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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc

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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.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*
* Original Author: Joshua Leung
* Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/builder/deg_builder_relations_rig.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph
*/
#include "intern/builder/deg_builder_relations.h"
#include <stdio.h>
#include <stdlib.h>
#include <cstring> /* required for STREQ later on. */
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_blenlib.h"
extern "C" {
#include "DNA_action_types.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_customdata_types.h"
#include "DNA_object_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
} /* extern "C" */
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "intern/builder/deg_builder.h"
#include "intern/builder/deg_builder_pchanmap.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_intern.h"
#include "intern/depsgraph_types.h"
#include "util/deg_util_foreach.h"
namespace DEG {
/* IK Solver Eval Steps */
void DepsgraphRelationBuilder::build_ik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con,
RootPChanMap *root_map)
{
bKinematicConstraint *data = (bKinematicConstraint *)con->data;
/* attach owner to IK Solver too
* - assume that owner is always part of chain
* - see notes on direction of rel below...
*/
bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
if (rootchan == NULL) {
return;
}
OperationKey pchan_local_key(&object->id, DEG_NODE_TYPE_BONE,
pchan->name, DEG_OPCODE_BONE_LOCAL);
OperationKey init_ik_key(&object->id, DEG_NODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_INIT_IK);
OperationKey solver_key(&object->id, DEG_NODE_TYPE_EVAL_POSE,
rootchan->name,
DEG_OPCODE_POSE_IK_SOLVER);
add_relation(pchan_local_key, init_ik_key, "IK Constraint -> Init IK Tree");
add_relation(init_ik_key, solver_key, "Init IK -> IK Solver");
/* IK target */
// XXX: this should get handled as part of the constraint code
if (data->tar != NULL) {
/* TODO(sergey): For until we'll store partial matricies in the depsgraph,
* we create dependency between target object and pose eval component.
*
* This way we ensuring the whole subtree is updated from scratch without
* need of intermediate matricies. This is an overkill, but good enough for
* testing IK solver.
*/
// FIXME: geometry targets...
ComponentKey pose_key(&object->id, DEG_NODE_TYPE_EVAL_POSE);
if ((data->tar->type == OB_ARMATURE) && (data->subtarget[0])) {
/* TODO(sergey): This is only for until granular update stores intermediate result. */
if (data->tar != object) {
/* different armature - can just read the results */
ComponentKey target_key(&data->tar->id, DEG_NODE_TYPE_BONE, data->subtarget);
add_relation(target_key, pose_key, con->name);
}
else {
/* same armature - we'll use the ready state only, just in case this bone is in the chain we're solving */
OperationKey target_key(&data->tar->id, DEG_NODE_TYPE_BONE, data->subtarget, DEG_OPCODE_BONE_DONE);
add_relation(target_key, solver_key, con->name);
}
}
else if (ELEM(data->tar->type, OB_MESH, OB_LATTICE) && (data->subtarget[0])) {
/* vertex group target */
/* NOTE: for now, we don't need to represent vertex groups separately... */
ComponentKey target_key(&data->tar->id, DEG_NODE_TYPE_GEOMETRY);
add_relation(target_key, solver_key, con->name);
if (data->tar->type == OB_MESH) {
OperationDepsNode *node2 = find_operation_node(target_key);
if (node2 != NULL) {
node2->customdata_mask |= CD_MASK_MDEFORMVERT;
}
}
}
else {
/* Standard Object Target */
ComponentKey target_key(&data->tar->id, DEG_NODE_TYPE_TRANSFORM);
add_relation(target_key, pose_key, con->name);
}
if ((data->tar == object) && (data->subtarget[0])) {
/* Prevent target's constraints from linking to anything from same
* chain that it controls.
*/
root_map->add_bone(data->subtarget, rootchan->name);
}
}
/* Pole Target */
// XXX: this should get handled as part of the constraint code
if (data->poletar != NULL) {
if ((data->poletar->type == OB_ARMATURE) && (data->polesubtarget[0])) {
// XXX: same armature issues - ready vs done?
ComponentKey target_key(&data->poletar->id, DEG_NODE_TYPE_BONE, data->polesubtarget);
add_relation(target_key, solver_key, con->name);
}
else if (ELEM(data->poletar->type, OB_MESH, OB_LATTICE) && (data->polesubtarget[0])) {
/* vertex group target */
/* NOTE: for now, we don't need to represent vertex groups separately... */
ComponentKey target_key(&data->poletar->id, DEG_NODE_TYPE_GEOMETRY);
add_relation(target_key, solver_key, con->name);
if (data->poletar->type == OB_MESH) {
OperationDepsNode *node2 = find_operation_node(target_key);
if (node2 != NULL) {
node2->customdata_mask |= CD_MASK_MDEFORMVERT;
}
}
}
else {
ComponentKey target_key(&data->poletar->id, DEG_NODE_TYPE_TRANSFORM);
add_relation(target_key, solver_key, con->name);
}
}
DEG_DEBUG_PRINTF("\nStarting IK Build: pchan = %s, target = (%s, %s), segcount = %d\n",
pchan->name, data->tar->id.name, data->subtarget, data->rootbone);
bPoseChannel *parchan = pchan;
/* exclude tip from chain? */
if (!(data->flag & CONSTRAINT_IK_TIP)) {
OperationKey tip_transforms_key(&object->id, DEG_NODE_TYPE_BONE,
parchan->name, DEG_OPCODE_BONE_LOCAL);
add_relation(solver_key, tip_transforms_key, "IK Solver Result");
parchan = pchan->parent;
}
root_map->add_bone(parchan->name, rootchan->name);
OperationKey parchan_transforms_key(&object->id, DEG_NODE_TYPE_BONE,
parchan->name, DEG_OPCODE_BONE_READY);
add_relation(parchan_transforms_key, solver_key, "IK Solver Owner");
/* Walk to the chain's root */
//size_t segcount = 0;
int segcount = 0;
while (parchan) {
/* Make IK-solver dependent on this bone's result,
* since it can only run after the standard results
* of the bone are know. Validate links step on the
* bone will ensure that users of this bone only
* grab the result with IK solver results...
*/
if (parchan != pchan) {
OperationKey parent_key(&object->id, DEG_NODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_READY);
add_relation(parent_key, solver_key, "IK Chain Parent");
OperationKey done_key(&object->id, DEG_NODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, done_key, "IK Chain Result");
}
else {
OperationKey final_transforms_key(&object->id, DEG_NODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, final_transforms_key, "IK Solver Result");
}
parchan->flag |= POSE_DONE;
root_map->add_bone(parchan->name, rootchan->name);
/* continue up chain, until we reach target number of items... */
DEG_DEBUG_PRINTF(" %d = %s\n", segcount, parchan->name);
segcount++;
if ((segcount == data->rootbone) || (segcount > 255)) break; /* 255 is weak */
parchan = parchan->parent;
}
OperationKey flush_key(&object->id, DEG_NODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
add_relation(solver_key, flush_key, "PoseEval Result-Bone Link");
}
/* Spline IK Eval Steps */
void DepsgraphRelationBuilder::build_splineik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con,
RootPChanMap *root_map)
{
bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
OperationKey transforms_key(&object->id, DEG_NODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
OperationKey solver_key(&object->id, DEG_NODE_TYPE_EVAL_POSE, rootchan->name, DEG_OPCODE_POSE_SPLINE_IK_SOLVER);
/* attach owner to IK Solver too
* - assume that owner is always part of chain
* - see notes on direction of rel below...
*/
add_relation(transforms_key, solver_key, "Spline IK Solver Owner");
/* attach path dependency to solver */
if (data->tar) {
/* TODO(sergey): For until we'll store partial matricies in the depsgraph,
* we create dependency between target object and pose eval component.
* See IK pose for a bit more information.
*/
// TODO: the bigggest point here is that we need the curve PATH and not just the general geometry...
ComponentKey target_key(&data->tar->id, DEG_NODE_TYPE_GEOMETRY);
ComponentKey pose_key(&object->id, DEG_NODE_TYPE_EVAL_POSE);
add_relation(target_key, pose_key, "Curve.Path -> Spline IK");
}
pchan->flag |= POSE_DONE;
OperationKey final_transforms_key(&object->id, DEG_NODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, final_transforms_key, "Spline IK Result");
root_map->add_bone(pchan->name, rootchan->name);
/* Walk to the chain's root */
//size_t segcount = 0;
int segcount = 0;
for (bPoseChannel *parchan = pchan->parent; parchan; parchan = parchan->parent) {
/* Make Spline IK solver dependent on this bone's result,
* since it can only run after the standard results
* of the bone are know. Validate links step on the
* bone will ensure that users of this bone only
* grab the result with IK solver results...
*/
if (parchan != pchan) {
OperationKey parent_key(&object->id, DEG_NODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_READY);
add_relation(parent_key, solver_key, "Spline IK Solver Update");
OperationKey done_key(&object->id, DEG_NODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, done_key, "IK Chain Result");
}
parchan->flag |= POSE_DONE;
OperationKey final_transforms_key(&object->id, DEG_NODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, final_transforms_key, "Spline IK Solver Result");
root_map->add_bone(parchan->name, rootchan->name);
/* continue up chain, until we reach target number of items... */
segcount++;
if ((segcount == data->chainlen) || (segcount > 255)) break; /* 255 is weak */
}
OperationKey flush_key(&object->id, DEG_NODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
add_relation(solver_key, flush_key, "PoseEval Result-Bone Link");
}
/* Pose/Armature Bones Graph */
void DepsgraphRelationBuilder::build_rig(Object *object)
{
/* Armature-Data */
bArmature *arm = (bArmature *)object->data;
// TODO: selection status?
/* attach links between pose operations */
OperationKey init_key(&object->id, DEG_NODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_INIT);
OperationKey init_ik_key(&object->id, DEG_NODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_INIT_IK);
OperationKey flush_key(&object->id, DEG_NODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
add_relation(init_key, init_ik_key, "Pose Init -> Pose Init IK");
add_relation(init_ik_key, flush_key, "Pose Init IK -> Pose Cleanup");
/* Make sure pose is up-to-date with armature updates. */
OperationKey armature_key(&arm->id,
DEG_NODE_TYPE_PARAMETERS,
DEG_OPCODE_PLACEHOLDER,
"Armature Eval");
add_relation(armature_key, init_key, "Data dependency");
/* IK Solvers...
* - These require separate processing steps are pose-level
* to be executed between chains of bones (i.e. once the
* base transforms of a bunch of bones is done)
*
* - We build relations for these before the dependencies
* between ops in the same component as it is necessary
* to check whether such bones are in the same IK chain
* (or else we get weird issues with either in-chain
* references, or with bones being parented to IK'd bones)
*
* Unsolved Issues:
* - Care is needed to ensure that multi-headed trees work out the same as in ik-tree building
* - Animated chain-lengths are a problem...
*/
RootPChanMap root_map;
bool pose_depends_on_local_transform = false;
BLI_LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
BLI_LISTBASE_FOREACH (bConstraint *, con, &pchan->constraints) {
switch (con->type) {
case CONSTRAINT_TYPE_KINEMATIC:
build_ik_pose(object, pchan, con, &root_map);
pose_depends_on_local_transform = true;
break;
case CONSTRAINT_TYPE_SPLINEIK:
build_splineik_pose(object, pchan, con, &root_map);
pose_depends_on_local_transform = true;
break;
/* Constraints which needs world's matrix for transform.
* TODO(sergey): More constraints here?
*/
case CONSTRAINT_TYPE_ROTLIKE:
case CONSTRAINT_TYPE_SIZELIKE:
case CONSTRAINT_TYPE_LOCLIKE:
case CONSTRAINT_TYPE_TRANSLIKE:
/* TODO(sergey): Add used space check. */
pose_depends_on_local_transform = true;
break;
default:
break;
}
}
}
//root_map.print_debug();
if (pose_depends_on_local_transform) {
/* TODO(sergey): Once partial updates are possible use relation between
* object transform and solver itself in it's build function.
*/
ComponentKey pose_key(&object->id, DEG_NODE_TYPE_EVAL_POSE);
ComponentKey local_transform_key(&object->id, DEG_NODE_TYPE_TRANSFORM);
add_relation(local_transform_key, pose_key, "Local Transforms");
}
/* links between operations for each bone */
BLI_LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
OperationKey bone_local_key(&object->id, DEG_NODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_LOCAL);
OperationKey bone_pose_key(&object->id, DEG_NODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_POSE_PARENT);
OperationKey bone_ready_key(&object->id, DEG_NODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
OperationKey bone_done_key(&object->id, DEG_NODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
pchan->flag &= ~POSE_DONE;
/* pose init to bone local */
add_relation(init_key, bone_local_key, "PoseEval Source-Bone Link");
/* local to pose parenting operation */
add_relation(bone_local_key, bone_pose_key, "Bone Local - PoseSpace Link");
/* parent relation */
if (pchan->parent != NULL) {
eDepsOperation_Code parent_key_opcode;
/* NOTE: this difference in handling allows us to prevent lockups while ensuring correct poses for separate chains */
if (root_map.has_common_root(pchan->name, pchan->parent->name)) {
parent_key_opcode = DEG_OPCODE_BONE_READY;
}
else {
parent_key_opcode = DEG_OPCODE_BONE_DONE;
}
OperationKey parent_key(&object->id, DEG_NODE_TYPE_BONE, pchan->parent->name, parent_key_opcode);
add_relation(parent_key, bone_pose_key, "Parent Bone -> Child Bone");
}
/* constraints */
if (pchan->constraints.first != NULL) {
/* constraints stack and constraint dependencies */
build_constraints(&object->id, DEG_NODE_TYPE_BONE, pchan->name, &pchan->constraints, &root_map);
/* pose -> constraints */
OperationKey constraints_key(&object->id, DEG_NODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_CONSTRAINTS);
add_relation(bone_pose_key, constraints_key, "Constraints Stack");
/* constraints -> ready */
// TODO: when constraint stack is exploded, this step should occur before the first IK solver
add_relation(constraints_key, bone_ready_key, "Constraints -> Ready");
}
else {
/* pose -> ready */
add_relation(bone_pose_key, bone_ready_key, "Pose -> Ready");
}
/* bone ready -> done
* NOTE: For bones without IK, this is all that's needed.
* For IK chains however, an additional rel is created from IK to done,
* with transitive reduction removing this one...
*/
add_relation(bone_ready_key, bone_done_key, "Ready -> Done");
/* assume that all bones must be done for the pose to be ready (for deformers) */
add_relation(bone_done_key, flush_key, "PoseEval Result-Bone Link");
}
}
void DepsgraphRelationBuilder::build_proxy_rig(Object *object)
{
OperationKey pose_init_key(&object->id, DEG_NODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_INIT);
OperationKey pose_done_key(&object->id, DEG_NODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
BLI_LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
OperationKey bone_local_key(&object->id, DEG_NODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_LOCAL);
OperationKey bone_ready_key(&object->id, DEG_NODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
OperationKey bone_done_key(&object->id, DEG_NODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
add_relation(pose_init_key, bone_local_key, "Pose Init -> Bone Local");
add_relation(bone_local_key, bone_ready_key, "Local -> Ready");
add_relation(bone_ready_key, bone_done_key, "Ready -> Done");
add_relation(bone_done_key, pose_done_key, "Bone Done -> Pose Done");
}
}
} // namespace DEG