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blender-archive/source/blender/editors/space_view3d/drawanimviz.c
2011-02-27 20:29:51 +00:00

579 lines
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C

/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 by the Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Joshua Leung
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_view3d/drawanimviz.c
* \ingroup spview3d
*/
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "BLO_sys_types.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "DNA_object_types.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_dlrbTree.h"
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BIF_gl.h"
#include "ED_armature.h"
#include "ED_keyframes_draw.h"
#include "BLF_api.h"
#include "UI_resources.h"
#include "view3d_intern.h"
/* ************************************ Motion Paths ************************************* */
// TODO:
// - options to draw paths with lines
// - include support for editing the path verts
/* Set up drawing environment for drawing motion paths */
void draw_motion_paths_init(View3D *v3d, ARegion *ar)
{
RegionView3D *rv3d= ar->regiondata;
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
glPushMatrix();
glLoadMatrixf(rv3d->viewmat);
}
/* Draw the given motion path for an Object or a Bone
* - assumes that the viewport has already been initialised properly
* i.e. draw_motion_paths_init() has been called
*/
void draw_motion_path_instance(Scene *scene,
Object *ob, bPoseChannel *pchan, bAnimVizSettings *avs, bMotionPath *mpath)
{
//RegionView3D *rv3d= ar->regiondata;
bMotionPathVert *mpv, *mpv_start;
int i, stepsize= avs->path_step;
int sfra, efra, len;
/* get frame ranges */
if (avs->path_type == MOTIONPATH_TYPE_ACFRA) {
int sind;
/* With "Around Current", we only choose frames from around
* the current frame to draw. However, this range is still
* restricted by the limits of the original path.
*/
sfra= CFRA - avs->path_bc;
efra= CFRA + avs->path_ac;
if (sfra < mpath->start_frame) sfra= mpath->start_frame;
if (efra > mpath->end_frame) efra= mpath->end_frame;
len= efra - sfra;
sind= sfra - mpath->start_frame;
mpv_start= (mpath->points + sind);
}
else {
sfra= mpath->start_frame;
efra = sfra + mpath->length;
len = mpath->length;
mpv_start= mpath->points;
}
/* draw curve-line of path */
glShadeModel(GL_SMOOTH);
glBegin(GL_LINE_STRIP);
for (i=0, mpv=mpv_start; i < len; i++, mpv++) {
short sel= (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->flag & SELECT);
float intensity; /* how faint */
/* set color
* - more intense for active/selected bones, less intense for unselected bones
* - black for before current frame, green for current frame, blue for after current frame
* - intensity decreases as distance from current frame increases
*/
#define SET_INTENSITY(A, B, C, min, max) (((1.0f - ((C - B) / (C - A))) * (max-min)) + min)
if ((sfra+i) < CFRA) {
/* black - before cfra */
if (sel) {
// intensity= 0.5f;
intensity = SET_INTENSITY(sfra, i, CFRA, 0.25f, 0.75f);
}
else {
//intensity= 0.8f;
intensity = SET_INTENSITY(sfra, i, CFRA, 0.68f, 0.92f);
}
UI_ThemeColorBlend(TH_WIRE, TH_BACK, intensity);
}
else if ((sfra+i) > CFRA) {
/* blue - after cfra */
if (sel) {
//intensity = 0.5f;
intensity = SET_INTENSITY(CFRA, i, efra, 0.25f, 0.75f);
}
else {
//intensity = 0.8f;
intensity = SET_INTENSITY(CFRA, i, efra, 0.68f, 0.92f);
}
UI_ThemeColorBlend(TH_BONE_POSE, TH_BACK, intensity);
}
else {
/* green - on cfra */
if (sel) {
intensity= 0.5f;
}
else {
intensity= 0.99f;
}
UI_ThemeColorBlendShade(TH_CFRAME, TH_BACK, intensity, 10);
}
/* draw a vertex with this color */
glVertex3fv(mpv->co);
}
glEnd();
glShadeModel(GL_FLAT);
glPointSize(1.0);
/* draw little black point at each frame
* NOTE: this is not really visible/noticable
*/
glBegin(GL_POINTS);
for (i=0, mpv=mpv_start; i < len; i++, mpv++)
glVertex3fv(mpv->co);
glEnd();
/* Draw little white dots at each framestep value */
UI_ThemeColor(TH_TEXT_HI);
glBegin(GL_POINTS);
for (i=0, mpv=mpv_start; i < len; i+=stepsize, mpv+=stepsize)
glVertex3fv(mpv->co);
glEnd();
/* Draw big green dot where the current frame is */
// NOTE: only do this when drawing keyframes for now...
if (avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) {
UI_ThemeColor(TH_CFRAME);
glPointSize(6.0f);
glBegin(GL_POINTS);
mpv = mpv_start + (CFRA - sfra);
glVertex3fv(mpv->co);
glEnd();
glPointSize(1.0f);
UI_ThemeColor(TH_TEXT_HI);
}
// XXX, this isnt up to date but probably should be kept so.
invert_m4_m4(ob->imat, ob->obmat);
/* Draw frame numbers at each framestep value */
if (avs->path_viewflag & MOTIONPATH_VIEW_FNUMS) {
unsigned char col[4];
UI_GetThemeColor3ubv(TH_TEXT_HI, col);
col[3]= 255;
for (i=0, mpv=mpv_start; i < len; i+=stepsize, mpv+=stepsize) {
char str[32];
float co[3];
/* only draw framenum if several consecutive highlighted points don't occur on same point */
if (i == 0) {
sprintf(str, "%d", (i+sfra));
mul_v3_m4v3(co, ob->imat, mpv->co);
view3d_cached_text_draw_add(co, str, 0, V3D_CACHE_TEXT_WORLDSPACE|V3D_CACHE_TEXT_ASCII, col);
}
else if ((i > stepsize) && (i < len-stepsize)) {
bMotionPathVert *mpvP = (mpv - stepsize);
bMotionPathVert *mpvN = (mpv + stepsize);
if ((equals_v3v3(mpv->co, mpvP->co)==0) || (equals_v3v3(mpv->co, mpvN->co)==0)) {
sprintf(str, "%d", (sfra+i));
mul_v3_m4v3(co, ob->imat, mpv->co);
view3d_cached_text_draw_add(co, str, 0, V3D_CACHE_TEXT_WORLDSPACE|V3D_CACHE_TEXT_ASCII, col);
}
}
}
}
/* 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;
/* build list of all keyframes in active action for object or pchan */
BLI_dlrbTree_init(&keys);
if (adt) {
/* it is assumed that keyframes for bones are all grouped in a single group
* unless an option is set to always use the whole action
*/
if ((pchan) && (avs->path_viewflag & MOTIONPATH_VIEW_KFACT)==0) {
bActionGroup *agrp= action_groups_find_named(adt->action, pchan->name);
if (agrp) {
agroup_to_keylist(adt, agrp, &keys, NULL);
BLI_dlrbTree_linkedlist_sync(&keys);
}
}
else {
action_to_keylist(adt, adt->action, &keys, NULL);
BLI_dlrbTree_linkedlist_sync(&keys);
}
}
/* 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);
glBegin(GL_POINTS);
for (i=0, mpv=mpv_start; i < len; i++, mpv++) {
float mframe= (float)(sfra + i);
if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe))
glVertex3fv(mpv->co);
}
glEnd();
glPointSize(1.0f);
/* Draw frame numbers of keyframes */
if (avs->path_viewflag & MOTIONPATH_VIEW_KFNOS) {
float co[3];
for (i=0, mpv=mpv_start; i < len; i++, mpv++) {
float mframe= (float)(sfra + i);
if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe)) {
char str[32];
sprintf(str, "%d", (sfra+i));
mul_v3_m4v3(co, ob->imat, mpv->co);
view3d_cached_text_draw_add(co, str, 0, V3D_CACHE_TEXT_WORLDSPACE|V3D_CACHE_TEXT_ASCII, col);
}
}
}
BLI_dlrbTree_free(&keys);
}
}
/* Clean up drawing environment after drawing motion paths */
void draw_motion_paths_cleanup(View3D *v3d)
{
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
glPopMatrix();
}
#if 0 // XXX temp file guards
/* ***************************** Onion Skinning (Ghosts) ******************************** */
#if 0 // XXX only for bones
/* helper function for ghost drawing - sets/removes flags for temporarily
* hiding unselected bones while drawing ghosts
*/
static void ghost_poses_tag_unselected(Object *ob, short unset)
{
bArmature *arm= ob->data;
bPose *pose= ob->pose;
bPoseChannel *pchan;
/* don't do anything if no hiding any bones */
if ((arm->flag & ARM_GHOST_ONLYSEL)==0)
return;
/* loop over all pchans, adding/removing tags as appropriate */
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
if (unset) {
/* remove tags from all pchans if cleaning up */
pchan->bone->flag &= ~BONE_HIDDEN_PG;
}
else {
/* set tags on unselected pchans only */
if ((pchan->bone->flag & BONE_SELECTED)==0)
pchan->bone->flag |= BONE_HIDDEN_PG;
}
}
}
}
#endif // XXX only for bones
/* draw ghosts that occur within a frame range
* note: object should be in posemode
*/
static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
{
Object *ob= base->object;
AnimData *adt= BKE_animdata_from_id(&ob->id);
bArmature *arm= ob->data;
bPose *posen, *poseo;
float start, end, stepsize, range, colfac;
int cfrao, flago, ipoflago;
start = (float)arm->ghostsf;
end = (float)arm->ghostef;
if (end <= start)
return;
stepsize= (float)(arm->ghostsize);
range= (float)(end - start);
/* store values */
ob->mode &= ~OB_MODE_POSE;
cfrao= CFRA;
flago= arm->flag;
arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
ipoflago= ob->ipoflag;
ob->ipoflag |= OB_DISABLE_PATH;
/* copy the pose */
poseo= ob->pose;
copy_pose(&posen, ob->pose, 1);
ob->pose= posen;
armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
glEnable(GL_BLEND);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
/* draw from first frame of range to last */
for (CFRA= (int)start; CFRA < end; CFRA += (int)stepsize) {
colfac = (end - (float)CFRA) / range;
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE);
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
free_pose(posen);
/* restore */
CFRA= cfrao;
ob->pose= poseo;
arm->flag= flago;
armature_rebuild_pose(ob, ob->data);
ob->mode |= OB_MODE_POSE;
ob->ipoflag= ipoflago;
}
/* draw ghosts on keyframes in action within range
* - object should be in posemode
*/
static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
{
Object *ob= base->object;
AnimData *adt= BKE_animdata_from_id(&ob->id);
bAction *act= (adt) ? adt->action : NULL;
bArmature *arm= ob->data;
bPose *posen, *poseo;
DLRBT_Tree keys;
ActKeyColumn *ak, *akn;
float start, end, range, colfac, i;
int cfrao, flago;
start = (float)arm->ghostsf;
end = (float)arm->ghostef;
if (end <= start)
return;
/* get keyframes - then clip to only within range */
BLI_dlrbTree_init(&keys);
action_to_keylist(adt, act, &keys, NULL);
BLI_dlrbTree_linkedlist_sync(&keys);
range= 0;
for (ak= keys.first; ak; ak= akn) {
akn= ak->next;
if ((ak->cfra < start) || (ak->cfra > end))
BLI_freelinkN((ListBase *)&keys, ak);
else
range++;
}
if (range == 0) return;
/* store values */
ob->mode &= ~OB_MODE_POSE;
cfrao= CFRA;
flago= arm->flag;
arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
ob->ipoflag |= OB_DISABLE_PATH;
/* copy the pose */
poseo= ob->pose;
copy_pose(&posen, ob->pose, 1);
ob->pose= posen;
armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
glEnable(GL_BLEND);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
/* draw from first frame of range to last */
for (ak=keys.first, i=0; ak; ak=ak->next, i++) {
colfac = i/range;
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
CFRA= (int)ak->cfra;
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE);
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
BLI_dlrbTree_free(&keys);
free_pose(posen);
/* restore */
CFRA= cfrao;
ob->pose= poseo;
arm->flag= flago;
armature_rebuild_pose(ob, ob->data);
ob->mode |= OB_MODE_POSE;
}
/* draw ghosts around current frame
* - object is supposed to be armature in posemode
*/
static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
{
Object *ob= base->object;
AnimData *adt= BKE_animdata_from_id(&ob->id);
bArmature *arm= ob->data;
bPose *posen, *poseo;
float cur, start, end, stepsize, range, colfac, actframe, ctime;
int cfrao, flago;
/* pre conditions, get an action with sufficient frames */
if ELEM(NULL, adt, adt->action)
return;
calc_action_range(adt->action, &start, &end, 0);
if (start == end)
return;
stepsize= (float)(arm->ghostsize);
range= (float)(arm->ghostep)*stepsize + 0.5f; /* plus half to make the for loop end correct */
/* store values */
ob->mode &= ~OB_MODE_POSE;
cfrao= CFRA;
actframe= BKE_nla_tweakedit_remap(adt, (float)CFRA, 0);
flago= arm->flag;
arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
/* copy the pose */
poseo= ob->pose;
copy_pose(&posen, ob->pose, 1);
ob->pose= posen;
armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
glEnable(GL_BLEND);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
/* draw from darkest blend to lowest */
for(cur= stepsize; cur<range; cur+=stepsize) {
ctime= cur - (float)fmod(cfrao, stepsize); /* ensures consistent stepping */
colfac= ctime/range;
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
/* only within action range */
if (actframe+ctime >= start && actframe+ctime <= end) {
CFRA= (int)BKE_nla_tweakedit_remap(adt, actframe+ctime, NLATIME_CONVERT_MAP);
if (CFRA != cfrao) {
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE);
}
}
ctime= cur + (float)fmod((float)cfrao, stepsize) - stepsize+1.0f; /* ensures consistent stepping */
colfac= ctime/range;
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
/* only within action range */
if ((actframe-ctime >= start) && (actframe-ctime <= end)) {
CFRA= (int)BKE_nla_tweakedit_remap(adt, actframe-ctime, NLATIME_CONVERT_MAP);
if (CFRA != cfrao) {
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE);
}
}
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
free_pose(posen);
/* restore */
CFRA= cfrao;
ob->pose= poseo;
arm->flag= flago;
armature_rebuild_pose(ob, ob->data);
ob->mode |= OB_MODE_POSE;
}
#endif // XXX temp file guards