Files
test2/source/blender/src/drawview.c

3799 lines
103 KiB
C
Raw Normal View History

2002-10-12 11:37:38 +00:00
/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
2002-10-12 11:37:38 +00:00
*
* 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.
2002-10-12 11:37:38 +00:00
*
* 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 LICENSE BLOCK *****
2002-10-12 11:37:38 +00:00
*/
//#define NAN_LINEAR_PHYSICS
#include <math.h>
#include <string.h>
2002-10-12 11:37:38 +00:00
#ifndef WIN32
#include <unistd.h>
#include <sys/times.h>
#else
#include <io.h>
#endif
#ifdef WIN32
#ifndef snprintf
#define snprintf _snprintf
#endif
#endif
2002-10-12 11:37:38 +00:00
#include "MEM_guardedalloc.h"
#include "PIL_time.h"
#include "BMF_Api.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
2002-10-12 11:37:38 +00:00
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
2002-10-12 11:37:38 +00:00
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
2002-10-12 11:37:38 +00:00
#include "DNA_group_types.h"
#include "DNA_image_types.h"
#include "DNA_key_types.h"
#include "DNA_lattice_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_meta_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_force.h"
#include "DNA_object_types.h"
#include "DNA_particle_types.h"
2002-10-12 11:37:38 +00:00
#include "DNA_screen_types.h"
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
2002-10-12 11:37:38 +00:00
#include "DNA_texture_types.h"
#include "DNA_userdef_types.h"
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
2002-10-12 11:37:38 +00:00
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
2002-10-12 11:37:38 +00:00
#include "BKE_action.h"
#include "BKE_armature.h"
2002-10-12 11:37:38 +00:00
#include "BKE_anim.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_customdata.h"
2002-10-12 11:37:38 +00:00
#include "BKE_displist.h"
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
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
2002-10-12 11:37:38 +00:00
#include "BKE_global.h"
#include "BKE_lattice.h"
#include "BKE_library.h"
2002-10-12 11:37:38 +00:00
#include "BKE_image.h"
#include "BKE_ipo.h"
#include "BKE_key.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
2002-10-12 11:37:38 +00:00
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BKE_scene.h"
#include "BKE_sculpt.h"
2002-10-12 11:37:38 +00:00
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "BIF_butspace.h"
2002-10-12 11:37:38 +00:00
#include "BIF_drawimage.h"
#include "BIF_editgroup.h"
#include "BIF_editarmature.h"
#include "BIF_editmesh.h"
#include "BIF_editparticle.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BIF_interface.h"
#include "BIF_interface_icons.h"
#include "BIF_mywindow.h"
#include "BIF_poseobject.h"
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
#include "BIF_previewrender.h"
#include "BIF_radialcontrol.h"
#include "BIF_resources.h"
#include "BIF_retopo.h"
#include "BIF_screen.h"
#include "BIF_space.h"
2002-10-12 11:37:38 +00:00
#ifdef WITH_VERSE
#include "BIF_verse.h"
#endif
2002-10-12 11:37:38 +00:00
#include "BDR_drawmesh.h"
#include "BDR_drawobject.h"
#include "BDR_editobject.h"
#include "BDR_vpaint.h"
#include "BDR_sculptmode.h"
2002-10-12 11:37:38 +00:00
#include "BSE_drawview.h"
#include "BSE_filesel.h"
2002-10-12 11:37:38 +00:00
#include "BSE_headerbuttons.h"
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
#include "BSE_seqaudio.h"
#include "BSE_sequence.h"
#include "BSE_trans_types.h"
#include "BSE_time.h"
#include "BSE_view.h"
2002-10-12 11:37:38 +00:00
#include "BPY_extern.h"
#include "RE_render_ext.h"
2002-10-12 11:37:38 +00:00
#include "blendef.h"
#include "mydevice.h"
#include "butspace.h" // event codes
2002-10-12 11:37:38 +00:00
#include "BIF_transform.h"
#include "RE_pipeline.h" // make_stars
#include "multires.h"
/* For MULTISAMPLE_ARB #define.
Note that older systems like irix
may not have this, and will need a #ifdef
to disable it.*/
/* #include "GL/glext.h" Disabled for release, to avoid possibly breaking platforms.
Instead, the define we need will just be #defined if it's not in the platform opengl.h.
*/
2002-10-12 11:37:38 +00:00
/* Modules used */
#include "radio.h"
/* locals */
void drawname(Object *ob);
static void star_stuff_init_func(void)
2002-10-12 11:37:38 +00:00
{
cpack(-1);
glPointSize(1.0);
glBegin(GL_POINTS);
}
static void star_stuff_vertex_func(float* i)
2002-10-12 11:37:38 +00:00
{
glVertex3fv(i);
}
static void star_stuff_term_func(void)
2002-10-12 11:37:38 +00:00
{
glEnd();
}
void default_gl_light(void)
{
int a;
/* initialize */
if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
U.light[0].flag= 1;
U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
U.light[0].spec[3]= 1.0;
U.light[1].flag= 0;
U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
U.light[1].spec[3]= 1.0;
U.light[2].flag= 0;
U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
U.light[2].spec[3]= 1.0;
}
glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec);
glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col);
glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec);
glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec);
glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col);
glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec);
2002-10-12 11:37:38 +00:00
glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec);
glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col);
glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec);
for(a=0; a<8; a++) {
if(a<3) {
if(U.light[a].flag) glEnable(GL_LIGHT0+a);
else glDisable(GL_LIGHT0+a);
// clear stuff from other opengl lamp usage
glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
}
else glDisable(GL_LIGHT0+a);
}
2002-10-12 11:37:38 +00:00
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
}
/* also called when render 'ogl' */
2002-10-12 11:37:38 +00:00
void init_gl_stuff(void)
{
float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
2002-10-12 11:37:38 +00:00
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
float mat_shininess[] = { 35.0 };
int a, x, y;
GLubyte pat[32*32];
const GLubyte *patc= pat;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
2002-10-12 11:37:38 +00:00
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
default_gl_light();
/* no local viewer, looks ugly in ortho mode */
/* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */
glDepthFunc(GL_LEQUAL);
/* scaling matrices */
glEnable(GL_NORMALIZE);
glShadeModel(GL_FLAT);
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
glDisable(GL_LOGIC_OP);
glDisable(GL_STENCIL_TEST);
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
/* default on, disable/enable should be local per function */
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
2002-10-12 11:37:38 +00:00
glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
glPixelTransferi(GL_RED_SCALE, 1);
glPixelTransferi(GL_RED_BIAS, 0);
glPixelTransferi(GL_GREEN_SCALE, 1);
glPixelTransferi(GL_GREEN_BIAS, 0);
glPixelTransferi(GL_BLUE_SCALE, 1);
glPixelTransferi(GL_BLUE_BIAS, 0);
glPixelTransferi(GL_ALPHA_SCALE, 1);
glPixelTransferi(GL_ALPHA_BIAS, 0);
glPixelTransferi(GL_DEPTH_BIAS, 0);
glPixelTransferi(GL_DEPTH_SCALE, 1);
glDepthRange(0.0, 1.0);
2002-10-12 11:37:38 +00:00
a= 0;
for(x=0; x<32; x++) {
for(y=0; y<4; y++) {
if( (x) & 1) pat[a++]= 0x88;
else pat[a++]= 0x22;
}
}
glPolygonStipple(patc);
init_realtime_GL();
}
void circf(float x, float y, float rad)
{
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glPushMatrix();
glTranslatef(x, y, 0.);
gluDisk( qobj, 0.0, rad, 32, 1);
glPopMatrix();
gluDeleteQuadric(qobj);
}
void circ(float x, float y, float rad)
{
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
glPushMatrix();
glTranslatef(x, y, 0.);
gluDisk( qobj, 0.0, rad, 32, 1);
glPopMatrix();
gluDeleteQuadric(qobj);
}
/* ********** ********** */
2002-10-12 11:37:38 +00:00
static void draw_bgpic(void)
{
BGpic *bgpic;
Image *ima;
ImBuf *ibuf= NULL;
float vec[4], fac, asp, zoomx, zoomy;
float x1, y1, x2, y2, cx, cy;
2002-10-12 11:37:38 +00:00
bgpic= G.vd->bgpic;
if(bgpic==NULL) return;
2002-10-12 11:37:38 +00:00
ima= bgpic->ima;
2002-10-12 11:37:38 +00:00
if(ima)
ibuf= BKE_image_get_ibuf(ima, &bgpic->iuser);
if(ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL) )
return;
if(ibuf->channels!=4)
return;
if(ibuf->rect==NULL)
IMB_rect_from_float(ibuf);
2002-10-12 11:37:38 +00:00
if(G.vd->persp==2) {
rctf vb;
2002-10-12 11:37:38 +00:00
calc_viewborder(G.vd, &vb);
x1= vb.xmin;
y1= vb.ymin;
x2= vb.xmax;
y2= vb.ymax;
}
else {
float sco[2];
/* calc window coord */
2002-10-12 11:37:38 +00:00
initgrabz(0.0, 0.0, 0.0);
window_to_3d(vec, 1, 0);
fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) );
fac= 1.0/fac;
asp= ( (float)ibuf->y)/(float)ibuf->x;
vec[0] = vec[1] = vec[2] = 0.0;
view3d_project_float(curarea, vec, sco, G.vd->persmat);
cx = sco[0];
cy = sco[1];
2002-10-12 11:37:38 +00:00
x1= cx+ fac*(bgpic->xof-bgpic->size);
y1= cy+ asp*fac*(bgpic->yof-bgpic->size);
x2= cx+ fac*(bgpic->xof+bgpic->size);
y2= cy+ asp*fac*(bgpic->yof+bgpic->size);
}
/* complete clip? */
2002-10-12 11:37:38 +00:00
if(x2 < 0 ) return;
if(y2 < 0 ) return;
if(x1 > curarea->winx ) return;
if(y1 > curarea->winy ) return;
zoomx= (x2-x1)/ibuf->x;
zoomy= (y2-y1)/ibuf->y;
/* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */
if(zoomx < 1.0f || zoomy < 1.0f) {
float tzoom= MIN2(zoomx, zoomy);
int mip= 0;
if(ibuf->mipmap[0]==NULL)
IMB_makemipmap(ibuf, 0);
while(tzoom < 1.0f && mip<8 && ibuf->mipmap[mip]) {
tzoom*= 2.0f;
zoomx*= 2.0f;
zoomy*= 2.0f;
mip++;
}
if(mip>0)
ibuf= ibuf->mipmap[mip-1];
}
if(G.vd->zbuf) glDisable(GL_DEPTH_TEST);
2002-10-12 11:37:38 +00:00
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glaDefine2DArea(&curarea->winrct);
glEnable(GL_BLEND);
glPixelZoom(zoomx, zoomy);
glColor4f(1.0, 1.0, 1.0, 1.0-bgpic->blend);
glaDrawPixelsTex(x1, y1, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
glPixelZoom(1.0, 1.0);
glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
2002-10-12 11:37:38 +00:00
glDisable(GL_BLEND);
if(G.vd->zbuf) glEnable(GL_DEPTH_TEST);
areawinset(curarea->win); // restore viewport / scissor
2002-10-12 11:37:38 +00:00
}
static void drawgrid_draw(float wx, float wy, float x, float y, float dx)
{
float fx, fy;
x+= (wx);
y+= (wy);
fx= x/dx;
fx= x-dx*floor(fx);
while(fx< curarea->winx) {
fdrawline(fx, 0.0, fx, (float)curarea->winy);
fx+= dx;
}
fy= y/dx;
fy= y-dx*floor(fy);
while(fy< curarea->winy) {
fdrawline(0.0, fy, (float)curarea->winx, fy);
fy+= dx;
}
}
2002-10-12 11:37:38 +00:00
// not intern, called in editobject for constraint axis too
void make_axis_color(char *col, char *col2, char axis)
{
if(axis=='x') {
col2[0]= col[0]>219?255:col[0]+36;
col2[1]= col[1]<26?0:col[1]-26;
col2[2]= col[2]<26?0:col[2]-26;
}
else if(axis=='y') {
col2[0]= col[0]<46?0:col[0]-36;
col2[1]= col[1]>189?255:col[1]+66;
col2[2]= col[2]<46?0:col[2]-36;
}
else {
col2[0]= col[0]<26?0:col[0]-26;
col2[1]= col[1]<26?0:col[1]-26;
col2[2]= col[2]>209?255:col[2]+46;
}
}
static void drawgrid(void)
2002-10-12 11:37:38 +00:00
{
/* extern short bgpicmode; */
float wx, wy, x, y, fw, fx, fy, dx;
float vec4[4];
char col[3], col2[3];
short sublines = G.vd->gridsubdiv;
2002-10-12 11:37:38 +00:00
vec4[0]=vec4[1]=vec4[2]=0.0;
vec4[3]= 1.0;
Mat4MulVec4fl(G.vd->persmat, vec4);
fx= vec4[0];
fy= vec4[1];
fw= vec4[3];
wx= (curarea->winx/2.0); /* because of rounding errors, grid at wrong location */
2002-10-12 11:37:38 +00:00
wy= (curarea->winy/2.0);
x= (wx)*fx/fw;
y= (wy)*fy/fw;
vec4[0]=vec4[1]=G.vd->grid;
vec4[2]= 0.0;
vec4[3]= 1.0;
Mat4MulVec4fl(G.vd->persmat, vec4);
fx= vec4[0];
fy= vec4[1];
fw= vec4[3];
dx= fabs(x-(wx)*fx/fw);
if(dx==0) dx= fabs(y-(wy)*fy/fw);
glDepthMask(0); // disable write in zbuffer
/* check zoom out */
BIF_ThemeColor(TH_GRID);
persp(PERSP_WIN);
2002-10-12 11:37:38 +00:00
if(dx<6.0) {
G.vd->gridview*= sublines;
dx*= sublines;
if(dx<6.0) {
G.vd->gridview*= sublines;
dx*= sublines;
2002-10-12 11:37:38 +00:00
if(dx<6.0) {
G.vd->gridview*= sublines;
dx*=sublines;
if(dx<6.0);
else {
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx);
}
}
else { // start blending out
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, sublines*dx);
2002-10-12 11:37:38 +00:00
}
}
else { // start blending out (6 < dx < 60)
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, sublines*dx);
}
}
else {
if(dx>60.0) { // start blending in
G.vd->gridview/= sublines;
dx/= sublines;
if(dx>60.0) { // start blending in
G.vd->gridview/= sublines;
dx/= sublines;
if(dx>60.0) {
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx);
}
else {
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx*sublines);
}
}
else {
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx*sublines);
}
}
else {
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx*sublines);
}
2002-10-12 11:37:38 +00:00
}
x+= (wx);
y+= (wy);
BIF_GetThemeColor3ubv(TH_GRID, col);
setlinestyle(0);
2002-10-12 11:37:38 +00:00
/* center cross */
if(G.vd->view==3) make_axis_color(col, col2, 'y');
else make_axis_color(col, col2, 'x');
glColor3ubv((GLubyte *)col2);
2002-10-12 11:37:38 +00:00
fdrawline(0.0, y, (float)curarea->winx, y);
if(G.vd->view==7) make_axis_color(col, col2, 'y');
else make_axis_color(col, col2, 'z');
glColor3ubv((GLubyte *)col2);
2002-10-12 11:37:38 +00:00
fdrawline(x, 0.0, x, (float)curarea->winy);
2002-10-12 11:37:38 +00:00
glDepthMask(1); // enable write in zbuffer
persp(PERSP_VIEW);
2002-10-12 11:37:38 +00:00
}
static void drawfloor(void)
2002-10-12 11:37:38 +00:00
{
View3D *vd;
float vert[3], grid;
int a, gridlines, emphasise;
char col[3], col2[3];
short draw_line = 0;
2002-10-12 11:37:38 +00:00
vd= curarea->spacedata.first;
vert[2]= 0.0;
if(vd->gridlines<3) return;
if(G.vd->zbuf && G.obedit) glDepthMask(0); // for zbuffer-select
2002-10-12 11:37:38 +00:00
gridlines= vd->gridlines/2;
grid= gridlines*vd->grid;
BIF_GetThemeColor3ubv(TH_GRID, col);
BIF_GetThemeColor3ubv(TH_BACK, col2);
/* emphasise division lines lighter instead of darker, if background is darker than grid */
if ( ((col[0]+col[1]+col[2])/3+10) > (col2[0]+col2[1]+col2[2])/3 )
emphasise = 20;
else
emphasise = -10;
/* draw the Y axis and/or grid lines */
2002-10-12 11:37:38 +00:00
for(a= -gridlines;a<=gridlines;a++) {
if(a==0) {
/* check for the 'show Y axis' preference */
if (vd->gridflag & V3D_SHOW_Y) {
make_axis_color(col, col2, 'y');
glColor3ubv((GLubyte *)col2);
draw_line = 1;
} else if (vd->gridflag & V3D_SHOW_FLOOR) {
BIF_ThemeColorShade(TH_GRID, emphasise);
} else {
draw_line = 0;
}
} else {
/* check for the 'show grid floor' preference */
if (vd->gridflag & V3D_SHOW_FLOOR) {
if( (a % 10)==0) {
BIF_ThemeColorShade(TH_GRID, emphasise);
}
else BIF_ThemeColorShade(TH_GRID, 10);
draw_line = 1;
} else {
draw_line = 0;
}
2002-10-12 11:37:38 +00:00
}
if (draw_line) {
glBegin(GL_LINE_STRIP);
vert[0]= a*vd->grid;
vert[1]= grid;
glVertex3fv(vert);
vert[1]= -grid;
glVertex3fv(vert);
glEnd();
}
2002-10-12 11:37:38 +00:00
}
/* draw the X axis and/or grid lines */
2002-10-12 11:37:38 +00:00
for(a= -gridlines;a<=gridlines;a++) {
if(a==0) {
/* check for the 'show X axis' preference */
if (vd->gridflag & V3D_SHOW_X) {
make_axis_color(col, col2, 'x');
glColor3ubv((GLubyte *)col2);
draw_line = 1;
} else if (vd->gridflag & V3D_SHOW_FLOOR) {
BIF_ThemeColorShade(TH_GRID, emphasise);
} else {
draw_line = 0;
}
} else {
/* check for the 'show grid floor' preference */
if (vd->gridflag & V3D_SHOW_FLOOR) {
if( (a % 10)==0) {
BIF_ThemeColorShade(TH_GRID, emphasise);
}
else BIF_ThemeColorShade(TH_GRID, 10);
draw_line = 1;
} else {
draw_line = 0;
}
2002-10-12 11:37:38 +00:00
}
if (draw_line) {
glBegin(GL_LINE_STRIP);
vert[1]= a*vd->grid;
vert[0]= grid;
glVertex3fv(vert );
vert[0]= -grid;
glVertex3fv(vert);
glEnd();
2002-10-12 11:37:38 +00:00
}
}
2002-10-12 11:37:38 +00:00
/* draw the Z axis line */
/* check for the 'show Z axis' preference */
if (vd->gridflag & V3D_SHOW_Z) {
make_axis_color(col, col2, 'z');
glColor3ubv((GLubyte *)col2);
2002-10-12 11:37:38 +00:00
glBegin(GL_LINE_STRIP);
vert[0]= 0;
vert[1]= 0;
vert[2]= grid;
glVertex3fv(vert );
vert[2]= -grid;
glVertex3fv(vert);
2002-10-12 11:37:38 +00:00
glEnd();
}
if(G.vd->zbuf && G.obedit) glDepthMask(1);
2002-10-12 11:37:38 +00:00
}
static void drawcursor(View3D *v3d)
2002-10-12 11:37:38 +00:00
{
short mx,my,co[2];
int flag;
2002-10-12 11:37:38 +00:00
/* we dont want the clipping for cursor */
flag= v3d->flag;
v3d->flag= 0;
project_short( give_cursor(), co);
v3d->flag= flag;
mx = co[0];
my = co[1];
2002-10-12 11:37:38 +00:00
if(mx!=IS_CLIPPED) {
2002-10-12 11:37:38 +00:00
setlinestyle(0);
cpack(0xFF);
circ((float)mx, (float)my, 10.0);
2002-10-12 11:37:38 +00:00
setlinestyle(4);
cpack(0xFFFFFF);
circ((float)mx, (float)my, 10.0);
2002-10-12 11:37:38 +00:00
setlinestyle(0);
cpack(0x0);
sdrawline(mx-20, my, mx-5, my);
sdrawline(mx+5, my, mx+20, my);
sdrawline(mx, my-20, mx, my-5);
sdrawline(mx, my+5, mx, my+20);
2002-10-12 11:37:38 +00:00
}
}
/* ********* custom clipping *********** */
static void view3d_draw_clipping(View3D *v3d)
{
BoundBox *bb= v3d->clipbb;
BIF_ThemeColorShade(TH_BACK, -8);
glBegin(GL_QUADS);
glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[3]);
glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[1]);
glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[5]);
glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[3]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[6]);
glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[2]);
glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[3]);
glEnd();
}
void view3d_set_clipping(View3D *v3d)
{
double plane[4];
int a;
for(a=0; a<4; a++) {
QUATCOPY(plane, v3d->clip[a]);
glClipPlane(GL_CLIP_PLANE0+a, plane);
glEnable(GL_CLIP_PLANE0+a);
}
}
void view3d_clr_clipping(void)
{
int a;
for(a=0; a<4; a++) {
glDisable(GL_CLIP_PLANE0+a);
}
}
int view3d_test_clipping(View3D *v3d, float *vec)
{
/* vec in world coordinates, returns 1 if clipped */
float view[3];
VECCOPY(view, vec);
if(0.0f < v3d->clip[0][3] + INPR(view, v3d->clip[0]))
if(0.0f < v3d->clip[1][3] + INPR(view, v3d->clip[1]))
if(0.0f < v3d->clip[2][3] + INPR(view, v3d->clip[2]))
if(0.0f < v3d->clip[3][3] + INPR(view, v3d->clip[3]))
return 0;
return 1;
}
/* ********* end custom clipping *********** */
2002-10-12 11:37:38 +00:00
static void view3d_get_viewborder_size(View3D *v3d, float size_r[2])
{
float winmax= MAX2(v3d->area->winx, v3d->area->winy);
float aspect= (float) (G.scene->r.xsch*G.scene->r.xasp)/(G.scene->r.ysch*G.scene->r.yasp);
if(aspect>1.0) {
size_r[0]= winmax;
size_r[1]= winmax/aspect;
} else {
size_r[0]= winmax*aspect;
size_r[1]= winmax;
}
}
void calc_viewborder(struct View3D *v3d, rctf *viewborder_r)
2002-10-12 11:37:38 +00:00
{
float zoomfac, size[2];
float dx= 0.0f, dy= 0.0f;
2002-10-12 11:37:38 +00:00
view3d_get_viewborder_size(v3d, size);
/* magic zoom calculation, no idea what
* it signifies, if you find out, tell me! -zr
*/
/* simple, its magic dude!
* well, to be honest, this gives a natural feeling zooming
* with multiple keypad presses (ton)
*/
2002-10-12 11:37:38 +00:00
zoomfac= (M_SQRT2 + v3d->camzoom/50.0);
zoomfac= (zoomfac*zoomfac)*0.25;
size[0]= size[0]*zoomfac;
size[1]= size[1]*zoomfac;
/* center in window */
viewborder_r->xmin= 0.5*v3d->area->winx - 0.5*size[0];
viewborder_r->ymin= 0.5*v3d->area->winy - 0.5*size[1];
viewborder_r->xmax= viewborder_r->xmin + size[0];
viewborder_r->ymax= viewborder_r->ymin + size[1];
dx= v3d->area->winx*G.vd->camdx*zoomfac*2.0f;
dy= v3d->area->winy*G.vd->camdy*zoomfac*2.0f;
/* apply offset */
viewborder_r->xmin-= dx;
viewborder_r->ymin-= dy;
viewborder_r->xmax-= dx;
viewborder_r->ymax-= dy;
if(v3d->camera && v3d->camera->type==OB_CAMERA) {
Camera *cam= v3d->camera->data;
float w = viewborder_r->xmax - viewborder_r->xmin;
float h = viewborder_r->ymax - viewborder_r->ymin;
float side = MAX2(w, h);
viewborder_r->xmin+= cam->shiftx*side;
viewborder_r->xmax+= cam->shiftx*side;
viewborder_r->ymin+= cam->shifty*side;
viewborder_r->ymax+= cam->shifty*side;
}
2002-10-12 11:37:38 +00:00
}
void view3d_set_1_to_1_viewborder(View3D *v3d)
{
float size[2];
int im_width= (G.scene->r.size*G.scene->r.xsch)/100;
view3d_get_viewborder_size(v3d, size);
v3d->camzoom= (sqrt(4.0*im_width/size[0]) - M_SQRT2)*50.0;
v3d->camzoom= CLAMPIS(v3d->camzoom, -30, 300);
}
static void drawviewborder_flymode(void)
{
/* draws 4 edge brackets that frame the safe area where the
mouse can move during fly mode without spinning the view */
float x1, x2, y1, y2;
x1= 0.45*(float)curarea->winx;
y1= 0.45*(float)curarea->winy;
x2= 0.55*(float)curarea->winx;
y2= 0.55*(float)curarea->winy;
cpack(0);
glBegin(GL_LINES);
/* bottom left */
glVertex2f(x1,y1);
glVertex2f(x1,y1+5);
glVertex2f(x1,y1);
glVertex2f(x1+5,y1);
/* top right */
glVertex2f(x2,y2);
glVertex2f(x2,y2-5);
glVertex2f(x2,y2);
glVertex2f(x2-5,y2);
/* top left */
glVertex2f(x1,y2);
glVertex2f(x1,y2-5);
glVertex2f(x1,y2);
glVertex2f(x1+5,y2);
/* bottom right */
glVertex2f(x2,y1);
glVertex2f(x2,y1+5);
glVertex2f(x2,y1);
glVertex2f(x2-5,y1);
glEnd();
}
2002-10-12 11:37:38 +00:00
static void drawviewborder(void)
{
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad); // interface_panel.c
2002-10-12 11:37:38 +00:00
float fac, a;
float x1, x2, y1, y2;
float x3, y3, x4, y4;
rctf viewborder;
Camera *ca= NULL;
if(G.vd->camera==NULL)
return;
if(G.vd->camera->type==OB_CAMERA)
ca = G.vd->camera->data;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
2002-10-12 11:37:38 +00:00
calc_viewborder(G.vd, &viewborder);
x1= viewborder.xmin;
y1= viewborder.ymin;
x2= viewborder.xmax;
y2= viewborder.ymax;
/* passepartout, specified in camera edit buttons */
if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001) {
if (ca->passepartalpha == 1.0) {
glColor3f(0, 0, 0);
} else {
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable(GL_BLEND);
glColor4f(0, 0, 0, ca->passepartalpha);
}
if (x1 > 0.0)
glRectf(0.0, (float)curarea->winy, x1, 0.0);
if (x2 < (float)curarea->winx)
glRectf(x2, (float)curarea->winy, (float)curarea->winx, 0.0);
if (y2 < (float)curarea->winy)
glRectf(x1, (float)curarea->winy, x2, y2);
if (y2 > 0.0)
glRectf(x1, y1, x2, 0.0);
glDisable(GL_BLEND);
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
}
/* edge */
2002-10-12 11:37:38 +00:00
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
setlinestyle(0);
BIF_ThemeColor(TH_BACK);
glRectf(x1, y1, x2, y2);
setlinestyle(3);
BIF_ThemeColor(TH_WIRE);
glRectf(x1, y1, x2, y2);
/* camera name - draw in highlighted text color */
if (ca && (ca->flag & CAM_SHOWNAME)) {
BIF_ThemeColor(TH_TEXT_HI);
glRasterPos2f(x1, y1-15);
BMF_DrawString(G.font, G.vd->camera->id.name+2);
BIF_ThemeColor(TH_WIRE);
}
2002-10-12 11:37:38 +00:00
/* border */
if(G.scene->r.mode & R_BORDER) {
cpack(0);
x3= x1+ G.scene->r.border.xmin*(x2-x1);
y3= y1+ G.scene->r.border.ymin*(y2-y1);
x4= x1+ G.scene->r.border.xmax*(x2-x1);
y4= y1+ G.scene->r.border.ymax*(y2-y1);
cpack(0x4040FF);
glRectf(x3, y3, x4, y4);
}
/* safety border */
if (ca && (ca->flag & CAM_SHOWTITLESAFE)) {
fac= 0.1;
a= fac*(x2-x1);
x1+= a;
x2-= a;
a= fac*(y2-y1);
y1+= a;
y2-= a;
BIF_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
uiSetRoundBox(15);
gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
}
2002-10-12 11:37:38 +00:00
setlinestyle(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void backdrawview3d(int test)
{
struct Base *base;
/*for 2.43 release, don't use glext and just define the constant.
this to avoid possibly breaking platforms before release.*/
#ifndef GL_MULTISAMPLE_ARB
#define GL_MULTISAMPLE_ARB 0x809D
#endif
#ifdef GL_MULTISAMPLE_ARB
int m;
#endif
if(G.f & G_VERTEXPAINT || G.f & G_WEIGHTPAINT || G.f & G_TEXTUREPAINT);
else if(G.obedit && G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT));
2002-10-12 11:37:38 +00:00
else {
G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
return;
}
if( !(G.vd->flag & V3D_NEEDBACKBUFDRAW) ) return;
2002-10-12 11:37:38 +00:00
if(test) {
if(qtest()) {
addafterqueue(curarea->win, BACKBUFDRAW, 1);
return;
}
}
persp(PERSP_VIEW);
/*Disable FSAA for backbuffer selection.
Only works if GL_MULTISAMPLE_ARB is defined by the header
file, which is should be for every OS that supports FSAA.*/
#ifdef GL_MULTISAMPLE_ARB
m = glIsEnabled(GL_MULTISAMPLE_ARB);
if (m) glDisable(GL_MULTISAMPLE_ARB);
#endif
#ifdef __APPLE__
glDrawBuffer(GL_AUX0);
#endif
if(G.vd->drawtype > OB_WIRE) G.vd->zbuf= TRUE;
2002-10-12 11:37:38 +00:00
curarea->win_swap &= ~WIN_BACK_OK;
glDisable(GL_DITHER);
glClearColor(0.0, 0.0, 0.0, 0.0);
if(G.vd->zbuf) {
2002-10-12 11:37:38 +00:00
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else {
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
}
if(G.vd->flag & V3D_CLIPPING)
view3d_set_clipping(G.vd);
2002-10-12 11:37:38 +00:00
G.f |= G_BACKBUFSEL;
base= (G.scene->basact);
if(base && (base->lay & G.vd->lay)) {
draw_object_backbufsel(base->object);
2002-10-12 11:37:38 +00:00
}
G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
2002-10-12 11:37:38 +00:00
G.f &= ~G_BACKBUFSEL;
G.vd->zbuf= FALSE;
2002-10-12 11:37:38 +00:00
glDisable(GL_DEPTH_TEST);
glEnable(GL_DITHER);
#ifdef __APPLE__
glDrawBuffer(GL_BACK); /* we were in aux buffers */
#endif
if(G.vd->flag & V3D_CLIPPING)
view3d_clr_clipping();
#ifdef GL_MULTISAMPLE_ARB
if (m) glEnable(GL_MULTISAMPLE_ARB);
#endif
/* it is important to end a view in a transform compatible with buttons */
persp(PERSP_WIN); // set ortho
bwin_scalematrix(curarea->win, G.vd->blockscale, G.vd->blockscale, G.vd->blockscale);
2002-10-12 11:37:38 +00:00
}
void check_backbuf(void)
{
if(G.vd->flag & V3D_NEEDBACKBUFDRAW)
backdrawview3d(0);
}
/* samples a single pixel (copied from vpaint) */
unsigned int sample_backbuf(int x, int y)
{
unsigned int col;
if(x>=curarea->winx || y>=curarea->winy) return 0;
x+= curarea->winrct.xmin;
y+= curarea->winrct.ymin;
check_backbuf(); // actually not needed for apple
#ifdef __APPLE__
glReadBuffer(GL_AUX0);
#endif
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
glReadBuffer(GL_BACK);
if(G.order==B_ENDIAN) SWITCH_INT(col);
return framebuffer_to_index(col);
}
/* reads full rect, converts indices */
ImBuf *read_backbuf(short xmin, short ymin, short xmax, short ymax)
{
unsigned int *dr, *rd;
struct ImBuf *ibuf, *ibuf1;
int a;
short xminc, yminc, xmaxc, ymaxc, xs, ys;
/* clip */
if(xmin<0) xminc= 0; else xminc= xmin;
if(xmax>=curarea->winx) xmaxc= curarea->winx-1; else xmaxc= xmax;
if(xminc > xmaxc) return NULL;
if(ymin<0) yminc= 0; else yminc= ymin;
if(ymax>=curarea->winy) ymaxc= curarea->winy-1; else ymaxc= ymax;
if(yminc > ymaxc) return NULL;
ibuf= IMB_allocImBuf((xmaxc-xminc+1), (ymaxc-yminc+1), 32, IB_rect,0);
check_backbuf(); // actually not needed for apple
#ifdef __APPLE__
glReadBuffer(GL_AUX0);
#endif
glReadPixels(curarea->winrct.xmin+xminc, curarea->winrct.ymin+yminc, (xmaxc-xminc+1), (ymaxc-yminc+1), GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
glReadBuffer(GL_BACK);
if(G.order==B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf);
a= (xmaxc-xminc+1)*(ymaxc-yminc+1);
dr= ibuf->rect;
while(a--) {
if(*dr) *dr= framebuffer_to_index(*dr);
dr++;
}
/* put clipped result back, if needed */
if(xminc==xmin && xmaxc==xmax && yminc==ymin && ymaxc==ymax)
return ibuf;
ibuf1= IMB_allocImBuf( (xmax-xmin+1),(ymax-ymin+1),32,IB_rect,0);
rd= ibuf->rect;
dr= ibuf1->rect;
for(ys= ymin; ys<=ymax; ys++) {
for(xs= xmin; xs<=xmax; xs++, dr++) {
if( xs>=xminc && xs<=xmaxc && ys>=yminc && ys<=ymaxc) {
*dr= *rd;
rd++;
}
}
}
IMB_freeImBuf(ibuf);
return ibuf1;
}
/* smart function to sample a rect spiralling outside, nice for backbuf selection */
unsigned int sample_backbuf_rect(short mval[2], int size, unsigned int min, unsigned int max, int *dist, short strict, unsigned int (*indextest)(unsigned int index))
{
struct ImBuf *buf;
unsigned int *bufmin, *bufmax, *tbuf;
int minx, miny;
int a, b, rc, nr, amount, dirvec[4][2];
int distance=0;
unsigned int index = 0;
short indexok = 0;
amount= (size-1)/2;
minx = mval[0]-(amount+1);
miny = mval[1]-(amount+1);
buf = read_backbuf(minx, miny, minx+size-1, miny+size-1);
if (!buf) return 0;
rc= 0;
dirvec[0][0]= 1; dirvec[0][1]= 0;
dirvec[1][0]= 0; dirvec[1][1]= -size;
dirvec[2][0]= -1; dirvec[2][1]= 0;
dirvec[3][0]= 0; dirvec[3][1]= size;
bufmin = buf->rect;
tbuf = buf->rect;
bufmax = buf->rect + size*size;
tbuf+= amount*size+ amount;
for(nr=1; nr<=size; nr++) {
2002-10-12 11:37:38 +00:00
for(a=0; a<2; a++) {
for(b=0; b<nr; b++, distance++) {
if (*tbuf && *tbuf>=min && *tbuf<max) { //we got a hit
if(strict){
indexok = indextest(*tbuf - min+1);
if(indexok){
*dist= (short) sqrt( (float)distance );
index = *tbuf - min+1;
goto exit;
}
}
else{
*dist= (short) sqrt( (float)distance ); // XXX, this distance is wrong -
index = *tbuf - min+1; // messy yah, but indices start at 1
goto exit;
}
}
tbuf+= (dirvec[rc][0]+dirvec[rc][1]);
if(tbuf<bufmin || tbuf>=bufmax) {
goto exit;
}
}
rc++;
rc &= 3;
}
}
exit:
IMB_freeImBuf(buf);
return index;
}
2002-10-12 11:37:38 +00:00
void drawname(Object *ob)
{
cpack(0x404040);
glRasterPos3f(0.0, 0.0, 0.0);
BMF_DrawString(G.font, " ");
BMF_DrawString(G.font, ob->id.name+2);
}
static void draw_selected_name(Object *ob)
{
char info[128];
short offset=30;
if(ob->type==OB_ARMATURE) {
bArmature *arm= ob->data;
char *name= NULL;
if(ob==G.obedit) {
EditBone *ebo;
for (ebo=G.edbo.first; ebo; ebo=ebo->next){
if ((ebo->flag & BONE_ACTIVE) && (ebo->layer & arm->layer)) {
name= ebo->name;
break;
}
}
}
else if(ob->pose && (ob->flag & OB_POSEMODE)) {
bPoseChannel *pchan;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if((pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer)) {
name= pchan->name;
break;
}
}
}
if(name)
sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, name);
else
sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
}
else if(ob->type==OB_MESH) {
Key *key= NULL;
KeyBlock *kb = NULL;
char shapes[75];
shapes[0] = 0;
key = ob_get_key(ob);
if(key){
kb = BLI_findlink(&key->block, ob->shapenr-1);
if(kb){
sprintf(shapes, ": %s ", kb->name);
if(ob->shapeflag == OB_SHAPE_LOCK){
sprintf(shapes, "%s (Pinned)",shapes);
}
}
}
sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, shapes);
}
else sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
BIF_ThemeColor(TH_TEXT_HI);
if (U.uiflag & USER_SHOW_ROTVIEWICON)
offset = 14 + (U.rvisize * 2);
glRasterPos2i(offset, 10);
BMF_DrawString(G.fonts, info);
}
/* Draw a live substitute of the view icon, which is always shown */
static void draw_view_axis(void)
{
const float k = U.rvisize; /* axis size */
const float toll = 0.5; /* used to see when view is quasi-orthogonal */
const float start = k + 1.0; /* axis center in screen coordinates, x=y */
float ydisp = 0.0; /* vertical displacement to allow obj info text */
/* rvibright ranges approx. from original axis icon color to gizmo color */
float bright = U.rvibright / 15.0f;
unsigned char col[3];
unsigned char gridcol[3];
float colf[3];
float vec[4];
float dx, dy;
float h, s, v;
/* thickness of lines is proportional to k */
/* (log(k)-1) gives a more suitable thickness, but fps decreased by about 3 fps */
glLineWidth(k / 10);
//glLineWidth(log(k)-1); // a bit slow
BIF_GetThemeColor3ubv(TH_GRID, (char *)gridcol);
/* X */
vec[0] = vec[3] = 1;
vec[1] = vec[2] = 0;
QuatMulVecf(G.vd->viewquat, vec);
make_axis_color((char *)gridcol, (char *)col, 'x');
rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
s = s<0.5 ? s+0.5 : 1.0;
v = 0.3;
v = (v<1.0-(bright) ? v+bright : 1.0);
hsv_to_rgb(h, s, v, colf, colf+1, colf+2);
glColor3fv(colf);
dx = vec[0] * k;
dy = vec[1] * k;
fdrawline(start, start + ydisp, start + dx, start + dy + ydisp);
if (fabs(dx) > toll || fabs(dy) > toll) {
glRasterPos2i(start + dx + 2, start + dy + ydisp + 2);
BMF_DrawString(G.fonts, "x");
}
/* Y */
vec[1] = vec[3] = 1;
vec[0] = vec[2] = 0;
QuatMulVecf(G.vd->viewquat, vec);
make_axis_color((char *)gridcol, (char *)col, 'y');
rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
s = s<0.5 ? s+0.5 : 1.0;
v = 0.3;
v = (v<1.0-(bright) ? v+bright : 1.0);
hsv_to_rgb(h, s, v, colf, colf+1, colf+2);
glColor3fv(colf);
dx = vec[0] * k;
dy = vec[1] * k;
fdrawline(start, start + ydisp, start + dx, start + dy + ydisp);
if (fabs(dx) > toll || fabs(dy) > toll) {
glRasterPos2i(start + dx + 2, start + dy + ydisp + 2);
BMF_DrawString(G.fonts, "y");
}
/* Z */
vec[2] = vec[3] = 1;
vec[1] = vec[0] = 0;
QuatMulVecf(G.vd->viewquat, vec);
make_axis_color((char *)gridcol, (char *)col, 'z');
rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
s = s<0.5 ? s+0.5 : 1.0;
v = 0.5;
v = (v<1.0-(bright) ? v+bright : 1.0);
hsv_to_rgb(h, s, v, colf, colf+1, colf+2);
glColor3fv(colf);
dx = vec[0] * k;
dy = vec[1] * k;
fdrawline(start, start + ydisp, start + dx, start + dy + ydisp);
if (fabs(dx) > toll || fabs(dy) > toll) {
glRasterPos2i(start + dx + 2, start + dy + ydisp + 2);
BMF_DrawString(G.fonts, "z");
}
/* restore line-width */
glLineWidth(1.0);
}
2002-10-12 11:37:38 +00:00
static void draw_view_icon(void)
{
BIFIconID icon;
if(G.vd->view==7) icon= ICON_AXIS_TOP;
else if(G.vd->view==1) icon= ICON_AXIS_FRONT;
else if(G.vd->view==3) icon= ICON_AXIS_SIDE;
else return ;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
BIF_icon_draw(5.0, 5.0, icon);
2002-10-12 11:37:38 +00:00
glDisable(GL_BLEND);
}
static void draw_viewport_name(ScrArea *sa)
{
char *name = NULL;
char *printable = NULL;
switch(G.vd->view) {
case 1:
if (G.vd->persp == V3D_ORTHO)
name = (G.vd->flag2 & V3D_OPP_DIRECTION_NAME) ? "Back Ortho" : "Front Ortho";
else
name = (G.vd->flag2 & V3D_OPP_DIRECTION_NAME) ? "Back Persp" : "Front Persp";
break;
case 3:
if (G.vd->persp == V3D_ORTHO)
name = (G.vd->flag2 & V3D_OPP_DIRECTION_NAME) ? "Left Ortho" : "Right Ortho";
else
name = (G.vd->flag2 & V3D_OPP_DIRECTION_NAME) ? "Left Persp" : "Right Persp";
break;
case 7:
if (G.vd->persp == V3D_ORTHO)
name = (G.vd->flag2 & V3D_OPP_DIRECTION_NAME) ? "Bottom Ortho" : "Top Ortho";
else
name = (G.vd->flag2 & V3D_OPP_DIRECTION_NAME) ? "Bottom Persp" : "Top Persp";
break;
default:
if (G.vd->persp==V3D_CAMOB) {
if ((G.vd->camera) && (G.vd->camera->type == OB_CAMERA)) {
Camera *cam;
cam = G.vd->camera->data;
name = (cam->type != CAM_ORTHO) ? "Camera Persp" : "Camera Ortho";
} else {
name = "Object as Camera";
}
} else {
name = (G.vd->persp == V3D_ORTHO) ? "User Ortho" : "User Persp";
}
}
if (G.vd->localview) {
printable = malloc(strlen(name) + strlen(" (Local)_")); /* '_' gives space for '\0' */
strcpy(printable, name);
strcat(printable, " (Local)");
} else {
printable = name;
}
if (printable) {
BIF_ThemeColor(TH_TEXT_HI);
glRasterPos2i(10, sa->winy-20);
BMF_DrawString(G.fonts, printable);
}
if (G.vd->localview) {
free(printable);
}
}
/* ******************* view3d space & buttons ************** */
/* temporal struct for storing transform properties */
typedef struct {
float ob_eul[4]; // used for quat too....
float ob_scale[3]; // need temp space due to linked values
float ob_dims[3];
short link_scale;
float ve_median[5];
int curdef;
float *defweightp;
} TransformProperties;
/* is used for both read and write... */
static void v3d_editvertex_buts(uiBlock *block, Object *ob, float lim)
{
EditMesh *em = G.editMesh;
EditVert *eve, *evedef=NULL;
EditEdge *eed;
MDeformVert *dvert=NULL;
TransformProperties *tfp= G.vd->properties_storage;
float median[5], ve_median[5];
int tot, totw, totweight, totedge;
char defstr[320];
median[0]= median[1]= median[2]= median[3]= median[4]= 0.0;
tot= totw= totweight= totedge= 0;
defstr[0]= 0;
if(ob->type==OB_MESH) {
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) {
evedef= eve;
tot++;
VecAddf(median, median, eve->co);
}
eve= eve->next;
}
eed= em->edges.first;
while(eed) {
if((eed->f & SELECT)) {
totedge++;
median[3]+= eed->crease;
}
eed= eed->next;
}
/* check for defgroups */
if(evedef)
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
dvert= CustomData_em_get(&em->vdata, evedef->data, CD_MDEFORMVERT);
if(tot==1 && dvert && dvert->totweight) {
bDeformGroup *dg;
int i, max=1, init=1;
char str[320];
for (i=0; i<dvert->totweight; i++){
dg = BLI_findlink (&ob->defbase, dvert->dw[i].def_nr);
if(dg) {
max+= snprintf(str, sizeof(str), "%s %%x%d|", dg->name, dvert->dw[i].def_nr);
if(max<320) strcat(defstr, str);
}
else printf("oh no!\n");
if(tfp->curdef==dvert->dw[i].def_nr) {
init= 0;
tfp->defweightp= &dvert->dw[i].weight;
}
}
if(init) { // needs new initialized
tfp->curdef= dvert->dw[0].def_nr;
tfp->defweightp= &dvert->dw[0].weight;
}
}
}
else if(ob->type==OB_CURVE || ob->type==OB_SURF) {
extern ListBase editNurb; /* editcurve.c */
Nurb *nu;
BPoint *bp;
BezTriple *bezt;
int a;
nu= editNurb.first;
while(nu) {
if((nu->type & 7)==CU_BEZIER) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
if(bezt->f2 & SELECT) {
VecAddf(median, median, bezt->vec[1]);
tot++;
median[4]+= bezt->weight;
totweight++;
}
else {
if(bezt->f1 & SELECT) {
VecAddf(median, median, bezt->vec[0]);
tot++;
}
if(bezt->f3 & SELECT) {
VecAddf(median, median, bezt->vec[2]);
tot++;
}
}
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
if(bp->f1 & SELECT) {
VecAddf(median, median, bp->vec);
median[3]+= bp->vec[3];
totw++;
tot++;
median[4]+= bp->weight;
totweight++;
}
bp++;
}
}
nu= nu->next;
}
}
else if(ob->type==OB_LATTICE) {
BPoint *bp;
int a;
a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
bp= editLatt->def;
while(a--) {
if(bp->f1 & SELECT) {
VecAddf(median, median, bp->vec);
tot++;
median[4]+= bp->weight;
totweight++;
}
bp++;
}
}
if(tot==0) return;
median[0] /= (float)tot;
median[1] /= (float)tot;
median[2] /= (float)tot;
if(totedge) median[3] /= (float)totedge;
else if(totw) median[3] /= (float)totw;
if(totweight) median[4] /= (float)totweight;
if(G.vd->flag & V3D_GLOBAL_STATS)
Mat4MulVecfl(ob->obmat, median);
if(block) { // buttons
int but_y;
if((ob->parent) && (ob->partype == PARBONE)) but_y = 135;
else but_y = 150;
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, V3D_GLOBAL_STATS, REDRAWVIEW3D, "Global", 160, but_y, 70, 19, &G.vd->flag, 0, 0, 0, 0, "Displays global values");
uiDefButBitS(block, TOGN, V3D_GLOBAL_STATS, REDRAWVIEW3D, "Local", 230, but_y, 70, 19, &G.vd->flag, 0, 0, 0, 0, "Displays local values");
uiBlockEndAlign(block);
memcpy(tfp->ve_median, median, sizeof(tfp->ve_median));
uiBlockBeginAlign(block);
if(tot==1) {
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex X:", 10, 110, 290, 19, &(tfp->ve_median[0]), -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex Y:", 10, 90, 290, 19, &(tfp->ve_median[1]), -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex Z:", 10, 70, 290, 19, &(tfp->ve_median[2]), -lim, lim, 10, 3, "");
if(totw==1)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex W:", 10, 50, 290, 19, &(tfp->ve_median[3]), 0.01, 100.0, 10, 3, "");
uiBlockEndAlign(block);
if(defstr[0]) {
uiDefBut(block, LABEL, 1, "Vertex Deform Groups", 10, 40, 290, 20, NULL, 0.0, 0.0, 0, 0, "");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_NOP, "Weight:", 10, 20, 150, 19, tfp->defweightp, 0.0f, 1.0f, 10, 3, "Weight value");
uiDefButI(block, MENU, REDRAWVIEW3D, defstr, 160, 20, 140, 19, &tfp->curdef, 0.0, 0.0, 0, 0, "Current Vertex Group");
uiBlockEndAlign(block);
}
else if(totweight)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Weight:", 10, 20, 290, 19, &(tfp->ve_median[4]), 0.0, 1.0, 10, 3, "");
}
else {
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median X:", 10, 110, 290, 19, &(tfp->ve_median[0]), -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Y:", 10, 90, 290, 19, &(tfp->ve_median[1]), -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Z:", 10, 70, 290, 19, &(tfp->ve_median[2]), -lim, lim, 10, 3, "");
if(totw==tot)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median W:", 10, 50, 290, 19, &(tfp->ve_median[3]), 0.01, 100.0, 10, 3, "");
uiBlockEndAlign(block);
if(totweight)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Weight:", 10, 20, 290, 19, &(tfp->ve_median[4]), 0.0, 1.0, 10, 3, "Weight is used for SoftBody Goal");
}
if(ob->type==OB_CURVE && (totw==0)) { /* bez curves have no w */
uiBlockBeginAlign(block);
uiDefBut(block, BUT,B_SETPT_AUTO,"Auto", 10, 44, 72, 19, 0, 0, 0, 0, 0, "Auto handles (Shift H)");
uiDefBut(block, BUT,B_SETPT_VECTOR,"Vector",82, 44, 73, 19, 0, 0, 0, 0, 0, "Vector handles (V)");
uiDefBut(block, BUT,B_SETPT_ALIGN,"Align",155, 44, 73, 19, 0, 0, 0, 0, 0, "Align handles (H Toggles)");
uiDefBut(block, BUT,B_SETPT_FREE,"Free", 227, 44, 72, 19, 0, 0, 0, 0, 0, "Align handles (H Toggles)");
uiBlockEndAlign(block);
}
if(totedge==1)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Crease W:", 10, 30, 290, 19, &(tfp->ve_median[3]), 0.0, 1.0, 10, 3, "");
else if(totedge>1)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Crease W:", 10, 30, 290, 19, &(tfp->ve_median[3]), 0.0, 1.0, 10, 3, "");
}
else { // apply
memcpy(ve_median, tfp->ve_median, sizeof(tfp->ve_median));
if(G.vd->flag & V3D_GLOBAL_STATS) {
Mat4Invert(ob->imat, ob->obmat);
Mat4MulVecfl(ob->imat, median);
Mat4MulVecfl(ob->imat, ve_median);
}
VecSubf(median, ve_median, median);
median[3]= ve_median[3]-median[3];
median[4]= ve_median[4]-median[4];
if(ob->type==OB_MESH) {
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) {
VecAddf(eve->co, eve->co, median);
}
eve= eve->next;
}
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->f & SELECT) {
/* ensure the median can be set to zero or one */
if(ve_median[3]==0.0f) eed->crease= 0.0f;
else if(ve_median[3]==1.0f) eed->crease= 1.0f;
else {
eed->crease+= median[3];
CLAMP(eed->crease, 0.0, 1.0);
}
}
}
recalc_editnormals();
}
else if(ob->type==OB_CURVE || ob->type==OB_SURF) {
extern ListBase editNurb; /* editcurve.c */
Nurb *nu;
BPoint *bp;
BezTriple *bezt;
int a;
nu= editNurb.first;
while(nu) {
if((nu->type & 7)==1) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
if(bezt->f2 & SELECT) {
VecAddf(bezt->vec[0], bezt->vec[0], median);
VecAddf(bezt->vec[1], bezt->vec[1], median);
VecAddf(bezt->vec[2], bezt->vec[2], median);
bezt->weight+= median[4];
}
else {
if(bezt->f1 & SELECT) {
VecAddf(bezt->vec[0], bezt->vec[0], median);
}
if(bezt->f3 & SELECT) {
VecAddf(bezt->vec[2], bezt->vec[2], median);
}
}
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
if(bp->f1 & SELECT) {
VecAddf(bp->vec, bp->vec, median);
bp->vec[3]+= median[3];
bp->weight+= median[4];
}
bp++;
}
}
test2DNurb(nu);
testhandlesNurb(nu); /* test for bezier too */
nu= nu->next;
}
}
else if(ob->type==OB_LATTICE) {
BPoint *bp;
int a;
a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
bp= editLatt->def;
while(a--) {
if(bp->f1 & SELECT) {
VecAddf(bp->vec, bp->vec, median);
bp->weight+= median[4];
}
bp++;
}
}
BIF_undo_push("Transform properties");
}
}
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
/* assumes armature active */
static void validate_bonebutton_cb(void *bonev, void *namev)
{
Object *ob= OBACT;
if(ob && ob->type==OB_ARMATURE) {
Bone *bone= bonev;
char oldname[32], newname[32];
/* need to be on the stack */
BLI_strncpy(newname, bone->name, 32);
BLI_strncpy(oldname, (char *)namev, 32);
/* restore */
BLI_strncpy(bone->name, oldname, 32);
armature_bone_rename(ob->data, oldname, newname); // editarmature.c
allqueue(REDRAWALL, 0);
}
}
static void v3d_posearmature_buts(uiBlock *block, Object *ob, float lim)
{
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
uiBut *but;
bArmature *arm;
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
bPoseChannel *pchan;
Bone *bone= NULL;
TransformProperties *tfp= G.vd->properties_storage;
arm = get_armature(OBACT);
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
if (!arm || !ob->pose) return;
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
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
bone = pchan->bone;
if(bone && (bone->flag & BONE_ACTIVE) && (bone->layer & arm->layer))
break;
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
}
if (!pchan || !bone) return;
if((ob->parent) && (ob->partype == PARBONE))
but= uiDefBut (block, TEX, B_DIFF, "Bone:", 160, 130, 140, 19, bone->name, 1, 31, 0, 0, "");
else
but= uiDefBut(block, TEX, B_DIFF, "Bone:", 160, 140, 140, 19, bone->name, 1, 31, 0, 0, "");
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
uiButSetFunc(but, validate_bonebutton_cb, bone, NULL);
QuatToEul(pchan->quat, tfp->ob_eul);
tfp->ob_eul[0]*= 180.0/M_PI;
tfp->ob_eul[1]*= 180.0/M_PI;
tfp->ob_eul[2]*= 180.0/M_PI;
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
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCX, REDRAWVIEW3D, ICON_UNLOCKED, 10,140,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocX:", 30, 140, 120, 19, pchan->loc, -lim, lim, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCY, REDRAWVIEW3D, ICON_UNLOCKED, 10,120,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocY:", 30, 120, 120, 19, pchan->loc+1, -lim, lim, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,100,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocZ:", 30, 100, 120, 19, pchan->loc+2, -lim, lim, 100, 3, "");
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
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTX, REDRAWVIEW3D, ICON_UNLOCKED, 10,70,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotX:", 30, 70, 120, 19, tfp->ob_eul, -1000.0, 1000.0, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTY, REDRAWVIEW3D, ICON_UNLOCKED, 10,50,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotY:", 30, 50, 120, 19, tfp->ob_eul+1, -1000.0, 1000.0, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,30,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotZ:", 30, 30, 120, 19, tfp->ob_eul+2, -1000.0, 1000.0, 100, 3, "");
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
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEX, REDRAWVIEW3D, ICON_UNLOCKED, 160,70,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "ScaleX:", 180, 70, 120, 19, pchan->size, -lim, lim, 10, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEY, REDRAWVIEW3D, ICON_UNLOCKED, 160,50,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "ScaleY:", 180, 50, 120, 19, pchan->size+1, -lim, lim, 10, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEZ, REDRAWVIEW3D, ICON_UNLOCKED, 160,30,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "ScaleZ:", 180, 30, 120, 19, pchan->size+2, -lim, lim, 10, 3, "");
uiBlockEndAlign(block);
}
static void v3d_editarmature_buts(uiBlock *block, Object *ob, float lim)
{
bArmature *arm= G.obedit->data;
EditBone *ebone;
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
uiBut *but;
TransformProperties *tfp= G.vd->properties_storage;
ebone= G.edbo.first;
for (ebone = G.edbo.first; ebone; ebone=ebone->next){
if ((ebone->flag & BONE_ACTIVE) && (ebone->layer & arm->layer))
break;
}
if (!ebone)
return;
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
if((ob->parent) && (ob->partype == PARBONE))
but= uiDefBut(block, TEX, B_DIFF, "Bone:", 160, 130, 140, 19, ebone->name, 1, 31, 0, 0, "");
else
but= uiDefBut(block, TEX, B_DIFF, "Bone:", 160, 150, 140, 19, ebone->name, 1, 31, 0, 0, "");
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
uiButSetFunc(but, validate_editbonebutton_cb, ebone, NULL);
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_ARMATUREPANEL1, "HeadX:", 10, 70, 140, 19, ebone->head, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL1, "HeadY:", 10, 50, 140, 19, ebone->head+1, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL1, "HeadZ:", 10, 30, 140, 19, ebone->head+2, -lim, lim, 10, 3, "");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TailX:", 160, 70, 140, 19, ebone->tail, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TailY:", 160, 50, 140, 19, ebone->tail+1, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TailZ:", 160, 30, 140, 19, ebone->tail+2, -lim, lim, 10, 3, "");
uiBlockEndAlign(block);
tfp->ob_eul[0]= 180.0*ebone->roll/M_PI;
uiDefButF(block, NUM, B_ARMATUREPANEL1, "Roll:", 10, 100, 140, 19, tfp->ob_eul, -lim, lim, 1000, 3, "");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TailRadius:", 10, 150, 140, 19, &ebone->rad_tail, 0, lim, 10, 3, "");
if (ebone->parent && ebone->flag & BONE_CONNECTED )
uiDefButF(block, NUM, B_ARMATUREPANEL1, "HeadRadius:", 10, 130, 140, 19, &ebone->parent->rad_tail, 0, lim, 10, 3, "");
else
uiDefButF(block, NUM, B_ARMATUREPANEL1, "HeadRadius:", 10, 130, 140, 19, &ebone->rad_head, 0, lim, 10, 3, "");
uiBlockEndAlign(block);
}
static void v3d_editmetaball_buts(uiBlock *block, Object *ob, float lim)
{
extern MetaElem *lastelem;
if(lastelem) {
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_RECALCMBALL, "LocX:", 10, 70, 140, 19, &lastelem->x, -lim, lim, 100, 3, "");
uiDefButF(block, NUM, B_RECALCMBALL, "LocY:", 10, 50, 140, 19, &lastelem->y, -lim, lim, 100, 3, "");
uiDefButF(block, NUM, B_RECALCMBALL, "LocZ:", 10, 30, 140, 19, &lastelem->z, -lim, lim, 100, 3, "");
uiBlockBeginAlign(block);
if(lastelem->type!=MB_BALL)
uiDefButF(block, NUM, B_RECALCMBALL, "dx:", 160, 70, 140, 19, &lastelem->expx, 0, lim, 100, 3, "");
if((lastelem->type!=MB_BALL) && (lastelem->type!=MB_TUBE))
uiDefButF(block, NUM, B_RECALCMBALL, "dy:", 160, 50, 140, 19, &lastelem->expy, 0, lim, 100, 3, "");
if((lastelem->type==MB_ELIPSOID) || (lastelem->type==MB_CUBE))
uiDefButF(block, NUM, B_RECALCMBALL, "dz:", 160, 30, 140, 19, &lastelem->expz, 0, lim, 100, 3, "");
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_RECALCMBALL, "Radius:", 10, 120, 140, 19, &lastelem->rad, 0, lim, 100, 3, "Size of the active metaball");
uiDefButF(block, NUM, B_RECALCMBALL, "Stiffness:", 10, 100, 140, 19, &lastelem->s, 0, 10, 100, 3, "Stiffness of the active metaball");
uiBlockEndAlign(block);
uiDefButS(block, MENU, B_RECALCMBALL, "Type%t|Ball%x0|Tube%x4|Plane%x5|Elipsoid%x6|Cube%x7", 160, 120, 140, 19, &lastelem->type, 0.0, 0.0, 0, 0, "Set active element type");
}
}
void do_viewbuts(unsigned short event)
{
BoundBox *bb;
View3D *vd;
Object *ob= OBACT;
TransformProperties *tfp= G.vd->properties_storage;
vd= G.vd;
if(vd==NULL) return;
switch(event) {
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
case B_OBJECTPANEL:
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
allqueue(REDRAWVIEW3D, 1);
break;
case B_OBJECTPANELROT:
if(ob) {
ob->rot[0]= M_PI*tfp->ob_eul[0]/180.0;
ob->rot[1]= M_PI*tfp->ob_eul[1]/180.0;
ob->rot[2]= M_PI*tfp->ob_eul[2]/180.0;
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
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
allqueue(REDRAWVIEW3D, 1);
}
break;
case B_OBJECTPANELSCALE:
if(ob) {
/* link scale; figure out which axis changed */
if (tfp->link_scale) {
float ratio, tmp, max = 0.0;
int axis;
axis = 0;
max = fabs(tfp->ob_scale[0] - ob->size[0]);
tmp = fabs(tfp->ob_scale[1] - ob->size[1]);
if (tmp > max) {
axis = 1;
max = tmp;
}
tmp = fabs(tfp->ob_scale[2] - ob->size[2]);
if (tmp > max) {
axis = 2;
max = tmp;
}
if (ob->size[axis] != tfp->ob_scale[axis]) {
if (fabs(ob->size[axis]) > FLT_EPSILON) {
ratio = tfp->ob_scale[axis] / ob->size[axis];
ob->size[0] *= ratio;
ob->size[1] *= ratio;
ob->size[2] *= ratio;
}
}
}
else {
VECCOPY(ob->size, tfp->ob_scale);
}
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
allqueue(REDRAWVIEW3D, 1);
}
break;
case B_OBJECTPANELDIMS:
bb= object_get_boundbox(ob);
if(bb) {
float old_dims[3], scale[3], ratio, len[3];
int axis;
Mat4ToSize(ob->obmat, scale);
len[0] = bb->vec[4][0] - bb->vec[0][0];
len[1] = bb->vec[2][1] - bb->vec[0][1];
len[2] = bb->vec[1][2] - bb->vec[0][2];
old_dims[0] = fabs(scale[0]) * len[0];
old_dims[1] = fabs(scale[1]) * len[1];
old_dims[2] = fabs(scale[2]) * len[2];
/* for each axis changed */
for (axis = 0; axis<3; axis++) {
if (fabs(old_dims[axis] - tfp->ob_dims[axis]) > 0.0001) {
if (old_dims[axis] > 0.0) {
ratio = tfp->ob_dims[axis] / old_dims[axis];
if (tfp->link_scale) {
ob->size[0] *= ratio;
ob->size[1] *= ratio;
ob->size[2] *= ratio;
break;
}
else {
ob->size[axis] *= ratio;
}
}
else {
if (len[axis] > 0) {
ob->size[axis] = tfp->ob_dims[axis] / len[axis];
}
}
}
}
/* prevent multiple B_OBJECTPANELDIMS events to keep scaling, cycling with TAB on buttons can cause that */
VECCOPY(tfp->ob_dims, old_dims);
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
allqueue(REDRAWVIEW3D, 1);
}
break;
case B_OBJECTPANELMEDIAN:
if(ob) {
v3d_editvertex_buts(NULL, ob, 1.0);
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
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
allqueue(REDRAWVIEW3D, 1);
}
break;
/* note; this case also used for parbone */
case B_OBJECTPANELPARENT:
if(ob) {
if(ob->id.lib || test_parent_loop(ob->parent, ob) )
ob->parent= NULL;
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
else {
DAG_scene_sort(G.scene);
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
}
allqueue(REDRAWVIEW3D, 1);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWOOPS, 0);
}
break;
case B_ARMATUREPANEL1:
{
bArmature *arm= G.obedit->data;
EditBone *ebone, *child;
for (ebone = G.edbo.first; ebone; ebone=ebone->next){
if ((ebone->flag & BONE_ACTIVE) && (ebone->layer & arm->layer))
break;
}
if (ebone) {
ebone->roll= M_PI*tfp->ob_eul[0]/180.0;
// Update our parent
Integration of new IK lib features in Armature Poses. Best is to forget yesterday's commit and old docs. New docs are underway... Here's how IK works now; - IK chains can go all the way to the furthest parent Bone. Disregarding the old option "IK to Parent" and disgregarding whether a Bone has an offset to its parent (offsets now work for IK, so you can also make T-bones). - The old "IK to Parent" option now only does what it should do: it denotes whether a Bone is directly connected to a Parent Bone, or not. In the UI and in code this option is now called "Connected". - You can also define yourself which Bone will become the "Root" for an IK chain. This can be any Parent of the IK tip (where the IK constraint is). By default it goes all the way, unless you set a value for the new IK Constraint Panel option "Chain Lenght". - "Tree IK" now is detected automatic, when multiple IK Roots are on the same Bone, and when there's a branched structure. Multiple IK's on a single chain (no branches) is still executed as usual, doing the IK's sequentially. - Note: Branched structures, with _partial_ overlapping IK chains, that don't share the same Root will possibly disconnect branches. - When you select a Bone with IK, it now draws a yellow dashed line to its Root. - The IK options "Location Weight" and "Rotation Weight" are relative, in case there's a Tree IK structure. These weights cannot be set to zero. To animate or disable IK Targets, use the "Influence" slider. - This new IK is backwards and upwards compatible for Blender files. Of course, the new features won't show in older Blender binaries! :) Other changes & notes; - In PoseMode, the Constraint Panel now also draws in Editing Buttons, next to the Bones Panel. - IK Constraint Panel was redesigned... it's still a bit squished - Buttons "No X DoF" is now called "Lock X". This to follow convention to name options positive. - Added Undo push for Make/Clear Parent in Editmode Armature - Use CTRL+P "Make Parent" on a single selected Bone to make it become connected (ALT+P had already "Disconnect"). On todo next; Visualizing & review of Bone DoF limits and stiffness
2005-08-28 12:23:06 +00:00
if (ebone->parent && ebone->flag & BONE_CONNECTED){
VECCOPY (ebone->parent->tail, ebone->head);
}
// Update our children if necessary
for (child = G.edbo.first; child; child=child->next){
Integration of new IK lib features in Armature Poses. Best is to forget yesterday's commit and old docs. New docs are underway... Here's how IK works now; - IK chains can go all the way to the furthest parent Bone. Disregarding the old option "IK to Parent" and disgregarding whether a Bone has an offset to its parent (offsets now work for IK, so you can also make T-bones). - The old "IK to Parent" option now only does what it should do: it denotes whether a Bone is directly connected to a Parent Bone, or not. In the UI and in code this option is now called "Connected". - You can also define yourself which Bone will become the "Root" for an IK chain. This can be any Parent of the IK tip (where the IK constraint is). By default it goes all the way, unless you set a value for the new IK Constraint Panel option "Chain Lenght". - "Tree IK" now is detected automatic, when multiple IK Roots are on the same Bone, and when there's a branched structure. Multiple IK's on a single chain (no branches) is still executed as usual, doing the IK's sequentially. - Note: Branched structures, with _partial_ overlapping IK chains, that don't share the same Root will possibly disconnect branches. - When you select a Bone with IK, it now draws a yellow dashed line to its Root. - The IK options "Location Weight" and "Rotation Weight" are relative, in case there's a Tree IK structure. These weights cannot be set to zero. To animate or disable IK Targets, use the "Influence" slider. - This new IK is backwards and upwards compatible for Blender files. Of course, the new features won't show in older Blender binaries! :) Other changes & notes; - In PoseMode, the Constraint Panel now also draws in Editing Buttons, next to the Bones Panel. - IK Constraint Panel was redesigned... it's still a bit squished - Buttons "No X DoF" is now called "Lock X". This to follow convention to name options positive. - Added Undo push for Make/Clear Parent in Editmode Armature - Use CTRL+P "Make Parent" on a single selected Bone to make it become connected (ALT+P had already "Disconnect"). On todo next; Visualizing & review of Bone DoF limits and stiffness
2005-08-28 12:23:06 +00:00
if (child->parent == ebone && (child->flag & BONE_CONNECTED)){
VECCOPY (child->head, ebone->tail);
}
}
if(arm->flag & ARM_MIRROR_EDIT) {
EditBone *eboflip= armature_bone_get_mirrored(ebone);
if(eboflip) {
eboflip->roll= -ebone->roll;
eboflip->head[0]= -ebone->head[0];
eboflip->tail[0]= -ebone->tail[0];
// Update our parent
Integration of new IK lib features in Armature Poses. Best is to forget yesterday's commit and old docs. New docs are underway... Here's how IK works now; - IK chains can go all the way to the furthest parent Bone. Disregarding the old option "IK to Parent" and disgregarding whether a Bone has an offset to its parent (offsets now work for IK, so you can also make T-bones). - The old "IK to Parent" option now only does what it should do: it denotes whether a Bone is directly connected to a Parent Bone, or not. In the UI and in code this option is now called "Connected". - You can also define yourself which Bone will become the "Root" for an IK chain. This can be any Parent of the IK tip (where the IK constraint is). By default it goes all the way, unless you set a value for the new IK Constraint Panel option "Chain Lenght". - "Tree IK" now is detected automatic, when multiple IK Roots are on the same Bone, and when there's a branched structure. Multiple IK's on a single chain (no branches) is still executed as usual, doing the IK's sequentially. - Note: Branched structures, with _partial_ overlapping IK chains, that don't share the same Root will possibly disconnect branches. - When you select a Bone with IK, it now draws a yellow dashed line to its Root. - The IK options "Location Weight" and "Rotation Weight" are relative, in case there's a Tree IK structure. These weights cannot be set to zero. To animate or disable IK Targets, use the "Influence" slider. - This new IK is backwards and upwards compatible for Blender files. Of course, the new features won't show in older Blender binaries! :) Other changes & notes; - In PoseMode, the Constraint Panel now also draws in Editing Buttons, next to the Bones Panel. - IK Constraint Panel was redesigned... it's still a bit squished - Buttons "No X DoF" is now called "Lock X". This to follow convention to name options positive. - Added Undo push for Make/Clear Parent in Editmode Armature - Use CTRL+P "Make Parent" on a single selected Bone to make it become connected (ALT+P had already "Disconnect"). On todo next; Visualizing & review of Bone DoF limits and stiffness
2005-08-28 12:23:06 +00:00
if (eboflip->parent && eboflip->flag & BONE_CONNECTED){
VECCOPY (eboflip->parent->tail, eboflip->head);
}
// Update our children if necessary
for (child = G.edbo.first; child; child=child->next){
Integration of new IK lib features in Armature Poses. Best is to forget yesterday's commit and old docs. New docs are underway... Here's how IK works now; - IK chains can go all the way to the furthest parent Bone. Disregarding the old option "IK to Parent" and disgregarding whether a Bone has an offset to its parent (offsets now work for IK, so you can also make T-bones). - The old "IK to Parent" option now only does what it should do: it denotes whether a Bone is directly connected to a Parent Bone, or not. In the UI and in code this option is now called "Connected". - You can also define yourself which Bone will become the "Root" for an IK chain. This can be any Parent of the IK tip (where the IK constraint is). By default it goes all the way, unless you set a value for the new IK Constraint Panel option "Chain Lenght". - "Tree IK" now is detected automatic, when multiple IK Roots are on the same Bone, and when there's a branched structure. Multiple IK's on a single chain (no branches) is still executed as usual, doing the IK's sequentially. - Note: Branched structures, with _partial_ overlapping IK chains, that don't share the same Root will possibly disconnect branches. - When you select a Bone with IK, it now draws a yellow dashed line to its Root. - The IK options "Location Weight" and "Rotation Weight" are relative, in case there's a Tree IK structure. These weights cannot be set to zero. To animate or disable IK Targets, use the "Influence" slider. - This new IK is backwards and upwards compatible for Blender files. Of course, the new features won't show in older Blender binaries! :) Other changes & notes; - In PoseMode, the Constraint Panel now also draws in Editing Buttons, next to the Bones Panel. - IK Constraint Panel was redesigned... it's still a bit squished - Buttons "No X DoF" is now called "Lock X". This to follow convention to name options positive. - Added Undo push for Make/Clear Parent in Editmode Armature - Use CTRL+P "Make Parent" on a single selected Bone to make it become connected (ALT+P had already "Disconnect"). On todo next; Visualizing & review of Bone DoF limits and stiffness
2005-08-28 12:23:06 +00:00
if (child->parent == eboflip && (child->flag & BONE_CONNECTED)){
VECCOPY (child->head, eboflip->tail);
}
}
}
}
allqueue(REDRAWVIEW3D, 1);
}
}
break;
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
case B_ARMATUREPANEL3: // rotate button on channel
{
bArmature *arm;
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
bPoseChannel *pchan;
Bone *bone;
float eul[3];
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
arm = get_armature(OBACT);
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
if (!arm || !ob->pose) return;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
bone = pchan->bone;
if(bone && (bone->flag & BONE_ACTIVE) && (bone->layer & arm->layer))
break;
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
}
if (!pchan) return;
/* make a copy to eul[3], to allow TAB on buttons to work */
eul[0]= M_PI*tfp->ob_eul[0]/180.0;
eul[1]= M_PI*tfp->ob_eul[1]/180.0;
eul[2]= M_PI*tfp->ob_eul[2]/180.0;
EulToQuat(eul, pchan->quat);
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
}
/* no break, pass on */
case B_ARMATUREPANEL2:
{
ob->pose->flag |= (POSE_LOCKED|POSE_DO_UNLOCK);
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
allqueue(REDRAWVIEW3D, 1);
}
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
break;
=== Custom Transform Orientation === Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel. If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time. Custom Orientations are save in the scene and are selected per 3D view (like normal orientation). Adding from an object, the orientation is a normalized version of the object's orientation. Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest. (More logical orientations can be suggested). I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation Differences from the patch: - orientations no longer link back to the object they came from, everything is copy on creation. - orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
2008-01-13 18:24:09 +00:00
case B_TRANSFORMSPACEADD:
BIF_manageTransformOrientation(1, 0);
allqueue(REDRAWVIEW3D, 1);
break;
case B_TRANSFORMSPACECLEAR:
BIF_clearTransformOrientation();
allqueue(REDRAWVIEW3D, 1);
}
}
=== Custom Transform Orientation === Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel. If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time. Custom Orientations are save in the scene and are selected per 3D view (like normal orientation). Adding from an object, the orientation is a normalized version of the object's orientation. Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest. (More logical orientations can be suggested). I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation Differences from the patch: - orientations no longer link back to the object they came from, everything is copy on creation. - orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
2008-01-13 18:24:09 +00:00
void removeTransformOrientation_func(void *target, void *unused)
{
BIF_removeTransformOrientation((TransformOrientation *) target);
}
void selectTransformOrientation_func(void *target, void *unused)
{
BIF_selectTransformOrientation((TransformOrientation *) target);
}
static void view3d_panel_transform_spaces(short cntrl)
{
ListBase *transform_spaces = &G.scene->transform_spaces;
TransformOrientation *ts = transform_spaces->first;
uiBlock *block;
uiBut *but;
int xco = 20, yco = 70, height = 140;
int index;
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_transform", UI_EMBOSS, UI_HELV, curarea->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_TRANSFORM); // for close and esc
if(uiNewPanel(curarea, block, "Transform Orientations", "View3d", 10, 230, 318, height)==0) return;
uiNewPanelHeight(block, height);
uiBlockBeginAlign(block);
if (G.obedit)
uiDefBut(block, BUT, B_TRANSFORMSPACEADD, "Add", xco,120,80,20, 0, 0, 0, 0, 0, "Add the selected element as a Transform Orientation");
else
uiDefBut(block, BUT, B_TRANSFORMSPACEADD, "Add", xco,120,80,20, 0, 0, 0, 0, 0, "Add the active object as a Transform Orientation");
uiDefBut(block, BUT, B_TRANSFORMSPACECLEAR, "Clear", xco + 80,120,80,20, 0, 0, 0, 0, 0, "Removal all Transform Orientations");
uiBlockEndAlign(block);
=== Custom Transform Orientation === Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel. If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time. Custom Orientations are save in the scene and are selected per 3D view (like normal orientation). Adding from an object, the orientation is a normalized version of the object's orientation. Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest. (More logical orientations can be suggested). I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation Differences from the patch: - orientations no longer link back to the object they came from, everything is copy on creation. - orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
2008-01-13 18:24:09 +00:00
uiBlockBeginAlign(block);
uiDefButS(block, ROW, REDRAWHEADERS, "Global", xco, 90, 40,20, &G.vd->twmode, 5.0, (float)V3D_MANIP_GLOBAL,0, 0, "Global Transform Orientation");
uiDefButS(block, ROW, REDRAWHEADERS, "Local", xco + 40, 90, 40,20, &G.vd->twmode, 5.0, (float)V3D_MANIP_LOCAL, 0, 0, "Local Transform Orientation");
uiDefButS(block, ROW, REDRAWHEADERS, "Normal", xco + 80, 90, 40,20, &G.vd->twmode, 5.0, (float)V3D_MANIP_NORMAL,0, 0, "Normal Transform Orientation");
uiDefButS(block, ROW, REDRAWHEADERS, "View", xco + 120, 90, 40,20, &G.vd->twmode, 5.0, (float)V3D_MANIP_VIEW, 0, 0, "View Transform Orientation");
for (index = V3D_MANIP_CUSTOM, ts = transform_spaces->first ; ts ; ts = ts->next, index++) {
BIF_ThemeColor(TH_BUT_ACTION);
if (G.vd->twmode == index) {
but = uiDefIconButS(block,ROW, REDRAWHEADERS, ICON_CHECKBOX_HLT, xco,yco,XIC,YIC, &G.vd->twmode, 5.0, (float)index, 0, 0, "Use this Custom Transform Orientation");
}
else {
but = uiDefIconButS(block,ROW, REDRAWHEADERS, ICON_CHECKBOX_DEHLT, xco,yco,XIC,YIC, &G.vd->twmode, 5.0, (float)index, 0, 0, "Use this Custom Transform Orientation");
}
=== Custom Transform Orientation === Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel. If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time. Custom Orientations are save in the scene and are selected per 3D view (like normal orientation). Adding from an object, the orientation is a normalized version of the object's orientation. Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest. (More logical orientations can be suggested). I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation Differences from the patch: - orientations no longer link back to the object they came from, everything is copy on creation. - orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
2008-01-13 18:24:09 +00:00
uiButSetFunc(but, selectTransformOrientation_func, ts, NULL);
uiDefBut(block, TEX, 0, "", xco+=XIC, yco,100+XIC,20, &ts->name, 0, 30, 0, 0, "Edits the name of this Transform Orientation");
but = uiDefIconBut(block, BUT, REDRAWVIEW3D, ICON_X, xco+=100+XIC,yco,XIC,YIC, 0, 0, 0, 0, 0, "Deletes this Transform Orientation");
uiButSetFunc(but, removeTransformOrientation_func, ts, NULL);
xco = 20;
yco -= 25;
}
uiBlockEndAlign(block);
if(yco < 0) uiNewPanelHeight(block, height-yco);
}
static void view3d_panel_object(short cntrl) // VIEW3D_HANDLER_OBJECT
{
uiBlock *block;
uiBut *bt;
Object *ob= OBACT;
TransformProperties *tfp;
float lim;
static char hexcol[128];
if(ob==NULL) return;
/* make sure we got storage */
if(G.vd->properties_storage==NULL)
G.vd->properties_storage= MEM_callocN(sizeof(TransformProperties), "TransformProperties");
tfp= G.vd->properties_storage;
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_object", UI_EMBOSS, UI_HELV, curarea->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_OBJECT); // for close and esc
if((G.f & G_SCULPTMODE) && !G.obedit) {
if(!uiNewPanel(curarea, block, "Transform Properties", "View3d", 10, 230, 318, 234))
return;
} else if(G.f & G_PARTICLEEDIT && !G.obedit){
if(!uiNewPanel(curarea, block, "Transform Properties", "View3d", 10, 230, 318, 234))
return;
} else {
if(!uiNewPanel(curarea, block, "Transform Properties", "View3d", 10, 230, 318, 204))
return;
}
uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE);
if(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw
}
else {
bt= uiDefBut(block, TEX, B_IDNAME, "OB: ", 10,180,140,20, ob->id.name+2, 0.0, 21.0, 0, 0, "");
#ifdef WITH_VERSE
if(ob->vnode) uiButSetFunc(bt, test_and_send_idbutton_cb, ob, ob->id.name);
else uiButSetFunc(bt, test_idbutton_cb, ob->id.name, NULL);
#else
uiButSetFunc(bt, test_idbutton_cb, ob->id.name, NULL);
#endif
if((G.f & G_PARTICLEEDIT)==0) {
uiBlockBeginAlign(block);
uiDefIDPoinBut(block, test_obpoin_but, ID_OB, B_OBJECTPANELPARENT, "Par:", 160, 180, 140, 20, &ob->parent, "Parent Object");
if((ob->parent) && (ob->partype == PARBONE)) {
bt= uiDefBut(block, TEX, B_OBJECTPANELPARENT, "ParBone:", 160, 160, 140, 20, ob->parsubstr, 0, 30, 0, 0, "");
uiButSetCompleteFunc(bt, autocomplete_bone, (void *)ob->parent);
}
else {
strcpy(ob->parsubstr, "");
}
uiBlockEndAlign(block);
}
}
lim= 10000.0f*MAX2(1.0, G.vd->grid);
if(ob==G.obedit) {
if(ob->type==OB_ARMATURE) v3d_editarmature_buts(block, ob, lim);
if(ob->type==OB_MBALL) v3d_editmetaball_buts(block, ob, lim);
else v3d_editvertex_buts(block, ob, lim);
}
else if(ob->flag & OB_POSEMODE) {
v3d_posearmature_buts(block, ob, lim);
}
else if(G.f & G_WEIGHTPAINT) {
uiNewPanelTitle(block, "Weight Paint Properties");
weight_paint_buttons(block);
}
else if(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT)) {
extern VPaint Gvp; /* from vpaint */
static float hsv[3], old[3]; // used as temp mem for picker
float *rgb= NULL;
ToolSettings *settings= G.scene->toolsettings;
if(G.f & G_VERTEXPAINT) rgb= &Gvp.r;
else if(settings->imapaint.brush) rgb= settings->imapaint.brush->rgb;
uiNewPanelTitle(block, "Paint Properties");
if (rgb)
/* 'f' is for floating panel */
uiBlockPickerButtons(block, rgb, hsv, old, hexcol, 'f', REDRAWBUTSEDIT);
}
else if(G.f & G_SCULPTMODE) {
uiNewPanelTitle(block, "Sculpt Properties");
sculptmode_draw_interface_tools(block,10,150);
} else if(G.f & G_PARTICLEEDIT){
uiNewPanelTitle(block, "Particle Edit Properties");
particle_edit_buttons(block);
} else {
BoundBox *bb = NULL;
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCX, REDRAWVIEW3D, ICON_UNLOCKED, 10,150,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANEL, "LocX:", 30, 150, 120, 19, &(ob->loc[0]), -lim, lim, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCY, REDRAWVIEW3D, ICON_UNLOCKED, 10,130,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANEL, "LocY:", 30, 130, 120, 19, &(ob->loc[1]), -lim, lim, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,110,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANEL, "LocZ:", 30, 110, 120, 19, &(ob->loc[2]), -lim, lim, 100, 3, "");
tfp->ob_eul[0]= 180.0*ob->rot[0]/M_PI;
tfp->ob_eul[1]= 180.0*ob->rot[1]/M_PI;
tfp->ob_eul[2]= 180.0*ob->rot[2]/M_PI;
uiBlockBeginAlign(block);
if ((ob->parent) && (ob->partype == PARBONE)) {
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTX, REDRAWVIEW3D, ICON_UNLOCKED, 160,130,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotX:", 180, 130, 120, 19, &(tfp->ob_eul[0]), -lim, lim, 1000, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTY, REDRAWVIEW3D, ICON_UNLOCKED, 160,110,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotY:", 180, 110, 120, 19, &(tfp->ob_eul[1]), -lim, lim, 1000, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTZ, REDRAWVIEW3D, ICON_UNLOCKED, 160,90,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotZ:", 180, 90, 120, 19, &(tfp->ob_eul[2]), -lim, lim, 1000, 3, "");
}
else {
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTX, REDRAWVIEW3D, ICON_UNLOCKED, 160,150,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotX:", 180, 150, 120, 19, &(tfp->ob_eul[0]), -lim, lim, 1000, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTY, REDRAWVIEW3D, ICON_UNLOCKED, 160,130,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotY:", 180, 130, 120, 19, &(tfp->ob_eul[1]), -lim, lim, 1000, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTZ, REDRAWVIEW3D, ICON_UNLOCKED, 160,110,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotZ:", 180, 110, 120, 19, &(tfp->ob_eul[2]), -lim, lim, 1000, 3, "");
}
tfp->ob_scale[0]= ob->size[0];
tfp->ob_scale[1]= ob->size[1];
tfp->ob_scale[2]= ob->size[2];
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEX, REDRAWVIEW3D, ICON_UNLOCKED, 10,80,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELSCALE, "ScaleX:", 30, 80, 120, 19, &(tfp->ob_scale[0]), -lim, lim, 10, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEY, REDRAWVIEW3D, ICON_UNLOCKED, 10,60,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELSCALE, "ScaleY:", 30, 60, 120, 19, &(tfp->ob_scale[1]), -lim, lim, 10, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,40,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELSCALE, "ScaleZ:", 30, 40, 120, 19, &(tfp->ob_scale[2]), -lim, lim, 10, 3, "");
uiBlockEndAlign(block);
uiDefButS(block, TOG, REDRAWVIEW3D, "Link Scale", 10, 10, 140, 19, &(tfp->link_scale), 0, 1, 0, 0, "Scale values vary proportionally in all directions");
bb= object_get_boundbox(ob);
if (bb) {
float scale[3];
Mat4ToSize(ob->obmat, scale);
tfp->ob_dims[0] = fabs(scale[0]) * (bb->vec[4][0] - bb->vec[0][0]);
tfp->ob_dims[1] = fabs(scale[1]) * (bb->vec[2][1] - bb->vec[0][1]);
tfp->ob_dims[2] = fabs(scale[2]) * (bb->vec[1][2] - bb->vec[0][2]);
uiBlockBeginAlign(block);
if ((ob->parent) && (ob->partype == PARBONE)) {
uiDefButF(block, NUM, B_OBJECTPANELDIMS, "DimX:", 160, 60, 140, 19, &(tfp->ob_dims[0]), 0.0, lim, 10, 3, "Manipulate bounding box size");
uiDefButF(block, NUM, B_OBJECTPANELDIMS, "DimY:", 160, 40, 140, 19, &(tfp->ob_dims[1]), 0.0, lim, 10, 3, "Manipulate bounding box size");
uiDefButF(block, NUM, B_OBJECTPANELDIMS, "DimZ:", 160, 20, 140, 19, &(tfp->ob_dims[2]), 0.0, lim, 10, 3, "Manipulate bounding box size");
}
else {
uiDefButF(block, NUM, B_OBJECTPANELDIMS, "DimX:", 160, 80, 140, 19, &(tfp->ob_dims[0]), 0.0, lim, 10, 3, "Manipulate bounding box size");
uiDefButF(block, NUM, B_OBJECTPANELDIMS, "DimY:", 160, 60, 140, 19, &(tfp->ob_dims[1]), 0.0, lim, 10, 3, "Manipulate bounding box size");
uiDefButF(block, NUM, B_OBJECTPANELDIMS, "DimZ:", 160, 40, 140, 19, &(tfp->ob_dims[2]), 0.0, lim, 10, 3, "Manipulate bounding box size");
}
uiBlockEndAlign(block);
}
}
uiClearButLock();
}
static void view3d_panel_background(short cntrl) // VIEW3D_HANDLER_BACKGROUND
{
uiBlock *block;
View3D *vd;
vd= G.vd;
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_background", UI_EMBOSS, UI_HELV, curarea->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_BACKGROUND); // for close and esc
if(uiNewPanel(curarea, block, "Background Image", "View3d", 340, 10, 318, 204)==0) return;
if(G.f & G_VERTEXPAINT || G.f & G_WEIGHTPAINT || G.f & G_TEXTUREPAINT) {
uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw
}
if(vd->flag & V3D_DISPBGPIC) {
if(vd->bgpic==NULL) {
vd->bgpic= MEM_callocN(sizeof(BGpic), "bgpic");
vd->bgpic->size= 5.0;
vd->bgpic->blend= 0.5;
vd->bgpic->iuser.fie_ima= 2;
vd->bgpic->iuser.ok= 1;
}
}
if(!(vd->flag & V3D_DISPBGPIC)) {
uiDefButBitS(block, TOG, V3D_DISPBGPIC, B_REDR, "Use Background Image", 10, 180, 150, 20, &vd->flag, 0, 0, 0, 0, "Display an image in the background of this 3D View");
uiDefBut(block, LABEL, 1, " ", 160, 180, 150, 20, NULL, 0.0, 0.0, 0, 0, "");
}
else {
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, V3D_DISPBGPIC, B_REDR, "Use", 10, 225, 50, 20, &vd->flag, 0, 0, 0, 0, "Display an image in the background of this 3D View");
uiDefButF(block, NUMSLI, B_REDR, "Blend:", 60, 225, 150, 20, &vd->bgpic->blend, 0.0,1.0, 0, 0, "Set the transparency of the background image");
uiDefButF(block, NUM, B_REDR, "Size:", 210, 225, 100, 20, &vd->bgpic->size, 0.1, 250.0*vd->grid, 100, 0, "Set the size (width) of the background image");
uiDefButF(block, NUM, B_REDR, "X Offset:", 10, 205, 150, 20, &vd->bgpic->xof, -250.0*vd->grid,250.0*vd->grid, 10, 2, "Set the horizontal offset of the background image");
uiDefButF(block, NUM, B_REDR, "Y Offset:", 160, 205, 150, 20, &vd->bgpic->yof, -250.0*vd->grid,250.0*vd->grid, 10, 2, "Set the vertical offset of the background image");
uiblock_image_panel(block, &vd->bgpic->ima, &vd->bgpic->iuser, B_REDR, B_REDR);
}
}
static void view3d_panel_properties(short cntrl) // VIEW3D_HANDLER_SETTINGS
{
uiBlock *block;
View3D *vd;
float *curs;
vd= G.vd;
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_properties", UI_EMBOSS, UI_HELV, curarea->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_PROPERTIES); // for close and esc
if(uiNewPanel(curarea, block, "View Properties", "View3d", 340, 30, 318, 254)==0) return;
/* to force height */
uiNewPanelHeight(block, 264);
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw
}
uiDefBut(block, LABEL, 1, "Grid:", 10, 220, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, REDRAWVIEW3D, "Spacing:", 10, 200, 140, 19, &vd->grid, 0.001, 100.0, 10, 0, "Set the distance between grid lines");
uiDefButS(block, NUM, REDRAWVIEW3D, "Lines:", 10, 180, 140, 19, &vd->gridlines, 0.0, 100.0, 100, 0, "Set the number of grid lines in perspective view");
uiDefButS(block, NUM, REDRAWVIEW3D, "Divisions:", 10, 160, 140, 19, &vd->gridsubdiv, 1.0, 100.0, 100, 0, "Set the number of grid lines");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 1, "3D Display:", 160, 220, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
uiDefButBitS(block, TOG, V3D_SHOW_FLOOR, REDRAWVIEW3D, "Grid Floor",160, 200, 150, 19, &vd->gridflag, 0, 0, 0, 0, "Show the grid floor in free camera mode");
uiDefButBitS(block, TOG, V3D_SHOW_X, REDRAWVIEW3D, "X Axis", 160, 176, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the X Axis line");
uiDefButBitS(block, TOG, V3D_SHOW_Y, REDRAWVIEW3D, "Y Axis", 212, 176, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the Y Axis line");
uiDefButBitS(block, TOG, V3D_SHOW_Z, REDRAWVIEW3D, "Z Axis", 262, 176, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the Z Axis line");
uiDefBut(block, LABEL, 1, "View Camera:", 10, 140, 140, 19, NULL, 0.0, 0.0, 0, 0, "");
uiDefButF(block, NUM, REDRAWVIEW3D, "Lens:", 10, 120, 140, 19, &vd->lens, 10.0, 120.0, 100, 0, "The lens angle in perspective view");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, REDRAWVIEW3D, "Clip Start:", 10, 96, 140, 19, &vd->near, vd->grid/100.0, 100.0, 10, 0, "Set the beginning of the range in which 3D objects are displayed (perspective view)");
uiDefButF(block, NUM, REDRAWVIEW3D, "Clip End:", 10, 76, 140, 19, &vd->far, 1.0, 10000.0*vd->grid, 100, 0, "Set the end of the range in which 3D objects are displayed (perspective view)");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 1, "3D Cursor:", 160, 150, 140, 19, NULL, 0.0, 0.0, 0, 0, "");
uiBlockBeginAlign(block);
curs= give_cursor();
uiDefButF(block, NUM, REDRAWVIEW3D, "X:", 160, 130, 150, 22, curs, -10000.0*vd->grid, 10000.0*vd->grid, 10, 0, "X co-ordinate of the 3D cursor");
uiDefButF(block, NUM, REDRAWVIEW3D, "Y:", 160, 108, 150, 22, curs+1, -10000.0*vd->grid, 10000.0*vd->grid, 10, 0, "Y co-ordinate of the 3D cursor");
uiDefButF(block, NUM, REDRAWVIEW3D, "Z:", 160, 86, 150, 22, curs+2, -10000.0*vd->grid, 10000.0*vd->grid, 10, 0, "Z co-ordinate of the 3D cursor");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 1, "Display:", 10, 50, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, V3D_SELECT_OUTLINE, REDRAWVIEW3D, "Outline Selected", 10, 30, 140, 19, &vd->flag, 0, 0, 0, 0, "Highlight selected objects with an outline, in Solid, Shaded or Textured viewport shading modes");
uiDefButBitS(block, TOG, V3D_DRAW_CENTERS, REDRAWVIEW3D, "All Object Centers", 10, 10, 140, 19, &vd->flag, 0, 0, 0, 0, "Draw the center points on all objects");
uiDefButBitS(block, TOGN, V3D_HIDE_HELPLINES, REDRAWVIEW3D, "Relationship Lines", 10, -10, 140, 19, &vd->flag, 0, 0, 0, 0, "Draw dashed lines indicating Parent, Constraint, or Hook relationships");
uiDefButBitS(block, TOG, V3D_SOLID_TEX, REDRAWVIEW3D, "Solid Tex", 10, -30, 140, 19, &vd->flag2, 0, 0, 0, 0, "Display textures in Solid draw type (Shift T)");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 1, "View Locking:", 160, 50, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
uiBlockBeginAlign(block);
uiDefIDPoinBut(block, test_obpoin_but, ID_OB, REDRAWVIEW3D, "Object:", 160, 30, 140, 19, &vd->ob_centre, "Lock view to center to this Object");
uiDefBut(block, TEX, REDRAWVIEW3D, "Bone:", 160, 10, 140, 19, vd->ob_centre_bone, 1, 31, 0, 0, "If view locked to Object, use this Bone to lock to view to");
}
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
static void view3d_panel_preview(ScrArea *sa, short cntrl) // VIEW3D_HANDLER_PREVIEW
{
uiBlock *block;
View3D *v3d= sa->spacedata.first;
int ofsx, ofsy;
block= uiNewBlock(&sa->uiblocks, "view3d_panel_preview", UI_EMBOSS, UI_HELV, sa->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | UI_PNL_SCALE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_PREVIEW); // for close and esc
ofsx= -150+(sa->winx/2)/v3d->blockscale;
ofsy= -100+(sa->winy/2)/v3d->blockscale;
if(uiNewPanel(sa, block, "Preview", "View3d", ofsx, ofsy, 300, 200)==0) return;
uiBlockSetDrawExtraFunc(block, BIF_view3d_previewdraw);
if(G.scene->recalc & SCE_PRV_CHANGED) {
G.scene->recalc &= ~SCE_PRV_CHANGED;
//printf("found recalc\n");
BIF_view3d_previewrender_free(sa->spacedata.first);
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
BIF_preview_changed(0);
}
}
static void view3d_blockhandlers(ScrArea *sa)
{
View3D *v3d= sa->spacedata.first;
short a;
/* warning; blocks need to be freed each time, handlers dont remove */
uiFreeBlocksWin(&sa->uiblocks, sa->win);
/*uv face-sel and wp mode when mixed with wire leave depth enabled causing
models to draw over the UI */
glDisable(GL_DEPTH_TEST);
for(a=0; a<SPACE_MAXHANDLER; a+=2) {
switch(v3d->blockhandler[a]) {
case VIEW3D_HANDLER_PROPERTIES:
view3d_panel_properties(v3d->blockhandler[a+1]);
break;
case VIEW3D_HANDLER_BACKGROUND:
view3d_panel_background(v3d->blockhandler[a+1]);
break;
case VIEW3D_HANDLER_OBJECT:
view3d_panel_object(v3d->blockhandler[a+1]);
break;
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
case VIEW3D_HANDLER_PREVIEW:
view3d_panel_preview(sa, v3d->blockhandler[a+1]);
break;
=== Custom Transform Orientation === Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel. If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time. Custom Orientations are save in the scene and are selected per 3D view (like normal orientation). Adding from an object, the orientation is a normalized version of the object's orientation. Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest. (More logical orientations can be suggested). I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation Differences from the patch: - orientations no longer link back to the object they came from, everything is copy on creation. - orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
2008-01-13 18:24:09 +00:00
case VIEW3D_HANDLER_TRANSFORM:
view3d_panel_transform_spaces(v3d->blockhandler[a+1]);
break;
}
/* clear action value for event */
v3d->blockhandler[a+1]= 0;
}
uiDrawBlocksPanels(sa, 0);
}
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
/* ****************** View3d afterdraw *************** */
typedef struct View3DAfter {
struct View3DAfter *next, *prev;
struct Base *base;
int type, flag;
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
} View3DAfter;
/* temp storage of Objects that need to be drawn as last */
void add_view3d_after(View3D *v3d, Base *base, int type, int flag)
{
View3DAfter *v3da= MEM_callocN(sizeof(View3DAfter), "View 3d after");
BLI_addtail(&v3d->afterdraw, v3da);
v3da->base= base;
v3da->type= type;
v3da->flag= flag;
}
/* clears zbuffer and draws it over */
static void view3d_draw_xray(View3D *v3d)
{
View3DAfter *v3da, *next;
int doit= 0;
for(v3da= v3d->afterdraw.first; v3da; v3da= v3da->next)
if(v3da->type==V3D_XRAY) doit= 1;
if(doit) {
if(v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT);
v3d->xray= TRUE;
for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
next= v3da->next;
if(v3da->type==V3D_XRAY) {
draw_object(v3da->base, v3da->flag);
BLI_remlink(&v3d->afterdraw, v3da);
MEM_freeN(v3da);
}
}
v3d->xray= FALSE;
}
}
/* disables write in zbuffer and draws it over */
static void view3d_draw_transp(View3D *v3d)
{
View3DAfter *v3da, *next;
glDepthMask(0);
v3d->transp= TRUE;
for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
next= v3da->next;
if(v3da->type==V3D_TRANSP) {
draw_object(v3da->base, v3da->flag);
BLI_remlink(&v3d->afterdraw, v3da);
MEM_freeN(v3da);
}
}
v3d->transp= FALSE;
glDepthMask(1);
}
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
/* *********************** */
/*
In most cases call draw_dupli_objects,
draw_dupli_objects_color was added because when drawing set dupli's
we need to force the color
*/
static void draw_dupli_objects_color(View3D *v3d, Base *base, int color)
{
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
ListBase *lb;
DupliObject *dob;
Base tbase;
BoundBox *bb= NULL;
GLuint displist=0;
short transflag, use_displist= -1; /* -1 is initialize */
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
char dt, dtx;
if (base->object->restrictflag & OB_RESTRICT_VIEW) return;
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
tbase.flag= OB_FROMDUPLI|base->flag;
lb= object_duplilist(G.scene, base->object);
for(dob= lb->first; dob; dob= dob->next) {
if(dob->no_draw);
else {
tbase.object= dob->ob;
/* extra service: draw the duplicator in drawtype of parent */
dt= tbase.object->dt; tbase.object->dt= base->object->dt;
dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx;
/* negative scale flag has to propagate */
transflag= tbase.object->transflag;
if(base->object->transflag & OB_NEG_SCALE)
tbase.object->transflag ^= OB_NEG_SCALE;
BIF_ThemeColorBlend(color, TH_BACK, 0.5);
/* generate displist, test for new object */
if(use_displist==1 && dob->prev && dob->prev->ob!=dob->ob) {
use_displist= -1;
glDeleteLists(displist, 1);
}
/* generate displist */
if(use_displist == -1) {
/* lamp drawing messes with matrices, could be handled smarter... but this works */
if(dob->ob->type==OB_LAMP || dob->type==OB_DUPLIGROUP)
use_displist= 0;
else {
/* disable boundbox check for list creation */
object_boundbox_flag(dob->ob, OB_BB_DISABLED, 1);
/* need this for next part of code */
bb= object_get_boundbox(dob->ob);
Mat4One(dob->ob->obmat); /* obmat gets restored */
displist= glGenLists(1);
glNewList(displist, GL_COMPILE);
draw_object(&tbase, DRAW_CONSTCOLOR);
glEndList();
use_displist= 1;
object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0);
}
}
if(use_displist) {
mymultmatrix(dob->mat);
if(boundbox_clip(dob->mat, bb))
glCallList(displist);
myloadmatrix(G.vd->viewmat);
}
else {
Mat4CpyMat4(dob->ob->obmat, dob->mat);
draw_object(&tbase, DRAW_CONSTCOLOR);
}
tbase.object->dt= dt;
tbase.object->dtx= dtx;
tbase.object->transflag= transflag;
}
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
}
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
/* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */
free_object_duplilist(lb); /* does restore */
if(use_displist)
glDeleteLists(displist, 1);
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
}
static void draw_dupli_objects(View3D *v3d, Base *base)
{
/* define the color here so draw_dupli_objects_color can be called
* from the set loop */
int color= (base->flag & SELECT)?TH_SELECT:TH_WIRE;
/* debug */
if(base->object->dup_group && base->object->dup_group->id.us<1)
color= TH_REDALERT;
draw_dupli_objects_color(v3d, base, color);
}
void view3d_update_depths(View3D *v3d)
{
/* Create storage for, and, if necessary, copy depth buffer */
if(!v3d->depths) v3d->depths= MEM_callocN(sizeof(ViewDepths),"ViewDepths");
if(v3d->depths) {
ViewDepths *d= v3d->depths;
if(d->w != v3d->area->winx ||
d->h != v3d->area->winy ||
!d->depths) {
d->w= v3d->area->winx;
d->h= v3d->area->winy;
if(d->depths)
MEM_freeN(d->depths);
d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths");
d->damaged= 1;
}
if(d->damaged) {
glReadPixels(v3d->area->winrct.xmin,v3d->area->winrct.ymin,d->w,d->h,
GL_DEPTH_COMPONENT,GL_FLOAT, d->depths);
glGetDoublev(GL_DEPTH_RANGE,d->depth_range);
d->damaged= 0;
}
}
}
/* Enable sculpting in wireframe mode by drawing sculpt object only to the depth buffer */
static void draw_sculpt_depths(View3D *v3d)
{
Object *ob = OBACT;
int dt= MIN2(v3d->drawtype, ob->dt);
if(v3d->zbuf==0 && dt>OB_WIRE)
dt= OB_WIRE;
if(dt == OB_WIRE) {
GLboolean depth_on;
int orig_vdt = v3d->drawtype;
int orig_zbuf = v3d->zbuf;
int orig_odt = ob->dt;
glGetBooleanv(GL_DEPTH_TEST, &depth_on);
v3d->drawtype = ob->dt = OB_SOLID;
v3d->zbuf = 1;
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_DEPTH_TEST);
draw_object(BASACT, 0);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
if(!depth_on)
glDisable(GL_DEPTH_TEST);
v3d->drawtype = orig_vdt;
v3d->zbuf = orig_zbuf;
ob->dt = orig_odt;
}
}
void draw_depth(ScrArea *sa, void *spacedata)
{
View3D *v3d= spacedata;
Base *base;
Scene *sce;
short zbuf, flag;
float glalphaclip;
/* temp set drawtype to solid */
/* Setting these temporarily is not nice */
zbuf = v3d->zbuf;
flag = v3d->flag;
glalphaclip = U.glalphaclip;
U.glalphaclip = 0.5; /* not that nice but means we wont zoom into billboards */
v3d->flag &= ~V3D_SELECT_OUTLINE;
setwinmatrixview3d(sa->winx, sa->winy, NULL); /* 0= no pick rect */
setviewmatrixview3d(); /* note: calls where_is_object for camera... */
Mat4MulMat4(v3d->persmat, v3d->viewmat, sa->winmat);
Mat4Invert(v3d->persinv, v3d->persmat);
Mat4Invert(v3d->viewinv, v3d->viewmat);
glClear(GL_DEPTH_BUFFER_BIT);
myloadmatrix(v3d->viewmat);
persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls
if(v3d->flag & V3D_CLIPPING) {
view3d_set_clipping(v3d);
}
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
/* draw set first */
if(G.scene->set) {
for(SETLOOPER(G.scene->set, base)) {
if(v3d->lay & base->lay) {
draw_object(base, 0);
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects_color(v3d, base, TH_WIRE);
}
}
}
}
for(base= G.scene->base.first; base; base= base->next) {
if(v3d->lay & base->lay) {
/* dupli drawing */
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects(v3d, base);
}
draw_object(base, 0);
}
}
/* this isnt that nice, draw xray objects as if they are normal */
if (v3d->afterdraw.first) {
View3DAfter *v3da, *next;
int num = 0;
v3d->xray= TRUE;
glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
next= v3da->next;
if(v3da->type==V3D_XRAY) {
draw_object(v3da->base, 0);
num++;
}
/* dont remove this time */
}
v3d->xray= FALSE;
glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
next= v3da->next;
if(v3da->type==V3D_XRAY) {
v3d->xray= TRUE; v3d->transp= FALSE;
} else if (v3da->type==V3D_TRANSP) {
v3d->xray= FALSE; v3d->transp= TRUE;
}
draw_object(v3da->base, 0); /* Draw Xray or Transp objects normally */
BLI_remlink(&v3d->afterdraw, v3da);
MEM_freeN(v3da);
}
v3d->xray= FALSE;
v3d->transp= FALSE;
}
v3d->zbuf = zbuf;
U.glalphaclip = glalphaclip;
v3d->flag = flag;
}
static void draw_viewport_fps(ScrArea *sa);
void drawview3dspace(ScrArea *sa, void *spacedata)
2002-10-12 11:37:38 +00:00
{
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
View3D *v3d= spacedata;
2002-10-12 11:37:38 +00:00
Base *base;
Object *ob;
Scene *sce;
char retopo, sculptparticle;
Object *obact = OBACT;
2002-10-12 11:37:38 +00:00
/* update all objects, ipos, matrices, displists, etc. Flags set by depgraph or manual,
no layer check here, gets correct flushed */
/* sets first, we allow per definition current scene to have dependencies on sets */
if(G.scene->set) {
for(SETLOOPER(G.scene->set, base))
object_handle_update(base->object); // bke_object.h
}
for(base= G.scene->base.first; base; base= base->next)
object_handle_update(base->object); // bke_object.h
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
setwinmatrixview3d(sa->winx, sa->winy, NULL); /* 0= no pick rect */
setviewmatrixview3d(); /* note: calls where_is_object for camera... */
2002-10-12 11:37:38 +00:00
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
Mat4MulMat4(v3d->persmat, v3d->viewmat, sa->winmat);
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
Mat4Invert(v3d->persinv, v3d->persmat);
Mat4Invert(v3d->viewinv, v3d->viewmat);
2002-10-12 11:37:38 +00:00
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* calculate pixelsize factor once, is used for lamps and obcenters */
{
float len1, len2, vec[3];
VECCOPY(vec, v3d->persinv[0]);
len1= Normalize(vec);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
VECCOPY(vec, v3d->persinv[1]);
len2= Normalize(vec);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
v3d->pixsize= 2.0f*(len1>len2?len1:len2);
/* correct for window size */
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
if(sa->winx > sa->winy) v3d->pixsize/= (float)sa->winx;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
else v3d->pixsize/= (float)sa->winy;
}
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
if(v3d->drawtype > OB_WIRE) {
if(G.f & G_SIMULATION)
2002-10-12 11:37:38 +00:00
glClearColor(0.0, 0.0, 0.0, 0.0);
else {
float col[3];
BIF_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0.0);
2002-10-12 11:37:38 +00:00
}
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
2002-10-12 11:37:38 +00:00
glLoadIdentity();
}
else {
float col[3];
BIF_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
2002-10-12 11:37:38 +00:00
}
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
myloadmatrix(v3d->viewmat);
persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls
2002-10-12 11:37:38 +00:00
if(v3d->flag & V3D_CLIPPING)
view3d_draw_clipping(v3d);
/* set zbuffer after we draw clipping region */
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
}
// needs to be done always, gridview is adjusted in drawgrid() now
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
v3d->gridview= v3d->grid;
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
if(v3d->view==0 || v3d->persp!=0) {
drawfloor();
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
if(v3d->persp==2) {
2002-10-12 11:37:38 +00:00
if(G.scene->world) {
if(G.scene->world->mode & WO_STARS) {
RE_make_stars(NULL, star_stuff_init_func, star_stuff_vertex_func,
star_stuff_term_func);
}
2002-10-12 11:37:38 +00:00
}
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
if(v3d->flag & V3D_DISPBGPIC) draw_bgpic();
2002-10-12 11:37:38 +00:00
}
}
else {
drawgrid();
2002-10-12 11:37:38 +00:00
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
if(v3d->flag & V3D_DISPBGPIC) {
2002-10-12 11:37:38 +00:00
draw_bgpic();
}
}
if(v3d->flag & V3D_CLIPPING)
view3d_set_clipping(v3d);
/* draw set first */
if(G.scene->set) {
for(SETLOOPER(G.scene->set, base)) {
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
if(v3d->lay & base->lay) {
BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
draw_object(base, DRAW_CONSTCOLOR);
2002-10-12 11:37:38 +00:00
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects_color(v3d, base, TH_WIRE);
2002-10-12 11:37:38 +00:00
}
}
}
/* Transp and X-ray afterdraw stuff for sets is done later */
2002-10-12 11:37:38 +00:00
}
/* then draw not selected and the duplis, but skip editmode object */
for(base= G.scene->base.first; base; base= base->next) {
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
if(v3d->lay & base->lay) {
2002-10-12 11:37:38 +00:00
/* dupli drawing */
if(base->object->transflag & OB_DUPLI) {
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
draw_dupli_objects(v3d, base);
2002-10-12 11:37:38 +00:00
}
if((base->flag & SELECT)==0) {
if(base->object!=G.obedit) draw_object(base, 0);
2002-10-12 11:37:38 +00:00
}
}
}
retopo= retopo_mesh_check() || retopo_curve_check();
sculptparticle= (G.f & (G_SCULPTMODE|G_PARTICLEEDIT)) && !G.obedit;
if(retopo)
view3d_update_depths(v3d);
/* draw selected and editmode */
for(base= G.scene->base.first; base; base= base->next) {
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
if(v3d->lay & base->lay) {
if (base->object==G.obedit || ( base->flag & SELECT) )
draw_object(base, 0);
2002-10-12 11:37:38 +00:00
}
}
if(!retopo && sculptparticle && !(obact && (obact->dtx & OB_DRAWXRAY))) {
if(G.f & G_SCULPTMODE)
draw_sculpt_depths(v3d);
view3d_update_depths(v3d);
}
if(G.moving) {
BIF_drawConstraint();
if(G.obedit || (G.f & G_PARTICLEEDIT))
BIF_drawPropCircle(); // only editmode and particles have proportional edit
BIF_drawSnap();
}
2002-10-12 11:37:38 +00:00
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
if(G.scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID);
2002-10-12 11:37:38 +00:00
/* Transp and X-ray afterdraw stuff */
view3d_draw_xray(v3d); // clears zbuffer if it is used!
view3d_draw_transp(v3d);
if(!retopo && sculptparticle && (obact && (OBACT->dtx & OB_DRAWXRAY))) {
if(G.f & G_SCULPTMODE)
draw_sculpt_depths(v3d);
view3d_update_depths(v3d);
}
if(v3d->flag & V3D_CLIPPING)
view3d_clr_clipping();
BIF_draw_manipulator(sa);
if(v3d->zbuf) {
v3d->zbuf= FALSE;
glDisable(GL_DEPTH_TEST);
}
persp(PERSP_WIN); // set ortho
/* Draw Sculpt Mode brush */
if(!G.obedit && (G.f & G_SCULPTMODE) && area_is_active_area(v3d->area) && sculpt_session()) {
RadialControl *rc= sculpt_session()->radialcontrol;
if(sculpt_data()->flags & SCULPT_INPUT_SMOOTH)
sculpt_stroke_draw();
if(rc)
radialcontrol_draw(rc);
else if(sculpt_data()->flags & SCULPT_DRAW_BRUSH) {
short csc[2], car[2];
getmouseco_sc(csc);
getmouseco_areawin(car);
if(csc[0] > v3d->area->winrct.xmin &&
csc[1] > v3d->area->winrct.ymin &&
csc[0] < v3d->area->winrct.xmax &&
csc[1] < v3d->area->winrct.ymax)
fdrawXORcirc((float)car[0], (float)car[1], sculptmode_brush()->size);
}
}
retopo_paint_view_update(v3d);
retopo_draw_paint_lines();
if(!G.obedit && OBACT && G.f&G_PARTICLEEDIT && area_is_active_area(v3d->area)){
ParticleSystem *psys = PE_get_current(OBACT);
ParticleEditSettings *pset = PE_settings();
short c[2];
if(*PE_radialcontrol())
radialcontrol_draw(*PE_radialcontrol());
else if(psys && psys->edit && pset->brushtype>=0) {
getmouseco_areawin(c);
fdrawXORcirc((float)c[0], (float)c[1], (float)pset->brush[pset->brushtype].size);
}
}
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
if(v3d->persp>1) drawviewborder();
if(v3d->flag2 & V3D_FLYMODE) drawviewborder_flymode();
if(!(G.f & G_PLAYANIM)) drawcursor(v3d);
if(U.uiflag & USER_SHOW_ROTVIEWICON)
draw_view_axis();
else
draw_view_icon();
if(U.uiflag & USER_SHOW_FPS && G.f & G_PLAYANIM) {
draw_viewport_fps(sa);
} else if(U.uiflag & USER_SHOW_VIEWPORTNAME) {
draw_viewport_name(sa);
}
ob= OBACT;
if(ob && (U.uiflag & USER_DRAWVIEWINFO))
draw_selected_name(ob);
2002-10-12 11:37:38 +00:00
draw_area_emboss(sa);
/* it is important to end a view in a transform compatible with buttons */
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
bwin_scalematrix(sa->win, v3d->blockscale, v3d->blockscale, v3d->blockscale);
view3d_blockhandlers(sa);
2002-10-12 11:37:38 +00:00
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
sa->win_swap= WIN_BACK_OK;
2002-10-12 11:37:38 +00:00
if(G.f & G_VERTEXPAINT || G.f & G_WEIGHTPAINT || G.f & G_TEXTUREPAINT) {
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
v3d->flag |= V3D_NEEDBACKBUFDRAW;
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
addafterqueue(sa->win, BACKBUFDRAW, 1);
2002-10-12 11:37:38 +00:00
}
// test for backbuf select
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
if(G.obedit && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT)) {
extern int afterqtest(short win, unsigned short evt); //editscreen.c
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
v3d->flag |= V3D_NEEDBACKBUFDRAW;
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
if(afterqtest(sa->win, BACKBUFDRAW)==0) {
addafterqueue(sa->win, BACKBUFDRAW, 1);
}
}
BPython: - Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None). - Updated Window and Window.Theme with new theme vars and the Time space. - Script links: -- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered. -- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only. -- Other small changes in the script buttons tab: When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it. Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name. -- Implemented Ton's space handler script links: Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender. Here's how it works: - scripts must have a proper header, like: # SPACEHANDLER.VIEW3D.EVENT and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active. EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module: import Blender from Blender import Draw evt = Blender.event if evt == Draw.AKEY: print "a" elif evt == Draw.LEFTMOUSE: print "left mouse button" else: return # ignore, pass event back to Blender Blender.event = None # tell Blender not to process itself the event DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes. To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always. Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine. - doc updates about the additions. ======= Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
/* run any view3d draw handler script links */
if (sa->scriptlink.totscript)
BPY_do_spacehandlers(sa, 0, SPACEHANDLER_VIEW3D_DRAW);
BPython: - Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None). - Updated Window and Window.Theme with new theme vars and the Time space. - Script links: -- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered. -- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only. -- Other small changes in the script buttons tab: When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it. Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name. -- Implemented Ton's space handler script links: Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender. Here's how it works: - scripts must have a proper header, like: # SPACEHANDLER.VIEW3D.EVENT and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active. EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module: import Blender from Blender import Draw evt = Blender.event if evt == Draw.AKEY: print "a" elif evt == Draw.LEFTMOUSE: print "left mouse button" else: return # ignore, pass event back to Blender Blender.event = None # tell Blender not to process itself the event DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes. To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always. Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine. - doc updates about the additions. ======= Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
/* run scene redraw script links */
if((G.f & G_DOSCRIPTLINKS) && G.scene->scriptlink.totscript &&
!during_script()) {
BPY_do_pyscript((ID *)G.scene, SCRIPT_REDRAW);
}
2002-10-12 11:37:38 +00:00
}
void drawview3d_render(struct View3D *v3d, int winx, int winy, float winmat[][4])
2002-10-12 11:37:38 +00:00
{
Base *base;
Scene *sce;
float v3dwinmat[4][4];
2002-10-12 11:37:38 +00:00
if(!winmat)
setwinmatrixview3d(winx, winy, NULL);
2002-10-12 11:37:38 +00:00
setviewmatrixview3d();
myloadmatrix(v3d->viewmat);
/* when winmat is not NULL, it overrides the regular window matrix */
glMatrixMode(GL_PROJECTION);
if(winmat)
myloadmatrix(winmat);
mygetmatrix(v3dwinmat);
glMatrixMode(GL_MODELVIEW);
Mat4MulMat4(v3d->persmat, v3d->viewmat, v3dwinmat);
Mat4Invert(v3d->persinv, v3d->persmat);
Mat4Invert(v3d->viewinv, v3d->viewmat);
2002-10-12 11:37:38 +00:00
free_all_realtime_images();
reshadeall_displist();
2002-10-12 11:37:38 +00:00
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= TRUE;
2002-10-12 11:37:38 +00:00
glEnable(GL_DEPTH_TEST);
}
if(v3d->flag & V3D_CLIPPING)
view3d_set_clipping(v3d);
2002-10-12 11:37:38 +00:00
if (v3d->drawtype==OB_TEXTURE && G.scene->world) {
glClearColor(G.scene->world->horr, G.scene->world->horg, G.scene->world->horb, 0.0);
} else {
float col[3];
BIF_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0.0);
2002-10-12 11:37:38 +00:00
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
2002-10-12 11:37:38 +00:00
/* abuse! to make sure it doesnt draw the helpstuff */
G.f |= G_SIMULATION;
/* first draw set */
if(G.scene->set) {
2002-10-12 11:37:38 +00:00
for(SETLOOPER(G.scene->set, base)) {
2002-10-12 11:37:38 +00:00
if(v3d->lay & base->lay) {
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
else {
where_is_object(base->object);
BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
draw_object(base, DRAW_CONSTCOLOR);
2002-10-12 11:37:38 +00:00
if(base->object->transflag & OB_DUPLI) {
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
draw_dupli_objects(v3d, base);
2002-10-12 11:37:38 +00:00
}
}
}
}
/* Transp and X-ray afterdraw stuff for sets is done later */
2002-10-12 11:37:38 +00:00
}
/* first not selected and duplis */
2002-10-12 11:37:38 +00:00
base= G.scene->base.first;
while(base) {
if(v3d->lay & base->lay) {
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
else {
if(base->object->transflag & OB_DUPLI) {
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
draw_dupli_objects(v3d, base);
2002-10-12 11:37:38 +00:00
}
else if((base->flag & SELECT)==0) {
draw_object(base, 0);
2002-10-12 11:37:38 +00:00
}
}
}
base= base->next;
}
/* draw selected */
2002-10-12 11:37:38 +00:00
base= G.scene->base.first;
while(base) {
if ( ((base)->flag & SELECT) && ((base)->lay & v3d->lay) ) {
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
else draw_object(base, 0);
2002-10-12 11:37:38 +00:00
}
base= base->next;
}
if(G.scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID);
/* Transp and X-ray afterdraw stuff */
view3d_draw_xray(v3d); // clears zbuffer if it is used!
view3d_draw_transp(v3d);
if(v3d->flag & V3D_CLIPPING)
view3d_clr_clipping();
if(v3d->zbuf) {
v3d->zbuf= FALSE;
2002-10-12 11:37:38 +00:00
glDisable(GL_DEPTH_TEST);
}
G.f &= ~G_SIMULATION;
glFlush();
2002-10-12 11:37:38 +00:00
glLoadIdentity();
free_all_realtime_images();
}
double tottime = 0.0;
static ScrArea *oldsa;
static double swaptime;
static int curmode;
2002-10-12 11:37:38 +00:00
/* used for fps display */
#define REDRAW_FRAME_AVERAGE 8
static double redrawtime;
static double lredrawtime;
static float redrawtimes_fps[REDRAW_FRAME_AVERAGE];
static short redrawtime_index;
int update_time(int cfra)
2002-10-12 11:37:38 +00:00
{
static double ltime;
double time;
if ((audiostream_pos() != cfra)
&& (G.scene->audio.flag & AUDIO_SYNC)) {
return 0;
}
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
2002-10-12 11:37:38 +00:00
time = PIL_check_seconds_timer();
tottime += (time - ltime);
ltime = time;
return (tottime < 0.0);
}
static void draw_viewport_fps(ScrArea *sa)
{
float fps;
char printable[16];
int i, tot;
2008-05-07 18:33:10 +00:00
if (!lredrawtime || !redrawtime)
return;
printable[0] = '\0';
#if 0
/* this is too simple, better do an average */
fps = (float)(1.0/(lredrawtime-redrawtime))
#else
redrawtimes_fps[redrawtime_index] = (float)(1.0/(lredrawtime-redrawtime));
for (i=0, tot=0, fps=0.0f ; i < REDRAW_FRAME_AVERAGE ; i++) {
if (redrawtimes_fps[i]) {
fps += redrawtimes_fps[i];
tot++;
}
}
if (tot) {
redrawtime_index++;
if (redrawtime_index >= REDRAW_FRAME_AVERAGE)
redrawtime_index = 0;
fps = fps / tot;
}
#endif
/* is this more then half a frame behind? */
if (fps+0.5 < FPS) {
BIF_ThemeColor(TH_REDALERT);
sprintf(printable, "fps: %.2f", (float)fps);
} else {
BIF_ThemeColor(TH_TEXT_HI);
sprintf(printable, "fps: %i", (int)(fps+0.5));
}
glRasterPos2i(10, sa->winy-20);
BMF_DrawString(G.fonts, printable);
}
static void inner_play_prefetch_frame(int mode, int cfra)
2002-10-12 11:37:38 +00:00
{
ScrArea *sa;
int oldcfra = CFRA;
ScrArea *oldcurarea = curarea;
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
if (!U.prefetchframes) {
2002-10-12 11:37:38 +00:00
return;
}
CFRA = cfra;
2002-10-12 11:37:38 +00:00
sa= G.curscreen->areabase.first;
while(sa) {
if(sa==oldsa) {
scrarea_do_winprefetchdraw(sa);
2002-10-12 11:37:38 +00:00
}
else if(mode & 1) { /* all view3d and seq spaces */
2002-10-12 11:37:38 +00:00
if ELEM(sa->spacetype, SPACE_VIEW3D, SPACE_SEQ) {
scrarea_do_winprefetchdraw(sa);
2002-10-12 11:37:38 +00:00
}
}
else if(mode & 4) { /* all seq spaces */
if (sa->spacetype == SPACE_SEQ) {
scrarea_do_winprefetchdraw(sa);
}
}
2002-10-12 11:37:38 +00:00
sa= sa->next;
}
CFRA = oldcfra;
curarea = oldcurarea;
}
static void inner_play_prefetch_startup(int mode)
{
int i;
if (!U.prefetchframes) {
return;
}
seq_start_threads();
for (i = 0; i <= U.prefetchframes; i++) {
int cfra = CFRA + i;
inner_play_prefetch_frame(mode, cfra);
}
seq_wait_for_prefetch_ready();
}
static void inner_play_prefetch_shutdown(int mode)
{
if (!U.prefetchframes) {
return;
}
seq_stop_threads();
}
static int cached_dynamics(int sfra, int efra)
{
Base *base = G.scene->base.first;
Object *ob;
ParticleSystem *psys;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
int i, cached=1;
PTCacheID pid;
while(base && cached) {
ob = base->object;
if(ob->softflag & OB_SB_ENABLE && ob->soft) {
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
BKE_ptcache_id_from_softbody(&pid, ob, ob->soft);
for(i=sfra; i<=efra && cached; i++)
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
cached &= BKE_ptcache_id_exist(&pid, i);
}
for(psys=ob->particlesystem.first; psys; psys=psys->next) {
if(psys->part->type==PART_HAIR) {
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
if(psys->softflag & OB_SB_ENABLE && psys->soft) {
BKE_ptcache_id_from_softbody(&pid, ob, psys->soft);
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
for(i=sfra; i<=efra && cached; i++)
cached &= BKE_ptcache_id_exist(&pid, i);
}
}
}
base = base->next;
}
return cached;
}
void inner_play_anim_loop(int init, int mode)
{
ScrArea *sa;
static int last_cfra = -1;
static int cached = 0;
/* init */
if(init) {
oldsa= curarea;
swaptime= 1.0/FPS;
tottime= 0.0;
curmode= mode;
last_cfra = -1;
cached = cached_dynamics(PSFRA,PEFRA);
2008-05-07 18:33:10 +00:00
redrawtime = 0.0;
redrawtime_index = REDRAW_FRAME_AVERAGE;
while(redrawtime_index--) {
redrawtimes_fps[redrawtime_index] = 0.0;
}
redrawtime_index = 0;
lredrawtime = 0.0;
return;
}
if (CFRA != last_cfra) {
int pf;
set_timecursor(CFRA);
2002-10-12 11:37:38 +00:00
update_for_newframe_nodraw(1); /* adds no events in UI */
sa= G.curscreen->areabase.first;
while(sa) {
if(sa==oldsa) {
scrarea_do_windraw(sa);
}
else if(curmode & 1) { /* all view3d and seq spaces */
if ELEM(sa->spacetype, SPACE_VIEW3D, SPACE_SEQ) {
scrarea_do_windraw(sa);
}
}
else if(curmode & 4) { /* all seq spaces */
if (sa->spacetype == SPACE_SEQ) {
scrarea_do_windraw(sa);
}
}
sa= sa->next;
}
if (last_cfra == -1) {
last_cfra = CFRA - 1;
}
if (U.prefetchframes) {
pf = last_cfra;
if (CFRA - last_cfra >= U.prefetchframes ||
CFRA - last_cfra < 0) {
pf = CFRA - U.prefetchframes;
fprintf(stderr,
"SEQ-THREAD: Lost sync, "
"stopping threads, "
"back to skip mode...\n");
seq_stop_threads();
} else {
while (pf < CFRA) {
int c;
pf++;
c = pf + U.prefetchframes;
if (c >= PEFRA) {
c -= PEFRA;
c += PSFRA;
}
inner_play_prefetch_frame(curmode, c);
}
}
}
}
last_cfra = CFRA;
/* make sure that swaptime passed by */
2002-10-12 11:37:38 +00:00
tottime -= swaptime;
while (update_time(CFRA)) {
PIL_sleep_ms(1);
}
if (CFRA >= PEFRA) {
if (tottime > 0.0) {
tottime = 0.0;
}
CFRA = PSFRA;
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
audiostream_stop();
audiostream_start( CFRA );
cached = cached_dynamics(PSFRA,PEFRA);
} else {
if (cached
&& (G.scene->audio.flag & AUDIO_SYNC)) {
CFRA = audiostream_pos();
} else {
CFRA++;
}
if (CFRA < last_cfra) {
fprintf(stderr,
"SEQ-THREAD: CFRA running backwards: %d\n",
CFRA);
}
2002-10-12 11:37:38 +00:00
}
2002-10-12 11:37:38 +00:00
}
/* play_anim: 'mode' defines where to play and if repeat is on (now bitfield):
* - mode & 1 : All view3d and seq areas
* - mode & 2 : No replay
* - mode & 4 : All seq areas
*/
2002-10-12 11:37:38 +00:00
int play_anim(int mode)
{
ScrArea *sa, *oldsa;
int cfraont;
unsigned short event=0;
short val = 0; /* its possible qtest() wont run and val must be initialized */
/* patch for very very old scenes */
2002-10-12 11:37:38 +00:00
if(SFRA==0) SFRA= 1;
if(EFRA==0) EFRA= 250;
== Preview Range == Preview Range is a useful tool for animating (espcially on longer timelines). It allows you to only run through a limited set of frames to quickly preview the timing of a section of movement without going through the whole timeline. It means you don't have to set/reset start/end frame for rendering everytime you wish to only preview a region of frames. Hi Ton, Attached is a patch (I know you've already got lots of them in the tracker ;-) ) for a feature that I've sometimes wanted. It seems that this sort of thing is supported in other packages, but I can't be sure. Note: I may have left in a few bits and pieces I didn't mean to in the patch (this is off a source tree which had quite a few revisions in it, all of which was experimental) == Preview Range == Preview range is useful for animating (espcially on longer timelines). It allows you to only run through a limited set of frames to quickly preview the timing of a section of movement without going through the whole timeline. It means you don't have to set/reset start/end frame for rendering everytime you wish to only preview a region of frames. * 'Ctrl P' in Action/NLA/Timeline sets preview range. Click+drag to form selection-box defining region of frames to preview * 'Alt P' in Action/NLA/Timeline to clear preview range * 'Pre' button beside Start/End fields in timeline toggles whether start/end fields refer to scene or preview * 'Ctrl Rightarrow' and 'Ctrl Leftarrow' jump to start/end of preview region when it is set * 'S' and 'E' set the start/end frames of preview region when it is set (just like normally) in Timeline only * In Action/NLA editors, frames out of preview region are now drawn darkened when preview-region is set See the following page for more info later: http://wiki.blender.org/index.php/User:Aligorith/Preview_Range
2007-03-19 07:32:36 +00:00
if(PSFRA>PEFRA) return 0;
2002-10-12 11:37:38 +00:00
/* waitcursor(1); */
G.f |= G_PLAYANIM; /* in sequence.c and view.c this is handled */
2002-10-12 11:37:38 +00:00
cfraont= CFRA;
oldsa= curarea;
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
if (curarea && curarea->spacetype == SPACE_SEQ) {
SpaceSeq *sseq = curarea->spacedata.first;
if (sseq->mainb == 0) mode |= 4;
}
inner_play_prefetch_startup(mode);
update_time(CFRA);
2002-10-12 11:37:38 +00:00
inner_play_anim_loop(1, mode); /* 1==init */
audiostream_start( CFRA );
/* forces all buffers to be OK for current frame (otherwise other windows get redrawn with CFRA+1) */
curarea->win_swap= WIN_BACK_OK;
screen_swapbuffers();
== Sequencer == Attention! Rather large sequencer rewrite: * Implemented layer blending using implicit effects. (works like layers in "The Gimp" or Photoshop.) * Fixed Space-Bar start-stop in preview windows. You can start playback using spacebar within a preview-window and it _works_! * Fixed Flip Y (didn't work for float) * Fixed premul (didn't work for float) * Added IPOs to _all_ tracks. In blend-mode REPLACE it drives the "mul"-parameter in all other blend modes it drives the effect. * you can meta single tracks. * moved "mute track" from "M" to "Shift-M" * added "Shift-L" for "lock track" * changed inner workings for Metas. Now all ImBufs have to use the reference counting mechanism. (Only interesting for coders :) !!! Really important change, that affects current files! Since you can mute tracks and now there is real layer blending capabilities in place, I changed the silly behaviour that chose the output track. Old behaviour: if we have an effect track visible, use the uppermost effect track. If there is _no_ effect track visible, use the lowest input track. New behaviour: always use the uppermost track. With blend modes active: work our way down starting from the uppermost track to the first "replace"-mode track. This is the way the gimp, photoshop, basically _all_ other applications work... So if this change ruins your day: please try to fix your files using "mute". If this doesn't work out, I can still restore the old behaviour, but I really hope, that this is _not_ necessary! Rational: most people won't get affected by this change, since you can't really do anything usefull with the (old) sequencer without at least one effect track and then you are on the safe side...
2008-01-01 11:44:42 +00:00
2002-10-12 11:37:38 +00:00
while(TRUE) {
if (U.uiflag & USER_SHOW_FPS)
lredrawtime = PIL_check_seconds_timer();
2002-10-12 11:37:38 +00:00
while(qtest()) {
/* we test events first because of MKEY event */
2002-10-12 11:37:38 +00:00
event= extern_qread(&val);
if(event==ESCKEY) break;
else if(event==MIDDLEMOUSE) {
if(U.flag & USER_VIEWMOVE) {
2002-10-12 11:37:38 +00:00
if(G.qual & LR_SHIFTKEY) viewmove(0);
else if(G.qual & LR_CTRLKEY) viewmove(2);
else viewmove(1);
}
else {
if(G.qual & LR_SHIFTKEY) viewmove(1);
else if(G.qual & LR_CTRLKEY) viewmove(2);
else viewmove(0);
}
} else if (event==WHEELDOWNMOUSE || (val && event==PADMINUS)) { /* copied from persptoetsen */
if (G.vd) { /* when using the sequencer this can be NULL */
/* this min and max is also in viewmove() */
if(G.vd->persp==V3D_CAMOB) {
G.vd->camzoom-= 10;
if(G.vd->camzoom<-30) G.vd->camzoom= -30;
}
else if(G.vd->dist<10.0*G.vd->far) G.vd->dist*=1.2f;
}
} else if (event==WHEELUPMOUSE || (val && event==PADPLUSKEY)) { /* copied from persptoetsen */
if (G.vd) {
if(G.vd->persp==V3D_CAMOB) {
G.vd->camzoom+= 10;
if(G.vd->camzoom>300) G.vd->camzoom= 300;
}
else if(G.vd->dist> 0.001*G.vd->grid) G.vd->dist*=.83333f;
}
} else if(event==MKEY) {
if(val) add_marker(CFRA-1);
}
2002-10-12 11:37:38 +00:00
}
== Sequencer == Attention! Rather large sequencer rewrite: * Implemented layer blending using implicit effects. (works like layers in "The Gimp" or Photoshop.) * Fixed Space-Bar start-stop in preview windows. You can start playback using spacebar within a preview-window and it _works_! * Fixed Flip Y (didn't work for float) * Fixed premul (didn't work for float) * Added IPOs to _all_ tracks. In blend-mode REPLACE it drives the "mul"-parameter in all other blend modes it drives the effect. * you can meta single tracks. * moved "mute track" from "M" to "Shift-M" * added "Shift-L" for "lock track" * changed inner workings for Metas. Now all ImBufs have to use the reference counting mechanism. (Only interesting for coders :) !!! Really important change, that affects current files! Since you can mute tracks and now there is real layer blending capabilities in place, I changed the silly behaviour that chose the output track. Old behaviour: if we have an effect track visible, use the uppermost effect track. If there is _no_ effect track visible, use the lowest input track. New behaviour: always use the uppermost track. With blend modes active: work our way down starting from the uppermost track to the first "replace"-mode track. This is the way the gimp, photoshop, basically _all_ other applications work... So if this change ruins your day: please try to fix your files using "mute". If this doesn't work out, I can still restore the old behaviour, but I really hope, that this is _not_ necessary! Rational: most people won't get affected by this change, since you can't really do anything usefull with the (old) sequencer without at least one effect track and then you are on the safe side...
2008-01-01 11:44:42 +00:00
if(val && ELEM3(event, ESCKEY, SPACEKEY, RIGHTMOUSE)) break;
inner_play_anim_loop(0, 0);
screen_swapbuffers();
if (U.uiflag & USER_SHOW_FPS)
redrawtime = lredrawtime;
== Preview Range == Preview Range is a useful tool for animating (espcially on longer timelines). It allows you to only run through a limited set of frames to quickly preview the timing of a section of movement without going through the whole timeline. It means you don't have to set/reset start/end frame for rendering everytime you wish to only preview a region of frames. Hi Ton, Attached is a patch (I know you've already got lots of them in the tracker ;-) ) for a feature that I've sometimes wanted. It seems that this sort of thing is supported in other packages, but I can't be sure. Note: I may have left in a few bits and pieces I didn't mean to in the patch (this is off a source tree which had quite a few revisions in it, all of which was experimental) == Preview Range == Preview range is useful for animating (espcially on longer timelines). It allows you to only run through a limited set of frames to quickly preview the timing of a section of movement without going through the whole timeline. It means you don't have to set/reset start/end frame for rendering everytime you wish to only preview a region of frames. * 'Ctrl P' in Action/NLA/Timeline sets preview range. Click+drag to form selection-box defining region of frames to preview * 'Alt P' in Action/NLA/Timeline to clear preview range * 'Pre' button beside Start/End fields in timeline toggles whether start/end fields refer to scene or preview * 'Ctrl Rightarrow' and 'Ctrl Leftarrow' jump to start/end of preview region when it is set * 'S' and 'E' set the start/end frames of preview region when it is set (just like normally) in Timeline only * In Action/NLA editors, frames out of preview region are now drawn darkened when preview-region is set See the following page for more info later: http://wiki.blender.org/index.php/User:Aligorith/Preview_Range
2007-03-19 07:32:36 +00:00
if((mode & 2) && CFRA==PEFRA) break; /* no replay */
2002-10-12 11:37:38 +00:00
}
if(event==SPACEKEY);
else CFRA= cfraont;
inner_play_prefetch_shutdown(mode);
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
audiostream_stop();
2002-10-12 11:37:38 +00:00
if(oldsa!=curarea) areawinset(oldsa->win);
/* restore all areas */
sa= G.curscreen->areabase.first;
while(sa) {
if( ((mode & 1) && sa->spacetype==SPACE_VIEW3D) || sa==curarea) addqueue(sa->win, REDRAW, 1);
2002-10-12 11:37:38 +00:00
sa= sa->next;
}
/* groups could have changed ipo */
allspace(REMAKEIPO, 0);
allqueue(REDRAWIPO, 0);
allqueue(REDRAWNLA, 0);
allqueue (REDRAWACTION, 0);
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
/* restore for cfra */
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
update_for_newframe_muted();
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
2002-10-12 11:37:38 +00:00
waitcursor(0);
G.f &= ~G_PLAYANIM;
if (event==ESCKEY || event==SPACEKEY) return 1;
else return 0;
}