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animation_motion_trail.py
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animation_motion_trail.py
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# ##### BEGIN GPL 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.
#
# 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
bl_info = {
"name": "Motion Trail",
"author": "Bart Crouch",
"version": (3, 1, 3),
"blender": (2, 80, 0),
"location": "View3D > Toolbar > Motion Trail tab",
"warning": "Needs bgl draw update",
"description": "Display and edit motion trails in the 3D View",
"doc_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Animation/Motion_Trail",
"tracker_url": "https://developer.blender.org/maniphest/task/edit/form/2/",
"category": "Animation",
}
import bgl
import blf
import bpy
from bpy_extras import view3d_utils
import math
import mathutils
from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
IntProperty,
StringProperty,
PointerProperty,
)
# fake fcurve class, used if no fcurve is found for a path
class fake_fcurve():
def __init__(self, object, index, rotation=False, scale=False):
# location
if not rotation and not scale:
self.loc = object.location[index]
# scale
elif scale:
self.loc = object.scale[index]
# rotation
elif rotation == 'QUATERNION':
self.loc = object.rotation_quaternion[index]
elif rotation == 'AXIS_ANGLE':
self.loc = object.rotation_axis_angle[index]
else:
self.loc = object.rotation_euler[index]
self.keyframe_points = []
def evaluate(self, frame):
return(self.loc)
def range(self):
return([])
# get location curves of the given object
def get_curves(object, child=False):
if object.animation_data and object.animation_data.action:
action = object.animation_data.action
if child:
# posebone
curves = [
fc for fc in action.fcurves if len(fc.data_path) >= 14 and
fc.data_path[-9:] == '.location' and
child.name in fc.data_path.split("\"")
]
else:
# normal object
curves = [fc for fc in action.fcurves if fc.data_path == 'location']
elif object.animation_data and object.animation_data.use_nla:
curves = []
strips = []
for track in object.animation_data.nla_tracks:
not_handled = [s for s in track.strips]
while not_handled:
current_strip = not_handled.pop(-1)
if current_strip.action:
strips.append(current_strip)
if current_strip.strips:
# meta strip
not_handled += [s for s in current_strip.strips]
for strip in strips:
if child:
# posebone
curves = [
fc for fc in strip.action.fcurves if
len(fc.data_path) >= 14 and fc.data_path[-9:] == '.location' and
child.name in fc.data_path.split("\"")
]
else:
# normal object
curves = [fc for fc in strip.action.fcurves if fc.data_path == 'location']
if curves:
# use first strip with location fcurves
break
else:
# should not happen?
curves = []
# ensure we have three curves per object
fcx = None
fcy = None
fcz = None
for fc in curves:
if fc.array_index == 0:
fcx = fc
elif fc.array_index == 1:
fcy = fc
elif fc.array_index == 2:
fcz = fc
if fcx is None:
fcx = fake_fcurve(object, 0)
if fcy is None:
fcy = fake_fcurve(object, 1)
if fcz is None:
fcz = fake_fcurve(object, 2)
return([fcx, fcy, fcz])
# turn screen coordinates (x,y) into world coordinates vector
def screen_to_world(context, x, y):
depth_vector = view3d_utils.region_2d_to_vector_3d(
context.region, context.region_data, [x, y]
)
vector = view3d_utils.region_2d_to_location_3d(
context.region, context.region_data, [x, y],
depth_vector
)
return(vector)
# turn 3d world coordinates vector into screen coordinate integers (x,y)
def world_to_screen(context, vector):
prj = context.region_data.perspective_matrix * \
mathutils.Vector((vector[0], vector[1], vector[2], 1.0))
width_half = context.region.width / 2.0
height_half = context.region.height / 2.0
x = int(width_half + width_half * (prj.x / prj.w))
y = int(height_half + height_half * (prj.y / prj.w))
# correction for corner cases in perspective mode
if prj.w < 0:
if x < 0:
x = context.region.width * 2
else:
x = context.region.width * -2
if y < 0:
y = context.region.height * 2
else:
y = context.region.height * -2
return(x, y)
# calculate location of display_ob in worldspace
def get_location(frame, display_ob, offset_ob, curves):
if offset_ob:
bpy.context.scene.frame_set(frame)
display_mat = getattr(display_ob, "matrix", False)
if not display_mat:
# posebones have "matrix", objects have "matrix_world"
display_mat = display_ob.matrix_world
if offset_ob:
loc = display_mat.to_translation() + \
offset_ob.matrix_world.to_translation()
else:
loc = display_mat.to_translation()
else:
fcx, fcy, fcz = curves
locx = fcx.evaluate(frame)
locy = fcy.evaluate(frame)
locz = fcz.evaluate(frame)
loc = mathutils.Vector([locx, locy, locz])
return(loc)
# get position of keyframes and handles at the start of dragging
def get_original_animation_data(context, keyframes):
keyframes_ori = {}
handles_ori = {}
if context.active_object and context.active_object.mode == 'POSE':
armature_ob = context.active_object
objects = [[armature_ob, pb, armature_ob] for pb in
context.selected_pose_bones]
else:
objects = [[ob, False, False] for ob in context.selected_objects]
for action_ob, child, offset_ob in objects:
if not action_ob.animation_data:
continue
curves = get_curves(action_ob, child)
if len(curves) == 0:
continue
fcx, fcy, fcz = curves
if child:
display_ob = child
else:
display_ob = action_ob
# get keyframe positions
frame_old = context.scene.frame_current
keyframes_ori[display_ob.name] = {}
for frame in keyframes[display_ob.name]:
loc = get_location(frame, display_ob, offset_ob, curves)
keyframes_ori[display_ob.name][frame] = [frame, loc]
# get handle positions
handles_ori[display_ob.name] = {}
for frame in keyframes[display_ob.name]:
handles_ori[display_ob.name][frame] = {}
left_x = [frame, fcx.evaluate(frame)]
right_x = [frame, fcx.evaluate(frame)]
for kf in fcx.keyframe_points:
if kf.co[0] == frame:
left_x = kf.handle_left[:]
right_x = kf.handle_right[:]
break
left_y = [frame, fcy.evaluate(frame)]
right_y = [frame, fcy.evaluate(frame)]
for kf in fcy.keyframe_points:
if kf.co[0] == frame:
left_y = kf.handle_left[:]
right_y = kf.handle_right[:]
break
left_z = [frame, fcz.evaluate(frame)]
right_z = [frame, fcz.evaluate(frame)]
for kf in fcz.keyframe_points:
if kf.co[0] == frame:
left_z = kf.handle_left[:]
right_z = kf.handle_right[:]
break
handles_ori[display_ob.name][frame]["left"] = [left_x, left_y,
left_z]
handles_ori[display_ob.name][frame]["right"] = [right_x, right_y,
right_z]
if context.scene.frame_current != frame_old:
context.scene.frame_set(frame_old)
return(keyframes_ori, handles_ori)
# callback function that calculates positions of all things that need be drawn
def calc_callback(self, context):
if context.active_object and context.active_object.mode == 'POSE':
armature_ob = context.active_object
objects = [
[armature_ob, pb, armature_ob] for pb in
context.selected_pose_bones
]
else:
objects = [[ob, False, False] for ob in context.selected_objects]
if objects == self.displayed:
selection_change = False
else:
selection_change = True
if self.lock and not selection_change and \
context.region_data.perspective_matrix == self.perspective and not \
context.window_manager.motion_trail.force_update:
return
# dictionaries with key: objectname
self.paths = {} # value: list of lists with x, y, color
self.keyframes = {} # value: dict with frame as key and [x,y] as value
self.handles = {} # value: dict of dicts
self.timebeads = {} # value: dict with frame as key and [x,y] as value
self.click = {} # value: list of lists with frame, type, loc-vector
if selection_change:
# value: editbone inverted rotation matrix or None
self.edit_bones = {}
if selection_change or not self.lock or context.window_manager.\
motion_trail.force_update:
# contains locations of path, keyframes and timebeads
self.cached = {
"path": {}, "keyframes": {}, "timebeads_timing": {},
"timebeads_speed": {}
}
if self.cached["path"]:
use_cache = True
else:
use_cache = False
self.perspective = context.region_data.perspective_matrix.copy()
self.displayed = objects # store, so it can be checked next time
context.window_manager.motion_trail.force_update = False
try:
global_undo = context.preferences.edit.use_global_undo
context.preferences.edit.use_global_undo = False
for action_ob, child, offset_ob in objects:
if selection_change:
if not child:
self.edit_bones[action_ob.name] = None
else:
bpy.ops.object.mode_set(mode='EDIT')
editbones = action_ob.data.edit_bones
mat = editbones[child.name].matrix.copy().to_3x3().inverted()
bpy.ops.object.mode_set(mode='POSE')
self.edit_bones[child.name] = mat
if not action_ob.animation_data:
continue
curves = get_curves(action_ob, child)
if len(curves) == 0:
continue
if context.window_manager.motion_trail.path_before == 0:
range_min = context.scene.frame_start
else:
range_min = max(
context.scene.frame_start,
context.scene.frame_current -
context.window_manager.motion_trail.path_before
)
if context.window_manager.motion_trail.path_after == 0:
range_max = context.scene.frame_end
else:
range_max = min(context.scene.frame_end,
context.scene.frame_current +
context.window_manager.motion_trail.path_after
)
fcx, fcy, fcz = curves
if child:
display_ob = child
else:
display_ob = action_ob
# get location data of motion path
path = []
speeds = []
frame_old = context.scene.frame_current
step = 11 - context.window_manager.motion_trail.path_resolution
if not use_cache:
if display_ob.name not in self.cached["path"]:
self.cached["path"][display_ob.name] = {}
if use_cache and range_min - 1 in self.cached["path"][display_ob.name]:
prev_loc = self.cached["path"][display_ob.name][range_min - 1]
else:
prev_loc = get_location(range_min - 1, display_ob, offset_ob, curves)
self.cached["path"][display_ob.name][range_min - 1] = prev_loc
for frame in range(range_min, range_max + 1, step):
if use_cache and frame in self.cached["path"][display_ob.name]:
loc = self.cached["path"][display_ob.name][frame]
else:
loc = get_location(frame, display_ob, offset_ob, curves)
self.cached["path"][display_ob.name][frame] = loc
if not context.region or not context.space_data:
continue
x, y = world_to_screen(context, loc)
if context.window_manager.motion_trail.path_style == 'simple':
path.append([x, y, [0.0, 0.0, 0.0], frame, action_ob, child])
else:
dloc = (loc - prev_loc).length
path.append([x, y, dloc, frame, action_ob, child])
speeds.append(dloc)
prev_loc = loc
# calculate color of path
if context.window_manager.motion_trail.path_style == 'speed':
speeds.sort()
min_speed = speeds[0]
d_speed = speeds[-1] - min_speed
for i, [x, y, d_loc, frame, action_ob, child] in enumerate(path):
relative_speed = (d_loc - min_speed) / d_speed # 0.0 to 1.0
red = min(1.0, 2.0 * relative_speed)
blue = min(1.0, 2.0 - (2.0 * relative_speed))
path[i][2] = [red, 0.0, blue]
elif context.window_manager.motion_trail.path_style == 'acceleration':
accelerations = []
prev_speed = 0.0
for i, [x, y, d_loc, frame, action_ob, child] in enumerate(path):
accel = d_loc - prev_speed
accelerations.append(accel)
path[i][2] = accel
prev_speed = d_loc
accelerations.sort()
min_accel = accelerations[0]
max_accel = accelerations[-1]
for i, [x, y, accel, frame, action_ob, child] in enumerate(path):
if accel < 0:
relative_accel = accel / min_accel # values from 0.0 to 1.0
green = 1.0 - relative_accel
path[i][2] = [1.0, green, 0.0]
elif accel > 0:
relative_accel = accel / max_accel # values from 0.0 to 1.0
red = 1.0 - relative_accel
path[i][2] = [red, 1.0, 0.0]
else:
path[i][2] = [1.0, 1.0, 0.0]
self.paths[display_ob.name] = path
# get keyframes and handles
keyframes = {}
handle_difs = {}
kf_time = []
click = []
if not use_cache:
if display_ob.name not in self.cached["keyframes"]:
self.cached["keyframes"][display_ob.name] = {}
for fc in curves:
for kf in fc.keyframe_points:
# handles for location mode
if context.window_manager.motion_trail.mode == 'location':
if kf.co[0] not in handle_difs:
handle_difs[kf.co[0]] = {"left": mathutils.Vector(),
"right": mathutils.Vector(), "keyframe_loc": None}
handle_difs[kf.co[0]]["left"][fc.array_index] = \
(mathutils.Vector(kf.handle_left[:]) -
mathutils.Vector(kf.co[:])).normalized()[1]
handle_difs[kf.co[0]]["right"][fc.array_index] = \
(mathutils.Vector(kf.handle_right[:]) -
mathutils.Vector(kf.co[:])).normalized()[1]
# keyframes
if kf.co[0] in kf_time:
continue
kf_time.append(kf.co[0])
co = kf.co[0]
if use_cache and co in \
self.cached["keyframes"][display_ob.name]:
loc = self.cached["keyframes"][display_ob.name][co]
else:
loc = get_location(co, display_ob, offset_ob, curves)
self.cached["keyframes"][display_ob.name][co] = loc
if handle_difs:
handle_difs[co]["keyframe_loc"] = loc
x, y = world_to_screen(context, loc)
keyframes[kf.co[0]] = [x, y]
if context.window_manager.motion_trail.mode != 'speed':
# can't select keyframes in speed mode
click.append([kf.co[0], "keyframe",
mathutils.Vector([x, y]), action_ob, child])
self.keyframes[display_ob.name] = keyframes
# handles are only shown in location-altering mode
if context.window_manager.motion_trail.mode == 'location' and \
context.window_manager.motion_trail.handle_display:
# calculate handle positions
handles = {}
for frame, vecs in handle_difs.items():
if child:
# bone space to world space
mat = self.edit_bones[child.name].copy().inverted()
vec_left = vecs["left"] * mat
vec_right = vecs["right"] * mat
else:
vec_left = vecs["left"]
vec_right = vecs["right"]
if vecs["keyframe_loc"] is not None:
vec_keyframe = vecs["keyframe_loc"]
else:
vec_keyframe = get_location(frame, display_ob, offset_ob,
curves)
x_left, y_left = world_to_screen(
context, vec_left * 2 + vec_keyframe
)
x_right, y_right = world_to_screen(
context, vec_right * 2 + vec_keyframe
)
handles[frame] = {"left": [x_left, y_left],
"right": [x_right, y_right]}
click.append([frame, "handle_left",
mathutils.Vector([x_left, y_left]), action_ob, child])
click.append([frame, "handle_right",
mathutils.Vector([x_right, y_right]), action_ob, child])
self.handles[display_ob.name] = handles
# calculate timebeads for timing mode
if context.window_manager.motion_trail.mode == 'timing':
timebeads = {}
n = context.window_manager.motion_trail.timebeads * (len(kf_time) - 1)
dframe = (range_max - range_min) / (n + 1)
if not use_cache:
if display_ob.name not in self.cached["timebeads_timing"]:
self.cached["timebeads_timing"][display_ob.name] = {}
for i in range(1, n + 1):
frame = range_min + i * dframe
if use_cache and frame in \
self.cached["timebeads_timing"][display_ob.name]:
loc = self.cached["timebeads_timing"][display_ob.name][frame]
else:
loc = get_location(frame, display_ob, offset_ob, curves)
self.cached["timebeads_timing"][display_ob.name][frame] = loc
x, y = world_to_screen(context, loc)
timebeads[frame] = [x, y]
click.append(
[frame, "timebead", mathutils.Vector([x, y]),
action_ob, child]
)
self.timebeads[display_ob.name] = timebeads
# calculate timebeads for speed mode
if context.window_manager.motion_trail.mode == 'speed':
angles = dict([[kf, {"left": [], "right": []}] for kf in
self.keyframes[display_ob.name]])
for fc in curves:
for i, kf in enumerate(fc.keyframe_points):
if i != 0:
angle = mathutils.Vector([-1, 0]).angle(
mathutils.Vector(kf.handle_left) -
mathutils.Vector(kf.co), 0
)
if angle != 0:
angles[kf.co[0]]["left"].append(angle)
if i != len(fc.keyframe_points) - 1:
angle = mathutils.Vector([1, 0]).angle(
mathutils.Vector(kf.handle_right) -
mathutils.Vector(kf.co), 0
)
if angle != 0:
angles[kf.co[0]]["right"].append(angle)
timebeads = {}
kf_time.sort()
if not use_cache:
if display_ob.name not in self.cached["timebeads_speed"]:
self.cached["timebeads_speed"][display_ob.name] = {}
for frame, sides in angles.items():
if sides["left"]:
perc = (sum(sides["left"]) / len(sides["left"])) / \
(math.pi / 2)
perc = max(0.4, min(1, perc * 5))
previous = kf_time[kf_time.index(frame) - 1]
bead_frame = frame - perc * ((frame - previous - 2) / 2)
if use_cache and bead_frame in \
self.cached["timebeads_speed"][display_ob.name]:
loc = self.cached["timebeads_speed"][display_ob.name][bead_frame]
else:
loc = get_location(bead_frame, display_ob, offset_ob,
curves)
self.cached["timebeads_speed"][display_ob.name][bead_frame] = loc
x, y = world_to_screen(context, loc)
timebeads[bead_frame] = [x, y]
click.append(
[bead_frame, "timebead",
mathutils.Vector([x, y]),
action_ob, child]
)
if sides["right"]:
perc = (sum(sides["right"]) / len(sides["right"])) / \
(math.pi / 2)
perc = max(0.4, min(1, perc * 5))
next = kf_time[kf_time.index(frame) + 1]
bead_frame = frame + perc * ((next - frame - 2) / 2)
if use_cache and bead_frame in \
self.cached["timebeads_speed"][display_ob.name]:
loc = self.cached["timebeads_speed"][display_ob.name][bead_frame]
else:
loc = get_location(bead_frame, display_ob, offset_ob,
curves)
self.cached["timebeads_speed"][display_ob.name][bead_frame] = loc
x, y = world_to_screen(context, loc)
timebeads[bead_frame] = [x, y]
click.append(
[bead_frame, "timebead",
mathutils.Vector([x, y]),
action_ob, child]
)
self.timebeads[display_ob.name] = timebeads
# add frame positions to click-list
if context.window_manager.motion_trail.frame_display:
path = self.paths[display_ob.name]
for x, y, color, frame, action_ob, child in path:
click.append(
[frame, "frame",
mathutils.Vector([x, y]),
action_ob, child]
)
self.click[display_ob.name] = click
if context.scene.frame_current != frame_old:
context.scene.frame_set(frame_old)
context.preferences.edit.use_global_undo = global_undo
except:
# restore global undo in case of failure (see T52524)
context.preferences.edit.use_global_undo = global_undo
# draw in 3d-view
def draw_callback(self, context):
# polling
if (context.mode not in ('OBJECT', 'POSE') or
not context.window_manager.motion_trail.enabled):
return
# display limits
if context.window_manager.motion_trail.path_before != 0:
limit_min = context.scene.frame_current - \
context.window_manager.motion_trail.path_before
else:
limit_min = -1e6
if context.window_manager.motion_trail.path_after != 0:
limit_max = context.scene.frame_current + \
context.window_manager.motion_trail.path_after
else:
limit_max = 1e6
# draw motion path
bgl.glEnable(bgl.GL_BLEND)
bgl.glLineWidth(context.window_manager.motion_trail.path_width)
alpha = 1.0 - (context.window_manager.motion_trail.path_transparency / 100.0)
if context.window_manager.motion_trail.path_style == 'simple':
bgl.glColor4f(0.0, 0.0, 0.0, alpha)
for objectname, path in self.paths.items():
bgl.glBegin(bgl.GL_LINE_STRIP)
for x, y, color, frame, action_ob, child in path:
if frame < limit_min or frame > limit_max:
continue
bgl.glVertex2i(x, y)
bgl.glEnd()
else:
for objectname, path in self.paths.items():
for i, [x, y, color, frame, action_ob, child] in enumerate(path):
if frame < limit_min or frame > limit_max:
continue
r, g, b = color
if i != 0:
prev_path = path[i - 1]
halfway = [(x + prev_path[0]) / 2, (y + prev_path[1]) / 2]
bgl.glColor4f(r, g, b, alpha)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex2i(int(halfway[0]), int(halfway[1]))
bgl.glVertex2i(x, y)
bgl.glEnd()
if i != len(path) - 1:
next_path = path[i + 1]
halfway = [(x + next_path[0]) / 2, (y + next_path[1]) / 2]
bgl.glColor4f(r, g, b, alpha)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex2i(x, y)
bgl.glVertex2i(int(halfway[0]), int(halfway[1]))
bgl.glEnd()
# draw frames
if context.window_manager.motion_trail.frame_display:
bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
bgl.glPointSize(1)
bgl.glBegin(bgl.GL_POINTS)
for objectname, path in self.paths.items():
for x, y, color, frame, action_ob, child in path:
if frame < limit_min or frame > limit_max:
continue
if self.active_frame and objectname == self.active_frame[0] \
and abs(frame - self.active_frame[1]) < 1e-4:
bgl.glEnd()
bgl.glColor4f(1.0, 0.5, 0.0, 1.0)
bgl.glPointSize(3)
bgl.glBegin(bgl.GL_POINTS)
bgl.glVertex2i(x, y)
bgl.glEnd()
bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
bgl.glPointSize(1)
bgl.glBegin(bgl.GL_POINTS)
else:
bgl.glVertex2i(x, y)
bgl.glEnd()
# time beads are shown in speed and timing modes
if context.window_manager.motion_trail.mode in ('speed', 'timing'):
bgl.glColor4f(0.0, 1.0, 0.0, 1.0)
bgl.glPointSize(4)
bgl.glBegin(bgl.GL_POINTS)
for objectname, values in self.timebeads.items():
for frame, coords in values.items():
if frame < limit_min or frame > limit_max:
continue
if self.active_timebead and \
objectname == self.active_timebead[0] and \
abs(frame - self.active_timebead[1]) < 1e-4:
bgl.glEnd()
bgl.glColor4f(1.0, 0.5, 0.0, 1.0)
bgl.glBegin(bgl.GL_POINTS)
bgl.glVertex2i(coords[0], coords[1])
bgl.glEnd()
bgl.glColor4f(0.0, 1.0, 0.0, 1.0)
bgl.glBegin(bgl.GL_POINTS)
else:
bgl.glVertex2i(coords[0], coords[1])
bgl.glEnd()
# handles are only shown in location mode
if context.window_manager.motion_trail.mode == 'location':
# draw handle-lines
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
bgl.glLineWidth(1)
bgl.glBegin(bgl.GL_LINES)
for objectname, values in self.handles.items():
for frame, sides in values.items():
if frame < limit_min or frame > limit_max:
continue
for side, coords in sides.items():
if self.active_handle and \
objectname == self.active_handle[0] and \
side == self.active_handle[2] and \
abs(frame - self.active_handle[1]) < 1e-4:
bgl.glEnd()
bgl.glColor4f(.75, 0.25, 0.0, 1.0)
bgl.glBegin(bgl.GL_LINES)
bgl.glVertex2i(self.keyframes[objectname][frame][0],
self.keyframes[objectname][frame][1])
bgl.glVertex2i(coords[0], coords[1])
bgl.glEnd()
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
bgl.glBegin(bgl.GL_LINES)
else:
bgl.glVertex2i(self.keyframes[objectname][frame][0],
self.keyframes[objectname][frame][1])
bgl.glVertex2i(coords[0], coords[1])
bgl.glEnd()
# draw handles
bgl.glColor4f(1.0, 1.0, 0.0, 1.0)
bgl.glPointSize(4)
bgl.glBegin(bgl.GL_POINTS)
for objectname, values in self.handles.items():
for frame, sides in values.items():
if frame < limit_min or frame > limit_max:
continue
for side, coords in sides.items():
if self.active_handle and \
objectname == self.active_handle[0] and \
side == self.active_handle[2] and \
abs(frame - self.active_handle[1]) < 1e-4:
bgl.glEnd()
bgl.glColor4f(1.0, 0.5, 0.0, 1.0)
bgl.glBegin(bgl.GL_POINTS)
bgl.glVertex2i(coords[0], coords[1])
bgl.glEnd()
bgl.glColor4f(1.0, 1.0, 0.0, 1.0)
bgl.glBegin(bgl.GL_POINTS)
else:
bgl.glVertex2i(coords[0], coords[1])
bgl.glEnd()
# draw keyframes
bgl.glColor4f(1.0, 1.0, 0.0, 1.0)
bgl.glPointSize(6)
bgl.glBegin(bgl.GL_POINTS)
for objectname, values in self.keyframes.items():
for frame, coords in values.items():
if frame < limit_min or frame > limit_max:
continue
if self.active_keyframe and \
objectname == self.active_keyframe[0] and \
abs(frame - self.active_keyframe[1]) < 1e-4:
bgl.glEnd()
bgl.glColor4f(1.0, 0.5, 0.0, 1.0)
bgl.glBegin(bgl.GL_POINTS)
bgl.glVertex2i(coords[0], coords[1])
bgl.glEnd()
bgl.glColor4f(1.0, 1.0, 0.0, 1.0)
bgl.glBegin(bgl.GL_POINTS)
else:
bgl.glVertex2i(coords[0], coords[1])
bgl.glEnd()
# draw keyframe-numbers
if context.window_manager.motion_trail.keyframe_numbers:
blf.size(0, 12, 72)
bgl.glColor4f(1.0, 1.0, 0.0, 1.0)
for objectname, values in self.keyframes.items():
for frame, coords in values.items():
if frame < limit_min or frame > limit_max:
continue
blf.position(0, coords[0] + 3, coords[1] + 3, 0)
text = str(frame).split(".")
if len(text) == 1:
text = text[0]
elif len(text[1]) == 1 and text[1] == "0":
text = text[0]
else:
text = text[0] + "." + text[1][0]
if self.active_keyframe and \
objectname == self.active_keyframe[0] and \
abs(frame - self.active_keyframe[1]) < 1e-4:
bgl.glColor4f(1.0, 0.5, 0.0, 1.0)
blf.draw(0, text)
bgl.glColor4f(1.0, 1.0, 0.0, 1.0)
else:
blf.draw(0, text)
# restore opengl defaults
bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
bgl.glPointSize(1)
# change data based on mouse movement
def drag(context, event, drag_mouse_ori, active_keyframe, active_handle,
active_timebead, keyframes_ori, handles_ori, edit_bones):
# change 3d-location of keyframe
if context.window_manager.motion_trail.mode == 'location' and \
active_keyframe:
objectname, frame, frame_ori, action_ob, child = active_keyframe
if child:
mat = action_ob.matrix_world.copy().inverted() * \
edit_bones[child.name].copy().to_4x4()
else:
mat = 1
mouse_ori_world = screen_to_world(context, drag_mouse_ori[0],
drag_mouse_ori[1]) * mat
vector = screen_to_world(context, event.mouse_region_x,
event.mouse_region_y) * mat
d = vector - mouse_ori_world
loc_ori_ws = keyframes_ori[objectname][frame][1]
loc_ori_bs = loc_ori_ws * mat
new_loc = loc_ori_bs + d
curves = get_curves(action_ob, child)
for i, curve in enumerate(curves):
for kf in curve.keyframe_points:
if kf.co[0] == frame:
kf.co[1] = new_loc[i]
kf.handle_left[1] = handles_ori[objectname][frame]["left"][i][1] + d[i]
kf.handle_right[1] = handles_ori[objectname][frame]["right"][i][1] + d[i]
break
# change 3d-location of handle
elif context.window_manager.motion_trail.mode == 'location' and active_handle:
objectname, frame, side, action_ob, child = active_handle
if child:
mat = action_ob.matrix_world.copy().inverted() * \
edit_bones[child.name].copy().to_4x4()
else:
mat = 1
mouse_ori_world = screen_to_world(context, drag_mouse_ori[0],
drag_mouse_ori[1]) * mat
vector = screen_to_world(context, event.mouse_region_x,
event.mouse_region_y) * mat
d = vector - mouse_ori_world
curves = get_curves(action_ob, child)
for i, curve in enumerate(curves):
for kf in curve.keyframe_points:
if kf.co[0] == frame:
if side == "left":
# change handle type, if necessary
if kf.handle_left_type in (
'AUTO',
'AUTO_CLAMPED',
'ANIM_CLAMPED'):
kf.handle_left_type = 'ALIGNED'
elif kf.handle_left_type == 'VECTOR':
kf.handle_left_type = 'FREE'
# change handle position(s)
kf.handle_left[1] = handles_ori[objectname][frame]["left"][i][1] + d[i]
if kf.handle_left_type in (
'ALIGNED',
'ANIM_CLAMPED',
'AUTO',
'AUTO_CLAMPED'):
dif = (
abs(handles_ori[objectname][frame]["right"][i][0] -
kf.co[0]) / abs(kf.handle_left[0] -
kf.co[0])
) * d[i]
kf.handle_right[1] = handles_ori[objectname][frame]["right"][i][1] - dif
elif side == "right":
# change handle type, if necessary
if kf.handle_right_type in (
'AUTO',
'AUTO_CLAMPED',
'ANIM_CLAMPED'):
kf.handle_left_type = 'ALIGNED'
kf.handle_right_type = 'ALIGNED'
elif kf.handle_right_type == 'VECTOR':
kf.handle_left_type = 'FREE'
kf.handle_right_type = 'FREE'
# change handle position(s)
kf.handle_right[1] = handles_ori[objectname][frame]["right"][i][1] + d[i]
if kf.handle_right_type in (
'ALIGNED',
'ANIM_CLAMPED',
'AUTO',
'AUTO_CLAMPED'):
dif = (
abs(handles_ori[objectname][frame]["left"][i][0] -
kf.co[0]) / abs(kf.handle_right[0] -
kf.co[0])
) * d[i]
kf.handle_left[1] = handles_ori[objectname][frame]["left"][i][1] - dif
break
# change position of all keyframes on timeline
elif context.window_manager.motion_trail.mode == 'timing' and \
active_timebead:
objectname, frame, frame_ori, action_ob, child = active_timebead
curves = get_curves(action_ob, child)
ranges = [val for c in curves for val in c.range()]
ranges.sort()
range_min = round(ranges[0])
range_max = round(ranges[-1])
range = range_max - range_min
dx_screen = -(mathutils.Vector([event.mouse_region_x,
event.mouse_region_y]) - drag_mouse_ori)[0]
dx_screen = dx_screen / context.region.width * range
new_frame = frame + dx_screen
shift_low = max(1e-4, (new_frame - range_min) / (frame - range_min))
shift_high = max(1e-4, (range_max - new_frame) / (range_max - frame))
new_mapping = {}
for i, curve in enumerate(curves):
for j, kf in enumerate(curve.keyframe_points):
frame_map = kf.co[0]
if frame_map < range_min + 1e-4 or \
frame_map > range_max - 1e-4:
continue
frame_ori = False
for f in keyframes_ori[objectname]:
if abs(f - frame_map) < 1e-4:
frame_ori = keyframes_ori[objectname][f][0]
value_ori = keyframes_ori[objectname][f]
break
if not frame_ori:
continue
if frame_ori <= frame:
frame_new = (frame_ori - range_min) * shift_low + \
range_min
else:
frame_new = range_max - (range_max - frame_ori) * \
shift_high
frame_new = max(
range_min + j, min(frame_new, range_max -
(len(curve.keyframe_points) - j) + 1)
)
d_frame = frame_new - frame_ori
if frame_new not in new_mapping:
new_mapping[frame_new] = value_ori
kf.co[0] = frame_new
kf.handle_left[0] = handles_ori[objectname][frame_ori]["left"][i][0] + d_frame
kf.handle_right[0] = handles_ori[objectname][frame_ori]["right"][i][0] + d_frame
del keyframes_ori[objectname]
keyframes_ori[objectname] = {}
for new_frame, value in new_mapping.items():
keyframes_ori[objectname][new_frame] = value
# change position of active keyframe on the timeline
elif context.window_manager.motion_trail.mode == 'timing' and \
active_keyframe:
objectname, frame, frame_ori, action_ob, child = active_keyframe
if child:
mat = action_ob.matrix_world.copy().inverted() * \
edit_bones[child.name].copy().to_4x4()
else:
mat = action_ob.matrix_world.copy().inverted()
mouse_ori_world = screen_to_world(context, drag_mouse_ori[0],
drag_mouse_ori[1]) * mat
vector = screen_to_world(context, event.mouse_region_x,
event.mouse_region_y) * mat
d = vector - mouse_ori_world
locs_ori = [[f_ori, coords] for f_mapped, [f_ori, coords] in
keyframes_ori[objectname].items()]
locs_ori.sort()
direction = 1
range = False
for i, [f_ori, coords] in enumerate(locs_ori):
if abs(frame_ori - f_ori) < 1e-4: