- With Actions on a Pose, ESC in transform restored wrong. This is solved similar to ipos now, storing a 'last time evaluated'. Could be extended to ghosting... soon. - Moving the little yellow 'key blocks' in Action window didn't update 3d window. ALso the 'lock' option didn't work, and flashed header. - Pose Transform: noticed there were still errors in cases, especially with actions. Painfully tried to build the desired matrix now. - Removed obsolete Bone pointer from TransData
623 lines
15 KiB
C
623 lines
15 KiB
C
/**
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* $Id$
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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) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Contributor(s): Full recode, Ton Roosendaal, Crete 2005
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include <string.h>
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#include <math.h>
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#include <stdlib.h> /* for NULL */
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#include "MEM_guardedalloc.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_ipo_types.h"
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#include "DNA_nla_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_action.h"
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#include "BKE_anim.h"
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#include "BKE_armature.h"
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#include "BKE_blender.h"
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#include "BKE_constraint.h"
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#include "BKE_global.h"
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#include "BKE_ipo.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_object.h"
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#include "BKE_utildefines.h"
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "nla.h"
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/* *********************** NOTE ON POSE AND ACTION **********************
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- Pose is the local (object level) component of armature. The current
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object pose is saved in files, and (will be) is presorted for dependency
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- Actions have fewer (or other) channels, and write data to a Pose
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- Currently ob->pose data is controlled in where_is_pose only. The (recalc)
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event system takes care of calling that
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- The NLA system (here too) uses Poses as interpolation format for Actions
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- Therefore we assume poses to be static, and duplicates of poses have channels in
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same order, for quick interpolation reasons
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****************************** (ton) ************************************ */
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/* ***************** Library data level operations on action ************** */
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void make_local_action(bAction *act)
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{
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Object *ob;
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bAction *actn;
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int local=0, lib=0;
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if(act->id.lib==0) return;
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if(act->id.us==1) {
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act->id.lib= 0;
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act->id.flag= LIB_LOCAL;
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new_id(0, (ID *)act, 0);
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return;
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}
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ob= G.main->object.first;
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while(ob) {
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if(ob->action==act) {
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if(ob->id.lib) lib= 1;
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else local= 1;
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}
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ob= ob->id.next;
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}
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if(local && lib==0) {
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act->id.lib= 0;
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act->id.flag= LIB_LOCAL;
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new_id(0, (ID *)act, 0);
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}
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else if(local && lib) {
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actn= copy_action(act);
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actn->id.us= 0;
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ob= G.main->object.first;
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while(ob) {
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if(ob->action==act) {
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if(ob->id.lib==0) {
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ob->action = actn;
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ob->activecon = NULL;
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actn->id.us++;
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act->id.us--;
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}
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}
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ob= ob->id.next;
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}
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}
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}
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void free_action(bAction *act)
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{
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bActionChannel *chan;
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/* Free channels */
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for (chan=act->chanbase.first; chan; chan=chan->next){
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if (chan->ipo)
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chan->ipo->id.us--;
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free_constraint_channels(&chan->constraintChannels);
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}
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if (act->chanbase.first)
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BLI_freelistN (&act->chanbase);
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}
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bAction* copy_action(bAction *src)
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{
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bAction *dst = NULL;
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bActionChannel *dchan, *schan;
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if(!src) return NULL;
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dst= copy_libblock(src);
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duplicatelist(&(dst->chanbase), &(src->chanbase));
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for (dchan=dst->chanbase.first, schan=src->chanbase.first; dchan; dchan=dchan->next, schan=schan->next){
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dchan->ipo = copy_ipo(dchan->ipo);
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copy_constraint_channels(&dchan->constraintChannels, &schan->constraintChannels);
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}
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dst->id.flag |= LIB_FAKEUSER;
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dst->id.us++;
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return dst;
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}
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/* ************************ Pose channels *************** */
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/* usually used within a loop, so we got a N^2 slowdown */
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bPoseChannel *get_pose_channel(const bPose *pose, const char *name)
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{
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bPoseChannel *chan;
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if(pose==NULL) return NULL;
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for (chan=pose->chanbase.first; chan; chan=chan->next) {
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if(chan->name[0] == name[0])
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if (!strcmp (chan->name, name))
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return chan;
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}
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return NULL;
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}
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/* Use with care, not on Armature poses but for temporal ones */
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/* (currently used for action constraints and in rebuild_pose) */
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bPoseChannel *verify_pose_channel(bPose* pose, const char* name)
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{
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bPoseChannel *chan;
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if (!pose){
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return NULL;
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}
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/* See if this channel exists */
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for (chan=pose->chanbase.first; chan; chan=chan->next){
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if (!strcmp (name, chan->name))
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return chan;
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}
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/* If not, create it and add it */
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chan = MEM_callocN(sizeof(bPoseChannel), "verifyPoseChannel");
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strcpy (chan->name, name);
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/* init vars to prevent mat errors */
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chan->quat[0] = 1.0F;
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chan->size[0] = chan->size[1] = chan->size[2] = 1.0F;
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Mat3One(chan->ik_mat);
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BLI_addtail (&pose->chanbase, chan);
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return chan;
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}
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/* dst should be freed already, makes entire duplicate */
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void copy_pose(bPose **dst, bPose *src, int copycon)
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{
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bPose *outPose;
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bPoseChannel *pchan;
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ListBase listb;
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if (!src){
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*dst=NULL;
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return;
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}
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outPose= MEM_callocN(sizeof(bPose), "pose");
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duplicatelist (&outPose->chanbase, &src->chanbase);
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if (copycon) {
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for (pchan=outPose->chanbase.first; pchan; pchan=pchan->next) {
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copy_constraints(&listb, &pchan->constraints); // copy_constraints NULLs listb
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pchan->constraints= listb;
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}
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}
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*dst=outPose;
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}
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void free_pose_channels(bPose *pose)
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{
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bPoseChannel *chan;
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if (pose->chanbase.first){
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for (chan = pose->chanbase.first; chan; chan=chan->next){
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free_constraints(&chan->constraints);
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}
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BLI_freelistN (&pose->chanbase);
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}
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}
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static void copy_pose_channel_data(bPoseChannel *pchan, const bPoseChannel *chan)
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{
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bConstraint *pcon, *con;
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VECCOPY(pchan->loc, chan->loc);
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VECCOPY(pchan->size, chan->size);
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QUATCOPY(pchan->quat, chan->quat);
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pchan->flag= chan->flag;
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con= chan->constraints.first;
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for(pcon= pchan->constraints.first; pcon; pcon= pcon->next)
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pcon->enforce= con->enforce;
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}
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/* checks for IK constraint, can do more constraints flags later */
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/* pose should be entirely OK */
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void update_pose_constraint_flags(bPose *pose)
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{
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bPoseChannel *pchan;
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bConstraint *con;
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/* clear */
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for (pchan = pose->chanbase.first; pchan; pchan=pchan->next) {
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pchan->constflag= 0;
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}
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/* detect */
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for (pchan = pose->chanbase.first; pchan; pchan=pchan->next) {
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for(con= pchan->constraints.first; con; con= con->next) {
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if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
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pchan->constflag |= PCHAN_HAS_IK;
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}
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else pchan->constflag |= PCHAN_HAS_CONST;
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}
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}
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}
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/* ************************ END Pose channels *************** */
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bActionChannel *get_named_actionchannel(bAction *act, const char *name)
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{
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bActionChannel *chan;
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if (!act)
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return NULL;
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for (chan = act->chanbase.first; chan; chan=chan->next){
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if (!strcmp (chan->name, name))
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return chan;
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}
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return NULL;
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}
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/* ************************ Blending with NLA *************** */
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/* Only allowed for Poses with identical channels */
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void blend_poses(bPose *dst, const bPose *src, float srcweight, short mode)
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{
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bPoseChannel *dchan;
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const bPoseChannel *schan;
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bConstraint *dcon, *scon;
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float dquat[4], squat[4];
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float dstweight;
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int i;
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switch (mode){
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case POSE_BLEND:
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dstweight = 1.0F - srcweight;
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break;
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case POSE_ADD:
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dstweight = 1.0F;
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break;
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default :
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dstweight = 1.0F;
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}
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schan= src->chanbase.first;
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for (dchan = dst->chanbase.first; dchan; dchan=dchan->next, schan= schan->next){
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if (schan->flag & (POSE_ROT|POSE_LOC|POSE_SIZE)) {
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/* replaced quat->matrix->quat conversion with decent quaternion interpol (ton) */
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/* Do the transformation blend */
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if (schan->flag & POSE_ROT) {
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QUATCOPY(dquat, dchan->quat);
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QUATCOPY(squat, schan->quat);
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if(mode==POSE_BLEND)
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QuatInterpol(dchan->quat, dquat, squat, srcweight);
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else
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QuatAdd(dchan->quat, dquat, squat, srcweight);
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NormalQuat (dchan->quat);
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}
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for (i=0; i<3; i++){
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if (schan->flag & POSE_LOC)
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dchan->loc[i] = (dchan->loc[i]*dstweight) + (schan->loc[i]*srcweight);
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if (schan->flag & POSE_SIZE)
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dchan->size[i] = 1.0f + ((dchan->size[i]-1.0f)*dstweight) + ((schan->size[i]-1.0f)*srcweight);
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}
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dchan->flag |= schan->flag;
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}
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for(dcon= dchan->constraints.first, scon= schan->constraints.first; dcon && scon; dcon= dcon->next, scon= scon->next) {
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dcon->enforce= dcon->enforce*dstweight + scon->enforce*srcweight;
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}
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}
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}
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float calc_action_start(const bAction *act)
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{
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const bActionChannel *chan;
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const IpoCurve *icu;
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float size=999999999.0f;
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int i;
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int foundvert=0;
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const bConstraintChannel *conchan;
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if (!act)
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return 0;
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for (chan=act->chanbase.first; chan; chan=chan->next){
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for (icu=chan->ipo->curve.first; icu; icu=icu->next)
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for (i=0; i<icu->totvert; i++){
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size = MIN2 (size, icu->bezt[i].vec[1][0]);
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foundvert=1;
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}
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for (conchan=chan->constraintChannels.first; conchan; conchan=conchan->next){
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for (icu=conchan->ipo->curve.first; icu; icu=icu->next)
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for (i=0; i<icu->totvert; i++){
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size = MIN2 (size, icu->bezt[i].vec[1][0]);
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foundvert=1;
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}
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}
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}
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if (!foundvert)
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return 0;
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else
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return size;
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}
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float calc_action_end(const bAction *act)
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{
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const bActionChannel *chan;
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const bConstraintChannel *conchan;
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const IpoCurve *icu;
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float size=0;
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int i;
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if (!act)
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return 0;
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for (chan=act->chanbase.first; chan; chan=chan->next){
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for (icu=chan->ipo->curve.first; icu; icu=icu->next)
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for (i=0; i<icu->totvert; i++)
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size = MAX2 (size, icu->bezt[i].vec[1][0]);
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for (conchan=chan->constraintChannels.first; conchan; conchan=conchan->next){
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for (icu=conchan->ipo->curve.first; icu; icu=icu->next)
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for (i=0; i<icu->totvert; i++)
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size = MAX2 (size, icu->bezt[i].vec[1][0]);
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}
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}
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return size;
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}
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/* Copy the data from the action-pose (src) into the pose */
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/* both args are assumed to be valid */
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/* exported to game engine */
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void extract_pose_from_pose(bPose *pose, const bPose *src)
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{
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const bPoseChannel *schan;
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bPoseChannel *pchan= pose->chanbase.first;
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for (schan=src->chanbase.first; schan; schan=schan->next, pchan= pchan->next) {
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copy_pose_channel_data(pchan, schan);
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}
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}
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/* Pose should exist, can have any number of channels too (used for constraint) */
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void extract_pose_from_action(bPose *pose, bAction *act, float ctime)
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{
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bActionChannel *achan;
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bPoseChannel *pchan;
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Ipo *ipo;
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if (!act)
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return;
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if (!pose)
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return;
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pose->ctime= ctime;
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|
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/* Copy the data from the action into the pose */
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for (pchan= pose->chanbase.first; pchan; pchan=pchan->next) {
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achan= get_named_actionchannel(act, pchan->name);
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pchan->flag= 0;
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if(achan) {
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ipo = achan->ipo;
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if (ipo) {
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act->achan= achan; // for ipos
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act->pchan= pchan; // for ipos
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/* Evaluates and sets the internal ipo value */
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calc_ipo(ipo, ctime);
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/* This call also sets the pchan flags */
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execute_ipo((ID*)act, achan->ipo);
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do_constraint_channels(&pchan->constraints, &achan->constraintChannels, ctime);
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}
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}
|
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}
|
|
}
|
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|
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/* for do_all_actions, clears the pose */
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|
static void rest_pose(bPose *pose, int clearflag)
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|
{
|
|
bPoseChannel *chan;
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|
int i;
|
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|
|
if (!pose)
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|
return;
|
|
|
|
for (chan=pose->chanbase.first; chan; chan=chan->next){
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|
for (i=0; i<3; i++){
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chan->loc[i]=0.0;
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|
chan->quat[i+1]=0.0;
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|
chan->size[i]=1.0;
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|
}
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|
chan->quat[0]=1.0;
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|
|
if (clearflag)
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|
chan->flag =0;
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}
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}
|
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|
|
void do_all_actions(Object *ob)
|
|
{
|
|
bPose *tpose=NULL;
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|
bActionStrip *strip;
|
|
float ctime, striptime, frametime, length, actlength;
|
|
float blendfac, stripframe;
|
|
int doit;
|
|
|
|
// only to have safe calls from editor
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|
if(ob==NULL) return;
|
|
if(ob->type!=OB_ARMATURE || ob->pose==NULL) return;
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|
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ctime= bsystem_time(ob, 0, (float) G.scene->r.cfra, 0.0);
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|
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if(ob->pose->ctime==ctime) { // no actions to execute while transform
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|
;
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|
}
|
|
else if(ob->action) {
|
|
/* Do local action (always overrides the nla actions) */
|
|
extract_pose_from_action (ob->pose, ob->action, bsystem_time(ob, 0, (float) G.scene->r.cfra, 0.0));
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|
}
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|
else if(ob->nlastrips.first) {
|
|
doit=0;
|
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|
|
copy_pose(&tpose, ob->pose, 1);
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|
rest_pose(ob->pose, 1); // potentially destroying current not-keyed pose
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|
|
for (strip=ob->nlastrips.first; strip; strip=strip->next){
|
|
doit = 0;
|
|
if (strip->act){
|
|
|
|
/* Determine if the current frame is within the strip's range */
|
|
length = strip->end-strip->start;
|
|
actlength = strip->actend-strip->actstart;
|
|
striptime = (G.scene->r.cfra-(strip->start)) / length;
|
|
stripframe = (G.scene->r.cfra-(strip->start)) ;
|
|
|
|
|
|
if (striptime>=0.0){
|
|
|
|
rest_pose(tpose, 1);
|
|
|
|
/* Handle path */
|
|
if (strip->flag & ACTSTRIP_USESTRIDE){
|
|
if (ob->parent && ob->parent->type==OB_CURVE){
|
|
Curve *cu = ob->parent->data;
|
|
float ctime, pdist;
|
|
|
|
if (cu->flag & CU_PATH){
|
|
/* Ensure we have a valid path */
|
|
if(cu->path==NULL || cu->path->data==NULL) printf("action path error in ob %s\n", ob->parent->id.name+2);
|
|
else {
|
|
|
|
/* Find the position on the path */
|
|
ctime= bsystem_time(ob, ob->parent, (float)G.scene->r.cfra, 0.0);
|
|
|
|
if(calc_ipo_spec(cu->ipo, CU_SPEED, &ctime)==0) {
|
|
ctime /= cu->pathlen;
|
|
CLAMP(ctime, 0.0, 1.0);
|
|
}
|
|
pdist = ctime*cu->path->totdist;
|
|
|
|
if (strip->stridelen)
|
|
striptime = pdist / strip->stridelen;
|
|
else
|
|
striptime = 0;
|
|
|
|
striptime = (float)fmod (striptime, 1.0);
|
|
|
|
frametime = (striptime * actlength) + strip->actstart;
|
|
extract_pose_from_action (tpose, strip->act, bsystem_time(ob, 0, frametime, 0.0));
|
|
doit=1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Handle repeat */
|
|
|
|
else if (striptime < 1.0){
|
|
/* Mod to repeat */
|
|
striptime*=strip->repeat;
|
|
striptime = (float)fmod (striptime, 1.0);
|
|
|
|
frametime = (striptime * actlength) + strip->actstart;
|
|
extract_pose_from_action (tpose, strip->act, bsystem_time(ob, 0, frametime, 0.0));
|
|
doit=1;
|
|
}
|
|
/* Handle extend */
|
|
else{
|
|
if (strip->flag & ACTSTRIP_HOLDLASTFRAME){
|
|
striptime = 1.0;
|
|
frametime = (striptime * actlength) + strip->actstart;
|
|
extract_pose_from_action (tpose, strip->act, bsystem_time(ob, 0, frametime, 0.0));
|
|
doit=1;
|
|
}
|
|
}
|
|
|
|
/* Handle blendin & blendout */
|
|
if (doit){
|
|
/* Handle blendin */
|
|
|
|
if (strip->blendin>0.0 && stripframe<=strip->blendin && G.scene->r.cfra>=strip->start){
|
|
blendfac = stripframe/strip->blendin;
|
|
}
|
|
else if (strip->blendout>0.0 && stripframe>=(length-strip->blendout) && G.scene->r.cfra<=strip->end){
|
|
blendfac = (length-stripframe)/(strip->blendout);
|
|
}
|
|
else
|
|
blendfac = 1;
|
|
|
|
/* Blend this pose with the accumulated pose */
|
|
blend_poses (ob->pose, tpose, blendfac, strip->mode);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ob->pose->ctime= ctime;
|
|
}
|
|
|
|
if (tpose){
|
|
free_pose_channels(tpose);
|
|
MEM_freeN(tpose);
|
|
}
|
|
}
|
|
|