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blender-archive/source/blender/blenkernel/BKE_action.h
Ton Roosendaal 28a1e8277b Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs

A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;

- The entire object update system (matrices, geometry) is now
  centralized. Calls to where_is_object and makeDispList are
  forbidden, instead we tag objects 'changed' and let the
  depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
  constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
  flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes

Armatures;

Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!

Important to note is;

1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
   That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.

- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
  and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
  for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
  the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
  on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.

TODO NOW;

- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
  (wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
  (But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
  position anymore. That system looks nice (no flips) but is not well
  suited for NLA and background render.

TODO LATER;

We now can do loadsa new nifty features as well; like:

- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
  IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...


Bugfixes;

- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change

-Ton-
2005-07-03 17:35:38 +00:00

144 lines
3.7 KiB
C++

/* BKE_action.h May 2001
*
* Blender kernel action functionality
*
* Reevan McKay
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Full recode, Ton Roosendaal, Crete 2005
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef BKE_ACTION_H
#define BKE_ACTION_H
#include "DNA_listBase.h"
/**
* The following structures are defined in DNA_action_types.h
*/
struct bAction;
struct bActionChannel;
struct bPose;
struct bPoseChannel;
struct Object;
/* Kernel prototypes */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Removes and deallocates all channels from a pose.
* Does not free the pose itself.
*/
void free_pose_channels(struct bPose *pose);
/**
* Allocate a new pose on the heap, and copy the src pose and it's channels
* into the new pose. *dst is set to the newly allocated structure, and assumed to be NULL.
*/
void copy_pose(struct bPose **dst, struct bPose *src,
int copyconstraints);
/**
* Deallocate the action's channels including constraint channels.
* does not free the action structure.
*/
void free_action(struct bAction * id);
void make_local_action(struct bAction *act);
/* if NULL it does all, otherwise only from Object */
void do_all_actions(struct Object *);
/**
* Return a pointer to the pose channel of the given name
* from this pose.
*/
struct bPoseChannel *get_pose_channel(const struct bPose *pose,
const char *name);
/**
* Looks to see if the channel with the given name
* already exists in this pose - if not a new one is
* allocated and initialized.
*/
struct bPoseChannel *verify_pose_channel(struct bPose* pose,
const char* name);
/* sets constraint flags */
void update_pose_constraint_flags(struct bPose *pose);
/**
* Allocate a new bAction on the heap and copy
* the contents of src into it. If src is NULL NULL is returned.
*/
struct bAction *copy_action(struct bAction *src);
/**
* Some kind of bounding box operation on the action.
*/
float calc_action_start(const struct bAction *act);
float calc_action_end(const struct bAction *act);
/**
* Set the pose channels from the given action.
*/
void extract_pose_from_action(struct bPose *pose, struct bAction *act,
float ctime);
/**
* Iterate through the action channels of the action
* and return the channel with the given name.
* Returns NULL if no channel.
*/
struct bActionChannel *get_named_actionchannel(struct bAction *act,
const char *name);
// exported for game engine
void blend_poses(struct bPose *dst, const struct bPose *src, float srcweight, short mode);
void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
#ifdef __cplusplus
};
#endif
/* nla strip flag */
enum {
POSE_BLEND = 0,
POSE_ADD
};
#endif