
Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
713 lines
20 KiB
C
713 lines
20 KiB
C
/*
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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) 2001-2002 by NaN Holding BV.
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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): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/blenkernel/intern/anim.c
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* \ingroup bke
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*/
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#include "MEM_guardedalloc.h"
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#include <stdlib.h>
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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#include "BLT_translation.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_key_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_curve.h"
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#include "BKE_depsgraph.h"
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#include "BKE_global.h"
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#include "BKE_key.h"
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#include "BKE_main.h"
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#include "BKE_object.h"
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#include "BKE_particle.h"
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#include "BKE_scene.h"
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#include "BKE_anim.h"
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#include "BKE_report.h"
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// XXX bad level call...
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/* --------------------- */
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/* forward declarations */
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/* ******************************************************************** */
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/* Animation Visualization */
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/* Initialize the default settings for animation visualization */
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void animviz_settings_init(bAnimVizSettings *avs)
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{
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/* sanity check */
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if (avs == NULL)
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return;
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/* ghosting settings */
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avs->ghost_bc = avs->ghost_ac = 10;
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avs->ghost_sf = 1; /* xxx - take from scene instead? */
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avs->ghost_ef = 250; /* xxx - take from scene instead? */
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avs->ghost_step = 1;
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/* path settings */
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avs->path_bc = avs->path_ac = 10;
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avs->path_sf = 1; /* xxx - take from scene instead? */
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avs->path_ef = 250; /* xxx - take from scene instead? */
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avs->path_viewflag = (MOTIONPATH_VIEW_KFRAS | MOTIONPATH_VIEW_KFNOS);
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avs->path_step = 1;
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}
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/* ------------------- */
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/* Free the given motion path's cache */
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void animviz_free_motionpath_cache(bMotionPath *mpath)
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{
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/* sanity check */
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if (mpath == NULL)
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return;
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/* free the path if necessary */
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if (mpath->points)
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MEM_freeN(mpath->points);
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/* reset the relevant parameters */
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mpath->points = NULL;
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mpath->length = 0;
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}
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/* Free the given motion path instance and its data
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* NOTE: this frees the motion path given!
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*/
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void animviz_free_motionpath(bMotionPath *mpath)
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{
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/* sanity check */
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if (mpath == NULL)
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return;
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/* free the cache first */
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animviz_free_motionpath_cache(mpath);
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/* now the instance itself */
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MEM_freeN(mpath);
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}
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/* ------------------- */
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/**
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* Setup motion paths for the given data.
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* \note Only used when explicitly calculating paths on bones which may/may not be consider already
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*
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* \param scene Current scene (for frame ranges, etc.)
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* \param ob Object to add paths for (must be provided)
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* \param pchan Posechannel to add paths for (optional; if not provided, object-paths are assumed)
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*/
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bMotionPath *animviz_verify_motionpaths(ReportList *reports, Scene *scene, Object *ob, bPoseChannel *pchan)
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{
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bAnimVizSettings *avs;
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bMotionPath *mpath, **dst;
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/* sanity checks */
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if (ELEM(NULL, scene, ob))
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return NULL;
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/* get destination data */
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if (pchan) {
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/* paths for posechannel - assume that posechannel belongs to the object */
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avs = &ob->pose->avs;
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dst = &pchan->mpath;
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}
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else {
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/* paths for object */
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avs = &ob->avs;
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dst = &ob->mpath;
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}
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/* avoid 0 size allocs */
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if (avs->path_sf >= avs->path_ef) {
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BKE_reportf(reports, RPT_ERROR,
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"Motion path frame extents invalid for %s (%d to %d)%s",
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(pchan) ? pchan->name : ob->id.name,
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avs->path_sf, avs->path_ef,
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(avs->path_sf == avs->path_ef) ? TIP_(", cannot have single-frame paths") : "");
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return NULL;
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}
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/* if there is already a motionpath, just return that,
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* provided it's settings are ok (saves extra free+alloc)
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*/
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if (*dst != NULL) {
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int expected_length = avs->path_ef - avs->path_sf;
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mpath = *dst;
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/* path is "valid" if length is valid, but must also be of the same length as is being requested */
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if ((mpath->start_frame != mpath->end_frame) && (mpath->length > 0)) {
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/* outer check ensures that we have some curve data for this path */
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if (mpath->length == expected_length) {
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/* return/use this as it is already valid length */
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return mpath;
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}
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else {
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/* clear the existing path (as the range has changed), and reallocate below */
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animviz_free_motionpath_cache(mpath);
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}
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}
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}
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else {
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/* create a new motionpath, and assign it */
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mpath = MEM_callocN(sizeof(bMotionPath), "bMotionPath");
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*dst = mpath;
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}
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/* set settings from the viz settings */
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mpath->start_frame = avs->path_sf;
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mpath->end_frame = avs->path_ef;
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mpath->length = mpath->end_frame - mpath->start_frame;
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if (avs->path_bakeflag & MOTIONPATH_BAKE_HEADS)
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mpath->flag |= MOTIONPATH_FLAG_BHEAD;
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else
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mpath->flag &= ~MOTIONPATH_FLAG_BHEAD;
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/* set default custom values */
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mpath->color[0] = 1.0; /* Red */
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mpath->color[1] = 0.0;
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mpath->color[2] = 0.0;
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mpath->line_thickness = 1;
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mpath->flag |= MOTIONPATH_FLAG_LINES; /* draw lines by default */
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/* allocate a cache */
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mpath->points = MEM_callocN(sizeof(bMotionPathVert) * mpath->length, "bMotionPathVerts");
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/* tag viz settings as currently having some path(s) which use it */
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avs->path_bakeflag |= MOTIONPATH_BAKE_HAS_PATHS;
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/* return it */
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return mpath;
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}
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/* ------------------- */
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/* Motion path needing to be baked (mpt) */
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typedef struct MPathTarget {
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struct MPathTarget *next, *prev;
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bMotionPath *mpath; /* motion path in question */
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Object *ob; /* source object */
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bPoseChannel *pchan; /* source posechannel (if applicable) */
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} MPathTarget;
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/* ........ */
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/* get list of motion paths to be baked for the given object
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* - assumes the given list is ready to be used
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*/
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/* TODO: it would be nice in future to be able to update objects dependent on these bones too? */
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void animviz_get_object_motionpaths(Object *ob, ListBase *targets)
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{
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MPathTarget *mpt;
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/* object itself first */
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if ((ob->avs.recalc & ANIMVIZ_RECALC_PATHS) && (ob->mpath)) {
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/* new target for object */
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mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget Ob");
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BLI_addtail(targets, mpt);
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mpt->mpath = ob->mpath;
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mpt->ob = ob;
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}
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/* bones */
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if ((ob->pose) && (ob->pose->avs.recalc & ANIMVIZ_RECALC_PATHS)) {
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bArmature *arm = ob->data;
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bPoseChannel *pchan;
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for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
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if ((pchan->bone) && (arm->layer & pchan->bone->layer) && (pchan->mpath)) {
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/* new target for bone */
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mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget PoseBone");
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BLI_addtail(targets, mpt);
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mpt->mpath = pchan->mpath;
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mpt->ob = ob;
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mpt->pchan = pchan;
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}
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}
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}
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}
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/* ........ */
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/* Note on evaluation optimizations:
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* Optimization's currently used here play tricks with the depsgraph in order to try and
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* evaluate as few objects as strictly necessary to get nicer performance under standard
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* production conditions. For those people who really need the accurate version,
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* disable the ifdef (i.e. 1 -> 0) and comment out the call to motionpaths_calc_optimise_depsgraph()
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*/
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/* tweak the object ordering to trick depsgraph into making MotionPath calculations run faster */
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static void motionpaths_calc_optimise_depsgraph(Scene *scene, ListBase *targets)
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{
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BaseLegacy *base, *baseNext;
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MPathTarget *mpt;
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/* make sure our temp-tag isn't already in use */
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for (base = scene->base.first; base; base = base->next)
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base->object->flag &= ~BA_TEMP_TAG;
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/* for each target, dump its object to the start of the list if it wasn't moved already */
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for (mpt = targets->first; mpt; mpt = mpt->next) {
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for (base = scene->base.first; base; base = baseNext) {
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baseNext = base->next;
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if ((base->object == mpt->ob) && !(mpt->ob->flag & BA_TEMP_TAG)) {
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BLI_remlink(&scene->base, base);
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BLI_addhead(&scene->base, base);
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mpt->ob->flag |= BA_TEMP_TAG;
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/* we really don't need to continue anymore once this happens, but this line might really 'break' */
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break;
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}
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}
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}
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/* "brew me a list that's sorted a bit faster now depsy" */
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DAG_scene_relations_rebuild(G.main, scene);
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}
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/* update scene for current frame */
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static void motionpaths_calc_update_scene(Scene *scene)
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{
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#if 1 // 'production' optimizations always on
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/* rigid body simulation needs complete update to work correctly for now */
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/* RB_TODO investigate if we could avoid updating everything */
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if (BKE_scene_check_rigidbody_active(scene)) {
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BKE_scene_update_for_newframe(G.main->eval_ctx, G.main, scene, scene->lay);
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}
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else { /* otherwise we can optimize by restricting updates */
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BaseLegacy *base, *last = NULL;
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/* only stuff that moves or needs display still */
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DAG_scene_update_flags(G.main, scene, scene->lay, true, false);
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/* find the last object with the tag
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* - all those afterwards are assumed to not be relevant for our calculations
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*/
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/* optimize further by moving out... */
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for (base = scene->base.first; base; base = base->next) {
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if (base->object->flag & BA_TEMP_TAG)
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last = base;
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}
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/* perform updates for tagged objects */
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/* XXX: this will break if rigs depend on scene or other data that
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* is animated but not attached to/updatable from objects */
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for (base = scene->base.first; base; base = base->next) {
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/* update this object */
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BKE_object_handle_update(G.main->eval_ctx, scene, base->object);
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/* if this is the last one we need to update, let's stop to save some time */
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if (base == last)
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break;
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}
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}
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#else // original, 'always correct' version
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/* do all updates
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* - if this is too slow, resort to using a more efficient way
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* that doesn't force complete update, but for now, this is the
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* most accurate way!
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*/
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BKE_scene_update_for_newframe(G.main->eval_ctx, G.main, scene, scene->lay); /* XXX this is the best way we can get anything moving */
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#endif
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}
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/* ........ */
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/* perform baking for the targets on the current frame */
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static void motionpaths_calc_bake_targets(Scene *scene, ListBase *targets)
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{
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MPathTarget *mpt;
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/* for each target, check if it can be baked on the current frame */
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for (mpt = targets->first; mpt; mpt = mpt->next) {
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bMotionPath *mpath = mpt->mpath;
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bMotionPathVert *mpv;
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/* current frame must be within the range the cache works for
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* - is inclusive of the first frame, but not the last otherwise we get buffer overruns
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*/
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if ((CFRA < mpath->start_frame) || (CFRA >= mpath->end_frame))
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continue;
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/* get the relevant cache vert to write to */
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mpv = mpath->points + (CFRA - mpath->start_frame);
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/* pose-channel or object path baking? */
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if (mpt->pchan) {
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/* heads or tails */
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if (mpath->flag & MOTIONPATH_FLAG_BHEAD) {
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copy_v3_v3(mpv->co, mpt->pchan->pose_head);
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}
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else {
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copy_v3_v3(mpv->co, mpt->pchan->pose_tail);
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}
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/* result must be in worldspace */
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mul_m4_v3(mpt->ob->obmat, mpv->co);
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}
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else {
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/* worldspace object location */
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copy_v3_v3(mpv->co, mpt->ob->obmat[3]);
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}
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}
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}
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/* Perform baking of the given object's and/or its bones' transforms to motion paths
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* - scene: current scene
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* - ob: object whose flagged motionpaths should get calculated
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* - recalc: whether we need to
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*/
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/* TODO: include reports pointer? */
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void animviz_calc_motionpaths(Scene *scene, ListBase *targets)
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{
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MPathTarget *mpt;
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int sfra, efra;
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int cfra;
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/* sanity check */
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if (ELEM(NULL, targets, targets->first))
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return;
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/* set frame values */
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cfra = CFRA;
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sfra = efra = cfra;
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/* TODO: this method could be improved...
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* 1) max range for standard baking
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* 2) minimum range for recalc baking (i.e. between keyframes, but how?) */
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for (mpt = targets->first; mpt; mpt = mpt->next) {
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/* try to increase area to do (only as much as needed) */
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sfra = MIN2(sfra, mpt->mpath->start_frame);
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efra = MAX2(efra, mpt->mpath->end_frame);
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}
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if (efra <= sfra) return;
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/* optimize the depsgraph for faster updates */
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/* TODO: whether this is used should depend on some setting for the level of optimizations used */
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motionpaths_calc_optimise_depsgraph(scene, targets);
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/* calculate path over requested range */
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for (CFRA = sfra; CFRA <= efra; CFRA++) {
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/* update relevant data for new frame */
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motionpaths_calc_update_scene(scene);
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/* perform baking for targets */
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motionpaths_calc_bake_targets(scene, targets);
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}
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/* reset original environment */
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CFRA = cfra;
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motionpaths_calc_update_scene(scene);
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/* clear recalc flags from targets */
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for (mpt = targets->first; mpt; mpt = mpt->next) {
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bAnimVizSettings *avs;
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/* get pointer to animviz settings for each target */
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if (mpt->pchan)
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avs = &mpt->ob->pose->avs;
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else
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avs = &mpt->ob->avs;
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/* clear the flag requesting recalculation of targets */
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avs->recalc &= ~ANIMVIZ_RECALC_PATHS;
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}
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}
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/* ******************************************************************** */
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/* Curve Paths - for curve deforms and/or curve following */
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/* free curve path data
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* NOTE: frees the path itself!
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* NOTE: this is increasingly inaccurate with non-uniform BevPoint subdivisions [#24633]
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*/
|
|
void free_path(Path *path)
|
|
{
|
|
if (path->data) MEM_freeN(path->data);
|
|
MEM_freeN(path);
|
|
}
|
|
|
|
/* calculate a curve-deform path for a curve
|
|
* - only called from displist.c -> do_makeDispListCurveTypes
|
|
*/
|
|
void calc_curvepath(Object *ob, ListBase *nurbs)
|
|
{
|
|
BevList *bl;
|
|
BevPoint *bevp, *bevpn, *bevpfirst, *bevplast;
|
|
PathPoint *pp;
|
|
Nurb *nu;
|
|
Path *path;
|
|
float *fp, *dist, *maxdist, xyz[3];
|
|
float fac, d = 0, fac1, fac2;
|
|
int a, tot, cycl = 0;
|
|
|
|
/* in a path vertices are with equal differences: path->len = number of verts */
|
|
/* NOW WITH BEVELCURVE!!! */
|
|
|
|
if (ob == NULL || ob->type != OB_CURVE) {
|
|
return;
|
|
}
|
|
|
|
if (ob->curve_cache->path) free_path(ob->curve_cache->path);
|
|
ob->curve_cache->path = NULL;
|
|
|
|
/* weak! can only use first curve */
|
|
bl = ob->curve_cache->bev.first;
|
|
if (bl == NULL || !bl->nr) {
|
|
return;
|
|
}
|
|
|
|
nu = nurbs->first;
|
|
|
|
ob->curve_cache->path = path = MEM_callocN(sizeof(Path), "calc_curvepath");
|
|
|
|
/* if POLY: last vertice != first vertice */
|
|
cycl = (bl->poly != -1);
|
|
|
|
tot = cycl ? bl->nr : bl->nr - 1;
|
|
|
|
path->len = tot + 1;
|
|
/* exception: vector handle paths and polygon paths should be subdivided at least a factor resolu */
|
|
if (path->len < nu->resolu * SEGMENTSU(nu)) {
|
|
path->len = nu->resolu * SEGMENTSU(nu);
|
|
}
|
|
|
|
dist = (float *)MEM_mallocN(sizeof(float) * (tot + 1), "calcpathdist");
|
|
|
|
/* all lengths in *dist */
|
|
bevp = bevpfirst = bl->bevpoints;
|
|
fp = dist;
|
|
*fp = 0.0f;
|
|
for (a = 0; a < tot; a++) {
|
|
fp++;
|
|
if (cycl && a == tot - 1)
|
|
sub_v3_v3v3(xyz, bevpfirst->vec, bevp->vec);
|
|
else
|
|
sub_v3_v3v3(xyz, (bevp + 1)->vec, bevp->vec);
|
|
|
|
*fp = *(fp - 1) + len_v3(xyz);
|
|
bevp++;
|
|
}
|
|
|
|
path->totdist = *fp;
|
|
|
|
/* the path verts in path->data */
|
|
/* now also with TILT value */
|
|
pp = path->data = (PathPoint *)MEM_callocN(sizeof(PathPoint) * path->len, "pathdata");
|
|
|
|
bevp = bevpfirst;
|
|
bevpn = bevp + 1;
|
|
bevplast = bevpfirst + (bl->nr - 1);
|
|
if (UNLIKELY(bevpn > bevplast)) {
|
|
bevpn = cycl ? bevpfirst : bevplast;
|
|
}
|
|
fp = dist + 1;
|
|
maxdist = dist + tot;
|
|
fac = 1.0f / ((float)path->len - 1.0f);
|
|
fac = fac * path->totdist;
|
|
|
|
for (a = 0; a < path->len; a++) {
|
|
|
|
d = ((float)a) * fac;
|
|
|
|
/* we're looking for location (distance) 'd' in the array */
|
|
if (LIKELY(tot > 0)) {
|
|
while ((fp < maxdist) && (d >= *fp)) {
|
|
fp++;
|
|
if (bevp < bevplast) bevp++;
|
|
bevpn = bevp + 1;
|
|
if (UNLIKELY(bevpn > bevplast)) {
|
|
bevpn = cycl ? bevpfirst : bevplast;
|
|
}
|
|
}
|
|
|
|
fac1 = (*(fp) - d) / (*(fp) - *(fp - 1));
|
|
fac2 = 1.0f - fac1;
|
|
}
|
|
else {
|
|
fac1 = 1.0f;
|
|
fac2 = 0.0f;
|
|
}
|
|
|
|
interp_v3_v3v3(pp->vec, bevp->vec, bevpn->vec, fac2);
|
|
pp->vec[3] = fac1 * bevp->alfa + fac2 * bevpn->alfa;
|
|
pp->radius = fac1 * bevp->radius + fac2 * bevpn->radius;
|
|
pp->weight = fac1 * bevp->weight + fac2 * bevpn->weight;
|
|
interp_qt_qtqt(pp->quat, bevp->quat, bevpn->quat, fac2);
|
|
normalize_qt(pp->quat);
|
|
|
|
pp++;
|
|
}
|
|
|
|
MEM_freeN(dist);
|
|
}
|
|
|
|
static int interval_test(const int min, const int max, int p1, const int cycl)
|
|
{
|
|
if (cycl) {
|
|
p1 = mod_i(p1 - min, (max - min + 1)) + min;
|
|
}
|
|
else {
|
|
if (p1 < min) p1 = min;
|
|
else if (p1 > max) p1 = max;
|
|
}
|
|
return p1;
|
|
}
|
|
|
|
|
|
/* calculate the deformation implied by the curve path at a given parametric position,
|
|
* and returns whether this operation succeeded.
|
|
*
|
|
* note: ctime is normalized range <0-1>
|
|
*
|
|
* returns OK: 1/0
|
|
*/
|
|
int where_on_path(Object *ob, float ctime, float vec[4], float dir[3], float quat[4], float *radius, float *weight)
|
|
{
|
|
Curve *cu;
|
|
Nurb *nu;
|
|
BevList *bl;
|
|
Path *path;
|
|
PathPoint *pp, *p0, *p1, *p2, *p3;
|
|
float fac;
|
|
float data[4];
|
|
int cycl = 0, s0, s1, s2, s3;
|
|
ListBase *nurbs;
|
|
|
|
if (ob == NULL || ob->type != OB_CURVE) return 0;
|
|
cu = ob->data;
|
|
if (ob->curve_cache == NULL || ob->curve_cache->path == NULL || ob->curve_cache->path->data == NULL) {
|
|
printf("no path!\n");
|
|
return 0;
|
|
}
|
|
path = ob->curve_cache->path;
|
|
pp = path->data;
|
|
|
|
/* test for cyclic */
|
|
bl = ob->curve_cache->bev.first;
|
|
if (!bl) return 0;
|
|
if (!bl->nr) return 0;
|
|
if (bl->poly > -1) cycl = 1;
|
|
|
|
/* values below zero for non-cyclic curves give strange results */
|
|
BLI_assert(cycl || ctime >= 0.0f);
|
|
|
|
ctime *= (path->len - 1);
|
|
|
|
s1 = (int)floor(ctime);
|
|
fac = (float)(s1 + 1) - ctime;
|
|
|
|
/* path->len is corected for cyclic */
|
|
s0 = interval_test(0, path->len - 1 - cycl, s1 - 1, cycl);
|
|
s1 = interval_test(0, path->len - 1 - cycl, s1, cycl);
|
|
s2 = interval_test(0, path->len - 1 - cycl, s1 + 1, cycl);
|
|
s3 = interval_test(0, path->len - 1 - cycl, s1 + 2, cycl);
|
|
|
|
p0 = pp + s0;
|
|
p1 = pp + s1;
|
|
p2 = pp + s2;
|
|
p3 = pp + s3;
|
|
|
|
/* NOTE: commented out for follow constraint
|
|
*
|
|
* If it's ever be uncommented watch out for curve_deform_verts()
|
|
* which used to temporary set CU_FOLLOW flag for the curve and no
|
|
* longer does it (because of threading issues of such a thing.
|
|
*/
|
|
//if (cu->flag & CU_FOLLOW) {
|
|
|
|
key_curve_tangent_weights(1.0f - fac, data, KEY_BSPLINE);
|
|
|
|
interp_v3_v3v3v3v3(dir, p0->vec, p1->vec, p2->vec, p3->vec, data);
|
|
|
|
/* make compatible with vectoquat */
|
|
negate_v3(dir);
|
|
//}
|
|
|
|
nurbs = BKE_curve_editNurbs_get(cu);
|
|
if (!nurbs)
|
|
nurbs = &cu->nurb;
|
|
nu = nurbs->first;
|
|
|
|
/* make sure that first and last frame are included in the vectors here */
|
|
if (nu->type == CU_POLY) key_curve_position_weights(1.0f - fac, data, KEY_LINEAR);
|
|
else if (nu->type == CU_BEZIER) key_curve_position_weights(1.0f - fac, data, KEY_LINEAR);
|
|
else if (s0 == s1 || p2 == p3) key_curve_position_weights(1.0f - fac, data, KEY_CARDINAL);
|
|
else key_curve_position_weights(1.0f - fac, data, KEY_BSPLINE);
|
|
|
|
vec[0] = data[0] * p0->vec[0] + data[1] * p1->vec[0] + data[2] * p2->vec[0] + data[3] * p3->vec[0]; /* X */
|
|
vec[1] = data[0] * p0->vec[1] + data[1] * p1->vec[1] + data[2] * p2->vec[1] + data[3] * p3->vec[1]; /* Y */
|
|
vec[2] = data[0] * p0->vec[2] + data[1] * p1->vec[2] + data[2] * p2->vec[2] + data[3] * p3->vec[2]; /* Z */
|
|
vec[3] = data[0] * p0->vec[3] + data[1] * p1->vec[3] + data[2] * p2->vec[3] + data[3] * p3->vec[3]; /* Tilt, should not be needed since we have quat still used */
|
|
|
|
if (quat) {
|
|
float totfac, q1[4], q2[4];
|
|
|
|
totfac = data[0] + data[3];
|
|
if (totfac > FLT_EPSILON) interp_qt_qtqt(q1, p0->quat, p3->quat, data[3] / totfac);
|
|
else copy_qt_qt(q1, p1->quat);
|
|
|
|
totfac = data[1] + data[2];
|
|
if (totfac > FLT_EPSILON) interp_qt_qtqt(q2, p1->quat, p2->quat, data[2] / totfac);
|
|
else copy_qt_qt(q2, p3->quat);
|
|
|
|
totfac = data[0] + data[1] + data[2] + data[3];
|
|
if (totfac > FLT_EPSILON) interp_qt_qtqt(quat, q1, q2, (data[1] + data[2]) / totfac);
|
|
else copy_qt_qt(quat, q2);
|
|
}
|
|
|
|
if (radius)
|
|
*radius = data[0] * p0->radius + data[1] * p1->radius + data[2] * p2->radius + data[3] * p3->radius;
|
|
|
|
if (weight)
|
|
*weight = data[0] * p0->weight + data[1] * p1->weight + data[2] * p2->weight + data[3] * p3->weight;
|
|
|
|
return 1;
|
|
}
|