Comment fixes - code for Object Motion Paths still referred to Bones

This commit is contained in:
2012-05-01 13:51:50 +00:00
parent 2691483e35
commit 75a468f61e
2 changed files with 15 additions and 17 deletions

View File

@@ -1102,7 +1102,7 @@ void OBJECT_OT_forcefield_toggle(wmOperatorType *ot)
/* ********************************************** */
/* Motion Paths */
/* For the object with pose/action: update paths for those that have got them
/* For the objects with animation: update paths for those that have got them
* This should selectively update paths that exist...
*
* To be called from various tools that do incremental updates
@@ -1114,7 +1114,7 @@ void ED_objects_recalculate_paths(bContext *C, Scene *scene)
/* loop over objects in scene */
CTX_DATA_BEGIN (C, Object *, ob, selected_editable_objects)
{
/* set flag to force recalc, then grab the relevant bones to target */
/* set flag to force recalc, then grab path(s) from object */
ob->avs.recalc |= ANIMVIZ_RECALC_PATHS;
animviz_get_object_motionpaths(ob, &targets);
}
@@ -1125,9 +1125,7 @@ void ED_objects_recalculate_paths(bContext *C, Scene *scene)
BLI_freelistN(&targets);
}
/* For the object with pose/action: create path curves for selected bones
* This recalculates the WHOLE path within the pchan->pathsf and pchan->pathef range
*/
/* Calculate/recalculate whole paths (avs.path_sf to avs.path_ef) */
static int object_calculate_paths_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
@@ -1135,17 +1133,16 @@ static int object_calculate_paths_exec(bContext *C, wmOperator *op)
/* set up path data for bones being calculated */
CTX_DATA_BEGIN (C, Object *, ob, selected_editable_objects)
{
/* verify makes sure that the selected bone has a bone with the appropriate settings */
/* verify that the selected object has the appropriate settings */
animviz_verify_motionpaths(op->reports, scene, ob, NULL);
}
CTX_DATA_END;
/* calculate the bones that now have motionpaths... */
// TODO: only make for the selected bones?
/* calculate the paths for objects that have them (and are tagged to get refreshed) */
ED_objects_recalculate_paths(C, scene);
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT | ND_POSE, NULL);
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
return OPERATOR_FINISHED;
}
@@ -1155,7 +1152,7 @@ void OBJECT_OT_paths_calculate(wmOperatorType *ot)
/* identifiers */
ot->name = "Calculate Object Paths";
ot->idname = "OBJECT_OT_paths_calculate";
ot->description = "Calculate paths for the selected bones";
ot->description = "Calculate motion paths for the selected objects";
/* api callbacks */
ot->exec = object_calculate_paths_exec;
@@ -1167,7 +1164,7 @@ void OBJECT_OT_paths_calculate(wmOperatorType *ot)
/* --------- */
/* for the object with pose/action: clear path curves for selected bones only */
/* Clear motion paths for selected objects only */
void ED_objects_clear_paths(bContext *C)
{
/* loop over objects in scene */
@@ -1189,7 +1186,7 @@ static int object_clear_paths_exec(bContext *C, wmOperator *UNUSED(op))
ED_objects_clear_paths(C);
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT | ND_POSE, NULL);
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
return OPERATOR_FINISHED;
}
@@ -1199,7 +1196,7 @@ void OBJECT_OT_paths_clear(wmOperatorType *ot)
/* identifiers */
ot->name = "Clear Object Paths";
ot->idname = "OBJECT_OT_paths_clear";
ot->description = "Clear path caches for selected bones";
ot->description = "Clear path caches for selected objects";
/* api callbacks */
ot->exec = object_clear_paths_exec;

View File

@@ -193,8 +193,9 @@ void draw_motion_path_instance(Scene *scene,
glVertex3fv(mpv->co);
glEnd();
/* Draw big green dot where the current frame is */
// NOTE: only do this when drawing keyframes for now...
/* Draw big green dot where the current frame is
* NOTE: this is only done when keyframes are shown, since this adds similar types of clutter
*/
if ((avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) &&
(sfra < CFRA) && (CFRA <= efra))
{
@@ -245,7 +246,7 @@ void draw_motion_path_instance(Scene *scene,
/* Keyframes - dots and numbers */
if (avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) {
unsigned char col[4];
AnimData *adt = BKE_animdata_from_id(&ob->id);
DLRBT_Tree keys;
@@ -273,7 +274,7 @@ void draw_motion_path_instance(Scene *scene,
/* Draw slightly-larger yellow dots at each keyframe */
UI_GetThemeColor3ubv(TH_VERTEX_SELECT, col);
col[3] = 255;
glPointSize(4.0f); // XXX perhaps a bit too big
glColor3ubv(col);