Commit Graph

117 Commits

Author SHA1 Message Date
fffba2b653 Cleanup: move property auto-keyframing to a generic API function
Prepare to call this from gizmos.
2020-01-14 17:05:59 +11:00
b22afef72c Cleanup: Replace 'add mode' short for driver FCurve creation with an enum
The 'add mode' was a `short` between -1 and 2 inclusive, and magic numbers
sprinkled throughout the code. It's now an enum with descriptive names.

No functional changes.
2019-09-27 17:02:39 +02:00
6eadd40597 Cleanup: redundant struct declarations 2019-08-25 16:45:47 +10:00
e6f3d8b3e1 Revert "Fix T68971: Copy As New Driver from Material node creates a bad reference."
This reverts commits 54fd8176d7, 4c5becb6b1 and 8f578150e.

Those kind of commits must be reviewed and approved by project owners.

That one:
* Broke Collada building by not properly updating all calls to modified
function.
* Broke *whole* ID management by not properly updating library_query.c.

And in general, I am strongly against backward ID pointers, those are
*always* a serious PITA for ID management. Sometimes  they cannot be
avoided, but in general other ways to get that kind of info should be
investigated first.
2019-08-22 16:07:36 +02:00
8f578150ea Fix T68971: Copy As New Driver from Material node creates a bad reference.
NodeTree structures of materials and some other data blocks are
effectively node group data block objects that are contained inside
the parent block. Thus, direct references to them are only valid
while blender is running, and are lost on save.

Fix Copy As New Driver to create a reference that goes through
the owner data block, by adding a new runtime field to bNodeTree.
2019-08-22 15:46:37 +03:00
47335b4e61 Add a new Copy As Driver context menu option for properties.
It is a very common need to create drivers that set the value of
a property to the value of some other property, but it currently
requires multiple actions: Copy Data Path on the input property,
adding a driver to the output property, selecting the input ID
reference, and pasting the path.

This adds a new Copy As Driver context menu option, which creates
a complete driver in the clipboard that reads the current property,
so all that remains is to paste it to the output property. It is
also possible to paste just the new driver variable into an existing
driver to combine multiple inputs.

Reviewers: brecht, billreynish

Differential Revision: https://developer.blender.org/D5382
2019-08-04 13:58:15 +03:00
64e029ea92 Animation: Remove depsgraph argument from a lot of API
Use explicit boolean flag to indicate whether flush to original data
is needed or not. Makes it possible to avoid confusion on whether an
evaluated or any depsgraph can be passed to the API.

Allows to remove depsgraph from bAnimContext as well.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5379
2019-07-31 15:11:38 +02:00
9c0e7f7dd6 Animation: Remove depsgraph argument from direct keyframing
It was used to access evaluated object and pose and was done prior
to implementation of flushing values back to original data for an
active dependency graph.

Removing the argument allows to simplify API and solve issues with
accessing missing dependency graph on redo.
2019-07-31 15:10:49 +02:00
0ac990d088 Cleanup: comments (long lines) in editors 2019-04-22 06:30:04 +10:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
eff8cc9ccc Cleanup: doxy comments
Use doxy references to function and enums,
also correct some names which became out of sync.
2019-04-14 10:48:42 +02:00
1a12c9edab Keyframing: add operators that use keying-set ID's
Unfortunately we can't use insert/delete_keyframe operators in keymaps
because the enums aren't known at the time of keymap registration
and the keying sets are dynamic and use a poll function.

Add a version of insert/delete operators that takes a string
instead of an enum. Needed for D4626.

Also extract int to keying-set into a utility function.
2019-04-10 11:47:43 +02:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
c0f88ed8a8 Cleanup: sort forward declarations of enum & struct
Done using:
  source/tools/utils_maintenance/c_sort_blocks.py
2019-01-28 21:17:58 +11:00
b8e8c0e325 Cleanup: comment line length (editors)
Prevents clang-format wrapping text before comments.
2019-01-15 23:30:31 +11:00
de662e7cd3 NLA: insert keyframes correctly for strips with non-Replace mode.
NLA strips support using the keyframe values in a variety of ways:
adding, subtracting, multiplying, linearly mixing with the result
of strips located below in the stack. This is intended for layering
tweaks on top of a base animation.

However, when inserting keyframes into such strips, it simply inserts
the final value of the property, irrespective of these settings. This
in fact makes the feature nearly useless.

To fix this it is necessary to evaluate the NLA stack below the
edited strip and correctly compute the raw key that would produce
the intended final value, according to the mode and influence.

Differential Revision: https://developer.blender.org/D3927
2018-12-14 22:19:18 +03:00
e79bb957fc User Interface: Add button color for indicating that the value differs from the interpolated one
One issue that especially newer users often run into is that they accidentally reset changes to the scene by switching frame without creating a keyframe first.

Therefore, this commit adds a new color that is used to draw properties if their current value differs from the one that would be set when switching to this frame.
This works both for existing keyframes as well as for currently interpolated frames.

Unfortunately the flags in but->flag are full, so I had to move the new flag to but->drawflag and pass that to all relevant functions.

I went with orange for the color since afaics it fits with the green and yellow that are currently used for keyframe states and since it's somewhat reddish to signify that there might be something to look out for here.

Reviewers: campbellbarton, #user_interface, brecht

Reviewed By: campbellbarton

Subscribers: brecht, predoe

Differential Revision: https://developer.blender.org/D3949
2018-12-08 18:06:23 +01:00
55e719ec35 Merge branch 'master' into blender2.8 2018-11-14 17:21:34 +11:00
d7f55c4ff5 Cleanup: comment block tabs 2018-11-14 17:10:56 +11:00
0628fe7a6c Followup to previous change, reduce number of relations updates
Only tag relations update when new f-curve was allocated. This solves
possible too slow keyframe insertion when doing character animation,
but still does proper relation update when new ID component became
animated.
2018-10-22 17:13:19 +02:00
0ddf3e110e Cleanup: comment blocks 2018-09-02 18:51:31 +10:00
ae57383648 Cleanup: comment blocks 2018-09-02 18:28:27 +10:00
b076b3853c Merge branch 'master' into blender2.8 2018-07-02 12:03:56 +02:00
b88e51dd55 Cleanup: use bool for poll functions 2018-07-02 11:51:31 +02:00
508e34d0bf Merge branch 'master' into blender2.8
Conflicts:
	source/blender/editors/animation/anim_deps.c
	source/blender/editors/animation/keyframing.c
	source/blender/editors/animation/keyingsets.c
	source/blender/editors/armature/pose_edit.c
	source/blender/editors/armature/pose_transform.c
	source/blender/editors/gpencil/gpencil_convert.c
	source/blender/editors/include/ED_anim_api.h
	source/blender/editors/include/ED_keyframing.h
	source/blender/editors/interface/interface_anim.c
	source/blender/editors/space_action/action_edit.c
	source/blender/editors/space_graph/graph_edit.c
	source/blender/editors/space_outliner/outliner_draw.c
	source/blender/editors/transform/transform_conversions.c
	source/blender/makesrna/intern/rna_armature.c
	source/blender/makesrna/intern/rna_pose.c
	source/blender/python/intern/bpy_rna_anim.c
	source/blenderplayer/bad_level_call_stubs/stubs.c
	source/gameengine/Converter/KX_BlenderSceneConverter.cpp
2018-06-07 13:04:16 +02:00
b3a7a75a26 Cleanup: remove moar G.main usages.
Notes:
* Really need to address RNA setters case, end up adding way too much
G.main here these days... :/
* Added Main pointer into bAnimContext, helps a lot in anim code ;)
2018-06-07 12:48:29 +02:00
95011f6d48 Merge branch 'master' into blender2.8 2018-06-04 09:39:04 +02:00
44505b38df Cleanup: strip trailing space in editors 2018-06-04 09:31:30 +02:00
bfe1d0e0dc Merge branch 'master' into blender2.8 2018-06-01 18:26:42 +02:00
75fc1c3507 Cleanup: trailing whitespace (comment blocks)
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-06-01 18:19:39 +02:00
ac476375b1 Cleanup: style, whitespace 2018-05-22 07:39:16 +02:00
6ba28ff8b1 WIP COW Fix: Insert keyframe operators/api now queries depsgraph for evaluated data
When using copy on write, insert keyframe operators were reading from old
bmain data instead of COW data. This meant that inserting keyframes would
often read old/stale data, resulting in invalid keyframes getting created
(e.g. from last transform operation, instead of actual current state).

This commit makes it so that keyframing operators will ask depsgraph for
the evaluated copy of the data, so that it can read values from that. It
introduces a new function - `DEG_get_evaluated_rna_pointer()`, which when
working correctly/fully, should work just like the other `DEG_get_evaluated_*()`
functions, except it lets you pass in an RNA Pointer.

However, currently, this is only done for Pose Bones (as a dirty hack, since this
is an important/pivotal requirement for production) and/or datablock
properties directly (since we can just use the DEG_get_evaluated_id() directly).
on the datablock.

Committing to a branch for now as this all needs more testing. More work to come
later at a more sane time of day!
2018-05-19 19:54:47 +02:00
ff839fb6c1 Fix: D3160 Propose to use proper typedefs to avoid confusion
Differential Revision: https://developer.blender.org/D3160
2018-04-20 15:02:11 +02:00
ab7ebf2b10 Cleanup: Use const for RNA EnumPropertyItem args
Practically all access to enum data is read-only.
2017-10-18 16:04:07 +11:00
601ce6a89c POSELIB_OT_pose_add: only create keyframes for selected bones.
Previously the pose library used the WholeCharacter key set, which ignores
selection and add keys for almost all bones in the rig. This is a very
slow operation on complex rigs. With this patch, only selected bones are
keyed, defaulting to keying all bones when none are selected.

Note that this fixes the FIXME previously mentioned in the source.
2016-09-28 13:54:57 +02:00
c885cea7bb Cleanup: spelling 2016-07-16 17:48:57 +10:00
69ee6c9866 Drivers Editing: Added "Copy/Paste" buttons beside "Add Variable" for copying all variables from one driver to another
This was a feature request from a few years back (IIRC from ZanQdo?) to make it
easier to reuse one set of driver variables across several different drivers.

Dev Notes:
* Finally it's done! All that trouble for two little buttons.
* Grr... cmake... grrr!
2016-04-15 20:05:09 +12:00
6bddad2c4e Code Cleanup: Add proper defines (with ANIM_* prefix) for animation-related copy-paste buffer free callbacks 2016-04-15 20:05:06 +12:00
deffd4352b Drivers Setup: Expose all mapping types for creating drivers
* This includes the "manually create" modes, which correspond to the previous behaviour
  for setting up drivers. This is necessary when the current screen layout is not
  well suited to having multiple property editors open (e.g. small screen or heavily
  subdivided screen).

* Only the modes relevant for the current property type (i.e. array vs single)
  will be shown

* The "Add Driver" entries in the RMB context menu have now been replaced by a
  submenu which will list all the available mapping types.

* NOTE: The code for the ANIM_OT_button_driver_add() operator is perhaps a bit hairy.
  However, it currently allows us to have the desired behaviour. It can always get
  cleaned up later though.
2016-03-30 03:21:57 +13:00
4b279815d5 Drivers: Add a "none" mode for use when adding drivers
Although it isn't currently exposed, this allows for the old behaviour,
where an "empty" driver was added (without any target assigned yet).
For this reason, it's also referred to as the "Manual" mode.

There are also some attempts at improving the tooltips + names for the
other modes (again, not shown anywhere yet)
2016-03-27 18:05:35 +13:00
0512e20ae9 Driver Setup Workflow Improvement: Property Eyedropper
This commit brings some long requested improvements to the workflow for setting up
drivers, which should make it easier and faster to set up new drivers in a more
interactive fashion.

The new workflow is as follows:
1) Hover over the property (e.g. "Lamp Energy" or "Y Location") or properties ("Rotation")
   you wish to add drivers to. We'll refer to this as the "destination"
2) Ctrl-D to active the new "Add Drivers" eyedropper
3) Click on the property you want to use as the source/target. The property under the
   mouse will be used to drive the property you invoked Ctrl-D on.

For example, to drive the X, Y, and Z location of the Cube using the Y Location of the Lamp,
hover over any of the X/Y/Z location buttons, hit Ctrl-D, then click on the Y-Location
button of the Lamp object. Drivers will be added to the X, Y, and Z Location properties
of the Cube; each driver will have a single variable, which uses the Y-Location Transform
Channel of the Lamp.


Tips:
- Transform properties will automatically create "Transform Channel" driver variables.
  Everything else will use "Single Property" ones

- Due to the way that Blender's UI Context works, you'll need two Properties Panel instances
  open (and to have pinned one of the two to show the properties for the unselected
  object). It's slightly clunky, but necessary for implementing a workflow like this,
  as the UI cannot be manipulated while using eyedroppers to pick data.

- The eyedropper operator implemented here actually has three modes of operation.
  1) The "1-N" (one to many) mode is the default used for Ctrl-D, and "Add Driver to All"
     in the RMB Menu. This is the behaviour described above.
  2) There's also a "1-1" (one to one) mode that is used for the "Add Single Driver" in the
     RMB Menu.
  3) Finally, there's the "N-N" mode (many to many), which isn't currently exposed.
     The point of this is to allow mapping XYZ to XYZ elementwise (i.e. direct copying)
     which is useful for things like locations, rotations, scaling, and colours.


Implementation Notes:
- The bulk of the driver adding logic is in editors/animation/drivers.c, where most of
  the Driver UI operators and tools are defined

- The property eyedropper code is in interface_eyedropper.c along with all the other
  eyedroppers (even though they don't share much actual code in common). However, this
  turns out to be necessary, as we can't get access to many of the low-level buttons API's
  otherwise.

Todo:
- It may be necessary to restore a way to access the old behaviour (i.e. "manual setup")
  in case it is not practical to immediately pick a property.

- Other things to investigate here include extra hotkeys (e.g. Ctrl-Shift-D for Add Single?),
  and to expose the N-N mode.

- Other things we could try include interactively applying scaling factors, picking
  multiple targets (e.g. for location difference and rotation difference drivers),
  and/or other ways of using these property picking methods.
2016-03-26 18:02:02 +13:00
7e65b02fb6 Cleanup: use prefix for return args 2016-03-24 18:05:10 +11:00
570fbba3f3 Keyframing: Added ToolSetting for choosing default keyframe type
To make it easier for animators working in a multipass pose-to-pose workflow
when inserting breakdown keyframes and so forth, it is now possible to specify
the "type" of keyframe being created (i.e. the colour of the keyframe, when drawn
in the Dope Sheet).

Usage:
1) Choose the type of keyframe ("Keyframe", "Breakdown", "Extreme", etc.) from
   the new dropdown located between the AutoKeying and KeyingSet widgets on the
   timeline header.
2) Insert keyframes
3) Rejoyce that your newly created keyframes have now been coloured for you already
   in the DopeSheet.

Todo:
* Look into a way of using the actual keyframe colours (from the theme) for the icons
  of these types.
2016-03-13 18:28:30 +13:00
b1d758ae6b Cleanup: redundant struct declarations 2015-03-29 03:56:39 +11:00
f8dcd717ce Cleanup: ints/shorts -> bool. 2014-11-20 20:23:13 +01:00
2aa9d33404 Fix T39902: Keyframe insertion by a Keying Set fails in the edit mode when keyframing object data properties.
Reviewers: aligorith

Reviewed By: aligorith

Differential Revision: https://developer.blender.org/D484
2014-04-28 16:46:06 +09:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
097a3756c0 Code cleanup: use bool 2014-03-31 23:39:08 +11:00