--User changes

-No longer constrain pitch, yaw or depth spinners to -180 - 180.

--Bug fixes
 -Properly set color index on padded xforms.
 -Adding a padding final xform included a linear variation with a weight of zero to not appear empty. Made it have a weight of 1.
 -Always write animate tag on final xform when saving to Xml.
 -Motion was being applied to the wrong flame in SheepTools::Edge(), so apply it to the correct one.
 -Prevent divide by zero when normalizing variation weights.
 -Was accidentally adding the placeholder value of -9999 for motion_offset to varation weights and parameters when applying motion. Set to zero if no value present.
 -Clamp flame rotation values to -180 - 180 when reading a flame from Xml.
 -Events were not properly wired for user changes in the random rotations per blend controls in the sequencer.
 -Fix major UI bugs with sequencer min/max random controls which made it nearly impossible to hand type values.
 -Values from rotations per blend and rotations per blend max were not being saved to file between program runs.
 -Checking animate for an xform was not applied to all flames even if Apply All was checked.
 -Changing interpolation type, temporal filter width, temporal type, and affine interpolation type were not actually saving to the flame when changed.
 -Grid on the main window was not being drawn at the right scale initially due to some OpenGL initialization occurring in the wrong order.
 -Severe bugs in sequence generation code:
  --Improperly detected padding xforms.
  --When looking for specific variations during xform aligning, only presence was detected, when it should have been presence plus a weight greater than zero.
  --When adding specific variations during xform aligning, must first remove any variations of that type.
  --Two variables were unsigned when they should have been signed. This prevented large blocks of code from ever executing.
  --When interpolating affines, an EPS that was too small was used, causing affine values to interpolate incorrectly. Instead use 1e-10 to ensure results equal to flam3.

--Code changes
 -Modify FractoriumEmberController::UpdateXform() to pass the selected xform index as well as the absolute index to func().
This commit is contained in:
Person
2018-06-12 21:20:15 -07:00
parent 05fabda748
commit 6ff199d1ef
30 changed files with 534 additions and 352 deletions

View File

@ -139,7 +139,7 @@ void FractoriumEmberController<T>::AddLinkedXform()
Ember<T> ember = m_Ember;
m_Ember.Reserve(m_Ember.XformCount() + 1);//Doing this ahead of time ensures pointers remain valid.
auto iterCount = 0;
UpdateXform([&](Xform<T>* xform)
UpdateXform([&](Xform<T>* xform, size_t xfindex, size_t selIndex)
{
//Covers very strange case where final is selected, but initially not considered because final is excluded,
//but after adding the new xform, it thinks its selected index is non-final.
@ -210,7 +210,7 @@ void FractoriumEmberController<T>::DuplicateXform()
bool forceFinal = m_Fractorium->HaveFinal();
vector<Xform<T>> vec;
vec.reserve(m_Ember.XformCount());
UpdateXform([&] (Xform<T>* xform)
UpdateXform([&] (Xform<T>* xform, size_t xfindex, size_t selIndex)
{
vec.push_back(*xform);
}, eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL, false);
@ -235,7 +235,7 @@ void Fractorium::OnDuplicateXformButtonClicked(bool checked) { m_Controller->Dup
template <typename T>
void FractoriumEmberController<T>::ClearXform()
{
UpdateXform([&] (Xform<T>* xform)
UpdateXform([&] (Xform<T>* xform, size_t xfindex, size_t selIndex)
{
xform->ClearAndDeleteVariations();//Note xaos is left alone.
}, eXformUpdate::UPDATE_SELECTED);
@ -350,7 +350,7 @@ void Fractorium::OnAddFinalXformButtonClicked(bool checked) { m_Controller->AddF
template <typename T>
void FractoriumEmberController<T>::XformWeightChanged(double d)
{
UpdateXform([&] (Xform<T>* xform)
UpdateXform([&] (Xform<T>* xform, size_t xfindex, size_t selIndex)
{
xform->m_Weight = d;
}, eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL);
@ -363,7 +363,7 @@ void Fractorium::OnXformWeightChanged(double d) { m_Controller->XformWeightChang
template <typename T>
void FractoriumEmberController<T>::EqualizeWeights()
{
UpdateXform([&] (Xform<T>* xform)
UpdateXform([&] (Xform<T>* xform, size_t xfindex, size_t selIndex)
{
m_Ember.EqualizeWeights();
m_Fractorium->m_XformWeightSpin->setValue(xform->m_Weight);//Will trigger an update, so pass false to updateRender below.
@ -381,65 +381,70 @@ template <typename T>
void FractoriumEmberController<T>::XformNameChanged(int row, int col)
{
bool forceFinal = m_Fractorium->HaveFinal();
UpdateXform([&] (Xform<T>* xform)
UpdateXform([&] (Xform<T>* xform, size_t xfindex, size_t selIndex)
{
int index = m_Ember.GetTotalXformIndex(xform, forceFinal);
xform->m_Name = m_Fractorium->ui.XformWeightNameTable->item(row, col)->text().toStdString();
XformCheckboxAt(index, [&](QCheckBox * checkbox) { checkbox->setText(MakeXformCaption(index)); });
XformCheckboxAt(int(xfindex), [&](QCheckBox * checkbox) { checkbox->setText(MakeXformCaption(xfindex)); });
}, eXformUpdate::UPDATE_CURRENT, false);
FillSummary();//Manually update because this does not trigger a render, which is where this would normally be called.
}
void Fractorium::OnXformNameChanged(int row, int col) { m_Controller->XformNameChanged(row, col); }
/// <summary>
/// Set the animate field of the selected xforms.
/// Set the animate field of the selected xforms, this allows excluding current if it's not checked, but applies only to it if none are checked.
/// This has no effect on interactive rendering, it only sets a value
/// that will later be saved to Xml when the user saves.
/// This value is observed when creating sequences for animation.
/// Applies to all embers if "Apply All" is checked.
/// Called when the user toggles the animate xform checkbox.
/// </summary>
/// <param name="state">1 for checked, else false</param>
template <typename T>
void FractoriumEmberController<T>::XformAnimateChanged(int state)
{
bool final = IsFinal(CurrentXform());
auto index = m_Fractorium->ui.CurrentXformCombo->currentIndex();
T animate = state > 0 ? 1 : 0;
UpdateAll([&](Ember<T>& ember, bool isMain)
UpdateXform([&](Xform<T>* xform, size_t xfindex, size_t selIndex)
{
if (final)//If the current xform was final, only apply to other embers which also have a final xform.
bool final = IsFinal(xform);
UpdateAll([&](Ember<T>& ember, bool isMain)
{
if (ember.UseFinalXform())
if (final)//If the current xform was final, only apply to other embers which also have a final xform.
{
auto xform = ember.NonConstFinalXform();
xform->m_Animate = animate;
}
if (!m_Fractorium->ApplyAll())
if (m_EmberFilePointer && m_EmberFilePointer->UseFinalXform())
m_EmberFilePointer->NonConstFinalXform()->m_Animate = animate;
}
else//Current was not final, so apply to other embers which have a non-final xform at this index.
{
if (auto xform = ember.GetXform(index))
xform->m_Animate = animate;
if (!m_Fractorium->ApplyAll() && m_EmberFilePointer)
if (auto xform = m_EmberFilePointer->GetXform(index))
if (ember.UseFinalXform())
{
auto xform = ember.NonConstFinalXform();
xform->m_Animate = animate;
}
}, false, eProcessAction::NOTHING, m_Fractorium->ApplyAll());
}
if (!m_Fractorium->ApplyAll())
if (m_EmberFilePointer && m_EmberFilePointer->UseFinalXform())
m_EmberFilePointer->NonConstFinalXform()->m_Animate = animate;
}
else//Current was not final, so apply to other embers which have a non-final xform at this index.
{
if (auto xform = ember.GetXform(xfindex))
xform->m_Animate = animate;
if (!m_Fractorium->ApplyAll() && m_EmberFilePointer)
if (auto xform = m_EmberFilePointer->GetXform(xfindex))
xform->m_Animate = animate;
}
}, false, eProcessAction::NOTHING, m_Fractorium->ApplyAll());
}, eXformUpdate::UPDATE_SELECTED, false);
}
void Fractorium::OnXformAnimateCheckBoxStateChanged(int state) { m_Controller->XformAnimateChanged(state); }
/// <summary>
/// Fill all GUI widgets with values from the passed in xform.
/// </summary>
/// <param name="xform">The xform whose values will be used to populate the widgets</param>
template <typename T>
void FractoriumEmberController<T>::FillWithXform(Xform<T>* xform)//Need to see where all this is called from and sync with FillXform(). Maybe rename the latter.
void FractoriumEmberController<T>::FillWithXform(Xform<T>* xform)
{
m_Fractorium->m_XformWeightSpin->SetValueStealth(xform->m_Weight);
SetNormalizedWeightText(xform);
m_Fractorium->ui.AnimateXformCheckBox->setChecked(xform->m_Animate > 0 ? true : false);//Make a signal/slot to handle checking this.
m_Fractorium->ui.AnimateXformCheckBox->blockSignals(true);
m_Fractorium->ui.AnimateXformCheckBox->setChecked(xform->m_Animate > 0 ? true : false);
m_Fractorium->ui.AnimateXformCheckBox->blockSignals(false);
if (auto item = m_Fractorium->ui.XformWeightNameTable->item(0, 1))
{