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.
583 lines
16 KiB
C
583 lines
16 KiB
C
/*
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* $Id$
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*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2009 by the Blender Foundation.
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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): Joshua Leung
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/space_view3d/drawanimviz.c
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* \ingroup spview3d
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*/
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include "BLO_sys_types.h"
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#include "DNA_anim_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_object_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_dlrbTree.h"
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#include "BKE_animsys.h"
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#include "BKE_action.h"
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#include "BIF_gl.h"
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#include "ED_armature.h"
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#include "ED_keyframes_draw.h"
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#include "BLF_api.h"
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#include "UI_resources.h"
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#include "view3d_intern.h"
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/* ************************************ Motion Paths ************************************* */
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// TODO:
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// - options to draw paths with lines
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// - include support for editing the path verts
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/* Set up drawing environment for drawing motion paths */
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void draw_motion_paths_init(View3D *v3d, ARegion *ar)
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{
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RegionView3D *rv3d= ar->regiondata;
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if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
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glPushMatrix();
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glLoadMatrixf(rv3d->viewmat);
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}
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/* Draw the given motion path for an Object or a Bone
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* - assumes that the viewport has already been initialised properly
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* i.e. draw_motion_paths_init() has been called
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*/
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void draw_motion_path_instance(Scene *scene,
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Object *ob, bPoseChannel *pchan, bAnimVizSettings *avs, bMotionPath *mpath)
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{
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//RegionView3D *rv3d= ar->regiondata;
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bMotionPathVert *mpv, *mpv_start;
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int i, stepsize= avs->path_step;
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int sfra, efra, len;
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/* get frame ranges */
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if (avs->path_type == MOTIONPATH_TYPE_ACFRA) {
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int sind;
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/* With "Around Current", we only choose frames from around
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* the current frame to draw. However, this range is still
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* restricted by the limits of the original path.
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*/
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sfra= CFRA - avs->path_bc;
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efra= CFRA + avs->path_ac;
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if (sfra < mpath->start_frame) sfra= mpath->start_frame;
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if (efra > mpath->end_frame) efra= mpath->end_frame;
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len= efra - sfra;
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sind= sfra - mpath->start_frame;
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mpv_start= (mpath->points + sind);
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}
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else {
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sfra= mpath->start_frame;
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efra = sfra + mpath->length;
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len = mpath->length;
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mpv_start= mpath->points;
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}
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if(len <= 0) {
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return;
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}
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/* draw curve-line of path */
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glShadeModel(GL_SMOOTH);
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glBegin(GL_LINE_STRIP);
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for (i=0, mpv=mpv_start; i < len; i++, mpv++) {
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short sel= (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->flag & SELECT);
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float intensity; /* how faint */
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/* set color
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* - more intense for active/selected bones, less intense for unselected bones
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* - black for before current frame, green for current frame, blue for after current frame
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* - intensity decreases as distance from current frame increases
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*/
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#define SET_INTENSITY(A, B, C, min, max) (((1.0f - ((C - B) / (C - A))) * (max-min)) + min)
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if ((sfra+i) < CFRA) {
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/* black - before cfra */
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if (sel) {
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// intensity= 0.5f;
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intensity = SET_INTENSITY(sfra, i, CFRA, 0.25f, 0.75f);
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}
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else {
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//intensity= 0.8f;
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intensity = SET_INTENSITY(sfra, i, CFRA, 0.68f, 0.92f);
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}
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UI_ThemeColorBlend(TH_WIRE, TH_BACK, intensity);
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}
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else if ((sfra+i) > CFRA) {
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/* blue - after cfra */
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if (sel) {
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//intensity = 0.5f;
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intensity = SET_INTENSITY(CFRA, i, efra, 0.25f, 0.75f);
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}
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else {
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//intensity = 0.8f;
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intensity = SET_INTENSITY(CFRA, i, efra, 0.68f, 0.92f);
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}
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UI_ThemeColorBlend(TH_BONE_POSE, TH_BACK, intensity);
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}
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else {
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/* green - on cfra */
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if (sel) {
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intensity= 0.5f;
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}
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else {
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intensity= 0.99f;
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}
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UI_ThemeColorBlendShade(TH_CFRAME, TH_BACK, intensity, 10);
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}
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/* draw a vertex with this color */
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glVertex3fv(mpv->co);
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}
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glEnd();
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glShadeModel(GL_FLAT);
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glPointSize(1.0);
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/* draw little black point at each frame
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* NOTE: this is not really visible/noticable
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*/
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glBegin(GL_POINTS);
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for (i=0, mpv=mpv_start; i < len; i++, mpv++)
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glVertex3fv(mpv->co);
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glEnd();
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/* Draw little white dots at each framestep value */
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UI_ThemeColor(TH_TEXT_HI);
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glBegin(GL_POINTS);
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for (i=0, mpv=mpv_start; i < len; i+=stepsize, mpv+=stepsize)
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glVertex3fv(mpv->co);
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glEnd();
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/* Draw big green dot where the current frame is */
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// NOTE: only do this when drawing keyframes for now...
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if (avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) {
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UI_ThemeColor(TH_CFRAME);
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glPointSize(6.0f);
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glBegin(GL_POINTS);
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mpv = mpv_start + (CFRA - sfra);
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glVertex3fv(mpv->co);
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glEnd();
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glPointSize(1.0f);
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UI_ThemeColor(TH_TEXT_HI);
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}
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// XXX, this isnt up to date but probably should be kept so.
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invert_m4_m4(ob->imat, ob->obmat);
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/* Draw frame numbers at each framestep value */
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if (avs->path_viewflag & MOTIONPATH_VIEW_FNUMS) {
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unsigned char col[4];
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UI_GetThemeColor3ubv(TH_TEXT_HI, col);
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col[3]= 255;
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for (i=0, mpv=mpv_start; i < len; i+=stepsize, mpv+=stepsize) {
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char str[32];
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float co[3];
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/* only draw framenum if several consecutive highlighted points don't occur on same point */
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if (i == 0) {
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sprintf(str, "%d", (i+sfra));
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mul_v3_m4v3(co, ob->imat, mpv->co);
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view3d_cached_text_draw_add(co, str, 0, V3D_CACHE_TEXT_WORLDSPACE|V3D_CACHE_TEXT_ASCII, col);
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}
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else if ((i > stepsize) && (i < len-stepsize)) {
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bMotionPathVert *mpvP = (mpv - stepsize);
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bMotionPathVert *mpvN = (mpv + stepsize);
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if ((equals_v3v3(mpv->co, mpvP->co)==0) || (equals_v3v3(mpv->co, mpvN->co)==0)) {
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sprintf(str, "%d", (sfra+i));
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mul_v3_m4v3(co, ob->imat, mpv->co);
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view3d_cached_text_draw_add(co, str, 0, V3D_CACHE_TEXT_WORLDSPACE|V3D_CACHE_TEXT_ASCII, col);
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}
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}
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}
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}
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/* Keyframes - dots and numbers */
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if (avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) {
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unsigned char col[4];
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AnimData *adt= BKE_animdata_from_id(&ob->id);
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DLRBT_Tree keys;
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/* build list of all keyframes in active action for object or pchan */
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BLI_dlrbTree_init(&keys);
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if (adt) {
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/* it is assumed that keyframes for bones are all grouped in a single group
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* unless an option is set to always use the whole action
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*/
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if ((pchan) && (avs->path_viewflag & MOTIONPATH_VIEW_KFACT)==0) {
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bActionGroup *agrp= action_groups_find_named(adt->action, pchan->name);
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if (agrp) {
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agroup_to_keylist(adt, agrp, &keys, NULL);
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BLI_dlrbTree_linkedlist_sync(&keys);
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}
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}
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else {
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action_to_keylist(adt, adt->action, &keys, NULL);
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BLI_dlrbTree_linkedlist_sync(&keys);
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}
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}
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/* Draw slightly-larger yellow dots at each keyframe */
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UI_GetThemeColor3ubv(TH_VERTEX_SELECT, col);
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col[3]= 255;
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glPointSize(4.0f); // XXX perhaps a bit too big
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glColor3ubv(col);
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glBegin(GL_POINTS);
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for (i=0, mpv=mpv_start; i < len; i++, mpv++) {
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float mframe= (float)(sfra + i);
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if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe))
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glVertex3fv(mpv->co);
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}
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glEnd();
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glPointSize(1.0f);
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/* Draw frame numbers of keyframes */
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if (avs->path_viewflag & MOTIONPATH_VIEW_KFNOS) {
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float co[3];
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for (i=0, mpv=mpv_start; i < len; i++, mpv++) {
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float mframe= (float)(sfra + i);
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if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe)) {
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char str[32];
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sprintf(str, "%d", (sfra+i));
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mul_v3_m4v3(co, ob->imat, mpv->co);
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view3d_cached_text_draw_add(co, str, 0, V3D_CACHE_TEXT_WORLDSPACE|V3D_CACHE_TEXT_ASCII, col);
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}
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}
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}
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BLI_dlrbTree_free(&keys);
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}
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}
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/* Clean up drawing environment after drawing motion paths */
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void draw_motion_paths_cleanup(View3D *v3d)
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{
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if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
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glPopMatrix();
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}
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#if 0 // XXX temp file guards
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/* ***************************** Onion Skinning (Ghosts) ******************************** */
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#if 0 // XXX only for bones
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/* helper function for ghost drawing - sets/removes flags for temporarily
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* hiding unselected bones while drawing ghosts
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*/
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static void ghost_poses_tag_unselected(Object *ob, short unset)
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{
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bArmature *arm= ob->data;
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bPose *pose= ob->pose;
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bPoseChannel *pchan;
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/* don't do anything if no hiding any bones */
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if ((arm->flag & ARM_GHOST_ONLYSEL)==0)
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return;
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/* loop over all pchans, adding/removing tags as appropriate */
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for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
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if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
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if (unset) {
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/* remove tags from all pchans if cleaning up */
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pchan->bone->flag &= ~BONE_HIDDEN_PG;
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}
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else {
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/* set tags on unselected pchans only */
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if ((pchan->bone->flag & BONE_SELECTED)==0)
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pchan->bone->flag |= BONE_HIDDEN_PG;
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}
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}
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}
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}
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#endif // XXX only for bones
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/* draw ghosts that occur within a frame range
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* note: object should be in posemode
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*/
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static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
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{
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Object *ob= base->object;
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AnimData *adt= BKE_animdata_from_id(&ob->id);
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bArmature *arm= ob->data;
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bPose *posen, *poseo;
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float start, end, stepsize, range, colfac;
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int cfrao, flago, ipoflago;
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start = (float)arm->ghostsf;
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end = (float)arm->ghostef;
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if (end <= start)
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return;
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stepsize= (float)(arm->ghostsize);
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range= (float)(end - start);
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/* store values */
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ob->mode &= ~OB_MODE_POSE;
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cfrao= CFRA;
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flago= arm->flag;
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arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
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ipoflago= ob->ipoflag;
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ob->ipoflag |= OB_DISABLE_PATH;
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/* copy the pose */
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poseo= ob->pose;
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copy_pose(&posen, ob->pose, 1);
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ob->pose= posen;
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armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
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ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
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glEnable(GL_BLEND);
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if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
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/* draw from first frame of range to last */
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for (CFRA= (int)start; CFRA < end; CFRA += (int)stepsize) {
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colfac = (end - (float)CFRA) / range;
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UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
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BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
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where_is_pose(scene, ob);
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draw_pose_bones(scene, v3d, ar, base, OB_WIRE);
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}
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glDisable(GL_BLEND);
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if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
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ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
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free_pose(posen);
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/* restore */
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CFRA= cfrao;
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ob->pose= poseo;
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arm->flag= flago;
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armature_rebuild_pose(ob, ob->data);
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ob->mode |= OB_MODE_POSE;
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ob->ipoflag= ipoflago;
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}
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/* draw ghosts on keyframes in action within range
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* - object should be in posemode
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*/
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static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
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{
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Object *ob= base->object;
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AnimData *adt= BKE_animdata_from_id(&ob->id);
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bAction *act= (adt) ? adt->action : NULL;
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bArmature *arm= ob->data;
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bPose *posen, *poseo;
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DLRBT_Tree keys;
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ActKeyColumn *ak, *akn;
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float start, end, range, colfac, i;
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int cfrao, flago;
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start = (float)arm->ghostsf;
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end = (float)arm->ghostef;
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if (end <= start)
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return;
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/* get keyframes - then clip to only within range */
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BLI_dlrbTree_init(&keys);
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action_to_keylist(adt, act, &keys, NULL);
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BLI_dlrbTree_linkedlist_sync(&keys);
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range= 0;
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for (ak= keys.first; ak; ak= akn) {
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akn= ak->next;
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if ((ak->cfra < start) || (ak->cfra > end))
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BLI_freelinkN((ListBase *)&keys, ak);
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else
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range++;
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}
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if (range == 0) return;
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/* store values */
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ob->mode &= ~OB_MODE_POSE;
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cfrao= CFRA;
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flago= arm->flag;
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arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
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ob->ipoflag |= OB_DISABLE_PATH;
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/* copy the pose */
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poseo= ob->pose;
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copy_pose(&posen, ob->pose, 1);
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ob->pose= posen;
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armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
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ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
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glEnable(GL_BLEND);
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if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
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/* draw from first frame of range to last */
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for (ak=keys.first, i=0; ak; ak=ak->next, i++) {
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colfac = i/range;
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UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
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CFRA= (int)ak->cfra;
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BKE_animsys_evaluate_animdata(scene, &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(scene, &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(scene, &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
|