* More updates to game engine type docs from Roelf de Kock

* FBX Bugfix, was exporting all animation curves as 'Constant' type (no docs for this so could only guess), Thanks to Sander Brandenburg for spotting this problem.
Also improved keyframe removal to work on animation curves an angle
This commit is contained in:
Campbell Barton 2009-05-13 22:52:31 +00:00
parent c7519789b8
commit 240aa6d34d
2 changed files with 74 additions and 54 deletions

@ -2611,10 +2611,9 @@ Takes: {''')
if frame!=act_start:
file.write(',')
# Curve types are
# Curve types are 'C,n' for constant, 'L' for linear
# C,n is for bezier? - linear is best for now so we can do simple keyframe removal
file.write('\n\t\t\t\t\t\t\t%i,%.15f,C,n' % (fbx_time(frame-1), context_bone_anim_vecs[frame-act_start][i] ))
#file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame-1), context_bone_anim_vecs[frame-act_start][i] ))
file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame-1), context_bone_anim_vecs[frame-act_start][i] ))
frame+=1
else:
# remove unneeded keys, j is the frame, needed when some frames are removed.
@ -2622,11 +2621,32 @@ Takes: {''')
# last frame to fisrt frame, missing 1 frame on either side.
# removeing in a backwards loop is faster
for j in xrange( (act_end-act_start)-1, 0, -1 ):
# Is this key reduenant?
if abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j-1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and\
abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j+1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
#for j in xrange( (act_end-act_start)-1, 0, -1 ):
# j = (act_end-act_start)-1
j = len(context_bone_anim_keys)-2
while j > 0 and len(context_bone_anim_keys) > 2:
# print j, len(context_bone_anim_keys)
# Is this key the same as the ones next to it?
# co-linear horizontal...
if abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j-1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and\
abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j+1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
del context_bone_anim_keys[j]
else:
frame_range = float(context_bone_anim_keys[j+1][1] - context_bone_anim_keys[j-1][1])
frame_range_fac1 = (context_bone_anim_keys[j+1][1] - context_bone_anim_keys[j][1]) / frame_range
frame_range_fac2 = 1.0 - frame_range_fac1
if abs(((context_bone_anim_keys[j-1][0]*frame_range_fac1 + context_bone_anim_keys[j+1][0]*frame_range_fac2)) - context_bone_anim_keys[j][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
del context_bone_anim_keys[j]
else:
j-=1
# keep the index below the list length
if j > len(context_bone_anim_keys)-2:
j = len(context_bone_anim_keys)-2
if len(context_bone_anim_keys) == 2 and context_bone_anim_keys[0][0] == context_bone_anim_keys[1][0]:
# This axis has no moton, its okay to skip KeyCount and Keys in this case
@ -2639,8 +2659,7 @@ Takes: {''')
if frame != context_bone_anim_keys[0][1]: # not the first
file.write(',')
# frame is alredy one less then blenders frame
file.write('\n\t\t\t\t\t\t\t%i,%.15f,C,n' % (fbx_time(frame), val ))
#file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val ))
file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val ))
if i==0: file.write('\n\t\t\t\t\t\tColor: 1,0,0')
elif i==1: file.write('\n\t\t\t\t\t\tColor: 0,1,0')
@ -2919,7 +2938,7 @@ def fbx_ui():
Draw.BeginAlign()
GLOBALS['ANIM_OPTIMIZE'] = Draw.Toggle('Optimize Keyframes', EVENT_REDRAW, x+20, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE'].val, 'Remove double keyframes', do_redraw)
if GLOBALS['ANIM_OPTIMIZE'].val:
GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Number('Precission: ', EVENT_NONE, x+180, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val, 3, 16, 'Tolerence for comparing double keyframes (higher for greater accuracy)')
GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Number('Precission: ', EVENT_NONE, x+180, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val, 1, 16, 'Tolerence for comparing double keyframes (higher for greater accuracy)')
Draw.EndAlign()
Draw.BeginAlign()
@ -2997,7 +3016,7 @@ def write_ui():
# animation opts
GLOBALS['ANIM_ENABLE'] = Draw.Create(1)
GLOBALS['ANIM_OPTIMIZE'] = Draw.Create(1)
GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Create(6) # decimal places
GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Create(4) # decimal places
GLOBALS['ANIM_ACTION_ALL'] = [Draw.Create(0), Draw.Create(1)] # not just the current action
# batch export options

@ -512,8 +512,7 @@ class BL_Shader(PyObjectPlus):
def delSource():
"""
TODO - Description
Clear the shader. Use this method before the source is changed with L{setSource}.
"""
def getFragmentProg():
"""
@ -997,39 +996,56 @@ class KX_BlenderMaterial(PyObjectPlus): # , RAS_IPolyMaterial)
"""
KX_BlenderMaterial
All placeholders have a __ prefix
"""
def __getShader(val):
def getShader():
"""
TODO - Description
Returns the material's shader.
@param val: the starting frame of the animation
@type val: float
@rtype: integer
@return: TODO Description
@rtype: L{BL_Shader}
@return: the material's shader
"""
def __setBlending(val):
def setBlending(src, dest):
"""
TODO - Description
Set the pixel color arithmetic functions.
@param val: the starting frame of the animation
@type val: float
@param src: Specifies how the red, green, blue,
and alpha source blending factors are computed.
@type src: GL_ZERO,
GL_ONE,
GL_SRC_COLOR,
GL_ONE_MINUS_SRC_COLOR,
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA,
GL_SRC_ALPHA_SATURATE
@param dest: Specifies how the red, green, blue,
and alpha destination blending factors are computed.
@type dest: GL_ZERO,
GL_ONE,
GL_SRC_COLOR,
GL_ONE_MINUS_SRC_COLOR,
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA,
GL_SRC_ALPHA_SATURATE
"""
def getMaterialIndex():
"""
Returns the material's index.
@rtype: integer
@return: TODO Description
"""
def __getMaterialIndex(val):
"""
TODO - Description
@param val: the starting frame of the animation
@type val: float
@rtype: integer
@return: TODO Description
@return: the material's index
"""
class KX_CDActuator(SCA_IActuator):
@ -1419,28 +1435,13 @@ class KX_ConstraintWrapper(PyObjectPlus):
"""
KX_ConstraintWrapper
All placeholders have a __ prefix
"""
def __getConstraintId(val):
def getConstraintId(val):
"""
TODO - Description
@param val: the starting frame of the animation
@type val: float
Returns the contraint's ID
@rtype: integer
@return: TODO Description
"""
def __testMethod(val):
"""
TODO - Description
@param val: the starting frame of the animation
@type val: float
@rtype: integer
@return: TODO Description
@return: the constraint's ID
"""
class KX_GameActuator(SCA_IActuator):