Motion Path drawing tweaks and fixes

* Green (current frame) color now extends to the segments on either side of the
current frame point. This is so that the path is more visible (especially on the
black/dark side), as those segments were prone to being interpolated such that
they became invisible

* Added padding for frame number strings so that they do not overlap the dots
anymore

* Fixed off-by-one error, which meant that the frame number for the first frame
step (white dot) didn't get shown
This commit is contained in:
Joshua Leung
2013-01-08 01:00:59 +00:00
parent 44ab30caf6
commit 35b187e283

View File

@@ -139,35 +139,38 @@ void draw_motion_path_instance(Scene *scene,
short sel = (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->flag & SELECT);
float intensity; /* how faint */
int frame = sfra + i;
int blend_base = (abs(frame - CFRA) == 1) ? TH_CFRAME : TH_BACK; /* "bleed" cframe color to ease color blending */
/* set color
* - more intense for active/selected bones, less intense for unselected bones
* - black for before current frame, green for current frame, blue for after current frame
* - intensity decreases as distance from current frame increases
*/
#define SET_INTENSITY(A, B, C, min, max) (((1.0f - ((C - B) / (C - A))) * (max - min)) + min)
if ((sfra + i) < CFRA) {
if (frame < CFRA) {
/* black - before cfra */
if (sel) {
// intensity = 0.5f;
/* intensity = 0.5f; */
intensity = SET_INTENSITY(sfra, i, CFRA, 0.25f, 0.75f);
}
else {
//intensity = 0.8f;
/* intensity = 0.8f; */
intensity = SET_INTENSITY(sfra, i, CFRA, 0.68f, 0.92f);
}
UI_ThemeColorBlend(TH_WIRE, TH_BACK, intensity);
UI_ThemeColorBlend(TH_WIRE, blend_base, intensity);
}
else if ((sfra + i) > CFRA) {
else if (frame > CFRA) {
/* blue - after cfra */
if (sel) {
//intensity = 0.5f;
/* intensity = 0.5f; */
intensity = SET_INTENSITY(CFRA, i, efra, 0.25f, 0.75f);
}
else {
//intensity = 0.8f;
/* intensity = 0.8f; */
intensity = SET_INTENSITY(CFRA, i, efra, 0.68f, 0.92f);
}
UI_ThemeColorBlend(TH_BONE_POSE, TH_BACK, intensity);
UI_ThemeColorBlend(TH_BONE_POSE, blend_base, intensity);
}
else {
/* green - on cfra */
@@ -232,21 +235,22 @@ void draw_motion_path_instance(Scene *scene,
col[3] = 255;
for (i = 0, mpv = mpv_start; i < len; i += stepsize, mpv += stepsize) {
int frame = sfra + i;
char numstr[32];
float co[3];
/* only draw framenum if several consecutive highlighted points don't occur on same point */
if (i == 0) {
sprintf(numstr, "%d", (i + sfra));
sprintf(numstr, " %d", frame);
mul_v3_m4v3(co, ob->imat, mpv->co);
view3d_cached_text_draw_add(co, numstr, 0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col);
}
else if ((i > stepsize) && (i < len - stepsize)) {
else if ((i >= stepsize) && (i < len - stepsize)) {
bMotionPathVert *mpvP = (mpv - stepsize);
bMotionPathVert *mpvN = (mpv + stepsize);
if ((equals_v3v3(mpv->co, mpvP->co) == 0) || (equals_v3v3(mpv->co, mpvN->co) == 0)) {
sprintf(numstr, "%d", (sfra + i));
sprintf(numstr, " %d", frame);
mul_v3_m4v3(co, ob->imat, mpv->co);
view3d_cached_text_draw_add(co, numstr, 0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col);
}
@@ -286,12 +290,13 @@ void draw_motion_path_instance(Scene *scene,
UI_GetThemeColor3ubv(TH_VERTEX_SELECT, col);
col[3] = 255;
glPointSize(4.0f); // XXX perhaps a bit too big
glPointSize(4.0f);
glColor3ubv(col);
glBegin(GL_POINTS);
for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
float mframe = (float)(sfra + i);
int frame = sfra + i;
float mframe = (float)(frame);
if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe))
glVertex3fv(mpv->co);
@@ -309,7 +314,7 @@ void draw_motion_path_instance(Scene *scene,
if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe)) {
char numstr[32];
sprintf(numstr, "%d", (sfra + i));
sprintf(numstr, " %d", (sfra + i));
mul_v3_m4v3(co, ob->imat, mpv->co);
view3d_cached_text_draw_add(co, numstr, 0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col);
}