-> 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... :)
		
			
				
	
	
		
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			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			87 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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 * $Id: BIF_outliner.h
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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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 * 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/BL DUAL LICENSE BLOCK *****
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 */
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#ifndef BIF_OUTLINER_H
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#define BIF_OUTLINER_H
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struct TreeStoreElem;
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typedef struct TreeElement {
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	struct TreeElement *next, *prev, *parent;
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	ListBase subtree;
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	float xs, ys;		// doe selection
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	int store_index;	// offset in tree store
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	short flag, index;	// flag for non-saved stuff, index for data arrays
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	short idcode;		// from TreeStore id
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	short xend;		// width of item display, for select
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	char *name;
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	void *directdata;	// Armature Bones, Base, ...
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}  TreeElement;
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/* TreeElement->flag */
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#define TE_ACTIVE	1
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#define TE_ICONROW	2
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/* TreeStoreElem types */
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#define TSE_NLA				1
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#define TSE_NLA_ACTION		2
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#define TSE_DEFGROUP_BASE	3
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#define TSE_DEFGROUP		4
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#define TSE_BONE			5
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#define TSE_EBONE			6
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#define TSE_CONSTRAINT_BASE	7
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#define TSE_CONSTRAINT		8
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#define TSE_MODIFIER_BASE	9
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#define TSE_MODIFIER		10
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#define TSE_LINKED_OB		11
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#define TSE_SCRIPT_BASE		12
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#define TSE_POSE_BASE		13
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#define TSE_POSE_CHANNEL	14
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/* button events */
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#define OL_NAMEBUTTON		1
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extern void draw_outliner(struct ScrArea *sa, struct SpaceOops *so);
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extern void outliner_free_tree(struct ListBase *lb);
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extern void outliner_mouse_event(struct ScrArea *sa, short event);
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extern void outliner_toggle_visible(struct ScrArea *sa);
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extern void outliner_show_active(struct ScrArea *sa);
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extern void outliner_show_hierarchy(struct ScrArea *sa);
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extern void outliner_one_level(struct ScrArea *sa, int add);
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extern void outliner_select(struct ScrArea *sa);
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extern void outliner_toggle_selected(struct ScrArea *sa);
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extern void outliner_operation_menu(struct ScrArea *sa);
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extern void outliner_page_up_down(struct ScrArea *sa, int up);
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#endif
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