Files
test2/source/blender/blenkernel/intern/action.c
Joshua Leung cd137f2898 == Bone Groups ==
I'm committing some work-in-progress code for "bone groups" now, as I there have been are some major bugs caused by the timeoffset stuff (some of my test files were not loading, and other files were showing all sorts of weird problems). 

Anyway, in this commit, the following things for "bone groups" have been done:
* Bone groups are stored per armature (internally, this is per bPose block)
* Added controls for editing bone-groups per armature - "add", "remove", "rename". These can be found in the "Links and Materials" panel in PoseMode, beside the settings for PoseLib.
* Reorganised buttons for editing selected bones in PoseMode. I've replaced the "dist" and "weight" buttons (they existed in EditMode anyway) with a menu to choose the bone-group and the custom-shape-ob field. In the place of the old custom-shape-ob field, I've restored the "Hide" button. This might break muscle-memory a bit, but there isn't a lot of space to play with there.

Some stuff I'd been originally planning to do before committing:
* When adding keyframes for bones, an action-group with the same name as the bone's group will be added to the action, and the action-channel will be made a member of that. 
* New action/bone groups have unique names (renaming/adding new should check if name exists before assigning it)
* There's a setting under Bone-Groups stuff which sets which custom-colour set is used to colour that group's bones. Currently, this is non-functional, as the necessary drawing code for armatures is not in place yet.
2008-01-20 02:55:35 +00:00

1414 lines
38 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Full recode, Ton Roosendaal, Crete 2005
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <string.h>
#include <math.h>
#include <stdlib.h> /* for NULL */
#include "MEM_guardedalloc.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_ipo_types.h"
#include "DNA_key_types.h"
#include "DNA_nla_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_action.h"
#include "BKE_anim.h"
#include "BKE_armature.h"
#include "BKE_blender.h"
#include "BKE_constraint.h"
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_ipo.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_utildefines.h"
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "nla.h"
/* *********************** NOTE ON POSE AND ACTION **********************
- Pose is the local (object level) component of armature. The current
object pose is saved in files, and (will be) is presorted for dependency
- Actions have fewer (or other) channels, and write data to a Pose
- Currently ob->pose data is controlled in where_is_pose only. The (recalc)
event system takes care of calling that
- The NLA system (here too) uses Poses as interpolation format for Actions
- Therefore we assume poses to be static, and duplicates of poses have channels in
same order, for quick interpolation reasons
****************************** (ton) ************************************ */
/* ***************** Library data level operations on action ************** */
static void make_local_action_channels(bAction *act)
{
bActionChannel *chan;
bConstraintChannel *conchan;
for (chan=act->chanbase.first; chan; chan=chan->next) {
if(chan->ipo) {
if(chan->ipo->id.us==1) {
chan->ipo->id.lib= NULL;
chan->ipo->id.flag= LIB_LOCAL;
new_id(0, (ID *)chan->ipo, 0);
}
else {
chan->ipo= copy_ipo(chan->ipo);
}
}
for (conchan=chan->constraintChannels.first; conchan; conchan=conchan->next) {
if(conchan->ipo) {
if(conchan->ipo->id.us==1) {
conchan->ipo->id.lib= NULL;
conchan->ipo->id.flag= LIB_LOCAL;
new_id(0, (ID *)conchan->ipo, 0);
}
else {
conchan->ipo= copy_ipo(conchan->ipo);
}
}
}
}
}
void make_local_action(bAction *act)
{
Object *ob;
bAction *actn;
int local=0, lib=0;
if(act->id.lib==0) return;
if(act->id.us==1) {
act->id.lib= 0;
act->id.flag= LIB_LOCAL;
make_local_action_channels(act);
new_id(0, (ID *)act, 0);
return;
}
ob= G.main->object.first;
while(ob) {
if(ob->action==act) {
if(ob->id.lib) lib= 1;
else local= 1;
}
ob= ob->id.next;
}
if(local && lib==0) {
act->id.lib= 0;
act->id.flag= LIB_LOCAL;
make_local_action_channels(act);
new_id(0, (ID *)act, 0);
}
else if(local && lib) {
actn= copy_action(act);
actn->id.us= 0;
ob= G.main->object.first;
while(ob) {
if(ob->action==act) {
if(ob->id.lib==0) {
ob->action = actn;
actn->id.us++;
act->id.us--;
}
}
ob= ob->id.next;
}
}
}
void free_action (bAction *act)
{
bActionChannel *chan;
/* Free channels */
for (chan=act->chanbase.first; chan; chan=chan->next) {
if (chan->ipo)
chan->ipo->id.us--;
free_constraint_channels(&chan->constraintChannels);
}
if (act->chanbase.first)
BLI_freelistN(&act->chanbase);
/* Free groups */
if (act->groups.first)
BLI_freelistN(&act->groups);
/* Free pose-references (aka local markers) */
if (act->markers.first)
BLI_freelistN(&act->markers);
}
bAction *copy_action (bAction *src)
{
bAction *dst = NULL;
bActionChannel *dchan, *schan;
bActionGroup *dgrp, *sgrp;
if (!src) return NULL;
dst= copy_libblock(src);
duplicatelist(&(dst->chanbase), &(src->chanbase));
duplicatelist(&(dst->groups), &(src->groups));
duplicatelist(&(dst->markers), &(src->markers));
for (dchan=dst->chanbase.first, schan=src->chanbase.first; dchan; dchan=dchan->next, schan=schan->next) {
for (dgrp=dst->groups.first, sgrp=src->groups.first; dgrp && sgrp; dgrp=dgrp->next, sgrp=sgrp->next) {
if (dchan->grp == sgrp) {
dchan->grp= dgrp;
if (dgrp->channels.first == schan)
dgrp->channels.first= dchan;
if (dgrp->channels.last == schan)
dgrp->channels.last= dchan;
break;
}
}
dchan->ipo = copy_ipo(dchan->ipo);
copy_constraint_channels(&dchan->constraintChannels, &schan->constraintChannels);
}
dst->id.flag |= LIB_FAKEUSER;
dst->id.us++;
return dst;
}
/* ************************ Pose channels *************** */
/* usually used within a loop, so we got a N^2 slowdown */
bPoseChannel *get_pose_channel(const bPose *pose, const char *name)
{
bPoseChannel *chan;
if(pose==NULL) return NULL;
for (chan=pose->chanbase.first; chan; chan=chan->next) {
if(chan->name[0] == name[0])
if (!strcmp (chan->name, name))
return chan;
}
return NULL;
}
/* Use with care, not on Armature poses but for temporal ones */
/* (currently used for action constraints and in rebuild_pose) */
bPoseChannel *verify_pose_channel(bPose* pose, const char* name)
{
bPoseChannel *chan;
if (!pose) {
return NULL;
}
/* See if this channel exists */
for (chan=pose->chanbase.first; chan; chan=chan->next) {
if (!strcmp (name, chan->name))
return chan;
}
/* If not, create it and add it */
chan = MEM_callocN(sizeof(bPoseChannel), "verifyPoseChannel");
strncpy (chan->name, name, 31);
/* init vars to prevent math errors */
chan->quat[0] = 1.0F;
chan->size[0] = chan->size[1] = chan->size[2] = 1.0F;
chan->limitmin[0]= chan->limitmin[1]= chan->limitmin[2]= -180.0f;
chan->limitmax[0]= chan->limitmax[1]= chan->limitmax[2]= 180.0f;
chan->stiffness[0]= chan->stiffness[1]= chan->stiffness[2]= 0.0f;
Mat4One(chan->constinv);
BLI_addtail (&pose->chanbase, chan);
return chan;
}
/* dst should be freed already, makes entire duplicate */
void copy_pose(bPose **dst, bPose *src, int copycon)
{
bPose *outPose;
bPoseChannel *pchan;
ListBase listb;
if (!src){
*dst=NULL;
return;
}
outPose= MEM_callocN(sizeof(bPose), "pose");
duplicatelist (&outPose->chanbase, &src->chanbase);
if (copycon) {
for (pchan=outPose->chanbase.first; pchan; pchan=pchan->next) {
copy_constraints(&listb, &pchan->constraints); // copy_constraints NULLs listb
pchan->constraints= listb;
pchan->path= NULL;
}
}
*dst=outPose;
}
void free_pose_channels(bPose *pose)
{
bPoseChannel *pchan;
if (pose->chanbase.first) {
for (pchan = pose->chanbase.first; pchan; pchan=pchan->next){
if(pchan->path)
MEM_freeN(pchan->path);
free_constraints(&pchan->constraints);
}
BLI_freelistN (&pose->chanbase);
}
}
void free_pose(bPose *pose)
{
if (pose) {
/* free pose-channels */
free_pose_channels(pose);
/* free pose-groups */
if (pose->agroups.first)
BLI_freelistN(&pose->agroups);
/* free pose */
MEM_freeN(pose);
}
}
static void copy_pose_channel_data(bPoseChannel *pchan, const bPoseChannel *chan)
{
bConstraint *pcon, *con;
VECCOPY(pchan->loc, chan->loc);
VECCOPY(pchan->size, chan->size);
QUATCOPY(pchan->quat, chan->quat);
pchan->flag= chan->flag;
con= chan->constraints.first;
for(pcon= pchan->constraints.first; pcon; pcon= pcon->next) {
pcon->enforce= con->enforce;
pcon->headtail= con->headtail;
}
}
/* checks for IK constraint, can do more constraints flags later */
/* pose should be entirely OK */
void update_pose_constraint_flags(bPose *pose)
{
bPoseChannel *pchan, *parchan;
bConstraint *con;
/* clear */
for (pchan = pose->chanbase.first; pchan; pchan=pchan->next) {
pchan->constflag= 0;
}
/* detect */
for (pchan = pose->chanbase.first; pchan; pchan=pchan->next) {
for(con= pchan->constraints.first; con; con= con->next) {
if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
bKinematicConstraint *data = (bKinematicConstraint*)con->data;
pchan->constflag |= PCHAN_HAS_IK;
if(data->tar==NULL || (data->tar->type==OB_ARMATURE && data->subtarget[0]==0))
pchan->constflag |= PCHAN_HAS_TARGET;
/* negative rootbone = recalc rootbone index. used in do_versions */
if(data->rootbone<0) {
data->rootbone= 0;
if(data->flag & CONSTRAINT_IK_TIP) parchan= pchan;
else parchan= pchan->parent;
while(parchan) {
data->rootbone++;
if((parchan->bone->flag & BONE_CONNECTED)==0)
break;
parchan= parchan->parent;
}
}
}
else pchan->constflag |= PCHAN_HAS_CONST;
}
}
}
/* Clears all BONE_UNKEYED flags for every pose channel in every pose
* This should only be called on frame changing, when it is acceptable to
* do this. Otherwise, these flags should not get cleared as poses may get lost.
*/
void framechange_poses_clear_unkeyed(void)
{
Object *ob;
bPose *pose;
bPoseChannel *pchan;
/* This needs to be done for each object that has a pose */
// TODO: proxies may/may not be correctly handled here... (this needs checking)
for (ob= G.main->object.first; ob; ob= ob->id.next) {
/* we only need to do this on objects with a pose */
if ( (pose= ob->pose) ) {
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
if (pchan->bone)
pchan->bone->flag &= ~BONE_UNKEYED;
}
}
}
}
/* ************************ END Pose channels *************** */
/* ************************ Action channels *************** */
bActionChannel *get_action_channel(bAction *act, const char *name)
{
bActionChannel *chan;
if (!act || !name)
return NULL;
for (chan = act->chanbase.first; chan; chan=chan->next) {
if (!strcmp (chan->name, name))
return chan;
}
return NULL;
}
/* returns existing channel, or adds new one. In latter case it doesnt activate it, context is required for that */
bActionChannel *verify_action_channel(bAction *act, const char *name)
{
bActionChannel *chan;
chan= get_action_channel(act, name);
if (chan == NULL) {
chan = MEM_callocN (sizeof(bActionChannel), "actionChannel");
strncpy(chan->name, name, 31);
BLI_addtail(&act->chanbase, chan);
}
return chan;
}
/* ************** time ****************** */
static bActionStrip *get_active_strip(Object *ob)
{
bActionStrip *strip;
if(ob->action==NULL)
return NULL;
for (strip=ob->nlastrips.first; strip; strip=strip->next)
if(strip->flag & ACTSTRIP_ACTIVE)
break;
if(strip && strip->act==ob->action)
return strip;
return NULL;
}
/* non clipped mapping of strip */
static float get_actionstrip_frame(bActionStrip *strip, float cframe, int invert)
{
float length, actlength, repeat, scale;
repeat = (strip->flag & ACTSTRIP_USESTRIDE) ? (1.0f) : (strip->repeat);
if(strip->scale == 0.0f) strip->scale= 1.0f;
scale = abs(strip->scale); /* scale must be positive (for now) */
actlength = strip->actend-strip->actstart;
if (actlength == 0.0f) actlength = 1.0f;
length = repeat * scale * actlength;
/* invert = convert action-strip time to global time */
if (invert)
return length*(cframe - strip->actstart)/(repeat*actlength) + strip->start;
else
return repeat*actlength*(cframe - strip->start)/length + strip->actstart;
}
/* if the conditions match, it converts current time to strip time */
float get_action_frame(Object *ob, float cframe)
{
bActionStrip *strip= get_active_strip(ob);
if(strip)
return get_actionstrip_frame(strip, cframe, 0);
return cframe;
}
/* inverted, strip time to current time */
float get_action_frame_inv(Object *ob, float cframe)
{
bActionStrip *strip= get_active_strip(ob);
if(strip)
return get_actionstrip_frame(strip, cframe, 1);
return cframe;
}
/* ************************ Blending with NLA *************** */
static void blend_pose_strides(bPose *dst, bPose *src, float srcweight, short mode)
{
float dstweight;
switch (mode){
case ACTSTRIPMODE_BLEND:
dstweight = 1.0F - srcweight;
break;
case ACTSTRIPMODE_ADD:
dstweight = 1.0F;
break;
default :
dstweight = 1.0F;
}
VecLerpf(dst->stride_offset, dst->stride_offset, src->stride_offset, srcweight);
}
/*
bone matching diagram, strips A and B
.------------------------.
| A |
'------------------------'
. . b2
. .-------------v----------.
. | B . |
. '------------------------'
. . .
. . .
offset: . 0 . A-B . A-b2+B
. . .
*/
static void blend_pose_offset_bone(bActionStrip *strip, bPose *dst, bPose *src, float srcweight, short mode)
{
/* matching offset bones */
/* take dst offset, and put src on on that location */
if(strip->offs_bone[0]==0)
return;
/* are we also blending with matching bones? */
if(strip->prev && strip->start>=strip->prev->start) {
bPoseChannel *dpchan= get_pose_channel(dst, strip->offs_bone);
if(dpchan) {
bPoseChannel *spchan= get_pose_channel(src, strip->offs_bone);
if(spchan) {
float vec[3];
/* dst->ctime has the internal strip->prev action time */
/* map this time to nla time */
float ctime= get_actionstrip_frame(strip, src->ctime, 1);
if( ctime > strip->prev->end) {
bActionChannel *achan;
/* add src to dest, minus the position of src on strip->prev->end */
ctime= get_actionstrip_frame(strip, strip->prev->end, 0);
achan= get_action_channel(strip->act, strip->offs_bone);
if(achan && achan->ipo) {
bPoseChannel pchan;
/* Evaluates and sets the internal ipo value */
calc_ipo(achan->ipo, ctime);
/* This call also sets the pchan flags */
execute_action_ipo(achan, &pchan);
/* store offset that moves src to location of pchan */
VecSubf(vec, dpchan->loc, pchan.loc);
Mat4Mul3Vecfl(dpchan->bone->arm_mat, vec);
}
}
else {
/* store offset that moves src to location of dst */
VecSubf(vec, dpchan->loc, spchan->loc);
Mat4Mul3Vecfl(dpchan->bone->arm_mat, vec);
}
/* if blending, we only add with factor scrweight */
VecMulf(vec, srcweight);
VecAddf(dst->cyclic_offset, dst->cyclic_offset, vec);
}
}
}
VecAddf(dst->cyclic_offset, dst->cyclic_offset, src->cyclic_offset);
}
/* Only allowed for Poses with identical channels */
void blend_poses(bPose *dst, bPose *src, float srcweight, short mode)
{
bPoseChannel *dchan;
const bPoseChannel *schan;
bConstraint *dcon, *scon;
float dquat[4], squat[4];
float dstweight;
int i;
switch (mode){
case ACTSTRIPMODE_BLEND:
dstweight = 1.0F - srcweight;
break;
case ACTSTRIPMODE_ADD:
dstweight = 1.0F;
break;
default :
dstweight = 1.0F;
}
schan= src->chanbase.first;
for (dchan = dst->chanbase.first; dchan; dchan=dchan->next, schan= schan->next){
if (schan->flag & (POSE_ROT|POSE_LOC|POSE_SIZE)) {
/* replaced quat->matrix->quat conversion with decent quaternion interpol (ton) */
/* Do the transformation blend */
if (schan->flag & POSE_ROT) {
QUATCOPY(dquat, dchan->quat);
QUATCOPY(squat, schan->quat);
if(mode==ACTSTRIPMODE_BLEND)
QuatInterpol(dchan->quat, dquat, squat, srcweight);
else {
QuatMulFac(squat, srcweight);
QuatMul(dchan->quat, dquat, squat);
}
NormalQuat (dchan->quat);
}
for (i=0; i<3; i++){
if (schan->flag & POSE_LOC)
dchan->loc[i] = (dchan->loc[i]*dstweight) + (schan->loc[i]*srcweight);
if (schan->flag & POSE_SIZE)
dchan->size[i] = 1.0f + ((dchan->size[i]-1.0f)*dstweight) + ((schan->size[i]-1.0f)*srcweight);
}
dchan->flag |= schan->flag;
}
for(dcon= dchan->constraints.first, scon= schan->constraints.first; dcon && scon; dcon= dcon->next, scon= scon->next) {
/* no 'add' option for constraint blending */
dcon->enforce= dcon->enforce*(1.0f-srcweight) + scon->enforce*srcweight;
}
}
/* this pose is now in src time */
dst->ctime= src->ctime;
}
void calc_action_range(const bAction *act, float *start, float *end, int incl_hidden)
{
const bActionChannel *chan;
const bConstraintChannel *conchan;
const IpoCurve *icu;
float min=999999999.0f, max=-999999999.0;
int foundvert=0;
if(act) {
for (chan=act->chanbase.first; chan; chan=chan->next) {
if(incl_hidden || (chan->flag & ACHAN_HIDDEN)==0) {
if(chan->ipo) {
for (icu=chan->ipo->curve.first; icu; icu=icu->next) {
if(icu->totvert) {
min= MIN2 (min, icu->bezt[0].vec[1][0]);
max= MAX2 (max, icu->bezt[icu->totvert-1].vec[1][0]);
foundvert=1;
}
}
}
for (conchan=chan->constraintChannels.first; conchan; conchan=conchan->next) {
if(conchan->ipo) {
for (icu=conchan->ipo->curve.first; icu; icu=icu->next) {
if(icu->totvert) {
min= MIN2 (min, icu->bezt[0].vec[1][0]);
max= MAX2 (max, icu->bezt[icu->totvert-1].vec[1][0]);
foundvert=1;
}
}
}
}
}
}
}
if (foundvert) {
if(min==max) max+= 1.0f;
*start= min;
*end= max;
}
else {
*start= 0.0f;
*end= 1.0f;
}
}
/* Copy the data from the action-pose (src) into the pose */
/* both args are assumed to be valid */
/* exported to game engine */
void extract_pose_from_pose(bPose *pose, const bPose *src)
{
const bPoseChannel *schan;
bPoseChannel *pchan= pose->chanbase.first;
for (schan=src->chanbase.first; schan; schan=schan->next, pchan= pchan->next) {
copy_pose_channel_data(pchan, schan);
}
}
/* Pose should exist, can have any number of channels too (used for constraint) */
void extract_pose_from_action(bPose *pose, bAction *act, float ctime)
{
bActionChannel *achan;
bPoseChannel *pchan;
Ipo *ipo;
if (!act)
return;
if (!pose)
return;
/* Copy the data from the action into the pose */
for (pchan= pose->chanbase.first; pchan; pchan=pchan->next) {
/* skip this pose channel if it has been tagged as having unkeyed poses */
if ((pchan->bone) && (pchan->bone->flag & BONE_UNKEYED))
continue;
/* get action channel and clear pchan-transform flags */
achan= get_action_channel(act, pchan->name);
pchan->flag &= ~(POSE_LOC|POSE_ROT|POSE_SIZE);
if (achan) {
ipo = achan->ipo;
if (ipo) {
/* Evaluates and sets the internal ipo value */
calc_ipo(ipo, ctime);
/* This call also sets the pchan flags */
execute_action_ipo(achan, pchan);
}
/* 0 = do all ipos, not only drivers */
do_constraint_channels(&pchan->constraints, &achan->constraintChannels, ctime, 0);
}
}
pose->ctime= ctime; /* used for cyclic offset matching */
}
/* for do_all_pose_actions, clears the pose. Now also exported for proxy and tools */
void rest_pose(bPose *pose)
{
bPoseChannel *pchan;
int i;
if (!pose)
return;
memset(pose->stride_offset, 0, sizeof(pose->stride_offset));
memset(pose->cyclic_offset, 0, sizeof(pose->cyclic_offset));
for (pchan=pose->chanbase.first; pchan; pchan= pchan->next){
for (i=0; i<3; i++) {
pchan->loc[i]= 0.0f;
pchan->quat[i+1]= 0.0f;
pchan->size[i]= 1.0f;
}
pchan->quat[0]= 1.0f;
pchan->flag &= ~(POSE_LOC|POSE_ROT|POSE_SIZE);
}
}
/* both poses should be in sync */
void copy_pose_result(bPose *to, bPose *from)
{
bPoseChannel *pchanto, *pchanfrom;
if(to==NULL || from==NULL) {
printf("pose result copy error\n"); // debug temp
return;
}
for(pchanfrom= from->chanbase.first; pchanfrom; pchanfrom= pchanfrom->next) {
pchanto= get_pose_channel(to, pchanfrom->name);
if(pchanto) {
Mat4CpyMat4(pchanto->pose_mat, pchanfrom->pose_mat);
Mat4CpyMat4(pchanto->chan_mat, pchanfrom->chan_mat);
/* used for local constraints */
VECCOPY(pchanto->loc, pchanfrom->loc);
QUATCOPY(pchanto->quat, pchanfrom->quat);
VECCOPY(pchanto->size, pchanfrom->size);
VECCOPY(pchanto->pose_head, pchanfrom->pose_head);
VECCOPY(pchanto->pose_tail, pchanfrom->pose_tail);
pchanto->flag= pchanfrom->flag;
}
}
}
/* ********** NLA with non-poses works with ipo channels ********** */
typedef struct NlaIpoChannel {
struct NlaIpoChannel *next, *prev;
float val;
void *poin;
int type;
} NlaIpoChannel;
static void extract_ipochannels_from_action(ListBase *lb, ID *id, bAction *act, char *name, float ctime)
{
bActionChannel *achan= get_action_channel(act, name);
IpoCurve *icu;
NlaIpoChannel *nic;
if(achan==NULL) return;
if(achan->ipo) {
calc_ipo(achan->ipo, ctime);
for(icu= achan->ipo->curve.first; icu; icu= icu->next) {
/* skip IPO_BITS, is for layers and cannot be blended */
if(icu->vartype != IPO_BITS) {
nic= MEM_callocN(sizeof(NlaIpoChannel), "NlaIpoChannel");
BLI_addtail(lb, nic);
nic->val= icu->curval;
nic->poin= get_ipo_poin(id, icu, &nic->type);
}
}
}
/* constraint channels only for objects */
if(GS(id->name)==ID_OB) {
Object *ob= (Object *)id;
bConstraint *con;
bConstraintChannel *conchan;
for (con=ob->constraints.first; con; con=con->next) {
conchan = get_constraint_channel(&achan->constraintChannels, con->name);
if(conchan && conchan->ipo) {
calc_ipo(conchan->ipo, ctime);
icu= conchan->ipo->curve.first; // only one ipo now
if(icu) {
nic= MEM_callocN(sizeof(NlaIpoChannel), "NlaIpoChannel constr");
BLI_addtail(lb, nic);
nic->val= icu->curval;
nic->poin= &con->enforce;
nic->type= IPO_FLOAT;
}
}
}
}
}
static NlaIpoChannel *find_nla_ipochannel(ListBase *lb, void *poin)
{
NlaIpoChannel *nic;
if(poin) {
for(nic= lb->first; nic; nic= nic->next) {
if(nic->poin==poin)
return nic;
}
}
return NULL;
}
static void blend_ipochannels(ListBase *dst, ListBase *src, float srcweight, int mode)
{
NlaIpoChannel *snic, *dnic, *next;
float dstweight;
switch (mode){
case ACTSTRIPMODE_BLEND:
dstweight = 1.0F - srcweight;
break;
case ACTSTRIPMODE_ADD:
dstweight = 1.0F;
break;
default :
dstweight = 1.0F;
}
for(snic= src->first; snic; snic= next) {
next= snic->next;
dnic= find_nla_ipochannel(dst, snic->poin);
if(dnic==NULL) {
/* remove from src list, and insert in dest */
BLI_remlink(src, snic);
BLI_addtail(dst, snic);
}
else {
/* we do the blend */
dnic->val= dstweight*dnic->val + srcweight*snic->val;
}
}
}
static void execute_ipochannels(ListBase *lb)
{
NlaIpoChannel *nic;
for(nic= lb->first; nic; nic= nic->next) {
if(nic->poin) {
write_ipo_poin(nic->poin, nic->type, nic->val);
}
}
}
/* nla timing */
/* this now only used for repeating cycles, to enable fields and blur. */
/* the whole time control in blender needs serious thinking... */
static float nla_time(float cfra, float unit)
{
extern float bluroffs; // bad construct, borrowed from object.c for now
extern float fieldoffs;
/* motion blur & fields */
cfra+= unit*(bluroffs+fieldoffs);
/* global time */
cfra*= G.scene->r.framelen;
/* decide later... */
// if(no_speed_curve==0) if(ob && ob->ipo) cfra= calc_ipo_time(ob->ipo, cfra);
return cfra;
}
/* added "sizecorr" here, to allow armatures to be scaled and still have striding.
Only works for uniform scaling. In general I'd advise against scaling armatures ever though! (ton)
*/
static float stridechannel_frame(Object *ob, float sizecorr, bActionStrip *strip, Path *path, float pathdist, float *stride_offset)
{
bAction *act= strip->act;
char *name= strip->stridechannel;
bActionChannel *achan= get_action_channel(act, name);
int stride_axis= strip->stride_axis;
if(achan && achan->ipo) {
IpoCurve *icu= NULL;
float minx=0.0f, maxx=0.0f, miny=0.0f, maxy=0.0f;
int foundvert= 0;
if(stride_axis==0) stride_axis= AC_LOC_X;
else if(stride_axis==1) stride_axis= AC_LOC_Y;
else stride_axis= AC_LOC_Z;
/* calculate the min/max */
for (icu=achan->ipo->curve.first; icu; icu=icu->next) {
if(icu->adrcode==stride_axis) {
if(icu->totvert>1) {
foundvert= 1;
minx= icu->bezt[0].vec[1][0];
maxx= icu->bezt[icu->totvert-1].vec[1][0];
miny= icu->bezt[0].vec[1][1];
maxy= icu->bezt[icu->totvert-1].vec[1][1];
}
break;
}
}
if(foundvert && miny!=maxy) {
float stridelen= sizecorr*fabs(maxy-miny), striptime;
float actiondist, pdist, pdistNewNormalized, offs;
float vec1[4], vec2[4], dir[3];
/* internal cycling, actoffs is in frames */
offs= stridelen*strip->actoffs/(maxx-minx);
/* amount path moves object */
pdist = (float)fmod (pathdist+offs, stridelen);
striptime= pdist/stridelen;
/* amount stride bone moves */
actiondist= sizecorr*eval_icu(icu, minx + striptime*(maxx-minx)) - miny;
pdist = fabs(actiondist) - pdist;
pdistNewNormalized = (pathdist+pdist)/path->totdist;
/* now we need to go pdist further (or less) on cu path */
where_on_path(ob, (pathdist)/path->totdist, vec1, dir); /* vec needs size 4 */
if (pdistNewNormalized <= 1) {
// search for correction in positive path-direction
where_on_path(ob, pdistNewNormalized, vec2, dir); /* vec needs size 4 */
VecSubf(stride_offset, vec2, vec1);
}
else {
// we reached the end of the path, search backwards instead
where_on_path(ob, (pathdist-pdist)/path->totdist, vec2, dir); /* vec needs size 4 */
VecSubf(stride_offset, vec1, vec2);
}
Mat4Mul3Vecfl(ob->obmat, stride_offset);
return striptime;
}
}
return 0.0f;
}
static void cyclic_offs_bone(Object *ob, bPose *pose, bActionStrip *strip, float time)
{
/* only called when strip has cyclic, so >= 1.0f works... */
if(time >= 1.0f) {
bActionChannel *achan= get_action_channel(strip->act, strip->offs_bone);
if(achan && achan->ipo) {
IpoCurve *icu= NULL;
Bone *bone;
float min[3]={0.0f, 0.0f, 0.0f}, max[3]={0.0f, 0.0f, 0.0f};
int index=0, foundvert= 0;
/* calculate the min/max */
for (icu=achan->ipo->curve.first; icu; icu=icu->next) {
if(icu->totvert>1) {
if(icu->adrcode==AC_LOC_X)
index= 0;
else if(icu->adrcode==AC_LOC_Y)
index= 1;
else if(icu->adrcode==AC_LOC_Z)
index= 2;
else
continue;
foundvert= 1;
min[index]= icu->bezt[0].vec[1][1];
max[index]= icu->bezt[icu->totvert-1].vec[1][1];
}
}
if(foundvert) {
/* bring it into armature space */
VecSubf(min, max, min);
bone= get_named_bone(ob->data, strip->offs_bone); /* weak */
if(bone) {
Mat4Mul3Vecfl(bone->arm_mat, min);
/* dominant motion, cyclic_offset was cleared in rest_pose */
if (strip->flag & (ACTSTRIP_CYCLIC_USEX | ACTSTRIP_CYCLIC_USEY | ACTSTRIP_CYCLIC_USEZ)) {
if (strip->flag & ACTSTRIP_CYCLIC_USEX) pose->cyclic_offset[0]= time*min[0];
if (strip->flag & ACTSTRIP_CYCLIC_USEY) pose->cyclic_offset[1]= time*min[1];
if (strip->flag & ACTSTRIP_CYCLIC_USEZ) pose->cyclic_offset[2]= time*min[2];
} else {
if( fabs(min[0]) >= fabs(min[1]) && fabs(min[0]) >= fabs(min[2]))
pose->cyclic_offset[0]= time*min[0];
else if( fabs(min[1]) >= fabs(min[0]) && fabs(min[1]) >= fabs(min[2]))
pose->cyclic_offset[1]= time*min[1];
else
pose->cyclic_offset[2]= time*min[2];
}
}
}
}
}
}
/* simple case for now; only the curve path with constraint value > 0.5 */
/* blending we might do later... */
static Object *get_parent_path(Object *ob)
{
bConstraint *con;
if(ob->parent && ob->parent->type==OB_CURVE)
return ob->parent;
for (con = ob->constraints.first; con; con=con->next) {
if(con->type==CONSTRAINT_TYPE_FOLLOWPATH) {
if(con->enforce>0.5f) {
bFollowPathConstraint *data= con->data;
return data->tar;
}
}
}
return NULL;
}
/* ************** do the action ************ */
/* For the calculation of the effects of an action at the given frame on an object
* This is currently only used for the action constraint
*/
void what_does_obaction (Object *ob, bAction *act, float cframe)
{
ListBase tchanbase= {NULL, NULL};
clear_workob();
Mat4CpyMat4(workob.obmat, ob->obmat);
Mat4CpyMat4(workob.parentinv, ob->parentinv);
Mat4CpyMat4(workob.constinv, ob->constinv);
workob.parent= ob->parent;
workob.track= ob->track;
workob.trackflag= ob->trackflag;
workob.upflag= ob->upflag;
workob.partype= ob->partype;
workob.par1= ob->par1;
workob.par2= ob->par2;
workob.par3= ob->par3;
workob.constraints.first = ob->constraints.first;
workob.constraints.last = ob->constraints.last;
strcpy(workob.parsubstr, ob->parsubstr);
/* extract_ipochannels_from_action needs id's! */
workob.action= act;
extract_ipochannels_from_action(&tchanbase, &ob->id, act, "Object", bsystem_time(&workob, cframe, 0.0));
if (tchanbase.first) {
execute_ipochannels(&tchanbase);
BLI_freelistN(&tchanbase);
}
}
/* ----- nla, etc. --------- */
static void do_nla(Object *ob, int blocktype)
{
bPose *tpose= NULL;
Key *key= NULL;
ListBase tchanbase={NULL, NULL}, chanbase={NULL, NULL};
bActionStrip *strip, *striplast=NULL, *stripfirst=NULL;
float striptime, frametime, length, actlength;
float blendfac, stripframe;
float scene_cfra= frame_to_float(G.scene->r.cfra);
int doit, dostride;
if(blocktype==ID_AR) {
copy_pose(&tpose, ob->pose, 1);
rest_pose(ob->pose); // potentially destroying current not-keyed pose
}
else {
key= ob_get_key(ob);
}
/* check on extend to left or right, when no strip is hit by 'cfra' */
for (strip=ob->nlastrips.first; strip; strip=strip->next) {
/* escape loop on a hit */
if( scene_cfra >= strip->start && scene_cfra <= strip->end + 0.1f) /* note 0.1 comes back below */
break;
if(scene_cfra < strip->start) {
if(stripfirst==NULL)
stripfirst= strip;
else if(stripfirst->start > strip->start)
stripfirst= strip;
}
else if(scene_cfra > strip->end) {
if(striplast==NULL)
striplast= strip;
else if(striplast->end < strip->end)
striplast= strip;
}
}
if(strip==NULL) { /* extend */
if(striplast)
scene_cfra= striplast->end;
else if(stripfirst)
scene_cfra= stripfirst->start;
}
/* and now go over all strips */
for (strip=ob->nlastrips.first; strip; strip=strip->next){
doit=dostride= 0;
if (strip->act && !(strip->flag & ACTSTRIP_MUTE)) { /* so theres an action */
/* Determine if the current frame is within the strip's range */
length = strip->end-strip->start;
actlength = strip->actend-strip->actstart;
striptime = (scene_cfra-(strip->start)) / length;
stripframe = (scene_cfra-(strip->start)) ;
if (striptime>=0.0){
if(blocktype==ID_AR)
rest_pose(tpose);
/* To handle repeat, we add 0.1 frame extra to make sure the last frame is included */
if (striptime < 1.0f + 0.1f/length) {
/* Handle path */
if ((strip->flag & ACTSTRIP_USESTRIDE) && (blocktype==ID_AR) && (ob->ipoflag & OB_DISABLE_PATH)==0){
Object *parent= get_parent_path(ob);
if (parent) {
Curve *cu = parent->data;
float ctime, pdist;
if (cu->flag & CU_PATH){
/* Ensure we have a valid path */
if(cu->path==NULL || cu->path->data==NULL) makeDispListCurveTypes(parent, 0);
if(cu->path) {
/* Find the position on the path */
ctime= bsystem_time(ob, scene_cfra, 0.0);
if(calc_ipo_spec(cu->ipo, CU_SPEED, &ctime)==0) {
/* correct for actions not starting on zero */
ctime= (ctime - strip->actstart)/cu->pathlen;
CLAMP(ctime, 0.0, 1.0);
}
pdist = ctime*cu->path->totdist;
if(tpose && strip->stridechannel[0]) {
striptime= stridechannel_frame(parent, ob->size[0], strip, cu->path, pdist, tpose->stride_offset);
}
else {
if (strip->stridelen) {
striptime = pdist / strip->stridelen;
striptime = (float)fmod (striptime+strip->actoffs, 1.0);
}
else
striptime = 0;
}
frametime = (striptime * actlength) + strip->actstart;
frametime= bsystem_time(ob, frametime, 0.0);
if(blocktype==ID_AR) {
extract_pose_from_action (tpose, strip->act, frametime);
}
else if(blocktype==ID_OB) {
extract_ipochannels_from_action(&tchanbase, &ob->id, strip->act, "Object", frametime);
if(key)
extract_ipochannels_from_action(&tchanbase, &key->id, strip->act, "Shape", frametime);
}
doit=dostride= 1;
}
}
}
}
/* To handle repeat, we add 0.1 frame extra to make sure the last frame is included */
else {
/* Mod to repeat */
if(strip->repeat!=1.0f) {
float cycle= striptime*strip->repeat;
striptime = (float)fmod (cycle, 1.0f + 0.1f/length);
cycle-= striptime;
if(blocktype==ID_AR)
cyclic_offs_bone(ob, tpose, strip, cycle);
}
frametime = (striptime * actlength) + strip->actstart;
frametime= nla_time(frametime, (float)strip->repeat);
if(blocktype==ID_AR) {
extract_pose_from_action (tpose, strip->act, frametime);
}
else if(blocktype==ID_OB) {
extract_ipochannels_from_action(&tchanbase, &ob->id, strip->act, "Object", frametime);
if(key)
extract_ipochannels_from_action(&tchanbase, &key->id, strip->act, "Shape", frametime);
}
doit=1;
}
}
/* Handle extend */
else {
if (strip->flag & ACTSTRIP_HOLDLASTFRAME){
/* we want the strip to hold on the exact fraction of the repeat value */
frametime = actlength * (strip->repeat-(int)strip->repeat);
if(frametime<=0.000001f) frametime= actlength; /* rounding errors... */
frametime= bsystem_time(ob, frametime+strip->actstart, 0.0);
if(blocktype==ID_AR)
extract_pose_from_action (tpose, strip->act, frametime);
else if(blocktype==ID_OB) {
extract_ipochannels_from_action(&tchanbase, &ob->id, strip->act, "Object", frametime);
if(key)
extract_ipochannels_from_action(&tchanbase, &key->id, strip->act, "Shape", frametime);
}
/* handle cycle hold */
if(strip->repeat!=1.0f) {
if(blocktype==ID_AR)
cyclic_offs_bone(ob, tpose, strip, strip->repeat-1.0f);
}
doit=1;
}
}
/* Handle blendin & blendout */
if (doit){
/* Handle blendin */
if (strip->blendin>0.0 && stripframe<=strip->blendin && scene_cfra>=strip->start){
blendfac = stripframe/strip->blendin;
}
else if (strip->blendout>0.0 && stripframe>=(length-strip->blendout) && scene_cfra<=strip->end){
blendfac = (length-stripframe)/(strip->blendout);
}
else
blendfac = 1;
if(blocktype==ID_AR) {/* Blend this pose with the accumulated pose */
/* offset bone, for matching cycles */
blend_pose_offset_bone (strip, ob->pose, tpose, blendfac, strip->mode);
blend_poses (ob->pose, tpose, blendfac, strip->mode);
if(dostride)
blend_pose_strides (ob->pose, tpose, blendfac, strip->mode);
}
else {
blend_ipochannels(&chanbase, &tchanbase, blendfac, strip->mode);
BLI_freelistN(&tchanbase);
}
}
}
}
}
if(blocktype==ID_OB) {
execute_ipochannels(&chanbase);
}
else if(blocktype==ID_AR) {
/* apply stride offset to object */
VecAddf(ob->obmat[3], ob->obmat[3], ob->pose->stride_offset);
}
/* free */
if (tpose)
free_pose(tpose);
if(chanbase.first)
BLI_freelistN(&chanbase);
}
void do_all_pose_actions(Object *ob)
{
/* only to have safe calls from editor */
if(ob==NULL) return;
if(ob->type!=OB_ARMATURE || ob->pose==NULL) return;
if(ob->pose->flag & POSE_LOCKED) { /* no actions to execute while transform */
if(ob->pose->flag & POSE_DO_UNLOCK)
ob->pose->flag &= ~(POSE_LOCKED|POSE_DO_UNLOCK);
}
else if(ob->action && ((ob->nlaflag & OB_NLA_OVERRIDE)==0 || ob->nlastrips.first==NULL) ) {
float cframe= (float) G.scene->r.cfra;
cframe= get_action_frame(ob, cframe);
extract_pose_from_action (ob->pose, ob->action, bsystem_time(ob, cframe, 0.0));
}
else if(ob->nlastrips.first) {
do_nla(ob, ID_AR);
}
/* clear POSE_DO_UNLOCK flags that might have slipped through (just in case) */
ob->pose->flag &= ~POSE_DO_UNLOCK;
}
/* called from where_is_object */
void do_all_object_actions(Object *ob)
{
if(ob==NULL) return;
if(ob->dup_group) return; /* prevent conflicts, might add smarter check later */
/* Do local action */
if(ob->action && ((ob->nlaflag & OB_NLA_OVERRIDE)==0 || ob->nlastrips.first==NULL) ) {
ListBase tchanbase= {NULL, NULL};
Key *key= ob_get_key(ob);
float cframe= (float) G.scene->r.cfra;
cframe= get_action_frame(ob, cframe);
extract_ipochannels_from_action(&tchanbase, &ob->id, ob->action, "Object", bsystem_time(ob, cframe, 0.0));
if(key)
extract_ipochannels_from_action(&tchanbase, &key->id, ob->action, "Shape", bsystem_time(ob, cframe, 0.0));
if(tchanbase.first) {
execute_ipochannels(&tchanbase);
BLI_freelistN(&tchanbase);
}
}
else if(ob->nlastrips.first) {
do_nla(ob, ID_OB);
}
}