NLA SoC: Armature Drawing Code Fixes

* Compiling broke for some users on this file due to my scaling-fixes commit. Dunno why this didn't give any errors here (silly compiler!)

* Restored code to make ghost poses (and supposedly paths) work again. This doesn't totally seem to be the case yet though.
This commit is contained in:
Joshua Leung
2009-06-25 10:52:09 +00:00
parent a50be876d3
commit deffe4a315

View File

@@ -37,6 +37,7 @@
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
@@ -52,6 +53,7 @@
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_constraint.h"
@@ -61,6 +63,7 @@
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_modifier.h"
#include "BKE_nla.h"
#include "BKE_object.h"
#include "BKE_utildefines.h"
@@ -2019,10 +2022,9 @@ static void draw_ebones(View3D *v3d, RegionView3D *rv3d, Object *ob, int dt)
*/
static void draw_pose_paths(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
{
AnimData *adt= BKE_animdata_from_id(&ob->id);
bArmature *arm= ob->data;
bPoseChannel *pchan;
// bAction *act; // XXX old animsys - watch it!
// bActionChannel *achan;
ActKeyColumn *ak;
ListBase keys;
float *fp, *fp_start;
@@ -2168,14 +2170,11 @@ static void draw_pose_paths(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
/* build list of all keyframes in active action for pchan */
keys.first = keys.last = NULL;
#if 0 // XXX old animation system
act= ob->action;
if (act) {
achan= get_action_channel(act, pchan->name);
if (achan)
ipo_to_keylist(achan->ipo, &keys, NULL, NULL);
if (adt) {
bActionGroup *agrp= action_groups_find_named(adt->action, pchan->name);
if (agrp)
agroup_to_keylist(agrp, &keys, NULL, NULL);
}
#endif // XXX old animation system
/* Draw slightly-larger yellow dots at each keyframe */
UI_ThemeColor(TH_VERTEX_SELECT);
@@ -2254,6 +2253,7 @@ static void ghost_poses_tag_unselected(Object *ob, short unset)
static void draw_ghost_poses_range(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base)
{
Object *ob= base->object;
AnimData *adt= BKE_animdata_from_id(&ob->id);
bArmature *arm= ob->data;
bPose *posen, *poseo;
float start, end, stepsize, range, colfac;
@@ -2290,7 +2290,7 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, RegionView3D *rv3d
colfac = (end - (float)CFRA) / range;
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
//do_all_pose_actions(scene, ob); // XXX old animation system
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
draw_pose_channels(scene, v3d, rv3d, base, OB_WIRE);
}
@@ -2315,7 +2315,8 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, RegionView3D *rv3d
static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base)
{
Object *ob= base->object;
bAction *act= ob->action; // XXX old animsys stuff... watch it!
AnimData *adt= BKE_animdata_from_id(&ob->id);
bAction *act= (adt) ? adt->action : NULL;
bArmature *arm= ob->data;
bPose *posen, *poseo;
ListBase keys= {NULL, NULL};
@@ -2366,7 +2367,7 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, RegionView3D *rv3d,
CFRA= (int)ak->cfra;
//do_all_pose_actions(scene, ob); // XXX old animation system
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
draw_pose_channels(scene, v3d, rv3d, base, OB_WIRE);
}
@@ -2391,38 +2392,27 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, RegionView3D *rv3d,
static void draw_ghost_poses(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base)
{
Object *ob= base->object;
AnimData *adt= BKE_animdata_from_id(&ob->id);
bArmature *arm= ob->data;
bPose *posen, *poseo;
//bActionStrip *strip;
float cur, start, end, stepsize, range, colfac, actframe, ctime;
int cfrao, maptime, flago;
int cfrao, flago;
/* pre conditions, get an action with sufficient frames */
//if (ob->action==NULL)
// return;
if ELEM(NULL, adt, adt->action)
return;
calc_action_range(ob->action, &start, &end, 0);
calc_action_range(adt->action, &start, &end, 0);
if (start == end)
return;
stepsize= (float)(arm->ghostsize);
range= (float)(arm->ghostep)*stepsize + 0.5f; /* plus half to make the for loop end correct */
#if 0 // XXX old animation system
/* we only map time for armature when an active strip exists */
for (strip=ob->nlastrips.first; strip; strip=strip->next)
if (strip->flag & ACTSTRIP_ACTIVE)
break;
#endif // XXX old animsys
//maptime= (strip!=NULL);
maptime= 0;
/* store values */
ob->flag &= ~OB_POSEMODE;
cfrao= CFRA;
if (maptime) actframe= get_action_frame(ob, (float)CFRA);
else actframe= (float)CFRA;
actframe= BKE_nla_tweakedit_remap(adt, (float)CFRA, 0);
flago= arm->flag;
arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
@@ -2444,11 +2434,10 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base
/* only within action range */
if (actframe+ctime >= start && actframe+ctime <= end) {
if (maptime) CFRA= (int)get_action_frame_inv(ob, actframe+ctime);
else CFRA= (int)floor(actframe+ctime);
CFRA= (int)BKE_nla_tweakedit_remap(adt, actframe+ctime, 1);
if (CFRA != cfrao) {
//do_all_pose_actions(scene, ob); // xxx old animation system crap
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
draw_pose_channels(scene, v3d, rv3d, base, OB_WIRE);
}
@@ -2460,11 +2449,10 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base
/* only within action range */
if ((actframe-ctime >= start) && (actframe-ctime <= end)) {
if (maptime) CFRA= (int)get_action_frame_inv(ob, actframe-ctime);
else CFRA= (int)floor(actframe-ctime);
CFRA= (int)BKE_nla_tweakedit_remap(adt, actframe-ctime, 1);
if (CFRA != cfrao) {
//do_all_pose_actions(scene, ob); // XXX old animation system crap...
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
draw_pose_channels(scene, v3d, rv3d, base, OB_WIRE);
}