Commit Graph

101 Commits

Author SHA1 Message Date
df63195d2a Cleanup id->newid usage, initial work.
This aims at always ensuring that ID.newid (and relevant LIB_TAG_NEW)
stay in clean (i.e. cleared) state by default.

To achieve this, instead of clearing after all id copy call (would be
horribly noisy, and bad for performances), we try to completely remove
the setting of id->newid by default when copying a new ID.

This implies that areas actually needing that info (mainly, object editing
area (make single user...) and make local area) have to ensure they set
it themselves as needed.

This is far from simple change, many complex code paths to consider, so
will need some serious testing. :/
2016-11-30 15:27:59 +01:00
4e845e0670 Py-Driver: add 'self' option
Drivers can use this to refer to the data which the driver is applied to,
useful for objects, bones, to avoid having to create a variable pointing to its self.
2016-07-30 16:46:13 +10:00
b651812721 Cleanup/fix animsys 'id_type_can_have_animdata()'.
This func now actually takes an ID type as argument, added new 'id_can_have_animdata()'
to check whether a datablock may be animated or not.
2016-07-07 21:21:33 +02:00
897e97f078 ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.

Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).

One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).

This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).

This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.

A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)

Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:53:50 +02:00
c6cc599311 Fix T48234: Glitch w/ action constraints sharing an action
FCurve evaluation depended on FCurve.curval, which isn't threadsafe.
Now only use this value for debug display,
and pass the value instead of storing in the FCurve for all but debug-display.
2016-06-04 00:57:44 +10:00
a09341469e Depsgraph: Add evaluation callbacks for granular nodes update
This commit only adds callbacks which then later be used with major dependency
graph commit, keeping the upcoming commit more clean to follow.

Should be no functional changes so far still.
2015-05-12 16:06:37 +05:00
1c96a84320 Cleanup: use BKE_animdata_* prefix 2015-04-04 15:13:56 +11:00
a730cda72f Fix: Joining armatures fixes up the drivers accordingly
Finally! At long last, I've gotten this working! This ended up being far trickier
to get right than anticipated; the normal remapping API's cannot be used as-is
as they will just clobber over subtleties whenever datablock changes are involved.
So, for now, we have to duplicate the logic a bit.
2015-01-23 02:33:32 +13:00
3df93d063e Fix: Joining armatures loses drivers
Currently, when joining two armatures, the drivers of the armatures being merged
in are lost. This commit introduces a new AnimData API function for merging
animation data into another AnimData block.

NOTE:
* For now, this only copies the drivers over. As a result, manual effort will
  still be needed to go through and fix the drivers.

  I am working on automating that process, but it's more important that the
  drivers don't have to be created from scratch for now (since this is needed
  for the Goosberry rigging work).
2015-01-22 02:09:16 +13:00
133f79e449 Cleanup: warnings, typos 2014-10-29 14:15:21 +01:00
8cb1b35bee Fix T40350: Some texture prop did not have visual feedback they were driven.
This is only a (hacky) partial fix, actually, since `RNA_property_animated()` will still
not work in those cases... Better that than nothing, though.

Thanks to Campbell for review.
2014-10-06 17:08:24 +02:00
a15b3c4d11 Code cleanup: use bool 2014-04-11 11:33:29 +10:00
df553892c9 Bugfix: Renaming bones now renames the corresponding F-Curves in actions used by
Action Constraints
2013-10-22 11:36:48 +00:00
Dalai Felinto
d2e55cb282 bugfix [#32346] Node animation, removing nodes keeps FCurves.
The same bug happens for modifiers, but better to address it separately.
Contribution and review by Lukas Toenne and Brecht van Lommel
2013-10-01 16:15:52 +00:00
7d585ed475 patch [#34103] check_for_dupid.patch
from Lawrence D'Oliveiro (ldo)

- more comments
- more uses of bool type
- define symbol for length of in_use array in check_for_dupid
2013-03-10 05:46:24 +00:00
55c210b57e Fix [#30709] Renaming a bone renames all drivers' targets using a bone of that name, regardless of the armature.
This fix adds a "ref_id" ID pointer to BKE_all_animdata_fix_paths_rename() & co, which is the ID against which prefix+oldName/NewName is "applied", currently only used for drivers' bones targets. Just pass NULL to get same behavior as previously. A bit annoying to make such a change for such a specific case, but there seems to be no other way to go... :/
2012-03-30 13:04:29 +00:00
a80b7d6129 Fixing several issues with keyingsets:
*Add a new idname to keyingsets, keeping name as label-only (using same string for both made lookup fail when using i18n other than english, as it tried to compare an untranslated static string id against a translated RNA name). Also adding a description string (can be helpful with custom keyingsets, imho).
*Fixed a few other bugs related to that area (namely, you can’t deselect current keyingset from the shift-ctrl-alt-I popup menu, and insert/delete key ops were using a rather strange way to get chosen custom keyingset…).
*Fixed UI code so that it always uses (RNA) enum, and simplified menu-creation code.
2012-03-08 14:04:06 +00:00
2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00
33accdb725 use (const char*) rather than (char*) where possible.
also removed some unused function definitons.
2011-11-05 11:04:28 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
61389bba41 fix spelling mistakes in comments (and in some python error messages), nothing to effect translations. 2011-10-17 06:39:13 +00:00
54adf3de62 fix bad svn ID tags 2011-10-10 09:44:14 +00:00
bc40f11093 header cleanup (no functional changes) 2011-10-10 09:38:02 +00:00
db72192c22 Bye bye vile relics of extinct version control systems,
Causing a flurry of refresh file prompts post-commit,
Confusing local diffs and causing merge conflicts,
Stating the obvious; redundant and useless...

We shall not miss thou, blasted expand $keywords$
2011-08-12 07:20:49 +00:00
6a392e8cb5 == RNA Property Updates get called by Animation System now ==
This fixes bug #26764 and several others like it, where modifier
properties (and others, but most visibly modifiers) would not do
anything when animated or driven, as modifier properties require the
RNA update calls to tag the modifiers to get recalculated.

While just adding a call to RNA_property_update() could have gotten
this working (as per the Campbell's patch attached in the report, and
also my own attempt #25881). However, on production rigs, the
performance cost of this is untenatable (on my own tests, without
these updates, I was getting ~5fps on such a rig, but only 0.9fps or
possibly even worse with the updates added).

Hence, this commit adds a property-update caching system to the RNA
level, which aims to reduce to the number of times that the update
functions end up needing to get called.

While this is much faster than without the caching, I also added an
optimisation for pose bones (which are numerous in production rigs) so
that their property updates are skipped, since they are useless to the
animsys (they only tag the depsgraph for updating). This gets things
moving at a more acceptable framerate.
2011-07-24 04:34:46 +00:00
d00a3c8ddf Outliner RMB Menu - AnimData mangement
* When clicking on "Animation" items in the Outliner, there's now a
menu containing from which you can change the action used, and
refresh/delete all drivers.

* Moved action-setting logic for AnimData actions to a single utility
function in anim_sys, since this was starting to be done in too many
places already.

* Fixed Outliner refresh bug after changing the active action
2011-07-07 03:35:48 +00:00
d8e6dd705f fix [#26607] blender won't duplicate or assign new drivers on duplication 2011-03-25 07:34:44 +00:00
Nathan Letwory
22638e22ea doxygen: blenkernel under core as module. 2011-02-18 13:05:18 +00:00
92172b779e Bugfix [#24163] Unable to animate INSIDE a group node in the
compositor

This commit fixes the original bug reported here by adding some
methods to move the relevant F-Curves (and drivers) over to the new
Node-Tree's (i.e. group-node) AnimData. Animated nodes which
subsequently get grouped will still be able to animate as a result of
this commit.

TODO's:
- Ungrouping now will not yet merge the animation back (or at least
copy it)
- Buttons for nodes freshly grouped do not correctly show animated
status indicators for some reason, yet normal animation does
2010-12-29 11:51:53 +00:00
263830f000 Enabled GCC -Wwrite-strings warning for CMake and replaced many 'char's for 'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
2010-12-03 17:05:21 +00:00
7a62c05204 bugfix [#24403] Object.copy() duplicates armature action
now duplicating ID data wont duplicate actions by default and the user preference is used with duplicate operators.
2010-11-09 09:53:17 +00:00
dc5945e7f0 Fix [#21165] Moved textures don't move the animation curves 2010-03-16 07:44:57 +00:00
ea4a987fd4 == Massive Keying Sets Recode ==
After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen.

For a more thorough discussion of this commit, see 
http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1

------

The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks.

Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage.

Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial.

Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00
be44ac7490 * Renaming some Keying Sets API functions to make the terminology more consistent in the UI
* Fixed bug with hotkeys for adding properties to Keying Sets using the KKEY over the relevant buttons. Was calling the remove callback instead.
2010-02-27 02:03:33 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
78934da5c4 A few minor code cleanup tweaks for recent commits in animation code, to better follow conventions elsewhere here :) 2010-01-30 05:08:42 +00:00
3946ae56ac deleting objects which were driver targets would crash blender.
added a utility function BKE_animdata_main_cb
which loops over all AnimData's of all ID's
2010-01-29 21:16:21 +00:00
2cb23d03ef Bugfix #20752: Background Image Panel Properties Keyframing?
Added a check in RNA_property_animateable() which checks if the base ID-block can have animation data or not. Screen data currently cannot have animation data, so this solves that problem (where there were non-functional entries there in the menu).
2010-01-27 10:43:14 +00:00
0185e24861 Make linked animdata working again, copies NLA too, as well as ObData animdata where types match 2010-01-10 20:23:59 +00:00
7f133f65b2 Bugfix #19663: Renaming named data doesn't fix F-Curves
RNA Paths used in F-Curve, Drivers, etc. now get renamed when some data that they use gets renamed. This only works when things like Bones, Constraints, Shape Keys, and Modifiers get renamed, but other cases can get added easily. 

The code here only performs simple string replacements, so there is the potential for problems when several sets of data with the same names are present. For example, if there are multiple armatures with bones that have the same names, renaming a bone on one armature (with a bone on another armature having the same name) will break all the drivers on the other one, even though they aren't really connected. However, I don't expect the aforementioned scenario to really be a problem in most production scenarios.
2009-10-20 03:44:35 +00:00
3daa283604 2.5: Object module
* Split object_edit.c into multiple files:
  object_add.c, object_edit.c, object_hook.c, object_relations.c,
  object_select.c, object_transform.c.
* Rename files to have consistent object_ and mball_ prefix:
  object_shapekey.c, object_lattice.c, object_vgroup.c, mball_edit.c.
* Added operators:
  * vertex group menu and set active
  * apply location, rotation, scale, visual transform (location is new)
  * make local
  * make vertex parent
  * move to layer
  * convert to curve/mesh (not finished yet)
* Many small fixes for marked issues, but still much code to be cleaned
  up here...
2009-09-09 11:52:56 +00:00
9059639df4 2.5: Screen/Scene New/Delete operators.
Implementation Note:
* Moved the scene copy/unlink code back into blenkernel, with
  the exception of the copy single user stuff which is still in
  object_edit.c.
* Uses SCREENDELETE notifier like SCREENBROWSE, seems only clean
  way to do this now.
2009-08-15 16:43:03 +00:00
169a87cb0b 2.5 - Optimisations for Keyframe Drawing in DopeSheet
Keyframes are now prepared for drawing by being added to a binary-tree structure instead of using insertion-sort on a Double-Linked List. This gives rather significant improvements on a few bad cases (*).

I've implemented a basic Red-Black Tree whose nodes/data-structures can also be used as a simple Double-Linked List (ListBase) for this purpose. The implementation of this tree currently does not have support for removing individual nodes, since such capabilities aren't needed yet. 

Stats (using keyframes from an imported .bvh animation file):
* When only the keyframes are drawn (i.e. long keyframes are not identified), the time needed to draw the DopeSheet region 10 times went down from 4000ms to about 300ms.
* When long keyframes are considered as well, the same test has gone from 6000ms to 3000ms. There is still a bottleneck there that I haven't been able to remove yet (an attempt at this made the runtimes go through the roof - 32000 ms for the test done here).

Assorted Notes:
* Added missing headers for some files
* Fixed profiling flags for mingw. There was an extra space which prevented the sound-code from compiling.
2009-07-18 07:11:37 +00:00
1f95600c5a Fixing linux compiling 2009-04-15 10:18:58 +00:00
2dbf73f6a0 2.5 PoseLib - First steps to get PoseLib to work in 2.5
* Cleaned up Keyframing API to get eliminate some of the problems faced during the original implementation of PoseLib, thus reducing code redundancy. 
* Added new Animato evaluation functions specifically for use by PoseLib. 
* Replaced parts of PoseLib code which relied on old animation system to the equivalent code for Animato. Notice the much cleaner + saner + compact code!

Next step is to operatorfy the PoseLib tools (while maintaining possibility for an API to some things) :)
2009-04-15 01:10:36 +00:00
394b3fcede Keying Sets: Added 'remove selected from active set' (Alt-K) operator in Outliner
* Cleaned up the helper functions for the Outliner operators which deal with Keying Sets
* Fixed a few minor bugs in the Keying Sets API that won't show up with the current tools, but may crop up later
* Added a new method to find a 'matching' path in a Keying Set. Now adding a new path to a Keying Set will firstly check if there is any similar path already, and skip adding another path.
2009-02-15 07:00:13 +00:00
cec4a29977 Keying Sets: Wrapped KeyingSets in RNA
* The settings of KeyingSets can now be viewed/modified through RNA. 
* Shuffled RNA wrapping for AnimData over to its own file 
* Moved insert-key flags to DNA_anim_types.h, as they're now used for KeyingSets.
2009-02-13 01:51:33 +00:00
7d3c88772b Keying Sets: Initial commit of skeleton code
When fully implemented, these will be the clearest demonstration of 'Everything is Animateable', as they will allow users to define an arbitary group of settings through selecting items in the Datablocks (RNA-Viewer) View of the Outliner to define custom 'sets'. Such Keying Sets are known as the 'absolute' ones, which are created for a custom purpose.

Of course, 'builtin' Keying Sets will still be provided. Such built-in ones will not work on any particular paths, but will use context info to maintain the legacy method of inserting keyframes (via IKEY menu).

Currently, KeyingSets cannot be created/edited through the UI, though the backend code is in place to do this.
2009-02-11 12:19:42 +00:00
53ae509cc5 2.5 - AnimSys Data management stuff...
* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so.

* Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use...

* Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code).

* File writing code should now only write the new data to files
2009-01-18 10:41:45 +00:00
023765eb48 2.5 - AnimData fixes
* Made AnimData blocks be stored as pointer instead of directly in the ID-datablock, so that fewer files will need to be recompiled everytime some animation settings change.

* Tried to fix some of the compiler errors that pop up in Yafray code. If this commit doesn't fix it, just disable Yafray code for now (WITH_BF_YAFRAY=0 for scons)...
2009-01-17 05:36:58 +00:00