-> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
114 lines
4.1 KiB
C++
114 lines
4.1 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2004 Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef DEPSGRAPH_API
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#define DEPSGRAPH_API
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/*
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#define DEPS_DEBUG
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*/
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struct Scene;
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struct DagNodeQueue;
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struct DagForest;
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struct DagNode;
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/* **** DAG relation types *** */
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/* scene link to object */
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#define DAG_RL_SCENE 1
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/* object link to data */
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#define DAG_RL_DATA 2
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/* object changes object (parent, track, constraints) */
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#define DAG_RL_OB_OB 4
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/* object changes obdata (hooks, constraints) */
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#define DAG_RL_OB_DATA 8
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/* data changes object (vertex parent) */
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#define DAG_RL_DATA_OB 16
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/* data changes data (deformers) */
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#define DAG_RL_DATA_DATA 32
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#define DAG_NO_RELATION 64
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#define DAG_RL_ALL 63
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#define DAG_RL_ALL_BUT_DATA 61
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typedef void (*graph_action_func)(void * ob, void **data);
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// queues are returned by all BFS & DFS queries
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// opaque type
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void *pop_ob_queue(struct DagNodeQueue *queue);
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int queue_count(struct DagNodeQueue *queue);
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void queue_delete(struct DagNodeQueue *queue);
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// queries
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struct DagForest *build_dag(struct Scene *sce, short mask);
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void free_forest(struct DagForest *Dag);
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// note :
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// the meanings of the 2 returning values is a bit different :
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// BFS return 1 for cross-edges and back-edges. the latter are considered harmfull, not the former
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// DFS return 1 only for back-edges
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int pre_and_post_BFS(struct DagForest *dag, short mask, graph_action_func pre_func, graph_action_func post_func, void **data);
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int pre_and_post_DFS(struct DagForest *dag, short mask, graph_action_func pre_func, graph_action_func post_func, void **data);
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int pre_and_post_source_BFS(struct DagForest *dag, short mask, struct DagNode *source, graph_action_func pre_func, graph_action_func post_func, void **data);
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int pre_and_post_source_DFS(struct DagForest *dag, short mask, struct DagNode *source, graph_action_func pre_func, graph_action_func post_func, void **data);
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struct DagNodeQueue *get_obparents(struct DagForest *dag, void *ob);
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struct DagNodeQueue *get_first_ancestors(struct DagForest *dag, void *ob);
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struct DagNodeQueue *get_all_childs(struct DagForest *dag, void *ob); //
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short are_obs_related(struct DagForest *dag, void *ob1, void *ob2);
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int is_acyclic(struct DagForest *dag); //
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//int get_cycles(struct DagForest *dag, struct DagNodeQueue **queues, int *count); //
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void boundbox_deps(void);
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void draw_all_deps(void);
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/* ********** API *************** */
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/* Note that the DAG never executes changes in Objects, only sets flags in Objects */
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void DAG_scene_sort(struct Scene *sce);
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/* flag all objects that need recalc because they're animated */
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void DAG_scene_update_flags(struct Scene *sce, unsigned int lay);
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/* flag all objects that need recalc because they're animated, influencing this object only */
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void DAG_object_update_flags(struct Scene *sce, struct Object *ob, unsigned int lay);
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/* flushes all recalc flags in objects down the dependency tree */
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void DAG_scene_flush_update(struct Scene *sce, unsigned int lay);
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/* flushes all recalc flags for this object down the dependency tree */
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void DAG_object_flush_update(struct Scene *sce, struct Object *ob, short flag);
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void DAG_pose_sort(struct Object *ob);
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#endif
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