->pointcache= BKE_ptcache_copy(sb->pointcache);
return sbn;
}
BulletSoftBody *copy_bulletsoftbody(BulletSoftBody *bsb)
{
BulletSoftBody *bsbn;
if (bsb == NULL)
return NULL;
bsbn = MEM_dupallocN(bsb);
/* no pointer in this structure yet */
return bsbn;
}
ParticleSystem *copy_particlesystem(ParticleSystem *psys)
{
ParticleSystem *psysn;
ParticleData *pa;
int a;
psysn= MEM_dupallocN(psys);
psysn->particles= MEM_dupallocN(psys->particles);
psysn->child= MEM_dupallocN(psys->child);
for(a=0, pa=psysn->particles; a<psysn->totpart; a++, pa++) {
if(pa->hair)
pa->hair= MEM_dupallocN(pa->hair);
if(pa->keys)
pa->keys= MEM_dupallocN(pa->keys);
}
if(psys->soft) {
psysn->soft= copy_softbody(psys->soft);
psysn->soft->particles = psysn;
}
psysn->pathcache= NULL;
psysn->childcache= NULL;
psysn->edit= NULL;
psysn->effectors.first= psysn->effectors.last= 0;
psysn->pathcachebufs.first = psysn->pathcachebufs.last = NULL;
psysn->childcachebufs.first = psysn->childcachebufs.last = NULL;
psysn->reactevents.first = psysn->reactevents.last = NULL;
psysn->renderdata = NULL;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
psysn->pointcache= BKE_ptcache_copy(psys->pointcache);
id_us_plus((ID *)psysn->part);
return psysn;
}
void copy_object_particlesystems(Object *obn, Object *ob)
{
ParticleSystemModifierData *psmd;
ParticleSystem *psys, *npsys;
ModifierData *md;
obn->particlesystem.first= obn->particlesystem.last= NULL;
for(psys=ob->particlesystem.first; psys; psys=psys->next) {
npsys= copy_particlesystem(psys);
BLI_addtail(&obn->particlesystem, npsys);
/* need to update particle modifiers too */
for(md=obn->modifiers.first; md; md=md->next) {
if(md->type==eModifierType_ParticleSystem) {
psmd= (ParticleSystemModifierData*)md;
if(psmd->psys==psys)
psmd->psys= npsys;
}
}
}
}
void copy_object_softbody(Object *obn, Object *ob)
{
if(ob->soft)
obn->soft= copy_softbody(ob->soft);
}
static void copy_object_pose(Object *obn, Object *ob)
{
bPoseChannel *chan;
/* note: need to clear obn->pose pointer first, so that copy_pose works (otherwise there's a crash) */
obn->pose= NULL;
copy_pose(&obn->pose, ob->pose, 1); /* 1 = copy constraints */
for (chan = obn->pose->chanbase.first; chan; chan=chan->next){
bConstraint *con;
chan->flag &= ~(POSE_LOC|POSE_ROT|POSE_SIZE);
for (con= chan->constraints.first; con; con= con->next) {
bConstraintTypeInfo *cti= constraint_get_typeinfo(con);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
/* note that we can't change lib linked ipo blocks. for making
* proxies this still works correct however because the object
* is changed to object->proxy_from when evaluating the driver. */
if(con->ipo && !con->ipo->id.lib) {
IpoCurve *icu;
for(icu= con->ipo->curve.first; icu; icu= icu->next) {
if(icu->driver && icu->driver->ob==ob)
icu->driver->ob= obn;
}
}
if (cti && cti->get_constraint_targets) {
cti->get_constraint_targets(con, &targets);
for (ct= targets.first; ct; ct= ct->next) {
if (ct->tar == ob)
ct->tar = obn;
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(con, &targets, 0);
}
}
}
}
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Object *copy_object(Object *ob)
{
Object *obn;
ModifierData *md;
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int a;
obn= copy_libblock(ob);
if(ob->totcol) {
obn->mat= MEM_dupallocN(ob->mat);
}
if(ob->bb) obn->bb= MEM_dupallocN(ob->bb);
obn->path= NULL;
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obn->flag &= ~OB_FROMGROUP;
obn->modifiers.first = obn->modifiers.last= NULL;
for (md=ob->modifiers.first; md; md=md->next) {
ModifierData *nmd = modifier_new(md->type);
modifier_copyData(md, nmd);
BLI_addtail(&obn->modifiers, nmd);
}
#ifndef DISABLE_PYTHON
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BPY_copy_scriptlink(&ob->scriptlink);
#endif
obn->prop.first = obn->prop.last = NULL;
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copy_properties(&obn->prop, &ob->prop);
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copy_sensors(&obn->sensors, &ob->sensors);
copy_controllers(&obn->controllers, &ob->controllers);
copy_actuators(&obn->actuators, &ob->actuators);
if(ob->pose) {
copy_object_pose(obn, ob);
/* backwards compat... non-armatures can get poses in older files? */
if(ob->type==OB_ARMATURE)
armature_rebuild_pose(obn, obn->data);
}
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copy_defgroups(&obn->defbase, &ob->defbase);
copy_nlastrips(&obn->nlastrips, &ob->nlastrips);
copy_constraints (&obn->constraints, &ob->constraints);
clone_constraint_channels (&obn->constraintChannels, &ob->constraintChannels);
/* increase user numbers */
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id_us_plus((ID *)obn->data);
id_us_plus((ID *)obn->ipo);
id_us_plus((ID *)obn->action);
id_us_plus((ID *)obn->dup_group);
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for(a=0; a<obn->totcol; a++) id_us_plus((ID *)obn->mat[a]);
obn->disp.first= obn->disp.last= NULL;
if(ob->pd){
obn->pd= MEM_dupallocN(ob->pd);
if(obn->pd->tex)
id_us_plus(&(obn->pd->tex->id));
}
obn->soft= copy_softbody(ob->soft);
obn->bsoft = copy_bulletsoftbody(ob->bsoft);
copy_object_particlesystems(obn, ob);
2002-10-12 11:37:38 +00:00
Three new features: 1) Stride Bone For walkcycles, you could already set an NLA strip to cycle over a path based on a preset distance value. This cycling happens based on a linear interpolation, with constant speed. Not all cycles have a constant speed however, like hopping or jumping. To ensure a perfect slipping-less foot contact, you now can set a Bone in an Armature to define the stride. This "Stride Bone" then becomes a sort-of ruler, a conveyor belt, on which the character walks. When using the NLA "Use Path" option, it then tries to keep the Stride Bone entirely motionless on the path, by cancelling out its motion (for the entire Armature). This means that the animation keys for a Stride Bone have to be exactly negative of the desired path. Only, at choice, the X,Y or Z Ipo curve is used for this stride. Examples: http://www.blender.org/bf/0001_0040.avi The top armature shows the actual Action, the bottom armature has been parented to a Path, using the Stride Bone feature. http://www.blender.org/bf/0001_0080.avi Here the Stride Bone has a number of children, creating a ruler to be used as reference while animating. Test .blend: http://www.blender.org/bf/motionblender1.blend Notes: - Note that action keys for Bones work local, based on the Bone's orientation as set in EditMode. Therefore, an Y translation always goes in the Bone's direction. - To be able to get a "solvable" stride, the animation curve has to be inverse evaluated, using a Newton Raphson root solver. That means you can only create stride curves that keep moving forward, and cannot return halfway. - Set the Stride Bone in the Editing Buttons, Bone Panel. You can set change the name or set the axis in the NLA Window, Strip Properties Panel. - Files in this commit will move to the blender.org release section. 2) Armature Ghosting In EditButtons, Armature Panel, you can set an armature to draw ghosts. The number value denotes the amount of frames that have to be drawn extra (for the active action!) around the current frame. Ghosts only evaluate its own Pose, executing it's Actions, Constraints and IK. No external dependencies are re-evaluated for it. 3) NLA/Action time control If you click in the NLA window on the action (linked to Object), it makes sure the Timing as drawn in the Action editor is not corrected for NLA. If you also set the Object to "Action", this timing will be executed on the Object as well (not NLA time). (It's a bit confusing... will make a good doc & maybe review UI!)
2005-11-01 12:44:30 +00:00
obn->derivedDeform = NULL;
obn->derivedFinal = NULL;
#ifdef WITH_VERSE
obn->vnode = NULL;
#endif
obn->gpulamp.first = obn->gpulamp.last = NULL;
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return obn;
}
void expand_local_object(Object *ob)
{
bActionStrip *strip;
ParticleSystem *psys;
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int a;
id_lib_extern((ID *)ob->action);
id_lib_extern((ID *)ob->ipo);
id_lib_extern((ID *)ob->data);
id_lib_extern((ID *)ob->dup_group);
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for(a=0; a<ob->totcol; a++) {
id_lib_extern((ID *)ob->mat[a]);
}
for (strip=ob->nlastrips.first; strip; strip=strip->next) {
id_lib_extern((ID *)strip->act);
}
for(psys=ob->particlesystem.first; psys; psys=psys->next)
id_lib_extern((ID *)psys->part);
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}
void make_local_object(Object *ob)
{
Object *obn;
Scene *sce;
Base *base;
int local=0, lib=0;
/* - only lib users: do nothing
* - only local users: set flag
* - mixed: make copy
*/
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if(ob->id.lib==NULL) return;
ob->proxy= ob->proxy_from= NULL;
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if(ob->id.us==1) {
ob->id.lib= NULL;
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ob->id.flag= LIB_LOCAL;
new_id(0, (ID *)ob, 0);
}
else {
sce= G.main->scene.first;
while(sce) {
base= sce->base.first;
while(base) {
if(base->object==ob) {
if(sce->id.lib) lib++;
else local++;
break;
}
base= base->next;
}
sce= sce->id.next;
}
if(local && lib==0) {
ob->id.lib= 0;
ob->id.flag= LIB_LOCAL;
new_id(0, (ID *)ob, 0);
}
else if(local && lib) {
obn= copy_object(ob);
obn->id.us= 0;
sce= G.main->scene.first;
while(sce) {
if(sce->id.lib==0) {
base= sce->base.first;
while(base) {
if(base->object==ob) {
base->object= obn;
obn->id.us++;
ob->id.us--;
}
base= base->next;
}
}
sce= sce->id.next;
}
}
}
expand_local_object(ob);
}
/* *************** PROXY **************** */
/* when you make proxy, ensure the exposed layers are extern */
void armature_set_id_extern(Object *ob)
{
bArmature *arm= ob->data;
bPoseChannel *pchan;
int lay= arm->layer_protected;
for (pchan = ob->pose->chanbase.first; pchan; pchan=pchan->next) {
if(!(pchan->bone->layer & lay))
id_lib_extern((ID *)pchan->custom);
}
}
/* proxy rule: lib_object->proxy_from == the one we borrow from, set temporally while object_update */
/* local_object->proxy == pointer to library object, saved in files and read */
/* local_object->proxy_group == pointer to group dupli-object, saved in files and read */
void object_make_proxy(Object *ob, Object *target, Object *gob)
{
/* paranoia checks */
if(ob->id.lib || target->id.lib==NULL) {
printf("cannot make proxy\n");
return;
}
ob->proxy= target;
ob->proxy_group= gob;
id_lib_extern(&target->id);
ob->recalc= target->recalc= OB_RECALC;
/* copy transform */
if(gob) {
VECCOPY(ob->loc, gob->loc);
VECCOPY(ob->rot, gob->rot);
VECCOPY(ob->size, gob->size);
group_tag_recalc(gob->dup_group);
}
else {
VECCOPY(ob->loc, target->loc);
VECCOPY(ob->rot, target->rot);
VECCOPY(ob->size, target->size);
}
ob->parent= target->parent; /* libdata */
Mat4CpyMat4(ob->parentinv, target->parentinv);
ob->ipo= target->ipo; /* libdata */
/* skip constraints, constraintchannels, nla? */
/* set object type and link to data */
ob->type= target->type;
ob->data= target->data;
id_us_plus((ID *)ob->data); /* ensures lib data becomes LIB_EXTERN */
/* copy material and index information */
ob->actcol= ob->totcol= 0;
if(ob->mat) MEM_freeN(ob->mat);
ob->mat = NULL;
Merge of trunk into blender 2.5: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416 Issues: * GHOST/X11 had conflicting changes. Some code was added in 2.5, which was later added in trunk also, but reverted partially, specifically revision 16683. I have left out this reversion in the 2.5 branch since I think it is needed there. http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683 * Scons had various conflicting changes, I decided to go with trunk version for everything except priorities and some library renaming. * In creator.c, there were various fixes and fixes for fixes related to the -w -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done differently. Since this is changed so much, and I don't think those fixes would be needed in 2.5, I've left them out. * Also in creator.c: there was code for a python bugfix where the screen was not initialized when running with -P. The code that initializes the screen there I had to disable, that can't work in 2.5 anymore but left it commented as a reminder. Further I had to disable some new function calls. using src/ and python/, as was done already in this branch, disabled function calls: * bpath.c: error reporting * BME_conversions.c: editmesh conversion functions. * SHD_dynamic: disabled almost completely, there is no python/. * KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled. * text.c: clipboard copy call. * object.c: OB_SUPPORT_MATERIAL. * DerivedMesh.c and subsurf_ccg, stipple_quarttone. Still to be done: * Go over files and functions that were moved to a different location but could still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
if ((target->totcol) && (target->mat) && ELEM5(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) { //XXX OB_SUPPORT_MATERIAL
int i;
ob->colbits = target->colbits;
ob->actcol= target->actcol;
ob->totcol= target->totcol;
ob->mat = MEM_dupallocN(target->mat);
for(i=0; i<target->totcol; i++) {
/* dont need to run test_object_materials since we know this object is new and not used elsewhere */
id_us_plus((ID *)ob->mat[i]);
}
}
/* type conversions */
if(target->type == OB_ARMATURE) {
copy_object_pose(ob, target); /* data copy, object pointers in constraints */
rest_pose(ob->pose); /* clear all transforms in channels */
armature_rebuild_pose(ob, ob->data); /* set all internal links */
armature_set_id_extern(ob);
}
}
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/* *************** CALC ****************** */
/* there is also a timing calculation in drawobject() */
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float bluroffs= 0.0f, fieldoffs= 0.0f;
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int no_speed_curve= 0;
/* ugly calls from render */
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
void set_mblur_offs(float blur)
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{
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
bluroffs= blur;
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}
void set_field_offs(float field)
{
fieldoffs= field;
}
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void disable_speed_curve(int val)
{
no_speed_curve= val;
}
/* ob can be NULL */
float bsystem_time(Object *ob, float cfra, float ofs)
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{
/* returns float ( see frame_to_float in ipo.c) */
/* bluroffs and fieldoffs are ugly globals that are set by render */
cfra+= bluroffs+fieldoffs;
2002-10-12 11:37:38 +00:00
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
/* global time */
cfra*= G.scene->r.framelen;
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if (ob) {
if (no_speed_curve==0 && ob->ipo)
cfra= calc_ipo_time(ob->ipo, cfra);
/* ofset frames */
if ((ob->ipoflag & OB_OFFS_PARENT) && (ob->partype & PARSLOW)==0)
cfra-= give_timeoffset(ob);
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}
cfra-= ofs;
return cfra;
}
void object_scale_to_mat3(Object *ob, float mat[][3])
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{
float vec[3];
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if(ob->ipo) {
vec[0]= ob->size[0]+ob->dsize[0];
vec[1]= ob->size[1]+ob->dsize[1];
vec[2]= ob->size[2]+ob->dsize[2];
SizeToMat3(vec, mat);
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}
else {
SizeToMat3(ob->size, mat);
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}
}
void object_rot_to_mat3(Object *ob, float mat[][3])
{
float vec[3];
if(ob->ipo) {
vec[0]= ob->rot[0]+ob->drot[0];
vec[1]= ob->rot[1]+ob->drot[1];
vec[2]= ob->rot[2]+ob->drot[2];
EulToMat3(vec, mat);
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}
else {
EulToMat3(ob->rot, mat);
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}
}
void object_to_mat3(Object *ob, float mat[][3]) /* no parent */
{
float smat[3][3];
float rmat[3][3];
/*float q1[4];*/
/* size */
object_scale_to_mat3(ob, smat);
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/* rot */
/* Quats arnt used yet */
/*if(ob->transflag & OB_QUAT) {
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if(ob->ipo) {
QuatMul(q1, ob->quat, ob->dquat);
QuatToMat3(q1, rmat);
}
else {
QuatToMat3(ob->quat, rmat);
}
}
else {*/
object_rot_to_mat3(ob, rmat);
/*}*/
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Mat3MulMat3(mat, rmat, smat);
}
void object_to_mat4(Object *ob, float mat[][4])
{
float tmat[3][3];
object_to_mat3(ob, tmat);
Mat4CpyMat3(mat, tmat);
VECCOPY(mat[3], ob->loc);
if(ob->ipo) {
mat[3][0]+= ob->dloc[0];
mat[3][1]+= ob->dloc[1];
mat[3][2]+= ob->dloc[2];
}
}
int enable_cu_speed= 1;
static void ob_parcurve(Object *ob, Object *par, float mat[][4])
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{
Curve *cu;
float q[4], vec[4], dir[3], quat[4], x1, ctime;
== Bone Groups == I'm committing some work-in-progress code for "bone groups" now, as I there have been are some major bugs caused by the timeoffset stuff (some of my test files were not loading, and other files were showing all sorts of weird problems). Anyway, in this commit, the following things for "bone groups" have been done: * Bone groups are stored per armature (internally, this is per bPose block) * Added controls for editing bone-groups per armature - "add", "remove", "rename". These can be found in the "Links and Materials" panel in PoseMode, beside the settings for PoseLib. * Reorganised buttons for editing selected bones in PoseMode. I've replaced the "dist" and "weight" buttons (they existed in EditMode anyway) with a menu to choose the bone-group and the custom-shape-ob field. In the place of the old custom-shape-ob field, I've restored the "Hide" button. This might break muscle-memory a bit, but there isn't a lot of space to play with there. Some stuff I'd been originally planning to do before committing: * When adding keyframes for bones, an action-group with the same name as the bone's group will be added to the action, and the action-channel will be made a member of that. * New action/bone groups have unique names (renaming/adding new should check if name exists before assigning it) * There's a setting under Bone-Groups stuff which sets which custom-colour set is used to colour that group's bones. Currently, this is non-functional, as the necessary drawing code for armatures is not in place yet.
2008-01-20 02:55:35 +00:00
float timeoffs = 0.0, sf_orig = 0.0;
2002-10-12 11:37:38 +00:00
Mat4One(mat);
cu= par->data;
if(cu->path==NULL || cu->path->data==NULL) /* only happens on reload file, but violates depsgraph still... fix! */
makeDispListCurveTypes(par, 0);
if(cu->path==NULL) return;
/* exception, timeoffset is regarded as distance offset */
if(cu->flag & CU_OFFS_PATHDIST) {
timeoffs = give_timeoffset(ob);
SWAP(float, sf_orig, ob->sf);
}
2002-10-12 11:37:38 +00:00
/* catch exceptions: feature for nla stride editing */
if(ob->ipoflag & OB_DISABLE_PATH) {
ctime= 0.0f;
}
/* catch exceptions: curve paths used as a duplicator */
else if(enable_cu_speed) {
ctime= bsystem_time(ob, (float)G.scene->r.cfra, 0.0);
2002-10-12 11:37:38 +00:00
if(calc_ipo_spec(cu->ipo, CU_SPEED, &ctime)==0) {
ctime /= cu->pathlen;
CLAMP(ctime, 0.0, 1.0);
}
}
else {
ctime= G.scene->r.cfra - give_timeoffset(ob);
2002-10-12 11:37:38 +00:00
ctime /= cu->pathlen;
CLAMP(ctime, 0.0, 1.0);
}
/* time calculus is correct, now apply distance offset */
if(cu->flag & CU_OFFS_PATHDIST) {
ctime += timeoffs/cu->path->totdist;
2002-10-12 11:37:38 +00:00
/* restore */
SWAP(float, sf_orig, ob->sf);
}
/* vec: 4 items! */
2002-10-12 11:37:38 +00:00
if( where_on_path(par, ctime, vec, dir) ) {
if(cu->flag & CU_FOLLOW) {
vectoquat(dir, ob->trackflag, ob->upflag, quat);
/* the tilt */
Normalize(dir);
2002-10-12 11:37:38 +00:00
q[0]= (float)cos(0.5*vec[3]);
x1= (float)sin(0.5*vec[3]);
q[1]= -x1*dir[0];
q[2]= -x1*dir[1];
q[3]= -x1*dir[2];
QuatMul(quat, q, quat);
QuatToMat4(quat, mat);
}
VECCOPY(mat[3], vec);
}
}
static void ob_parbone(Object *ob, Object *par, float mat[][4])
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
bPoseChannel *pchan;
2002-10-12 11:37:38 +00:00
bArmature *arm;
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
float vec[3];
2002-10-12 11:37:38 +00:00
arm=get_armature(par);
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) {
Mat4One(mat);
2002-10-12 11:37:38 +00:00
return;
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
}
2002-10-12 11:37:38 +00:00
/* Make sure the bone is still valid */
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
pchan= get_pose_channel(par->pose, ob->parsubstr);
if (!pchan){
printf ("Object %s with Bone parent: bone %s doesn't exist\n", ob->id.name+2, ob->parsubstr);
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
Mat4One(mat);
2002-10-12 11:37:38 +00:00
return;
}
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
/* get bone transform */
Mat4CpyMat4(mat, pchan->pose_mat);
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
/* but for backwards compatibility, the child has to move to the tail */
VECCOPY(vec, mat[1]);
VecMulf(vec, pchan->bone->length);
VecAddf(mat[3], mat[3], vec);
2002-10-12 11:37:38 +00:00
}
static void give_parvert(Object *par, int nr, float *vec)
2002-10-12 11:37:38 +00:00
{
int a, count;
vec[0]=vec[1]=vec[2]= 0.0f;
2002-10-12 11:37:38 +00:00
if(par->type==OB_MESH) {
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(G.obedit && (par->data==G.obedit->data)) {
EditMesh *em = G.editMesh;
EditVert *eve;
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->keyindex==nr) {
memcpy(vec, eve->co, sizeof(float)*3);
2002-10-12 11:37:38 +00:00
break;
}
}
}
else {
DerivedMesh *dm = par->derivedFinal;
if(dm) {
int i, count = 0, numVerts = dm->getNumVerts(dm);
int *index = (int *)dm->getVertDataArray(dm, CD_ORIGINDEX);
float co[3];
/* get the average of all verts with (original index == nr) */
for(i = 0; i < numVerts; ++i, ++index) {
if(*index == nr) {
dm->getVertCo(dm, i, co);
VecAddf(vec, vec, co);
count++;
}
}
if (count==0) {
/* keep as 0,0,0 */
} else if(count > 0) {
VecMulf(vec, 1.0f / count);
} else {
/* use first index if its out of range */
dm->getVertCo(dm, 0, vec);
}
}
2002-10-12 11:37:38 +00:00
}
}
else if ELEM(par->type, OB_CURVE, OB_SURF) {
Nurb *nu;
Curve *cu;
BPoint *bp;
BezTriple *bezt;
int found= 0;
2002-10-12 11:37:38 +00:00
cu= par->data;
nu= cu->nurb.first;
//XXX if(par==G.obedit) nu= editNurb.first;
2002-10-12 11:37:38 +00:00
count= 0;
while(nu && !found) {
2002-10-12 11:37:38 +00:00
if((nu->type & 7)==CU_BEZIER) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
if(count==nr) {
found= 1;
2002-10-12 11:37:38 +00:00
VECCOPY(vec, bezt->vec[1]);
break;
}
count++;
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
if(count==nr) {
found= 1;
memcpy(vec, bp->vec, sizeof(float)*3);
2002-10-12 11:37:38 +00:00
break;
}
count++;
bp++;
}
}
nu= nu->next;
}
}
else if(par->type==OB_LATTICE) {
Lattice *latt= par->data;
BPoint *bp;
DispList *dl = find_displist(&par->disp, DL_VERTS);
float *co = dl?dl->verts:NULL;
if(par==G.obedit) latt= editLatt;
a= latt->pntsu*latt->pntsv*latt->pntsw;
count= 0;
bp= latt->def;
while(a--) {
if(count==nr) {
if(co)
memcpy(vec, co, 3*sizeof(float));
else
memcpy(vec, bp->vec, 3*sizeof(float));
break;
}
count++;
if(co) co+= 3;
else bp++;
}
}
2002-10-12 11:37:38 +00:00
}
static void ob_parvert3(Object *ob, Object *par, float mat[][4])
2002-10-12 11:37:38 +00:00
{
float cmat[3][3], v1[3], v2[3], v3[3], q[4];
/* in local ob space */
2002-10-12 11:37:38 +00:00
Mat4One(mat);
if ELEM4(par->type, OB_MESH, OB_SURF, OB_CURVE, OB_LATTICE) {
2002-10-12 11:37:38 +00:00
give_parvert(par, ob->par1, v1);
give_parvert(par, ob->par2, v2);
give_parvert(par, ob->par3, v3);
triatoquat(v1, v2, v3, q);
QuatToMat3(q, cmat);
Mat4CpyMat3(mat, cmat);
if(ob->type==OB_CURVE) {
VECCOPY(mat[3], v1);
}
else {
VecAddf(mat[3], v1, v2);
VecAddf(mat[3], mat[3], v3);
VecMulf(mat[3], 0.3333333f);
}
}
}
static int no_parent_ipo=0;
void set_no_parent_ipo(int val)
{
no_parent_ipo= val;
}
static int during_script_flag=0;
void disable_where_script(short on)
{
during_script_flag= on;
2002-10-12 11:37:38 +00:00
}
int during_script(void) {
return during_script_flag;
}
static int during_scriptlink_flag=0;
void disable_where_scriptlink(short on)
{
during_scriptlink_flag= on;
}
int during_scriptlink(void) {
return during_scriptlink_flag;
}
2002-10-12 11:37:38 +00:00
void where_is_object_time(Object *ob, float ctime)
{
float *fp1, *fp2, slowmat[4][4] = MAT4_UNITY;
float stime, fac1, fac2, vec[3];
2002-10-12 11:37:38 +00:00
int a;
int pop;
/* new version: correct parent+vertexparent and track+parent */
/* this one only calculates direct attached parent and track */
/* is faster, but should keep track of timeoffs */
2002-10-12 11:37:38 +00:00
if(ob==NULL) return;
Version 1.0 of IpoDrivers. First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
/* this is needed to be able to grab objects with ipos, otherwise it always freezes them */
stime= bsystem_time(ob, ctime, 0.0);
Version 1.0 of IpoDrivers. First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
if(stime != ob->ctime) {
ob->ctime= stime;
2002-10-12 11:37:38 +00:00
if(ob->ipo) {
calc_ipo(ob->ipo, stime);
execute_ipo((ID *)ob, ob->ipo);
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
}
else
do_all_object_actions(ob);
/* do constraint ipos ..., note it needs stime (0 = all ipos) */
do_constraint_channels(&ob->constraints, &ob->constraintChannels, stime, 0);
2002-10-12 11:37:38 +00:00
}
Version 1.0 of IpoDrivers. First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
else {
/* but, the drivers have to be done */
if(ob->ipo) do_ob_ipodrivers(ob, ob->ipo, stime);
/* do constraint ipos ..., note it needs stime (1 = only drivers ipos) */
do_constraint_channels(&ob->constraints, &ob->constraintChannels, stime, 1);
Version 1.0 of IpoDrivers. First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
}
2002-10-12 11:37:38 +00:00
if(ob->parent) {
Object *par= ob->parent;
if(ob->ipoflag & OB_OFFS_PARENT) ctime-= give_timeoffset(ob);
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
/* hurms, code below conflicts with depgraph... (ton) */
/* and even worse, it gives bad effects for NLA stride too (try ctime != par->ctime, with MBlur) */
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pop= 0;
if(no_parent_ipo==0 && stime != par->ctime) {
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// only for ipo systems?
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pushdata(par, sizeof(Object));
pop= 1;
if(par->proxy_from); // was a copied matrix, no where_is! bad...
else where_is_object_time(par, ctime);
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}
solve_parenting(ob, par, ob->obmat, slowmat, 0);
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if(pop) {
poplast(par);
}
if(ob->partype & PARSLOW) {
// include framerate
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fac1= (1.0f/(1.0f+ fabs(give_timeoffset(ob))));
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if(fac1>=1.0) return;
fac2= 1.0f-fac1;
fp1= ob->obmat[0];
fp2= slowmat[0];
for(a=0; a<16; a++, fp1++, fp2++) {
fp1[0]= fac1*fp1[0] + fac2*fp2[0];
}
}
}
else {
object_to_mat4(ob, ob->obmat);
}
/* Handle tracking */
if(ob->track) {
if( ctime != ob->track->ctime) where_is_object_time(ob->track, ctime);
solve_tracking (ob, ob->track->obmat);
}
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
/* solve constraints */
if (ob->constraints.first) {
bConstraintOb *cob;
cob= constraints_make_evalob(ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
/* constraints need ctime, not stime. Some call where_is_object_time and bsystem_time */
solve_constraints (&ob->constraints, cob, ctime);
constraints_clear_evalob(cob);
}
#ifndef DISABLE_PYTHON
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if(ob->scriptlink.totscript && !during_script()) {
BPython: - Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None). - Updated Window and Window.Theme with new theme vars and the Time space. - Script links: -- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered. -- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only. -- Other small changes in the script buttons tab: When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it. Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name. -- Implemented Ton's space handler script links: Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender. Here's how it works: - scripts must have a proper header, like: # SPACEHANDLER.VIEW3D.EVENT and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active. EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module: import Blender from Blender import Draw evt = Blender.event if evt == Draw.AKEY: print "a" elif evt == Draw.LEFTMOUSE: print "left mouse button" else: return # ignore, pass event back to Blender Blender.event = None # tell Blender not to process itself the event DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes. To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always. Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine. - doc updates about the additions. ======= Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
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if (G.f & G_DOSCRIPTLINKS) BPY_do_pyscript((ID *)ob, SCRIPT_REDRAW);
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}
#endif
/* set negative scale flag in object */
Crossf(vec, ob->obmat[0], ob->obmat[1]);
if( Inpf(vec, ob->obmat[2]) < 0.0 ) ob->transflag |= OB_NEG_SCALE;
else ob->transflag &= ~OB_NEG_SCALE;
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}
static void solve_parenting (Object *ob, Object *par, float obmat[][4], float slowmat[][4], int simul)
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{
float totmat[4][4];
float tmat[4][4];
float locmat[4][4];
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float vec[3];
int ok;
object_to_mat4(ob, locmat);
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if(ob->partype & PARSLOW) Mat4CpyMat4(slowmat, obmat);
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switch(ob->partype & PARTYPE) {
case PAROBJECT:
ok= 0;
if(par->type==OB_CURVE) {
if( ((Curve *)par->data)->flag & CU_PATH ) {
ob_parcurve(ob, par, tmat);
ok= 1;
}
}
if(ok) Mat4MulSerie(totmat, par->obmat, tmat,
NULL, NULL, NULL, NULL, NULL, NULL);
else Mat4CpyMat4(totmat, par->obmat);
break;
case PARBONE:
ob_parbone(ob, par, tmat);
Mat4MulSerie(totmat, par->obmat, tmat,
NULL, NULL, NULL, NULL, NULL, NULL);
break;
case PARVERT1:
Mat4One(totmat);
if (simul){
VECCOPY(totmat[3], par->obmat[3]);
}
else{
give_parvert(par, ob->par1, vec);
VecMat4MulVecfl(totmat[3], par->obmat, vec);
}
break;
case PARVERT3:
ob_parvert3(ob, par, tmat);
Mat4MulSerie(totmat, par->obmat, tmat,
NULL, NULL, NULL, NULL, NULL, NULL);
break;
case PARSKEL:
Mat4CpyMat4(totmat, par->obmat);
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break;
}
// total
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Mat4MulSerie(tmat, totmat, ob->parentinv,
NULL, NULL, NULL, NULL, NULL, NULL);
Mat4MulSerie(obmat, tmat, locmat,
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NULL, NULL, NULL, NULL, NULL, NULL);
if (simul) {
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}
else{
// external usable originmat
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Mat3CpyMat4(originmat, tmat);
// origin, voor help line
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if( (ob->partype & 15)==PARSKEL ) {
VECCOPY(ob->orig, par->obmat[3]);
}
else {
VECCOPY(ob->orig, totmat[3]);
}
}
}
void solve_tracking (Object *ob, float targetmat[][4])
{
float quat[4];
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float vec[3];
float totmat[3][3];
float tmat[4][4];
VecSubf(vec, ob->obmat[3], targetmat[3]);
vectoquat(vec, ob->trackflag, ob->upflag, quat);
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QuatToMat3(quat, totmat);
if(ob->parent && (ob->transflag & OB_POWERTRACK)) {
/* 'temporal' : clear parent info */
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object_to_mat4(ob, tmat);
tmat[0][3]= ob->obmat[0][3];
tmat[1][3]= ob->obmat[1][3];
tmat[2][3]= ob->obmat[2][3];
tmat[3][0]= ob->obmat[3][0];
tmat[3][1]= ob->obmat[3][1];
tmat[3][2]= ob->obmat[3][2];
tmat[3][3]= ob->obmat[3][3];
}
else Mat4CpyMat4(tmat, ob->obmat);
Mat4MulMat34(ob->obmat, totmat, tmat);
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}
void where_is_object(Object *ob)
{
where_is_object_time(ob, (float)G.scene->r.cfra);
}
void where_is_object_simul(Object *ob)
/* was written for the old game engine (until 2.04) */
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/* It seems that this function is only called
for a lamp that is the child of another object */
{
Object *par;
Ipo *ipo;
float *fp1, *fp2;
float slowmat[4][4];
float fac1, fac2;
int a;
/* NO TIMEOFFS */
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/* no ipo! (because of dloc and realtime-ipos) */
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ipo= ob->ipo;
ob->ipo= NULL;
if(ob->parent) {
par= ob->parent;
solve_parenting(ob, par, ob->obmat, slowmat, 1);
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if(ob->partype & PARSLOW) {
fac1= (float)(1.0/(1.0+ fabs(give_timeoffset(ob))));
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fac2= 1.0f-fac1;
fp1= ob->obmat[0];
fp2= slowmat[0];
for(a=0; a<16; a++, fp1++, fp2++) {
fp1[0]= fac1*fp1[0] + fac2*fp2[0];
}
}
}
else {
object_to_mat4(ob, ob->obmat);
}
if(ob->track)
solve_tracking(ob, ob->track->obmat);
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
/* solve constraints */
if (ob->constraints.first) {
bConstraintOb *cob;
cob= constraints_make_evalob(ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
solve_constraints (&ob->constraints, cob, G.scene->r.cfra);
constraints_clear_evalob(cob);
}
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/* WATCH IT!!! */
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ob->ipo= ipo;
}
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
/* for calculation of the inverse parent transform, only used for editor */
void what_does_parent(Object *ob, Object *workob)
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{
clear_workob(workob);
Mat4One(workob->obmat);
Mat4One(workob->parentinv);
Mat4One(workob->constinv);
workob->parent= ob->parent;
workob->track= ob->track;
2002-10-12 11:37:38 +00:00
workob->trackflag= ob->trackflag;
workob->upflag= ob->upflag;
2002-10-12 11:37:38 +00:00
workob->partype= ob->partype;
workob->par1= ob->par1;
workob->par2= ob->par2;
workob->par3= ob->par3;
2002-10-12 11:37:38 +00:00
workob->constraints.first = ob->constraints.first;
workob->constraints.last = ob->constraints.last;
2002-10-12 11:37:38 +00:00
strcpy(workob->parsubstr, ob->parsubstr);
2002-10-12 11:37:38 +00:00
where_is_object(workob);
2002-10-12 11:37:38 +00:00
}
BoundBox *unit_boundbox()
{
BoundBox *bb;
float min[3] = {-1,-1,-1}, max[3] = {-1,-1,-1};
2002-10-12 11:37:38 +00:00
bb= MEM_callocN(sizeof(BoundBox), "bb");
boundbox_set_from_min_max(bb, min, max);
2002-10-12 11:37:38 +00:00
return bb;
}
2002-10-12 11:37:38 +00:00
void boundbox_set_from_min_max(BoundBox *bb, float min[3], float max[3])
{
bb->vec[0][0]=bb->vec[1][0]=bb->vec[2][0]=bb->vec[3][0]= min[0];
bb->vec[4][0]=bb->vec[5][0]=bb->vec[6][0]=bb->vec[7][0]= max[0];
2002-10-12 11:37:38 +00:00
bb->vec[0][1]=bb->vec[1][1]=bb->vec[4][1]=bb->vec[5][1]= min[1];
bb->vec[2][1]=bb->vec[3][1]=bb->vec[6][1]=bb->vec[7][1]= max[1];
bb->vec[0][2]=bb->vec[3][2]=bb->vec[4][2]=bb->vec[7][2]= min[2];
bb->vec[1][2]=bb->vec[2][2]=bb->vec[5][2]=bb->vec[6][2]= max[2];
2002-10-12 11:37:38 +00:00
}
BoundBox *object_get_boundbox(Object *ob)
{
BoundBox *bb= NULL;
if(ob->type==OB_MESH) {
bb = mesh_get_bb(ob);
}
else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) {
bb= ( (Curve *)ob->data )->bb;
}
else if(ob->type==OB_MBALL) {
bb= ob->bb;
}
return bb;
}
/* used to temporally disable/enable boundbox */
void object_boundbox_flag(Object *ob, int flag, int set)
{
BoundBox *bb= object_get_boundbox(ob);
if(bb) {
if(set) bb->flag |= flag;
else bb->flag &= ~flag;
}
}
2002-10-12 11:37:38 +00:00
void minmax_object(Object *ob, float *min, float *max)
{
BoundBox bb;
Mesh *me;
Curve *cu;
float vec[3];
int a;
switch(ob->type) {
case OB_CURVE:
case OB_FONT:
case OB_SURF:
cu= ob->data;
if(cu->bb==NULL) tex_space_curve(cu);
2002-10-12 11:37:38 +00:00
bb= *(cu->bb);
for(a=0; a<8; a++) {
Mat4MulVecfl(ob->obmat, bb.vec[a]);
DO_MINMAX(bb.vec[a], min, max);
}
break;
case OB_ARMATURE:
if(ob->pose) {
bPoseChannel *pchan;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
VECCOPY(vec, pchan->pose_head);
Mat4MulVecfl(ob->obmat, vec);
DO_MINMAX(vec, min, max);
VECCOPY(vec, pchan->pose_tail);
Mat4MulVecfl(ob->obmat, vec);
DO_MINMAX(vec, min, max);
}
break;
}
/* no break, get_mesh will give NULL and it passes on to default */
2002-10-12 11:37:38 +00:00
case OB_MESH:
me= get_mesh(ob);
if(me) {
bb = *mesh_get_bb(ob);
2002-10-12 11:37:38 +00:00
for(a=0; a<8; a++) {
Mat4MulVecfl(ob->obmat, bb.vec[a]);
DO_MINMAX(bb.vec[a], min, max);
}
}
if(min[0] < max[0] ) break;
/* else here no break!!!, mesh can be zero sized */
default:
DO_MINMAX(ob->obmat[3], min, max);
VECCOPY(vec, ob->obmat[3]);
VecAddf(vec, vec, ob->size);
DO_MINMAX(vec, min, max);
VECCOPY(vec, ob->obmat[3]);
VecSubf(vec, vec, ob->size);
DO_MINMAX(vec, min, max);
break;
}
}
/* TODO - use dupli objects bounding boxes */
void minmax_object_duplis(Object *ob, float *min, float *max)
{
if ((ob->transflag & OB_DUPLI)==0) {
return;
} else {
ListBase *lb;
DupliObject *dob;
lb= object_duplilist(G.scene, ob);
for(dob= lb->first; dob; dob= dob->next) {
if(dob->no_draw);
else {
/* should really use bound box of dup object */
DO_MINMAX(dob->mat[3], min, max);
}
}
free_object_duplilist(lb); /* does restore */
}
}
/* proxy rule: lib_object->proxy_from == the one we borrow from, only set temporal and cleared here */
/* local_object->proxy == pointer to library object, saved in files and read */
/* function below is polluted with proxy exceptions, cleanup will follow! */
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
/* the main object update call, for object matrix, constraints, keys and displist (modifiers) */
/* requires flags to be set! */
void object_handle_update(Object *ob)
{
if(ob->recalc & OB_RECALC) {
if(ob->recalc & OB_RECALC_OB) {
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
// printf("recalcob %s\n", ob->id.name+2);
/* handle proxy copy for target */
if(ob->id.lib && ob->proxy_from) {
// printf("ob proxy copy, lib ob %s proxy %s\n", ob->id.name, ob->proxy_from->id.name);
if(ob->proxy_from->proxy_group) {/* transform proxy into group space */
Object *obg= ob->proxy_from->proxy_group;
Mat4Invert(obg->imat, obg->obmat);
Mat4MulMat4(ob->obmat, ob->proxy_from->obmat, obg->imat);
}
else
Mat4CpyMat4(ob->obmat, ob->proxy_from->obmat);
}
else
where_is_object(ob);
#ifndef DISABLE_PYTHON
if (G.f & G_DOSCRIPTLINKS) BPY_do_pyscript((ID *)ob, SCRIPT_OBJECTUPDATE);
#endif
}
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->recalc & OB_RECALC_DATA) {
// printf("recalcdata %s\n", ob->id.name+2);
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
/* includes all keys and modifiers */
if(ob->type==OB_MESH) {
makeDerivedMesh(ob, get_viewedit_datamask());
}
else if(ob->type==OB_MBALL) {
makeDispListMBall(ob);
}
else if(ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT)) {
makeDispListCurveTypes(ob, 0);
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
}
else if(ob->type==OB_LATTICE) {
lattice_calc_modifiers(ob);
}
else if(ob->type==OB_CAMERA) {
Camera *cam = (Camera *)ob->data;
calc_ipo(cam->ipo, frame_to_float(G.scene->r.cfra));
execute_ipo(&cam->id, cam->ipo);
}
else if(ob->type==OB_LAMP) {
Lamp *la = (Lamp *)ob->data;
calc_ipo(la->ipo, frame_to_float(G.scene->r.cfra));
execute_ipo(&la->id, la->ipo);
}
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
else if(ob->type==OB_ARMATURE) {
/* this happens for reading old files and to match library armatures with poses */
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==NULL || (ob->pose->flag & POSE_RECALC))
armature_rebuild_pose(ob, ob->data);
if(ob->id.lib && ob->proxy_from) {
copy_pose_result(ob->pose, ob->proxy_from->pose);
// printf("pose proxy copy, lib ob %s proxy %s\n", ob->id.name, ob->proxy_from->id.name);
}
else {
do_all_pose_actions(ob);
where_is_pose(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(ob->particlesystem.first) {
ParticleSystem *tpsys, *psys;
DerivedMesh *dm;
psys= ob->particlesystem.first;
while(psys) {
if(psys_check_enabled(ob, psys)) {
particle_system_update(ob, psys);
psys= psys->next;
}
else if(psys->flag & PSYS_DELETE) {
tpsys=psys->next;
BLI_remlink(&ob->particlesystem, psys);
psys_free(ob,psys);
psys= tpsys;
}
else
psys= psys->next;
}
if(G.rendering && ob->transflag & OB_DUPLIPARTS) {
/* this is to make sure we get render level duplis in groups:
* the derivedmesh must be created before init_render_mesh,
* since object_duplilist does dupliparticles before that */
dm = mesh_create_derived_render(ob, CD_MASK_BAREMESH|CD_MASK_MTFACE|CD_MASK_MCOL);
dm->release(dm);
for(psys=ob->particlesystem.first; psys; psys=psys->next)
psys_get_modifier(ob, psys)->flag &= ~eParticleSystemFlag_psys_updated;
}
}
#ifndef DISABLE_PYTHON
if (G.f & G_DOSCRIPTLINKS) BPY_do_pyscript((ID *)ob, SCRIPT_OBDATAUPDATE);
#endif
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
}
/* the no-group proxy case, we call update */
if(ob->proxy && ob->proxy_group==NULL) {
/* set pointer in library proxy target, for copying, but restore it */
ob->proxy->proxy_from= ob;
// printf("call update, lib ob %s proxy %s\n", ob->proxy->id.name, ob->id.name);
object_handle_update(ob->proxy);
}
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
ob->recalc &= ~OB_RECALC;
}
/* the case when this is a group proxy, object_update is called in group.c */
if(ob->proxy) {
ob->proxy->proxy_from= ob;
// printf("set proxy pointer for later group stuff %s\n", ob->id.name);
}
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
}
float give_timeoffset(Object *ob) {
if ((ob->ipoflag & OB_OFFS_PARENTADD) && ob->parent) {
return ob->sf + give_timeoffset(ob->parent);
} else {
return ob->sf;
}
== Bone Groups == I'm committing some work-in-progress code for "bone groups" now, as I there have been are some major bugs caused by the timeoffset stuff (some of my test files were not loading, and other files were showing all sorts of weird problems). Anyway, in this commit, the following things for "bone groups" have been done: * Bone groups are stored per armature (internally, this is per bPose block) * Added controls for editing bone-groups per armature - "add", "remove", "rename". These can be found in the "Links and Materials" panel in PoseMode, beside the settings for PoseLib. * Reorganised buttons for editing selected bones in PoseMode. I've replaced the "dist" and "weight" buttons (they existed in EditMode anyway) with a menu to choose the bone-group and the custom-shape-ob field. In the place of the old custom-shape-ob field, I've restored the "Hide" button. This might break muscle-memory a bit, but there isn't a lot of space to play with there. Some stuff I'd been originally planning to do before committing: * When adding keyframes for bones, an action-group with the same name as the bone's group will be added to the action, and the action-channel will be made a member of that. * New action/bone groups have unique names (renaming/adding new should check if name exists before assigning it) * There's a setting under Bone-Groups stuff which sets which custom-colour set is used to colour that group's bones. Currently, this is non-functional, as the necessary drawing code for armatures is not in place yet.
2008-01-20 02:55:35 +00:00
}
int give_obdata_texspace(Object *ob, int **texflag, float **loc, float **size, float **rot) {
if (ob->data==NULL)
return 0;
switch (GS(((ID *)ob->data)->name)) {
case ID_ME:
{
Mesh *me= ob->data;
if (texflag) *texflag = &me->texflag;
if (loc) *loc = me->loc;
if (size) *size = me->size;
if (rot) *rot = me->rot;
break;
}
case ID_CU:
{
Curve *cu= ob->data;
if (texflag) *texflag = &cu->texflag;
if (loc) *loc = cu->loc;
if (size) *size = cu->size;
if (rot) *rot = cu->rot;
break;
}
case ID_MB:
{
MetaBall *mb= ob->data;
if (texflag) *texflag = &mb->texflag;
if (loc) *loc = mb->loc;
if (size) *size = mb->size;
if (rot) *rot = mb->rot;
break;
}
default:
return 0;
}
return 1;
}
/*
* Test a bounding box for ray intersection
* assumes the ray is already local to the boundbox space
*/
int ray_hit_boundbox(struct BoundBox *bb, float ray_start[3], float ray_normal[3])
{
static int triangle_indexes[12][3] = {{0, 1, 2}, {0, 2, 3},
{3, 2, 6}, {3, 6, 7},
{1, 2, 6}, {1, 6, 5},
{5, 6, 7}, {4, 5, 7},
{0, 3, 7}, {0, 4, 7},
{0, 1, 5}, {0, 4, 5}};
int result = 0;
int i;
for (i = 0; i < 12 && result == 0; i++)
{
float lambda;
int v1, v2, v3;
v1 = triangle_indexes[i][0];
v2 = triangle_indexes[i][1];
v3 = triangle_indexes[i][2];
result = RayIntersectsTriangle(ray_start, ray_normal, bb->vec[v1], bb->vec[v2], bb->vec[v3], &lambda, NULL);
}
return result;
}