2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include <stdio.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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2005-10-23 12:18:32 +00:00
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#include "BLI_arithb.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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2005-10-23 12:18:32 +00:00
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#include "DNA_constraint_types.h"
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#include "DNA_curve_types.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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Another huge commit!!!
First, check on the new files, which are listed below.
The new butspace.h is a local include, only to be used for the buttons
drawn in the buttonswindow.
- editbuts, animbuts, gamebuts, displaybuts, paintbuts, work now
- i quite completely reorganized it, it's now nicely telling you what
context it is in
- sorting error in panel align fixed (tabs were flipping)
- align works correctly automatic when you click around in Blender
- editsca.c renamed to buttons_logic.h
- button names are truncated from the right for allmost all buttons
(except text buttons and number buttons)
- while dragging panels, you cannot move them outside window anymore
And of course fixed loads of little bugs I encountered while testing
it all. This is a version I really need good test & feedback for.
Next step: restoring material/lamp/texture/world
2003-10-10 17:29:01 +00:00
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#include "DNA_screen_types.h"
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2005-10-23 12:18:32 +00:00
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#include "DNA_view3d_types.h"
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2002-10-12 11:37:38 +00:00
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "BKE_constraint.h"
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2005-10-23 12:18:32 +00:00
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#include "BKE_depsgraph.h"
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#include "BKE_global.h"
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2002-10-12 11:37:38 +00:00
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#include "BKE_ipo.h"
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2005-10-23 12:18:32 +00:00
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#include "BKE_object.h"
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#include "BKE_utildefines.h"
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2002-10-12 11:37:38 +00:00
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2005-07-27 10:37:20 +00:00
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#include "BIF_editaction.h"
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2002-10-12 11:37:38 +00:00
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#include "BIF_editarmature.h"
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#include "BIF_editconstraint.h"
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2005-08-24 20:18:03 +00:00
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#include "BIF_poseobject.h"
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2002-10-12 11:37:38 +00:00
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#include "BIF_interface.h"
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#include "BIF_screen.h"
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2005-10-23 12:18:32 +00:00
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#include "BIF_space.h"
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2002-10-12 11:37:38 +00:00
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#include "BIF_toolbox.h"
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#include "blendef.h"
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#include "nla.h"
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2005-10-23 12:18:32 +00:00
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#include "mydevice.h"
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2002-10-12 11:37:38 +00:00
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2002-11-25 12:02:15 +00:00
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2005-08-24 20:18:03 +00:00
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ListBase *get_active_constraint_channels (Object *ob, int forcevalid)
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2002-10-12 11:37:38 +00:00
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{
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char ipstr[64];
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if (!ob)
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return NULL;
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/* See if we are a bone constraint */
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2005-07-23 18:52:31 +00:00
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if (ob->flag & OB_POSEMODE) {
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bActionChannel *achan;
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bPoseChannel *pchan;
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2005-08-24 20:18:03 +00:00
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pchan = get_active_posechannel(ob);
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2005-07-23 18:52:31 +00:00
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if (pchan) {
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/* Make sure we have an action */
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if (!ob->action){
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if (!forcevalid)
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return NULL;
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2002-10-12 11:37:38 +00:00
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2005-10-10 17:42:48 +00:00
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ob->action=add_empty_action(ID_PO);
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2005-07-23 18:52:31 +00:00
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}
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/* Make sure we have an actionchannel */
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2005-10-10 17:42:48 +00:00
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achan = get_action_channel(ob->action, pchan->name);
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2005-07-23 18:52:31 +00:00
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if (!achan){
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if (!forcevalid)
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return NULL;
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2002-10-12 11:37:38 +00:00
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2005-07-23 18:52:31 +00:00
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achan = MEM_callocN (sizeof(bActionChannel), "actionChannel");
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strcpy (achan->name, pchan->name);
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sprintf (ipstr, "%s.%s", ob->action->id.name+2, achan->name);
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ipstr[23]=0;
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achan->ipo= add_ipo(ipstr, ID_AC);
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2002-10-12 11:37:38 +00:00
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2005-07-23 18:52:31 +00:00
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BLI_addtail (&ob->action->chanbase, achan);
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2002-10-12 11:37:38 +00:00
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}
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2005-07-23 18:52:31 +00:00
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return &achan->constraintChannels;
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2002-10-12 11:37:38 +00:00
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}
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2005-08-22 21:58:55 +00:00
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else return NULL;
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2002-10-12 11:37:38 +00:00
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}
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2005-07-23 18:52:31 +00:00
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/* else we return object constraints */
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2005-10-10 17:42:48 +00:00
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else {
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if(ob->ipoflag & OB_ACTION_OB) {
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bActionChannel *achan = get_action_channel(ob->action, "Object");
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if(achan)
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return &achan->constraintChannels;
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else
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return NULL;
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}
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return &ob->constraintChannels;
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}
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2002-10-12 11:37:38 +00:00
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}
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2005-08-24 20:18:03 +00:00
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/* if object in posemode, active bone constraints, else object constraints */
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ListBase *get_active_constraints(Object *ob)
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2002-10-12 11:37:38 +00:00
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{
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if (!ob)
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return NULL;
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2005-07-23 18:52:31 +00:00
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if (ob->flag & OB_POSEMODE) {
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bPoseChannel *pchan;
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2002-10-12 11:37:38 +00:00
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2005-08-24 20:18:03 +00:00
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pchan = get_active_posechannel(ob);
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if (pchan)
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Integration of new IK lib features in Armature Poses.
Best is to forget yesterday's commit and old docs. New docs are underway...
Here's how IK works now;
- IK chains can go all the way to the furthest parent Bone. Disregarding
the old option "IK to Parent" and disgregarding whether a Bone has an
offset to its parent (offsets now work for IK, so you can also make
T-bones).
- The old "IK to Parent" option now only does what it should do: it denotes
whether a Bone is directly connected to a Parent Bone, or not.
In the UI and in code this option is now called "Connected".
- You can also define yourself which Bone will become the "Root" for an IK
chain. This can be any Parent of the IK tip (where the IK constraint is).
By default it goes all the way, unless you set a value for the new IK
Constraint Panel option "Chain Lenght".
- "Tree IK" now is detected automatic, when multiple IK Roots are on the
same Bone, and when there's a branched structure.
Multiple IK's on a single chain (no branches) is still executed as usual,
doing the IK's sequentially.
- Note: Branched structures, with _partial_ overlapping IK chains, that don't
share the same Root will possibly disconnect branches.
- When you select a Bone with IK, it now draws a yellow dashed line to its
Root.
- The IK options "Location Weight" and "Rotation Weight" are relative,
in case there's a Tree IK structure. These weights cannot be set to
zero. To animate or disable IK Targets, use the "Influence" slider.
- This new IK is backwards and upwards compatible for Blender files.
Of course, the new features won't show in older Blender binaries! :)
Other changes & notes;
- In PoseMode, the Constraint Panel now also draws in Editing Buttons, next
to the Bones Panel.
- IK Constraint Panel was redesigned... it's still a bit squished
- Buttons "No X DoF" is now called "Lock X". This to follow convention to
name options positive.
- Added Undo push for Make/Clear Parent in Editmode Armature
- Use CTRL+P "Make Parent" on a single selected Bone to make it become
connected (ALT+P had already "Disconnect").
On todo next; Visualizing & review of Bone DoF limits and stiffness
2005-08-28 12:23:06 +00:00
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return &pchan->constraints;
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2002-10-12 11:37:38 +00:00
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}
|
Integration of new IK lib features in Armature Poses.
Best is to forget yesterday's commit and old docs. New docs are underway...
Here's how IK works now;
- IK chains can go all the way to the furthest parent Bone. Disregarding
the old option "IK to Parent" and disgregarding whether a Bone has an
offset to its parent (offsets now work for IK, so you can also make
T-bones).
- The old "IK to Parent" option now only does what it should do: it denotes
whether a Bone is directly connected to a Parent Bone, or not.
In the UI and in code this option is now called "Connected".
- You can also define yourself which Bone will become the "Root" for an IK
chain. This can be any Parent of the IK tip (where the IK constraint is).
By default it goes all the way, unless you set a value for the new IK
Constraint Panel option "Chain Lenght".
- "Tree IK" now is detected automatic, when multiple IK Roots are on the
same Bone, and when there's a branched structure.
Multiple IK's on a single chain (no branches) is still executed as usual,
doing the IK's sequentially.
- Note: Branched structures, with _partial_ overlapping IK chains, that don't
share the same Root will possibly disconnect branches.
- When you select a Bone with IK, it now draws a yellow dashed line to its
Root.
- The IK options "Location Weight" and "Rotation Weight" are relative,
in case there's a Tree IK structure. These weights cannot be set to
zero. To animate or disable IK Targets, use the "Influence" slider.
- This new IK is backwards and upwards compatible for Blender files.
Of course, the new features won't show in older Blender binaries! :)
Other changes & notes;
- In PoseMode, the Constraint Panel now also draws in Editing Buttons, next
to the Bones Panel.
- IK Constraint Panel was redesigned... it's still a bit squished
- Buttons "No X DoF" is now called "Lock X". This to follow convention to
name options positive.
- Added Undo push for Make/Clear Parent in Editmode Armature
- Use CTRL+P "Make Parent" on a single selected Bone to make it become
connected (ALT+P had already "Disconnect").
On todo next; Visualizing & review of Bone DoF limits and stiffness
2005-08-28 12:23:06 +00:00
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else
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return &ob->constraints;
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2002-10-12 11:37:38 +00:00
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|
Integration of new IK lib features in Armature Poses.
Best is to forget yesterday's commit and old docs. New docs are underway...
Here's how IK works now;
- IK chains can go all the way to the furthest parent Bone. Disregarding
the old option "IK to Parent" and disgregarding whether a Bone has an
offset to its parent (offsets now work for IK, so you can also make
T-bones).
- The old "IK to Parent" option now only does what it should do: it denotes
whether a Bone is directly connected to a Parent Bone, or not.
In the UI and in code this option is now called "Connected".
- You can also define yourself which Bone will become the "Root" for an IK
chain. This can be any Parent of the IK tip (where the IK constraint is).
By default it goes all the way, unless you set a value for the new IK
Constraint Panel option "Chain Lenght".
- "Tree IK" now is detected automatic, when multiple IK Roots are on the
same Bone, and when there's a branched structure.
Multiple IK's on a single chain (no branches) is still executed as usual,
doing the IK's sequentially.
- Note: Branched structures, with _partial_ overlapping IK chains, that don't
share the same Root will possibly disconnect branches.
- When you select a Bone with IK, it now draws a yellow dashed line to its
Root.
- The IK options "Location Weight" and "Rotation Weight" are relative,
in case there's a Tree IK structure. These weights cannot be set to
zero. To animate or disable IK Targets, use the "Influence" slider.
- This new IK is backwards and upwards compatible for Blender files.
Of course, the new features won't show in older Blender binaries! :)
Other changes & notes;
- In PoseMode, the Constraint Panel now also draws in Editing Buttons, next
to the Bones Panel.
- IK Constraint Panel was redesigned... it's still a bit squished
- Buttons "No X DoF" is now called "Lock X". This to follow convention to
name options positive.
- Added Undo push for Make/Clear Parent in Editmode Armature
- Use CTRL+P "Make Parent" on a single selected Bone to make it become
connected (ALT+P had already "Disconnect").
On todo next; Visualizing & review of Bone DoF limits and stiffness
2005-08-28 12:23:06 +00:00
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return NULL;
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2002-10-12 11:37:38 +00:00
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}
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2005-08-24 20:18:03 +00:00
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/* single constraint */
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bConstraint *get_active_constraint(Object *ob)
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{
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ListBase *lb= get_active_constraints(ob);
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if(lb) {
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bConstraint *con;
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for(con= lb->first; con; con=con->next)
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if(con->flag & CONSTRAINT_ACTIVE)
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return con;
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}
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return NULL;
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}
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/* single channel, for ipo */
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bConstraintChannel *get_active_constraint_channel(Object *ob)
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{
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bConstraint *con;
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bConstraintChannel *chan;
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if (ob->flag & OB_POSEMODE) {
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if(ob->action) {
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bPoseChannel *pchan;
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pchan = get_active_posechannel(ob);
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if(pchan) {
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for(con= pchan->constraints.first; con; con= con->next)
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if(con->flag & CONSTRAINT_ACTIVE)
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break;
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if(con) {
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2005-10-10 17:42:48 +00:00
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bActionChannel *achan = get_action_channel(ob->action, pchan->name);
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2005-08-24 20:18:03 +00:00
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if(achan) {
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for(chan= achan->constraintChannels.first; chan; chan= chan->next)
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if(!strcmp(chan->name, con->name))
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break;
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return chan;
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}
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}
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}
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}
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}
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else {
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for(con= ob->constraints.first; con; con= con->next)
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if(con->flag & CONSTRAINT_ACTIVE)
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break;
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if(con) {
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2005-10-10 17:42:48 +00:00
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ListBase *lb= get_active_constraint_channels(ob, 0);
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if(lb) {
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for(chan= lb->first; chan; chan= chan->next)
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if(!strcmp(chan->name, con->name))
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break;
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return chan;
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}
|
2005-08-24 20:18:03 +00:00
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}
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}
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return NULL;
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}
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|
bConstraint *add_new_constraint(short type)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
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bConstraint *con;
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|
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con = MEM_callocN(sizeof(bConstraint), "constraint");
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/* Set up a generic constraint datablock */
|
2003-10-21 13:22:07 +00:00
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|
con->type = type;
|
2002-10-12 11:37:38 +00:00
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|
con->flag |= CONSTRAINT_EXPAND;
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|
con->enforce=1.0F;
|
|
|
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|
/* Load the data for it */
|
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|
con->data = new_constraint_data(con->type);
|
|
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|
strcpy (con->name, "Const");
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|
return con;
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|
|
|
|
}
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|
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|
2003-10-21 13:22:07 +00:00
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|
|
void add_constraint_to_object(bConstraint *con, Object *ob)
|
|
|
|
|
{
|
|
|
|
|
ListBase *list;
|
|
|
|
|
list = &ob->constraints;
|
2005-08-24 20:18:03 +00:00
|
|
|
|
|
|
|
|
if (list) {
|
2003-10-21 13:22:07 +00:00
|
|
|
unique_constraint_name(con, list);
|
|
|
|
|
BLI_addtail(list, con);
|
2005-08-24 20:18:03 +00:00
|
|
|
|
|
|
|
|
con->flag |= CONSTRAINT_ACTIVE;
|
|
|
|
|
for(con= con->prev; con; con= con->prev)
|
|
|
|
|
con->flag &= ~CONSTRAINT_ACTIVE;
|
2003-10-21 13:22:07 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2005-08-24 20:18:03 +00:00
|
|
|
char *get_con_subtarget_name(bConstraint *con, Object *target)
|
2004-01-03 03:53:18 +00:00
|
|
|
{
|
|
|
|
|
/*
|
|
|
|
|
* If the target for this constraint is target, return a pointer
|
|
|
|
|
* to the name for this constraints subtarget ... NULL otherwise
|
|
|
|
|
*/
|
2005-08-24 20:18:03 +00:00
|
|
|
switch (con->type) {
|
2004-01-03 03:53:18 +00:00
|
|
|
|
|
|
|
|
case CONSTRAINT_TYPE_ACTION:
|
|
|
|
|
{
|
2005-08-24 20:18:03 +00:00
|
|
|
bActionConstraint *data = con->data;
|
2004-01-03 03:53:18 +00:00
|
|
|
if (data->tar==target) return data->subtarget;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case CONSTRAINT_TYPE_LOCLIKE:
|
|
|
|
|
{
|
2005-08-24 20:18:03 +00:00
|
|
|
bLocateLikeConstraint *data = con->data;
|
2004-01-03 03:53:18 +00:00
|
|
|
if (data->tar==target) return data->subtarget;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case CONSTRAINT_TYPE_ROTLIKE:
|
|
|
|
|
{
|
2005-08-24 20:18:03 +00:00
|
|
|
bRotateLikeConstraint *data = con->data;
|
2004-01-03 03:53:18 +00:00
|
|
|
if (data->tar==target) return data->subtarget;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case CONSTRAINT_TYPE_KINEMATIC:
|
|
|
|
|
{
|
2005-08-24 20:18:03 +00:00
|
|
|
bKinematicConstraint *data = con->data;
|
2004-01-03 03:53:18 +00:00
|
|
|
if (data->tar==target) return data->subtarget;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case CONSTRAINT_TYPE_TRACKTO:
|
|
|
|
|
{
|
2005-08-24 20:18:03 +00:00
|
|
|
bTrackToConstraint *data = con->data;
|
2004-01-03 03:53:18 +00:00
|
|
|
if (data->tar==target) return data->subtarget;
|
|
|
|
|
}
|
|
|
|
|
break;
|
2005-09-07 00:11:39 +00:00
|
|
|
case CONSTRAINT_TYPE_MINMAX:
|
|
|
|
|
{
|
|
|
|
|
bMinMaxConstraint *data = con->data;
|
|
|
|
|
if (data->tar==target) return data->subtarget;
|
|
|
|
|
}
|
|
|
|
|
break;
|
2004-01-03 03:53:18 +00:00
|
|
|
case CONSTRAINT_TYPE_LOCKTRACK:
|
|
|
|
|
{
|
2005-08-24 20:18:03 +00:00
|
|
|
bLockTrackConstraint *data = con->data;
|
2004-01-03 03:53:18 +00:00
|
|
|
if (data->tar==target) return data->subtarget;
|
|
|
|
|
}
|
|
|
|
|
break;
|
2004-09-05 20:21:16 +00:00
|
|
|
case CONSTRAINT_TYPE_STRETCHTO:
|
|
|
|
|
{
|
2005-08-24 20:18:03 +00:00
|
|
|
bStretchToConstraint *data = con->data;
|
2004-09-05 20:21:16 +00:00
|
|
|
if (data->tar==target) return data->subtarget;
|
|
|
|
|
}
|
|
|
|
|
break;
|
2004-01-03 03:53:18 +00:00
|
|
|
case CONSTRAINT_TYPE_FOLLOWPATH:
|
|
|
|
|
/* wonder if this is relevent, since this constraint
|
|
|
|
|
* cannot have a subtarget - theeth
|
|
|
|
|
*/
|
|
|
|
|
{
|
|
|
|
|
/*
|
2005-08-24 20:18:03 +00:00
|
|
|
* bFollowPathConstraint *data = con->data;
|
2004-01-03 03:53:18 +00:00
|
|
|
*/
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return NULL;
|
2004-09-03 14:31:06 +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
|
|
|
/* checks validity of object pointers, and NULLs,
|
|
|
|
|
if Bone doesnt exist it sets the CONSTRAINT_DISABLE flag */
|
|
|
|
|
static void test_constraints (Object *owner, const char* substring)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
bConstraint *curcon;
|
|
|
|
|
ListBase *conlist= NULL;
|
|
|
|
|
int type;
|
|
|
|
|
|
|
|
|
|
if (owner==NULL) return;
|
|
|
|
|
|
|
|
|
|
/* Check parents */
|
|
|
|
|
/* Get the constraint list for this object */
|
|
|
|
|
|
|
|
|
|
if (strlen (substring)){
|
|
|
|
|
switch (owner->type){
|
|
|
|
|
case OB_ARMATURE:
|
|
|
|
|
type = TARGET_BONE;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
type = TARGET_OBJECT;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
type = TARGET_OBJECT;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
switch (type){
|
|
|
|
|
case TARGET_OBJECT:
|
|
|
|
|
conlist = &owner->constraints;
|
|
|
|
|
break;
|
|
|
|
|
case TARGET_BONE:
|
|
|
|
|
{
|
|
|
|
|
Bone *bone;
|
|
|
|
|
bPoseChannel *chan;
|
|
|
|
|
|
|
|
|
|
bone = get_named_bone(((bArmature*)owner->data), substring);
|
|
|
|
|
chan = get_pose_channel (owner->pose, substring);
|
|
|
|
|
if (bone && chan){
|
|
|
|
|
conlist = &chan->constraints;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Cycle constraints */
|
|
|
|
|
if (conlist){
|
|
|
|
|
for (curcon = conlist->first; curcon; curcon=curcon->next){
|
|
|
|
|
curcon->flag &= ~CONSTRAINT_DISABLE;
|
|
|
|
|
|
|
|
|
|
switch (curcon->type){
|
|
|
|
|
case CONSTRAINT_TYPE_ACTION:
|
|
|
|
|
{
|
|
|
|
|
bActionConstraint *data = curcon->data;
|
|
|
|
|
|
|
|
|
|
if (!exist_object(data->tar)){
|
|
|
|
|
data->tar = NULL;
|
2005-08-24 20:18:03 +00:00
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
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
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( (data->tar == owner) &&
|
|
|
|
|
(!get_named_bone(get_armature(owner),
|
|
|
|
|
data->subtarget))) {
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case CONSTRAINT_TYPE_LOCLIKE:
|
|
|
|
|
{
|
|
|
|
|
bLocateLikeConstraint *data = curcon->data;
|
|
|
|
|
|
|
|
|
|
if (!exist_object(data->tar)){
|
|
|
|
|
data->tar = NULL;
|
2005-08-24 20:18:03 +00:00
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
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
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
2005-09-07 00:11:39 +00:00
|
|
|
if ( (data->tar == owner) &&
|
|
|
|
|
(!get_named_bone(get_armature(owner),
|
|
|
|
|
data->subtarget))) {
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case CONSTRAINT_TYPE_MINMAX:
|
|
|
|
|
{
|
|
|
|
|
bMinMaxConstraint *data = curcon->data;
|
|
|
|
|
|
|
|
|
|
if (!exist_object(data->tar)){
|
|
|
|
|
data->tar = NULL;
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
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 ( (data->tar == owner) &&
|
|
|
|
|
(!get_named_bone(get_armature(owner),
|
|
|
|
|
data->subtarget))) {
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case CONSTRAINT_TYPE_ROTLIKE:
|
|
|
|
|
{
|
|
|
|
|
bRotateLikeConstraint *data = curcon->data;
|
|
|
|
|
|
|
|
|
|
if (!exist_object(data->tar)){
|
|
|
|
|
data->tar = NULL;
|
2005-08-24 20:18:03 +00:00
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
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
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( (data->tar == owner) &&
|
|
|
|
|
(!get_named_bone(get_armature(owner),
|
|
|
|
|
data->subtarget))) {
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case CONSTRAINT_TYPE_KINEMATIC:
|
|
|
|
|
{
|
|
|
|
|
bKinematicConstraint *data = curcon->data;
|
|
|
|
|
if (!exist_object(data->tar)){
|
|
|
|
|
data->tar = NULL;
|
2005-08-24 20:18:03 +00:00
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
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
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( (data->tar == owner) &&
|
|
|
|
|
(!get_named_bone(get_armature(owner),
|
|
|
|
|
data->subtarget))) {
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case CONSTRAINT_TYPE_TRACKTO:
|
|
|
|
|
{
|
|
|
|
|
bTrackToConstraint *data = curcon->data;
|
|
|
|
|
if (!exist_object(data->tar)) {
|
|
|
|
|
data->tar = NULL;
|
2005-08-24 20:18:03 +00:00
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
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
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( (data->tar == owner) &&
|
|
|
|
|
(!get_named_bone(get_armature(owner),
|
|
|
|
|
data->subtarget))) {
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (data->reserved2==data->reserved1){
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (data->reserved2+3==data->reserved1){
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case CONSTRAINT_TYPE_LOCKTRACK:
|
|
|
|
|
{
|
|
|
|
|
bLockTrackConstraint *data = curcon->data;
|
|
|
|
|
|
|
|
|
|
if (!exist_object(data->tar)){
|
|
|
|
|
data->tar = NULL;
|
2005-08-24 20:18:03 +00:00
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
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
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( (data->tar == owner) &&
|
|
|
|
|
(!get_named_bone(get_armature(owner),
|
|
|
|
|
data->subtarget))) {
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (data->lockflag==data->trackflag){
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (data->lockflag+3==data->trackflag){
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case CONSTRAINT_TYPE_STRETCHTO:
|
|
|
|
|
{
|
|
|
|
|
bStretchToConstraint *data = curcon->data;
|
|
|
|
|
|
|
|
|
|
if (!exist_object(data->tar)){
|
|
|
|
|
data->tar = NULL;
|
2005-08-24 20:18:03 +00:00
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
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
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( (data->tar == owner) &&
|
|
|
|
|
(!get_named_bone(get_armature(owner),
|
|
|
|
|
data->subtarget))) {
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case CONSTRAINT_TYPE_FOLLOWPATH:
|
|
|
|
|
{
|
|
|
|
|
bFollowPathConstraint *data = curcon->data;
|
|
|
|
|
|
|
|
|
|
if (!exist_object(data->tar)){
|
|
|
|
|
data->tar = NULL;
|
2005-08-24 20:18:03 +00:00
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
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
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (data->tar->type != OB_CURVE){
|
|
|
|
|
data->tar = NULL;
|
2005-08-24 20:18:03 +00:00
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
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
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (data->upflag==data->trackflag){
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (data->upflag+3==data->trackflag){
|
|
|
|
|
curcon->flag |= CONSTRAINT_DISABLE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void test_bonelist_constraints (Object *owner, ListBase *list)
|
|
|
|
|
{
|
|
|
|
|
Bone *bone;
|
|
|
|
|
|
|
|
|
|
for (bone = list->first; bone; bone=bone->next) {
|
|
|
|
|
|
|
|
|
|
test_constraints(owner, bone->name);
|
|
|
|
|
test_bonelist_constraints (owner, &bone->childbase);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void object_test_constraints (Object *owner)
|
|
|
|
|
{
|
|
|
|
|
test_constraints(owner, "");
|
|
|
|
|
|
|
|
|
|
if(owner->type==OB_ARMATURE) {
|
|
|
|
|
bArmature *arm;
|
|
|
|
|
arm = get_armature(owner);
|
|
|
|
|
if (arm)
|
|
|
|
|
test_bonelist_constraints (owner, &arm->bonebase);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
2005-10-23 12:18:32 +00:00
|
|
|
/* context: active object in posemode, active channel, optional selected channel */
|
|
|
|
|
void add_constraint(int only_IK)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT, *obsel=NULL;
|
|
|
|
|
bPoseChannel *pchanact=NULL, *pchansel=NULL;
|
|
|
|
|
bConstraint *con=NULL;
|
|
|
|
|
Base *base;
|
|
|
|
|
short nr;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(ob==NULL || ob==G.obedit) return;
|
2005-12-08 15:05:14 +00:00
|
|
|
|
2005-10-23 12:18:32 +00:00
|
|
|
if(ob->pose && (ob->flag & OB_POSEMODE)) {
|
2005-12-08 15:05:14 +00:00
|
|
|
bArmature *arm= ob->data;
|
|
|
|
|
|
2005-10-23 12:18:32 +00:00
|
|
|
/* find active channel */
|
2005-12-08 15:05:14 +00:00
|
|
|
pchanact= get_active_posechannel(ob);
|
2005-10-23 12:18:32 +00:00
|
|
|
if(pchanact==NULL) return;
|
|
|
|
|
|
|
|
|
|
/* find selected bone */
|
|
|
|
|
for(pchansel= ob->pose->chanbase.first; pchansel; pchansel= pchansel->next) {
|
|
|
|
|
if(pchansel!=pchanact)
|
2005-12-08 15:05:14 +00:00
|
|
|
if(pchansel->bone->flag & BONE_SELECTED)
|
|
|
|
|
if(pchansel->bone->layer & arm->layer)
|
|
|
|
|
break;
|
2005-10-23 12:18:32 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* find selected object */
|
|
|
|
|
for(base= FIRSTBASE; base; base= base->next)
|
|
|
|
|
if( TESTBASE(base) && base->object!=ob )
|
|
|
|
|
obsel= base->object;
|
|
|
|
|
|
|
|
|
|
/* the only_IK caller has checked for posemode! */
|
|
|
|
|
if(only_IK) {
|
|
|
|
|
for(con= pchanact->constraints.first; con; con= con->next) {
|
|
|
|
|
if(con->type==CONSTRAINT_TYPE_KINEMATIC) break;
|
|
|
|
|
}
|
|
|
|
|
if(con) {
|
|
|
|
|
error("Pose Channel already has IK");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(pchansel)
|
2005-12-18 18:05:14 +00:00
|
|
|
nr= pupmenu("Add IK Constraint%t|To Active Bone%x10");
|
2005-10-23 12:18:32 +00:00
|
|
|
else if(obsel)
|
2005-12-18 18:05:14 +00:00
|
|
|
nr= pupmenu("Add IK Constraint%t|To Active Object%x10");
|
2005-10-23 12:18:32 +00:00
|
|
|
else
|
2005-10-30 13:50:42 +00:00
|
|
|
nr= pupmenu("Add IK Constraint%t|To New Empty Object%x10|Without Target%x11");
|
2005-10-23 12:18:32 +00:00
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
if(pchanact) {
|
|
|
|
|
if(pchansel)
|
2005-12-18 18:05:14 +00:00
|
|
|
nr= pupmenu("Add Constraint to Active Bone%t|Copy Location%x1|Copy Rotation%x2|Track To%x3|Floor%x4|Locked Track%x5|Stretch To%x7");
|
2005-10-23 12:18:32 +00:00
|
|
|
else if(obsel && obsel->type==OB_CURVE)
|
2005-12-18 18:05:14 +00:00
|
|
|
nr= pupmenu("Add Constraint to Active Object%t|Copy Location%x1|Copy Rotation%x2|Track To%x3|Floor%x4|Locked Track%x5|Follow Path%x6|Stretch To%x7");
|
2005-10-23 12:18:32 +00:00
|
|
|
else if(obsel)
|
2005-12-18 18:05:14 +00:00
|
|
|
nr= pupmenu("Add Constraint to Active Object%t|Copy Location%x1|Copy Rotation%x2|Track To%x3|Floor%x4|Locked Track%x5|Stretch To%x7");
|
2005-10-23 12:18:32 +00:00
|
|
|
else
|
|
|
|
|
nr= pupmenu("Add Constraint to New Empty Object%t|Copy Location%x1|Copy Rotation%x2|Track To%x3|Floor%x4|Locked Track%x5|Stretch To%x7");
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
if(obsel && obsel->type==OB_CURVE)
|
2005-12-18 18:05:14 +00:00
|
|
|
nr= pupmenu("Add Constraint to Active Object%t|Copy Location%x1|Copy Rotation%x2|Track To%x3|Floor%x4|Locked Track%x5|Follow Path%x6");
|
2005-10-23 12:18:32 +00:00
|
|
|
else if(obsel)
|
2005-12-18 18:05:14 +00:00
|
|
|
nr= pupmenu("Add Constraint to Active Object%t|Copy Location%x1|Copy Rotation%x2|Track To%x3|Floor%x4|Locked Track%x5");
|
2005-10-23 12:18:32 +00:00
|
|
|
else
|
|
|
|
|
nr= pupmenu("Add Constraint to New Empty Object%t|Copy Location%x1|Copy Rotation%x2|Track To%x3|Floor%x4|Locked Track%x5");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(nr<1) return;
|
|
|
|
|
|
|
|
|
|
/* handle IK separate */
|
2005-10-30 13:50:42 +00:00
|
|
|
if(nr==10 || nr==11) {
|
2005-10-23 12:18:32 +00:00
|
|
|
|
|
|
|
|
/* prevent weird chains... */
|
|
|
|
|
if(pchansel) {
|
|
|
|
|
bPoseChannel *pchan= pchanact;
|
|
|
|
|
while(pchan) {
|
|
|
|
|
if(pchan==pchansel) break;
|
|
|
|
|
pchan= pchan->parent;
|
|
|
|
|
}
|
|
|
|
|
if(pchan) {
|
|
|
|
|
error("IK root cannot be linked to IK tip");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
pchan= pchansel;
|
|
|
|
|
while(pchan) {
|
|
|
|
|
if(pchan==pchanact) break;
|
|
|
|
|
pchan= pchan->parent;
|
|
|
|
|
}
|
|
|
|
|
if(pchan) {
|
|
|
|
|
error("IK tip cannot be linked to IK root");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
con = add_new_constraint(CONSTRAINT_TYPE_KINEMATIC);
|
|
|
|
|
BLI_addtail(&pchanact->constraints, con);
|
2005-12-14 14:45:24 +00:00
|
|
|
unique_constraint_name(con, &pchanact->constraints);
|
2005-10-23 12:18:32 +00:00
|
|
|
pchanact->constflag |= PCHAN_HAS_IK; // for draw, but also for detecting while pose solving
|
2005-10-30 13:50:42 +00:00
|
|
|
if(nr==11) pchanact->constflag |= PCHAN_HAS_TARGET;
|
2005-10-23 12:18:32 +00:00
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
|
|
|
|
|
if(nr==1) con = add_new_constraint(CONSTRAINT_TYPE_LOCLIKE);
|
|
|
|
|
else if(nr==2) con = add_new_constraint(CONSTRAINT_TYPE_ROTLIKE);
|
|
|
|
|
else if(nr==3) con = add_new_constraint(CONSTRAINT_TYPE_TRACKTO);
|
|
|
|
|
else if(nr==4) con = add_new_constraint(CONSTRAINT_TYPE_MINMAX);
|
|
|
|
|
else if(nr==5) con = add_new_constraint(CONSTRAINT_TYPE_LOCKTRACK);
|
|
|
|
|
else if(nr==6) con = add_new_constraint(CONSTRAINT_TYPE_FOLLOWPATH);
|
|
|
|
|
else if(nr==7) con = add_new_constraint(CONSTRAINT_TYPE_STRETCHTO);
|
|
|
|
|
|
|
|
|
|
if(con==NULL) return; /* paranoia */
|
|
|
|
|
|
|
|
|
|
if(pchanact) {
|
|
|
|
|
BLI_addtail(&pchanact->constraints, con);
|
2005-12-14 14:45:24 +00:00
|
|
|
unique_constraint_name(con, &pchanact->constraints);
|
2005-10-23 12:18:32 +00:00
|
|
|
pchanact->constflag |= PCHAN_HAS_CONST; /* for draw */
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
BLI_addtail(&ob->constraints, con);
|
2005-12-14 14:45:24 +00:00
|
|
|
unique_constraint_name(con, &ob->constraints);
|
2005-10-23 12:18:32 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* set the target */
|
|
|
|
|
if(pchansel) {
|
|
|
|
|
set_constraint_target(con, ob, pchansel->name);
|
|
|
|
|
}
|
|
|
|
|
else if(obsel) {
|
|
|
|
|
set_constraint_target(con, obsel, NULL);
|
|
|
|
|
}
|
2005-10-30 13:50:42 +00:00
|
|
|
else if(nr!=11) { /* add new empty as target */
|
2005-10-23 12:18:32 +00:00
|
|
|
Base *base= BASACT, *newbase;
|
|
|
|
|
Object *obt;
|
|
|
|
|
|
|
|
|
|
obt= add_object(OB_EMPTY);
|
|
|
|
|
/* set layers OK */
|
|
|
|
|
newbase= BASACT;
|
|
|
|
|
newbase->lay= base->lay;
|
|
|
|
|
obt->lay= newbase->lay;
|
|
|
|
|
|
|
|
|
|
/* transform cent to global coords for loc */
|
|
|
|
|
if(pchanact) {
|
|
|
|
|
if(only_IK)
|
|
|
|
|
VecMat4MulVecfl(obt->loc, ob->obmat, pchanact->pose_tail);
|
|
|
|
|
else
|
|
|
|
|
VecMat4MulVecfl(obt->loc, ob->obmat, pchanact->pose_head);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
VECCOPY(obt->loc, ob->obmat[3]);
|
|
|
|
|
|
|
|
|
|
set_constraint_target(con, obt, NULL);
|
|
|
|
|
|
|
|
|
|
/* restore, add_object sets active */
|
|
|
|
|
BASACT= base;
|
|
|
|
|
base->flag |= SELECT;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* active flag */
|
|
|
|
|
con->flag |= CONSTRAINT_ACTIVE;
|
|
|
|
|
for(con= con->prev; con; con= con->prev)
|
|
|
|
|
con->flag &= ~CONSTRAINT_ACTIVE;
|
|
|
|
|
|
|
|
|
|
DAG_scene_sort(G.scene); // sort order of objects
|
|
|
|
|
|
|
|
|
|
if(pchanact) {
|
|
|
|
|
ob->pose->flag |= POSE_RECALC; // sort pose channels
|
|
|
|
|
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
|
|
|
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}
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|
|
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else
|
|
|
|
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DAG_object_flush_update(G.scene, ob, OB_RECALC_OB); // and all its relations
|
|
|
|
|
|
|
|
|
|
allqueue (REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue (REDRAWBUTSOBJECT, 0);
|
|
|
|
|
allqueue (REDRAWOOPS, 0);
|
|
|
|
|
|
|
|
|
|
if(only_IK)
|
|
|
|
|
BIF_undo_push("Add IK Constraint");
|
|
|
|
|
else
|
|
|
|
|
BIF_undo_push("Add Constraint");
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
2005-12-18 18:05:14 +00:00
|
|
|
void ob_clear_constraints(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob) return;
|
|
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)) return;
|
|
|
|
|
|
|
|
|
|
if(okee("Clear Constraints")==0) return;
|
|
|
|
|
|
|
|
|
|
free_constraints(&ob->constraints);
|
|
|
|
|
|
|
|
|
|
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
|
|
|
|
|
|
|
|
|
|
allqueue (REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue (REDRAWBUTSOBJECT, 0);
|
|
|
|
|
allqueue (REDRAWOOPS, 0);
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Clear Constraint(s)");
|
|
|
|
|
|
2006-01-05 23:10:54 +00:00
|
|
|
}
|
|
|
|
|
|