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blender-archive/source/blender/editors/animation/anim_draw.c
Alexander Gavrilov c7a84c23f1 Dope Sheet: rewrite computation of keyframe hold blocks.
Computation of hold blocks was done by storing ranges (with start and
an end, and likely overlapping) in a tree keyed only by the block start.
This cannot work well, and there even were comments that it is not
reliable in complex cases.

A much better way to deal with it is to split all ranges so they don't
overlap. The most thorough way of doing this is to split at all and every
known keyframe, and in this case the data can actually be stored in the
key column data structures, avoiding the need for a second tree.

In practice, splitting requires a pass to copy this data to newly added
keys, and the necessity to loop over all keyframes in the range being
added. Both are linear and don't add excess algorithmic complexity.

The new implementation also calls BLI_dlrbTree_linkedlist_sync for
its own needs, so the users of the *_to_keylist functions don't have
to do it themselves anymore.

Differential Revision: https://developer.blender.org/D3790
2018-10-16 19:27:10 +03:00

665 lines
19 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Joshua Leung
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/animation/anim_draw.c
* \ingroup edanimation
*/
#include "BLI_sys_types.h"
#include "DNA_anim_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "DNA_screen_types.h"
#include "DNA_object_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_mask_types.h"
#include "BLI_math.h"
#include "BLI_timecode.h"
#include "BLI_utildefines.h"
#include "BLI_rect.h"
#include "BLI_dlrbTree.h"
#include "BKE_context.h"
#include "BKE_curve.h"
#include "BKE_fcurve.h"
#include "BKE_global.h"
#include "BKE_nla.h"
#include "BKE_mask.h"
#include "ED_anim_api.h"
#include "ED_keyframes_edit.h"
#include "ED_keyframes_draw.h"
#include "RNA_access.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
/* *************************************************** */
/* CURRENT FRAME DRAWING */
/* Draw current frame number in a little green box beside the current frame indicator */
void ANIM_draw_cfra_number(const bContext *C, View2D *v2d, short flag)
{
Scene *scene = CTX_data_scene(C);
const float time = scene->r.cfra + scene->r.subframe;
const float cfra = (float)(time * scene->r.framelen);
const bool show_time = (flag & DRAWCFRA_UNIT_SECONDS) != 0;
const uiFontStyle *fstyle = UI_FSTYLE_WIDGET;
unsigned char col[4];
float color[4];
float xscale, x, y;
char numstr[32] = " t "; /* t is the character to start replacing from */
float hlen;
int slen;
/* because the frame number text is subject to the same scaling as the contents of the view */
UI_view2d_scale_get(v2d, &xscale, NULL);
GPU_matrix_push();
GPU_matrix_scale_2f(1.0f / xscale, 1.0f);
/* get timecode string
* - padding on str-buf passed so that it doesn't sit on the frame indicator
*/
if (show_time) {
BLI_timecode_string_from_time(&numstr[2], sizeof(numstr) - 2, 0, FRA2TIME(cfra), FPS, U.timecode_style);
}
else {
BLI_timecode_string_from_time_seconds(&numstr[2], sizeof(numstr) - 2, 1, cfra);
}
slen = UI_fontstyle_string_width(fstyle, numstr) - 1;
hlen = slen * 0.5f;
/* get starting coordinates for drawing */
x = cfra * xscale;
y = -0.1f * U.widget_unit;
/* draw green box around/behind text */
UI_GetThemeColor4fv(TH_CFRAME, color);
color[3] = 3.0f;
UI_draw_roundbox_corner_set(UI_CNR_ALL);
UI_draw_roundbox_aa(true,
x - hlen - 0.1f * U.widget_unit,
y + 3.0f,
x + hlen + 0.1f * U.widget_unit,
y -3.0f + U.widget_unit,
0.1f * U.widget_unit,
color);
/* draw current frame number */
UI_GetThemeColor4ubv(TH_TEXT_HI, col);
UI_fontstyle_draw_simple(fstyle,
x - hlen - 0.15f * U.widget_unit,
y + 0.28f * U.widget_unit,
numstr, col);
/* restore view transform */
GPU_matrix_pop();
}
/* General call for drawing current frame indicator in animation editor */
void ANIM_draw_cfra(const bContext *C, View2D *v2d, short flag)
{
Scene *scene = CTX_data_scene(C);
const float time = scene->r.cfra + scene->r.subframe;
const float x = (float)(time * scene->r.framelen);
GPU_line_width((flag & DRAWCFRA_WIDE) ? 3.0 : 2.0);
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* Draw a light green line to indicate current frame */
immUniformThemeColor(TH_CFRAME);
immBegin(GPU_PRIM_LINES, 2);
immVertex2f(pos, x, v2d->cur.ymin - 500.0f); /* XXX arbitrary... want it go to bottom */
immVertex2f(pos, x, v2d->cur.ymax);
immEnd();
immUnbindProgram();
}
/* *************************************************** */
/* PREVIEW RANGE 'CURTAINS' */
/* Note: 'Preview Range' tools are defined in anim_ops.c */
/* Draw preview range 'curtains' for highlighting where the animation data is */
void ANIM_draw_previewrange(const bContext *C, View2D *v2d, int end_frame_width)
{
Scene *scene = CTX_data_scene(C);
/* only draw this if preview range is set */
if (PRVRANGEON) {
GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
GPU_blend(true);
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_ANIM_PREVIEW_RANGE, -25, -30);
//immUniformColor4f(0.8f, 0.44f, 0.1f, 0.2f); /* XXX: Fix this hardcoded color (anim_active) */
/* only draw two separate 'curtains' if there's no overlap between them */
if (PSFRA < PEFRA + end_frame_width) {
immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax);
immRectf(pos, (float)(PEFRA + end_frame_width), v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
}
else {
immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
}
immUnbindProgram();
GPU_blend(false);
}
}
/* *************************************************** */
/* SCENE FRAME RANGE */
/* Draw frame range guides (for scene frame range) in background */
// TODO: Should we still show these when preview range is enabled?
void ANIM_draw_framerange(Scene *scene, View2D *v2d)
{
/* draw darkened area outside of active timeline frame range */
GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
GPU_blend(true);
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_BACK, -25, -100);
if (SFRA < EFRA) {
immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, (float)SFRA, v2d->cur.ymax);
immRectf(pos, (float)EFRA, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
}
else {
immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
}
GPU_blend(false);
/* thin lines where the actual frames are */
immUniformThemeColorShade(TH_BACK, -60);
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(pos, (float)SFRA, v2d->cur.ymin);
immVertex2f(pos, (float)SFRA, v2d->cur.ymax);
immVertex2f(pos, (float)EFRA, v2d->cur.ymin);
immVertex2f(pos, (float)EFRA, v2d->cur.ymax);
immEnd();
immUnbindProgram();
}
/* *************************************************** */
/* NLA-MAPPING UTILITIES (required for drawing and also editing keyframes) */
/* Obtain the AnimData block providing NLA-mapping for the given channel (if applicable) */
// TODO: do not supply return this if the animdata tells us that there is no mapping to perform
AnimData *ANIM_nla_mapping_get(bAnimContext *ac, bAnimListElem *ale)
{
/* sanity checks */
if (ac == NULL)
return NULL;
/* abort if rendering - we may get some race condition issues... */
if (G.is_rendering) return NULL;
/* apart from strictly keyframe-related contexts, this shouldn't even happen */
// XXX: nla and channel here may not be necessary...
if (ELEM(ac->datatype, ANIMCONT_ACTION, ANIMCONT_SHAPEKEY, ANIMCONT_DOPESHEET,
ANIMCONT_FCURVES, ANIMCONT_NLA, ANIMCONT_CHANNEL))
{
/* handling depends on the type of animation-context we've got */
if (ale) {
/* NLA Control Curves occur on NLA strips, and shouldn't be subjected to this kind of mapping */
if (ale->type != ANIMTYPE_NLACURVE)
return ale->adt;
}
}
/* cannot handle... */
return NULL;
}
/* ------------------- */
/* helper function for ANIM_nla_mapping_apply_fcurve() -> "restore", i.e. mapping points back to action-time */
static short bezt_nlamapping_restore(KeyframeEditData *ked, BezTriple *bezt)
{
/* AnimData block providing scaling is stored in 'data', only_keys option is stored in i1 */
AnimData *adt = (AnimData *)ked->data;
short only_keys = (short)ked->i1;
/* adjust BezTriple handles only if allowed to */
if (only_keys == 0) {
bezt->vec[0][0] = BKE_nla_tweakedit_remap(adt, bezt->vec[0][0], NLATIME_CONVERT_UNMAP);
bezt->vec[2][0] = BKE_nla_tweakedit_remap(adt, bezt->vec[2][0], NLATIME_CONVERT_UNMAP);
}
bezt->vec[1][0] = BKE_nla_tweakedit_remap(adt, bezt->vec[1][0], NLATIME_CONVERT_UNMAP);
return 0;
}
/* helper function for ANIM_nla_mapping_apply_fcurve() -> "apply", i.e. mapping points to NLA-mapped global time */
static short bezt_nlamapping_apply(KeyframeEditData *ked, BezTriple *bezt)
{
/* AnimData block providing scaling is stored in 'data', only_keys option is stored in i1 */
AnimData *adt = (AnimData *)ked->data;
short only_keys = (short)ked->i1;
/* adjust BezTriple handles only if allowed to */
if (only_keys == 0) {
bezt->vec[0][0] = BKE_nla_tweakedit_remap(adt, bezt->vec[0][0], NLATIME_CONVERT_MAP);
bezt->vec[2][0] = BKE_nla_tweakedit_remap(adt, bezt->vec[2][0], NLATIME_CONVERT_MAP);
}
bezt->vec[1][0] = BKE_nla_tweakedit_remap(adt, bezt->vec[1][0], NLATIME_CONVERT_MAP);
return 0;
}
/* Apply/Unapply NLA mapping to all keyframes in the nominated F-Curve
* - restore = whether to map points back to non-mapped time
* - only_keys = whether to only adjust the location of the center point of beztriples
*/
void ANIM_nla_mapping_apply_fcurve(AnimData *adt, FCurve *fcu, bool restore, bool only_keys)
{
KeyframeEditData ked = {{NULL}};
KeyframeEditFunc map_cb;
/* init edit data
* - AnimData is stored in 'data'
* - only_keys is stored in 'i1'
*/
ked.data = (void *)adt;
ked.i1 = (int)only_keys;
/* get editing callback */
if (restore)
map_cb = bezt_nlamapping_restore;
else
map_cb = bezt_nlamapping_apply;
/* apply to F-Curve */
ANIM_fcurve_keyframes_loop(&ked, fcu, NULL, map_cb, NULL);
}
/* *************************************************** */
/* UNITS CONVERSION MAPPING (required for drawing and editing keyframes) */
/* Get flags used for normalization in ANIM_unit_mapping_get_factor. */
short ANIM_get_normalization_flags(bAnimContext *ac)
{
if (ac->sl->spacetype == SPACE_IPO) {
SpaceIpo *sipo = (SpaceIpo *) ac->sl;
bool use_normalization = (sipo->flag & SIPO_NORMALIZE) != 0;
bool freeze_normalization = (sipo->flag & SIPO_NORMALIZE_FREEZE) != 0;
return use_normalization
? (ANIM_UNITCONV_NORMALIZE | (freeze_normalization ? ANIM_UNITCONV_NORMALIZE_FREEZE : 0))
: 0;
}
return 0;
}
static float normalization_factor_get(Scene *scene, FCurve *fcu, short flag, float *r_offset)
{
float factor = 1.0f, offset = 0.0f;
if (flag & ANIM_UNITCONV_RESTORE) {
if (r_offset)
*r_offset = fcu->prev_offset;
return 1.0f / fcu->prev_norm_factor;
}
if (flag & ANIM_UNITCONV_NORMALIZE_FREEZE) {
if (r_offset)
*r_offset = fcu->prev_offset;
if (fcu->prev_norm_factor == 0.0f) {
/* Happens when Auto Normalize was disabled before
* any curves were displayed.
*/
return 1.0f;
}
return fcu->prev_norm_factor;
}
if (G.moving & G_TRANSFORM_FCURVES) {
if (r_offset)
*r_offset = fcu->prev_offset;
if (fcu->prev_norm_factor == 0.0f) {
/* Same as above. */
return 1.0f;
}
return fcu->prev_norm_factor;
}
fcu->prev_norm_factor = 1.0f;
if (fcu->bezt) {
const bool use_preview_only = PRVRANGEON;
const BezTriple *bezt;
int i;
float max_coord = -FLT_MAX;
float min_coord = FLT_MAX;
float range;
if (fcu->totvert < 1) {
return 1.0f;
}
for (i = 0, bezt = fcu->bezt; i < fcu->totvert; i++, bezt++) {
if (use_preview_only && !IN_RANGE_INCL(bezt->vec[1][0],
scene->r.psfra,
scene->r.pefra))
{
continue;
}
if (i == 0) {
/* We ignore extrapolation flags and handle here, and use the
* control point position only. so we normalize "interesting"
* part of the curve.
*
* Here we handle left extrapolation.
*/
max_coord = max_ff(max_coord, bezt->vec[1][1]);
min_coord = min_ff(min_coord, bezt->vec[1][1]);
}
else {
const BezTriple *prev_bezt = bezt - 1;
if (prev_bezt->ipo == BEZT_IPO_CONST) {
/* Constant interpolation: previous CV value is used up
* to the current keyframe.
*/
max_coord = max_ff(max_coord, bezt->vec[1][1]);
min_coord = min_ff(min_coord, bezt->vec[1][1]);
}
else if (prev_bezt->ipo == BEZT_IPO_LIN) {
/* Linear interpolation: min/max using both previous and
* and current CV.
*/
max_coord = max_ff(max_coord, bezt->vec[1][1]);
min_coord = min_ff(min_coord, bezt->vec[1][1]);
max_coord = max_ff(max_coord, prev_bezt->vec[1][1]);
min_coord = min_ff(min_coord, prev_bezt->vec[1][1]);
}
else if (prev_bezt->ipo == BEZT_IPO_BEZ) {
const int resol = fcu->driver
? 32
: min_ii((int)(5.0f * len_v2v2(bezt->vec[1], prev_bezt->vec[1])), 32);
if (resol < 2) {
max_coord = max_ff(max_coord, prev_bezt->vec[1][1]);
min_coord = min_ff(min_coord, prev_bezt->vec[1][1]);
}
else {
float data[120];
float v1[2], v2[2], v3[2], v4[2];
v1[0] = prev_bezt->vec[1][0];
v1[1] = prev_bezt->vec[1][1];
v2[0] = prev_bezt->vec[2][0];
v2[1] = prev_bezt->vec[2][1];
v3[0] = bezt->vec[0][0];
v3[1] = bezt->vec[0][1];
v4[0] = bezt->vec[1][0];
v4[1] = bezt->vec[1][1];
correct_bezpart(v1, v2, v3, v4);
BKE_curve_forward_diff_bezier(v1[0], v2[0], v3[0], v4[0], data, resol, sizeof(float) * 3);
BKE_curve_forward_diff_bezier(v1[1], v2[1], v3[1], v4[1], data + 1, resol, sizeof(float) * 3);
for (int j = 0; j <= resol; ++j) {
const float *fp = &data[j * 3];
max_coord = max_ff(max_coord, fp[1]);
min_coord = min_ff(min_coord, fp[1]);
}
}
}
}
}
if (max_coord > min_coord) {
range = max_coord - min_coord;
if (range > FLT_EPSILON) {
factor = 2.0f / range;
}
offset = -min_coord - range / 2.0f;
}
else if (max_coord == min_coord) {
factor = 1.0f;
offset = -min_coord;
}
}
BLI_assert(factor != 0.0f);
if (r_offset) {
*r_offset = offset;
}
fcu->prev_norm_factor = factor;
fcu->prev_offset = offset;
return factor;
}
/* Get unit conversion factor for given ID + F-Curve */
float ANIM_unit_mapping_get_factor(Scene *scene, ID *id, FCurve *fcu, short flag, float *r_offset)
{
if (flag & ANIM_UNITCONV_NORMALIZE) {
return normalization_factor_get(scene, fcu, flag, r_offset);
}
if (r_offset)
*r_offset = 0.0f;
/* sanity checks */
if (id && fcu && fcu->rna_path) {
PointerRNA ptr, id_ptr;
PropertyRNA *prop;
/* get RNA property that F-Curve affects */
RNA_id_pointer_create(id, &id_ptr);
if (RNA_path_resolve_property(&id_ptr, fcu->rna_path, &ptr, &prop)) {
/* rotations: radians <-> degrees? */
if (RNA_SUBTYPE_UNIT(RNA_property_subtype(prop)) == PROP_UNIT_ROTATION) {
/* if the radians flag is not set, default to using degrees which need conversions */
if ((scene) && (scene->unit.system_rotation == USER_UNIT_ROT_RADIANS) == 0) {
if (flag & ANIM_UNITCONV_RESTORE)
return DEG2RADF(1.0f); /* degrees to radians */
else
return RAD2DEGF(1.0f); /* radians to degrees */
}
}
/* TODO: other rotation types here as necessary */
}
}
/* no mapping needs to occur... */
return 1.0f;
}
static bool find_prev_next_keyframes(struct bContext *C, int *nextfra, int *prevfra)
{
Scene *scene = CTX_data_scene(C);
Object *ob = CTX_data_active_object(C);
Mask *mask = CTX_data_edit_mask(C);
bDopeSheet ads = {NULL};
DLRBT_Tree keys;
ActKeyColumn *aknext, *akprev;
float cfranext, cfraprev;
bool donenext = false, doneprev = false;
int nextcount = 0, prevcount = 0;
cfranext = cfraprev = (float)(CFRA);
/* init binarytree-list for getting keyframes */
BLI_dlrbTree_init(&keys);
/* seed up dummy dopesheet context with flags to perform necessary filtering */
if ((scene->flag & SCE_KEYS_NO_SELONLY) == 0) {
/* only selected channels are included */
ads.filterflag |= ADS_FILTER_ONLYSEL;
}
/* populate tree with keyframe nodes */
scene_to_keylist(&ads, scene, &keys);
gpencil_to_keylist(&ads, scene->gpd, &keys, false);
if (ob) {
ob_to_keylist(&ads, ob, &keys);
gpencil_to_keylist(&ads, ob->data, &keys, false);
}
if (mask) {
MaskLayer *masklay = BKE_mask_layer_active(mask);
mask_to_keylist(&ads, masklay, &keys);
}
/* find matching keyframe in the right direction */
do {
aknext = (ActKeyColumn *)BLI_dlrbTree_search_next(&keys, compare_ak_cfraPtr, &cfranext);
if (aknext) {
if (CFRA == (int)aknext->cfra) {
/* make this the new starting point for the search and ignore */
cfranext = aknext->cfra;
}
else {
/* this changes the frame, so set the frame and we're done */
if (++nextcount == U.view_frame_keyframes)
donenext = true;
}
cfranext = aknext->cfra;
}
} while ((aknext != NULL) && (donenext == false));
do {
akprev = (ActKeyColumn *)BLI_dlrbTree_search_prev(&keys, compare_ak_cfraPtr, &cfraprev);
if (akprev) {
if (CFRA == (int)akprev->cfra) {
/* make this the new starting point for the search */
}
else {
/* this changes the frame, so set the frame and we're done */
if (++prevcount == U.view_frame_keyframes)
doneprev = true;
}
cfraprev = akprev->cfra;
}
} while ((akprev != NULL) && (doneprev == false));
/* free temp stuff */
BLI_dlrbTree_free(&keys);
/* any success? */
if (doneprev || donenext) {
if (doneprev)
*prevfra = cfraprev;
else
*prevfra = CFRA - (cfranext - CFRA);
if (donenext)
*nextfra = cfranext;
else
*nextfra = CFRA + (CFRA - cfraprev);
return true;
}
return false;
}
void ANIM_center_frame(struct bContext *C, int smooth_viewtx)
{
ARegion *ar = CTX_wm_region(C);
Scene *scene = CTX_data_scene(C);
float w = BLI_rctf_size_x(&ar->v2d.cur);
rctf newrct;
int nextfra, prevfra;
switch (U.view_frame_type) {
case ZOOM_FRAME_MODE_SECONDS:
{
const float fps = FPS;
newrct.xmax = scene->r.cfra + U.view_frame_seconds * fps + 1;
newrct.xmin = scene->r.cfra - U.view_frame_seconds * fps - 1;
newrct.ymax = ar->v2d.cur.ymax;
newrct.ymin = ar->v2d.cur.ymin;
break;
}
/* hardest case of all, look for all keyframes around frame and display those */
case ZOOM_FRAME_MODE_KEYFRAMES:
if (find_prev_next_keyframes(C, &nextfra, &prevfra)) {
newrct.xmax = nextfra;
newrct.xmin = prevfra;
newrct.ymax = ar->v2d.cur.ymax;
newrct.ymin = ar->v2d.cur.ymin;
break;
}
/* else drop through, keep range instead */
ATTR_FALLTHROUGH;
case ZOOM_FRAME_MODE_KEEP_RANGE:
default:
newrct.xmax = scene->r.cfra + (w / 2);
newrct.xmin = scene->r.cfra - (w / 2);
newrct.ymax = ar->v2d.cur.ymax;
newrct.ymin = ar->v2d.cur.ymin;
break;
}
UI_view2d_smooth_view(C, ar, &newrct, smooth_viewtx);
}
/* *************************************************** */