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blender-archive/source/blender/src/editmode_undo.c
T
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

344 lines
8.4 KiB
C

/**
* $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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <string.h>
#include <math.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "MEM_guardedalloc.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_userdef_types.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_object.h"
#include "BLI_blenlib.h"
#include "BLI_dynstr.h"
#include "BKE_utildefines.h"
#include "BIF_editmesh.h"
#include "BIF_interface.h"
#include "BIF_screen.h"
#include "BIF_resources.h"
#include "BIF_toolbox.h"
#include "BIF_space.h"
#include "BDR_editcurve.h"
#include "BSE_edit.h"
#include "mydevice.h"
/* ***************** generic editmode undo system ********************* */
/*
Add this in your local code:
void undo_editmode_push(char *name,
void (*freedata)(void *), // pointer to function freeing data
void (*to_editmode)(void *), // data to editmode conversion
void * (*from_editmode)(void)) // editmode to data conversion
Further exported for UI is:
void undo_editmode_step(int step); // undo and redo
void undo_editmode_clear(void) // free & clear all data
void undo_editmode_menu(void) // history menu
*/
/* ********************************************************************* */
/* local prototypes --------------- */
void undo_editmode_step(int step); // undo and redo
void undo_editmode_clear(void); // free & clear all data
void undo_editmode_menu(void); // history menu
void undo_editmode_push(char *name, void (*freedata)(void *),
void (*to_editmode)(void *), void *(*from_editmode)(void));
struct uiBlock *editmode_undohistorymenu(void *arg_unused);
#define MAXUNDONAME 64
typedef struct UndoElem {
struct UndoElem *next, *prev;
ID id; // copy of editmode object ID
Object *ob; // pointer to edited object
int type; // type of edited object
void *undodata;
char name[MAXUNDONAME];
void (*freedata)(void *);
void (*to_editmode)(void *);
void * (*from_editmode)(void);
} UndoElem;
static ListBase undobase={NULL, NULL};
static UndoElem *curundo= NULL;
/* ********************* xtern api calls ************* */
static void undo_restore(UndoElem *undo)
{
if(undo) {
waitcursor(1);
undo->to_editmode(undo->undodata);
waitcursor(0);
countall();
}
}
/* name can be a dynamic string */
void undo_editmode_push(char *name, void (*freedata)(void *),
void (*to_editmode)(void *), void *(*from_editmode)(void))
{
UndoElem *uel;
int nr;
/* at first here was code to prevent an "original" key to be insterted twice
this was giving conflicts for example when mesh changed due to keys or apply */
/* remove all undos after (also when curundo==NULL) */
while(undobase.last != curundo) {
uel= undobase.last;
BLI_remlink(&undobase, uel);
uel->freedata(uel->undodata);
MEM_freeN(uel);
}
/* make new */
curundo= uel= MEM_callocN(sizeof(UndoElem), "undo file");
strncpy(uel->name, name, MAXUNDONAME-1);
BLI_addtail(&undobase, uel);
uel->freedata= freedata;
uel->to_editmode= to_editmode;
uel->from_editmode= from_editmode;
/* and limit amount to the maximum */
nr= 0;
uel= undobase.last;
while(uel) {
nr++;
if(nr==U.undosteps) break;
uel= uel->prev;
}
if(uel) {
while(undobase.first!=uel) {
UndoElem *first= undobase.first;
BLI_remlink(&undobase, first);
first->freedata(first->undodata);
MEM_freeN(first);
}
}
/* copy */
curundo->undodata= curundo->from_editmode();
curundo->ob= G.obedit;
curundo->id= G.obedit->id;
curundo->type= G.obedit->type;
}
/* helper to remove clean other objects from undo stack */
static void undo_clean_stack(void)
{
UndoElem *uel, *next;
int mixed= 0;
/* global undo changes pointers, so we also allow identical names */
/* side effect: when deleting/renaming object and start editing new one with same name */
uel= undobase.first;
while(uel) {
next= uel->next;
/* for when objects are converted, renamed, or global undo changes pointers... */
if(uel->type==G.obedit->type && strcmp(uel->id.name, G.obedit->id.name)==0) {
uel->ob= G.obedit;
}
else {
mixed= 1;
BLI_remlink(&undobase, uel);
uel->freedata(uel->undodata);
MEM_freeN(uel);
}
uel= next;
}
if(mixed) curundo= undobase.last;
}
/* 1= an undo, -1 is a redo. we have to make sure 'curundo' remains at current situation */
void undo_editmode_step(int step)
{
/* prevent undo to happen on wrong object, stack can be a mix */
undo_clean_stack();
if(step==0) {
undo_restore(curundo);
}
else if(step==1) {
if(curundo==NULL || curundo->prev==NULL) error("No more steps to undo");
else {
if(G.f & G_DEBUG) printf("undo %s\n", curundo->name);
curundo= curundo->prev;
undo_restore(curundo);
}
}
else {
/* curundo has to remain current situation! */
if(curundo==NULL || curundo->next==NULL) error("No more steps to redo");
else {
undo_restore(curundo->next);
curundo= curundo->next;
if(G.f & G_DEBUG) printf("redo %s\n", curundo->name);
}
}
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWIMAGE, 0);
}
void undo_editmode_clear(void)
{
UndoElem *uel;
uel= undobase.first;
while(uel) {
uel->freedata(uel->undodata);
uel= uel->next;
}
BLI_freelistN(&undobase);
curundo= NULL;
}
/* based on index nr it does a restore */
static void undo_number(int nr)
{
UndoElem *uel;
int a=1;
for(uel= undobase.first; uel; uel= uel->next, a++) {
if(a==nr) break;
}
curundo= uel;
undo_editmode_step(0);
}
/* ************** for interaction with menu/pullown */
void undo_editmode_menu(void)
{
UndoElem *uel;
DynStr *ds= BLI_dynstr_new();
short event;
char *menu;
undo_clean_stack(); // removes other objects from it
BLI_dynstr_append(ds, "Editmode Undo History %t");
for(uel= undobase.first; uel; uel= uel->next) {
BLI_dynstr_append(ds, "|");
BLI_dynstr_append(ds, uel->name);
}
menu= BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
event= pupmenu_col(menu, 20);
MEM_freeN(menu);
if(event>0) undo_number(event);
}
static void do_editmode_undohistorymenu(void *arg, int event)
{
if(G.obedit==NULL || event<1) return;
if (event==1) {
if(G.obedit->type==OB_MESH) remake_editMesh();
}
else undo_number(event-1);
allqueue(REDRAWVIEW3D, 0);
}
uiBlock *editmode_undohistorymenu(void *arg_unused)
{
uiBlock *block;
UndoElem *uel;
short yco = 20, menuwidth = 120;
short item=2;
undo_clean_stack(); // removes other objects from it
block= uiNewBlock(&curarea->uiblocks, "view3d_edit_mesh_undohistorymenu", UI_EMBOSSP, UI_HELV, G.curscreen->mainwin);
uiBlockSetButmFunc(block, do_editmode_undohistorymenu, NULL);
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Undo All Changes|Ctrl U", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 1, "");
for(uel= undobase.first; uel; uel= uel->next, item++) {
if (uel==curundo) uiDefBut(block, SEPR, 0, "", 0, yco-=6, menuwidth, 6, NULL, 0.0, 0.0, 0, 0, "");
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, uel->name, 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, (float)item, "");
if (uel==curundo) uiDefBut(block, SEPR, 0, "", 0, yco-=6, menuwidth, 6, NULL, 0.0, 0.0, 0, 0, "");
}
uiBlockSetDirection(block, UI_RIGHT);
uiTextBoundsBlock(block, 60);
return block;
}