Exemple #1
0
/* 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, Object *workob, bPose *pose, bAction *act, char groupname[], float cframe)
{
	bActionGroup *agrp = BKE_action_group_find_name(act, groupname);
	
	/* clear workob */
	BKE_object_workob_clear(workob);
	
	/* init workob */
	copy_m4_m4(workob->obmat, ob->obmat);
	copy_m4_m4(workob->parentinv, ob->parentinv);
	copy_m4_m4(workob->constinv, ob->constinv);
	workob->parent = ob->parent;
	
	workob->rotmode = ob->rotmode;
	
	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;
	
	workob->pose = pose; /* need to set pose too, since this is used for both types of Action Constraint */

	BLI_strncpy(workob->parsubstr, ob->parsubstr, sizeof(workob->parsubstr));
	BLI_strncpy(workob->id.name, "OB<ConstrWorkOb>", sizeof(workob->id.name)); /* we don't use real object name, otherwise RNA screws with the real thing */
	
	/* if we're given a group to use, it's likely to be more efficient (though a bit more dangerous) */
	if (agrp) {
		/* specifically evaluate this group only */
		PointerRNA id_ptr;
		
		/* get RNA-pointer for the workob's ID */
		RNA_id_pointer_create(&workob->id, &id_ptr);
		
		/* execute action for this group only */
		animsys_evaluate_action_group(&id_ptr, act, agrp, NULL, cframe);
	}
	else {
		AnimData adt = {NULL};
		
		/* init animdata, and attach to workob */
		workob->adt = &adt;
		
		adt.recalc = ADT_RECALC_ANIM;
		adt.action = act;
		
		/* execute effects of Action on to workob (or it's PoseChannels) */
		BKE_animsys_evaluate_animdata(NULL, &workob->id, &adt, cframe, ADT_RECALC_ANIM);
	}
}
Exemple #2
0
/* Draw the given motion path for an Object or a Bone 
 *  - assumes that the viewport has already been initialized properly
 *    i.e. draw_motion_paths_init() has been called
 */
void draw_motion_path_instance(Scene *scene, 
                               Object *ob, bPoseChannel *pchan, bAnimVizSettings *avs, bMotionPath *mpath)
{
	//RegionView3D *rv3d = ar->regiondata;
	bMotionPathVert *mpv, *mpv_start;
	int i, stepsize = avs->path_step;
	int sfra, efra, sind, len;
	
	/* get frame ranges */
	if (avs->path_type == MOTIONPATH_TYPE_ACFRA) {
		/* With "Around Current", we only choose frames from around 
		 * the current frame to draw.
		 */
		sfra = CFRA - avs->path_bc;
		efra = CFRA + avs->path_ac;
	}
	else {
		/* Use the current display range */
		sfra = avs->path_sf;
		efra = avs->path_ef;
	}
	
	/* no matter what, we can only show what is in the cache and no more 
	 * - abort if whole range is past ends of path
	 * - otherwise clamp endpoints to extents of path
	 */
	if (sfra < mpath->start_frame) {
		/* start clamp */
		sfra = mpath->start_frame;
	}
	if (efra > mpath->end_frame) {
		/* end clamp */
		efra = mpath->end_frame;
	}
	
	if ((sfra > mpath->end_frame) || (efra < mpath->start_frame)) {
		/* whole path is out of bounds */
		return;
	}
	
	len = efra - sfra;
	
	if ((len <= 0) || (mpath->points == NULL)) {
		return;
	}
	
	/* get pointers to parts of path */
	sind = sfra - mpath->start_frame;
	mpv_start = (mpath->points + sind);
	
	/* draw curve-line of path */
	glShadeModel(GL_SMOOTH);
	
	glBegin(GL_LINE_STRIP);
	for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
		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 (frame < CFRA) {
			/* black - before cfra */
			if (sel) {
				/* intensity = 0.5f; */
				intensity = SET_INTENSITY(sfra, i, CFRA, 0.25f, 0.75f);
			}
			else {
				/* intensity = 0.8f; */
				intensity = SET_INTENSITY(sfra, i, CFRA, 0.68f, 0.92f);
			}
			UI_ThemeColorBlend(TH_WIRE, blend_base, intensity);
		}
		else if (frame > CFRA) {
			/* blue - after cfra */
			if (sel) {
				/* intensity = 0.5f; */
				intensity = SET_INTENSITY(CFRA, i, efra, 0.25f, 0.75f);
			}
			else {
				/* intensity = 0.8f; */
				intensity = SET_INTENSITY(CFRA, i, efra, 0.68f, 0.92f);
			}
			UI_ThemeColorBlend(TH_BONE_POSE, blend_base, intensity);
		}
		else {
			/* green - on cfra */
			if (sel) {
				intensity = 0.5f;
			}
			else {
				intensity = 0.99f;
			}
			UI_ThemeColorBlendShade(TH_CFRAME, TH_BACK, intensity, 10);
		}
#undef SET_INTENSITY

		/* draw a vertex with this color */
		glVertex3fv(mpv->co);
	}
	
	glEnd();
	glShadeModel(GL_FLAT);
	
	glPointSize(1.0);
	
	/* draw little black point at each frame
	 * NOTE: this is not really visible/noticeable
	 */
	glBegin(GL_POINTS);
	for (i = 0, mpv = mpv_start; i < len; i++, mpv++)
		glVertex3fv(mpv->co);
	glEnd();
	
	/* Draw little white dots at each framestep value */
	UI_ThemeColor(TH_TEXT_HI);
	glBegin(GL_POINTS);
	for (i = 0, mpv = mpv_start; i < len; i += stepsize, mpv += stepsize)
		glVertex3fv(mpv->co);
	glEnd();
	
	/* Draw big green dot where the current frame is 
	 * NOTE: this is only done when keyframes are shown, since this adds similar types of clutter
	 */
	if ((avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) &&
	    (sfra < CFRA) && (CFRA <= efra))
	{
		UI_ThemeColor(TH_CFRAME);
		glPointSize(6.0f);
		
		glBegin(GL_POINTS);
		mpv = mpv_start + (CFRA - sfra);
		glVertex3fv(mpv->co);
		glEnd();
		
		UI_ThemeColor(TH_TEXT_HI);
	}
	
	/* XXX, this isn't up to date but probably should be kept so. */
	invert_m4_m4(ob->imat, ob->obmat);
	
	/* Draw frame numbers at each framestep value */
	if (avs->path_viewflag & MOTIONPATH_VIEW_FNUMS) {
		unsigned char col[4];
		UI_GetThemeColor3ubv(TH_TEXT_HI, col);
		col[3] = 255;
		
		for (i = 0, mpv = mpv_start; i < len; i += stepsize, mpv += stepsize) {
			int frame = sfra + i;
			char numstr[32];
			size_t numstr_len;
			float co[3];
			
			/* only draw framenum if several consecutive highlighted points don't occur on same point */
			if (i == 0) {
				numstr_len = sprintf(numstr, " %d", frame);
				mul_v3_m4v3(co, ob->imat, mpv->co);
				view3d_cached_text_draw_add(co, numstr, numstr_len,
				                            0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col);
			}
			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)) {
					numstr_len = sprintf(numstr, " %d", frame);
					mul_v3_m4v3(co, ob->imat, mpv->co);
					view3d_cached_text_draw_add(co, numstr, numstr_len,
					                            0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col);
				}
			}
		}
	}
	
	/* Keyframes - dots and numbers */
	if (avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) {
		unsigned char col[4];
		
		AnimData *adt = BKE_animdata_from_id(&ob->id);
		DLRBT_Tree keys;
		
		/* build list of all keyframes in active action for object or pchan */
		BLI_dlrbTree_init(&keys);
		
		if (adt) {
			/* it is assumed that keyframes for bones are all grouped in a single group
			 * unless an option is set to always use the whole action
			 */
			if ((pchan) && (avs->path_viewflag & MOTIONPATH_VIEW_KFACT) == 0) {
				bActionGroup *agrp = BKE_action_group_find_name(adt->action, pchan->name);
				
				if (agrp) {
					agroup_to_keylist(adt, agrp, &keys, NULL);
					BLI_dlrbTree_linkedlist_sync(&keys);
				}
			}
			else {
				action_to_keylist(adt, adt->action, &keys, NULL);
				BLI_dlrbTree_linkedlist_sync(&keys);
			}
		}
		
		/* Draw slightly-larger yellow dots at each keyframe */
		UI_GetThemeColor3ubv(TH_VERTEX_SELECT, col);
		col[3] = 255;
		
		glPointSize(4.0f);
		glColor3ubv(col);
		
		glBegin(GL_POINTS);
		for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
			int    frame = sfra + i; 
			float mframe = (float)(frame);
			
			if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe))
				glVertex3fv(mpv->co);
		}
		glEnd();
		
		/* Draw frame numbers of keyframes  */
		if (avs->path_viewflag & MOTIONPATH_VIEW_KFNOS) {
			float co[3];
			for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
				float mframe = (float)(sfra + i);
				
				if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe)) {
					char numstr[32];
					size_t numstr_len;
					
					numstr_len = sprintf(numstr, " %d", (sfra + i));
					mul_v3_m4v3(co, ob->imat, mpv->co);
					view3d_cached_text_draw_add(co, numstr, numstr_len,
					                            0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col);
				}
			}
		}
		
		BLI_dlrbTree_free(&keys);
	}
}
Exemple #3
0
/* 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, Object *workob, bPose *pose, bAction *act, char groupname[], float cframe)
{
	bActionGroup *agrp = BKE_action_group_find_name(act, groupname);
	
	/* clear workob */
	BKE_object_workob_clear(workob);
	
	/* init workob */
	copy_m4_m4(workob->obmat, ob->obmat);
	copy_m4_m4(workob->parentinv, ob->parentinv);
	copy_m4_m4(workob->constinv, ob->constinv);
	workob->parent = ob->parent;
	
	workob->rotmode = ob->rotmode;
	
	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;
	
	workob->pose = pose; /* need to set pose too, since this is used for both types of Action Constraint */
	if (pose) {
		/* This function is most likely to be used with a temporary pose with a single bone in there.
		 * For such cases it makes no sense to create hash since it'll only waste CPU ticks on memory
		 * allocation and also will make lookup slower.
		 */
		if (pose->chanbase.first != pose->chanbase.last) {
			BKE_pose_channels_hash_make(pose);
		}
		if (pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
			BKE_pose_update_constraint_flags(pose);
		}
	}

	BLI_strncpy(workob->parsubstr, ob->parsubstr, sizeof(workob->parsubstr));
	BLI_strncpy(workob->id.name, "OB<ConstrWorkOb>", sizeof(workob->id.name)); /* we don't use real object name, otherwise RNA screws with the real thing */
	
	/* if we're given a group to use, it's likely to be more efficient (though a bit more dangerous) */
	if (agrp) {
		/* specifically evaluate this group only */
		PointerRNA id_ptr;
		
		/* get RNA-pointer for the workob's ID */
		RNA_id_pointer_create(&workob->id, &id_ptr);
		
		/* execute action for this group only */
		animsys_evaluate_action_group(&id_ptr, act, agrp, NULL, cframe);
	}
	else {
		AnimData adt = {NULL};
		
		/* init animdata, and attach to workob */
		workob->adt = &adt;
		
		adt.recalc = ADT_RECALC_ANIM;
		adt.action = act;
		
		/* execute effects of Action on to workob (or it's PoseChannels) */
		BKE_animsys_evaluate_animdata(NULL, &workob->id, &adt, cframe, ADT_RECALC_ANIM);
	}
}