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2011-10-10 09:38:02 +00:00
/*
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* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup bke
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*/
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#include "MEM_guardedalloc.h"
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
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#include <stdlib.h>
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_dlrbTree.h"
#include "BLT_translation.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
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#include "DNA_key_types.h"
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#include "DNA_scene_types.h"
#include "BKE_anim.h"
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_curve.h"
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#include "BKE_key.h"
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
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#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_scene.h"
#include "BKE_report.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "DEG_depsgraph_build.h"
#include "GPU_batch.h"
#include "CLG_log.h"
static CLG_LogRef LOG = {"bke.anim"};
// XXX bad level call...
extern short compare_ak_cfraPtr(void *node, void *data);
extern void agroup_to_keylist(struct AnimData *adt, struct bActionGroup *agrp, struct DLRBT_Tree *keys, int saction_flag);
extern void action_to_keylist(struct AnimData *adt, struct bAction *act, struct DLRBT_Tree *keys, int saction_flag);
/* --------------------- */
/* forward declarations */
/* ******************************************************************** */
/* Animation Visualization */
/* Initialize the default settings for animation visualization */
void animviz_settings_init(bAnimVizSettings *avs)
{
/* sanity check */
if (avs == NULL)
return;
/* path settings */
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avs->path_bc = avs->path_ac = 10;
avs->path_sf = 1; /* xxx - take from scene instead? */
avs->path_ef = 250; /* xxx - take from scene instead? */
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avs->path_viewflag = (MOTIONPATH_VIEW_KFRAS | MOTIONPATH_VIEW_KFNOS);
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avs->path_step = 1;
avs->path_bakeflag |= MOTIONPATH_BAKE_HEADS;
}
/* ------------------- */
/* Free the given motion path's cache */
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void animviz_free_motionpath_cache(bMotionPath *mpath)
{
/* sanity check */
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if (mpath == NULL)
return;
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/* free the path if necessary */
if (mpath->points)
MEM_freeN(mpath->points);
GPU_VERTBUF_DISCARD_SAFE(mpath->points_vbo);
GPU_BATCH_DISCARD_SAFE(mpath->batch_line);
GPU_BATCH_DISCARD_SAFE(mpath->batch_points);
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/* reset the relevant parameters */
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mpath->points = NULL;
mpath->length = 0;
}
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/* Free the given motion path instance and its data
* NOTE: this frees the motion path given!
*/
void animviz_free_motionpath(bMotionPath *mpath)
{
/* sanity check */
if (mpath == NULL)
return;
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/* free the cache first */
animviz_free_motionpath_cache(mpath);
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/* now the instance itself */
MEM_freeN(mpath);
}
/* ------------------- */
/* Make a copy of motionpath data, so that viewing with copy on write works */
bMotionPath *animviz_copy_motionpath(const bMotionPath *mpath_src)
{
bMotionPath *mpath_dst;
if (mpath_src == NULL)
return NULL;
mpath_dst = MEM_dupallocN(mpath_src);
mpath_dst->points = MEM_dupallocN(mpath_src->points);
/* should get recreated on draw... */
mpath_dst->points_vbo = NULL;
mpath_dst->batch_line = NULL;
mpath_dst->batch_points = NULL;
return mpath_dst;
}
/* ------------------- */
/**
* Setup motion paths for the given data.
* \note Only used when explicitly calculating paths on bones which may/may not be consider already
*
* \param scene: Current scene (for frame ranges, etc.)
* \param ob: Object to add paths for (must be provided)
* \param pchan: Posechannel to add paths for (optional; if not provided, object-paths are assumed)
*/
bMotionPath *animviz_verify_motionpaths(ReportList *reports, Scene *scene, Object *ob, bPoseChannel *pchan)
{
bAnimVizSettings *avs;
bMotionPath *mpath, **dst;
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/* sanity checks */
if (ELEM(NULL, scene, ob))
return NULL;
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/* get destination data */
if (pchan) {
/* paths for posechannel - assume that posechannel belongs to the object */
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avs = &ob->pose->avs;
dst = &pchan->mpath;
}
else {
/* paths for object */
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avs = &ob->avs;
dst = &ob->mpath;
}
/* avoid 0 size allocs */
if (avs->path_sf >= avs->path_ef) {
BKE_reportf(reports, RPT_ERROR,
"Motion path frame extents invalid for %s (%d to %d)%s",
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(pchan) ? pchan->name : ob->id.name,
avs->path_sf, avs->path_ef,
(avs->path_sf == avs->path_ef) ? TIP_(", cannot have single-frame paths") : "");
return NULL;
}
/* if there is already a motionpath, just return that,
* provided it's settings are ok (saves extra free+alloc)
*/
if (*dst != NULL) {
int expected_length = avs->path_ef - avs->path_sf;
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mpath = *dst;
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/* path is "valid" if length is valid, but must also be of the same length as is being requested */
if ((mpath->start_frame != mpath->end_frame) && (mpath->length > 0)) {
/* outer check ensures that we have some curve data for this path */
if (mpath->length == expected_length) {
/* return/use this as it is already valid length */
return mpath;
}
else {
/* clear the existing path (as the range has changed), and reallocate below */
animviz_free_motionpath_cache(mpath);
}
}
}
else {
/* create a new motionpath, and assign it */
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mpath = MEM_callocN(sizeof(bMotionPath), "bMotionPath");
*dst = mpath;
}
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/* set settings from the viz settings */
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mpath->start_frame = avs->path_sf;
mpath->end_frame = avs->path_ef;
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mpath->length = mpath->end_frame - mpath->start_frame;
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if (avs->path_bakeflag & MOTIONPATH_BAKE_HEADS)
mpath->flag |= MOTIONPATH_FLAG_BHEAD;
else
mpath->flag &= ~MOTIONPATH_FLAG_BHEAD;
/* set default custom values */
mpath->color[0] = 1.0; /* Red */
mpath->color[1] = 0.0;
mpath->color[2] = 0.0;
mpath->line_thickness = 2;
mpath->flag |= MOTIONPATH_FLAG_LINES; /* draw lines by default */
/* allocate a cache */
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mpath->points = MEM_callocN(sizeof(bMotionPathVert) * mpath->length, "bMotionPathVerts");
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/* tag viz settings as currently having some path(s) which use it */
avs->path_bakeflag |= MOTIONPATH_BAKE_HAS_PATHS;
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/* return it */
return mpath;
}
/* ------------------- */
/* Motion path needing to be baked (mpt) */
typedef struct MPathTarget {
struct MPathTarget *next, *prev;
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bMotionPath *mpath; /* motion path in question */
DLRBT_Tree keys; /* temp, to know where the keyframes are */
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/* Original (Source Objects) */
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Object *ob; /* source object */
bPoseChannel *pchan; /* source posechannel (if applicable) */
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/* "Evaluated" Copies (these come from the background COW copie
* that provide all the coordinates we want to save off)
*/
Object *ob_eval; /* evaluated object */
} MPathTarget;
/* ........ */
/* get list of motion paths to be baked for the given object
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* - assumes the given list is ready to be used
*/
/* TODO: it would be nice in future to be able to update objects dependent on these bones too? */
void animviz_get_object_motionpaths(Object *ob, ListBase *targets)
{
MPathTarget *mpt;
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/* object itself first */
if ((ob->avs.recalc & ANIMVIZ_RECALC_PATHS) && (ob->mpath)) {
/* new target for object */
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mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget Ob");
BLI_addtail(targets, mpt);
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mpt->mpath = ob->mpath;
mpt->ob = ob;
}
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/* bones */
if ((ob->pose) && (ob->pose->avs.recalc & ANIMVIZ_RECALC_PATHS)) {
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bArmature *arm = ob->data;
bPoseChannel *pchan;
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for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
if ((pchan->bone) && (arm->layer & pchan->bone->layer) && (pchan->mpath)) {
/* new target for bone */
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mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget PoseBone");
BLI_addtail(targets, mpt);
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mpt->mpath = pchan->mpath;
mpt->ob = ob;
mpt->pchan = pchan;
}
}
}
}
/* ........ */
/* update scene for current frame */
static void motionpaths_calc_update_scene(Main *bmain,
struct Depsgraph *depsgraph)
{
/* Do all updates
* - if this is too slow, resort to using a more efficient way
* that doesn't force complete update, but for now, this is the
* most accurate way!
*
* TODO(segey): Bring back partial updates, which became impossible
* with the new depsgraph due to unsorted nature of bases.
*
* TODO(sergey): Use evaluation context dedicated to motion paths.
*/
BKE_scene_graph_update_for_newframe(depsgraph, bmain);
}
/* ........ */
/* perform baking for the targets on the current frame */
static void motionpaths_calc_bake_targets(ListBase *targets, int cframe)
{
MPathTarget *mpt;
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/* for each target, check if it can be baked on the current frame */
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for (mpt = targets->first; mpt; mpt = mpt->next) {
bMotionPath *mpath = mpt->mpath;
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/* current frame must be within the range the cache works for
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* - is inclusive of the first frame, but not the last otherwise we get buffer overruns
*/
if ((cframe < mpath->start_frame) || (cframe >= mpath->end_frame)) {
continue;
}
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/* get the relevant cache vert to write to */
bMotionPathVert *mpv = mpath->points + (cframe - mpath->start_frame);
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Object *ob_eval = mpt->ob_eval;
/* Lookup evaluated pose channel, here because the depsgraph
* evaluation can change them so they are not cached in mpt. */
bPoseChannel *pchan_eval = NULL;
if (mpt->pchan) {
pchan_eval = BKE_pose_channel_find_name(ob_eval->pose, mpt->pchan->name);
}
/* pose-channel or object path baking? */
if (pchan_eval) {
/* heads or tails */
if (mpath->flag & MOTIONPATH_FLAG_BHEAD) {
copy_v3_v3(mpv->co, pchan_eval->pose_head);
}
else {
copy_v3_v3(mpv->co, pchan_eval->pose_tail);
}
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/* result must be in worldspace */
mul_m4_v3(ob_eval->obmat, mpv->co);
}
else {
/* worldspace object location */
copy_v3_v3(mpv->co, ob_eval->obmat[3]);
}
float mframe = (float)(cframe);
/* Tag if it's a keyframe */
if (BLI_dlrbTree_search_exact(&mpt->keys, compare_ak_cfraPtr, &mframe)) {
mpv->flag |= MOTIONPATH_VERT_KEY;
}
/* Incremental update on evaluated object if possible, for fast updating
* while dragging in transform. */
bMotionPath *mpath_eval = NULL;
if (mpt->pchan) {
mpath_eval = (pchan_eval) ? pchan_eval->mpath : NULL;
}
else {
mpath_eval = ob_eval->mpath;
}
if (mpath_eval && mpath_eval->length == mpath->length) {
bMotionPathVert *mpv_eval = mpath_eval->points + (cframe - mpath_eval->start_frame);
*mpv_eval = *mpv;
GPU_VERTBUF_DISCARD_SAFE(mpath_eval->points_vbo);
GPU_BATCH_DISCARD_SAFE(mpath_eval->batch_line);
GPU_BATCH_DISCARD_SAFE(mpath_eval->batch_points);
}
}
}
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/* Perform baking of the given object's and/or its bones' transforms to motion paths
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* - scene: current scene
* - ob: object whose flagged motionpaths should get calculated
* - recalc: whether we need to
*/
/* TODO: include reports pointer? */
void animviz_calc_motionpaths(Depsgraph *depsgraph,
Main *bmain,
Scene *scene,
ListBase *targets,
bool restore,
bool current_frame_only)
{
/* sanity check */
if (ELEM(NULL, targets, targets->first))
return;
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/* Compute frame range to bake within.
* TODO: this method could be improved...
* 1) max range for standard baking
* 2) minimum range for recalc baking (i.e. between keyframes, but how?) */
int sfra = INT_MAX;
int efra = INT_MIN;
for (MPathTarget *mpt = targets->first; mpt; mpt = mpt->next) {
/* try to increase area to do (only as much as needed) */
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sfra = MIN2(sfra, mpt->mpath->start_frame);
efra = MAX2(efra, mpt->mpath->end_frame);
}
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if (efra <= sfra) {
return;
}
/* Limit frame range if we are updating just the current frame. */
/* set frame values */
int cfra = CFRA;
if (current_frame_only) {
if (cfra < sfra || cfra > efra) {
return;
}
sfra = efra = cfra;
}
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/* get copies of objects/bones to get the calculated results from
* (for copy-on-write evaluation), so that we actually get some results
*/
// TODO: Create a copy of background depsgraph that only contain these entities, and only evaluates them..
for (MPathTarget *mpt = targets->first; mpt; mpt = mpt->next) {
mpt->ob_eval = DEG_get_evaluated_object(depsgraph, mpt->ob);
AnimData *adt = BKE_animdata_from_id(&mpt->ob_eval->id);
/* build list of all keyframes in active action for object or pchan */
BLI_dlrbTree_init(&mpt->keys);
if (adt) {
bAnimVizSettings *avs;
/* get pointer to animviz settings for each target */
if (mpt->pchan)
avs = &mpt->ob->pose->avs;
else
avs = &mpt->ob->avs;
/* 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 ((mpt->pchan) && (avs->path_viewflag & MOTIONPATH_VIEW_KFACT) == 0) {
bActionGroup *agrp = BKE_action_group_find_name(adt->action, mpt->pchan->name);
if (agrp) {
agroup_to_keylist(adt, agrp, &mpt->keys, 0);
}
}
else {
action_to_keylist(adt, adt->action, &mpt->keys, 0);
}
}
}
/* calculate path over requested range */
CLOG_INFO(&LOG, 1, "Calculating MotionPaths between frames %d - %d (%d frames)", sfra, efra, efra - sfra + 1);
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for (CFRA = sfra; CFRA <= efra; CFRA++) {
if (current_frame_only) {
/* For current frame, only update tagged. */
BKE_scene_graph_update_tagged(depsgraph, bmain);
}
else {
/* Update relevant data for new frame. */
motionpaths_calc_update_scene(bmain, depsgraph);
}
/* perform baking for targets */
motionpaths_calc_bake_targets(targets, CFRA);
}
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/* reset original environment */
/* NOTE: We don't always need to reevaluate the main scene, as the depsgraph
* may be a temporary one that works on a subset of the data. We always have
* to resoture the current frame though. */
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CFRA = cfra;
if (!current_frame_only && restore) {
motionpaths_calc_update_scene(bmain, depsgraph);
}
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/* clear recalc flags from targets */
for (MPathTarget *mpt = targets->first; mpt; mpt = mpt->next) {
bAnimVizSettings *avs;
bMotionPath *mpath = mpt->mpath;
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/* get pointer to animviz settings for each target */
if (mpt->pchan)
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avs = &mpt->ob->pose->avs;
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else
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avs = &mpt->ob->avs;
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/* clear the flag requesting recalculation of targets */
avs->recalc &= ~ANIMVIZ_RECALC_PATHS;
/* Clean temp data */
BLI_dlrbTree_free(&mpt->keys);
/* Free previous batches to force update. */
GPU_VERTBUF_DISCARD_SAFE(mpath->points_vbo);
GPU_BATCH_DISCARD_SAFE(mpath->batch_line);
GPU_BATCH_DISCARD_SAFE(mpath->batch_points);
}
}
/* ******************************************************************** */
/* Curve Paths - for curve deforms and/or curve following */
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/* free curve path data
* NOTE: frees the path itself!
* NOTE: this is increasingly inaccurate with non-uniform BevPoint subdivisions [#24633]
*/
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void free_path(Path *path)
{
if (path->data) MEM_freeN(path->data);
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MEM_freeN(path);
}
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/* calculate a curve-deform path for a curve
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* - only called from displist.c -> do_makeDispListCurveTypes
*/
void calc_curvepath(Object *ob, ListBase *nurbs)
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{
BevList *bl;
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BevPoint *bevp, *bevpn, *bevpfirst, *bevplast;
PathPoint *pp;
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Nurb *nu;
Path *path;
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float *fp, *dist, *maxdist, xyz[3];
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float fac, d = 0, fac1, fac2;
int a, tot, cycl = 0;
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/* in a path vertices are with equal differences: path->len = number of verts */
/* NOW WITH BEVELCURVE!!! */
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if (ob == NULL || ob->type != OB_CURVE) {
return;
}
if (ob->runtime.curve_cache->path) free_path(ob->runtime.curve_cache->path);
ob->runtime.curve_cache->path = NULL;
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/* weak! can only use first curve */
bl = ob->runtime.curve_cache->bev.first;
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if (bl == NULL || !bl->nr) {
return;
}
nu = nurbs->first;
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ob->runtime.curve_cache->path = path = MEM_callocN(sizeof(Path), "calc_curvepath");
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/* if POLY: last vertice != first vertice */
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cycl = (bl->poly != -1);
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tot = cycl ? bl->nr : bl->nr - 1;
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path->len = tot + 1;
/* exception: vector handle paths and polygon paths should be subdivided at least a factor resolu */
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if (path->len < nu->resolu * SEGMENTSU(nu)) {
path->len = nu->resolu * SEGMENTSU(nu);
}
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dist = (float *)MEM_mallocN(sizeof(float) * (tot + 1), "calcpathdist");
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/* all lengths in *dist */
bevp = bevpfirst = bl->bevpoints;
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fp = dist;
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*fp = 0.0f;
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for (a = 0; a < tot; a++) {
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fp++;
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if (cycl && a == tot - 1)
sub_v3_v3v3(xyz, bevpfirst->vec, bevp->vec);
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else
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sub_v3_v3v3(xyz, (bevp + 1)->vec, bevp->vec);
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*fp = *(fp - 1) + len_v3(xyz);
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bevp++;
}
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path->totdist = *fp;
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/* the path verts in path->data */
/* now also with TILT value */
pp = path->data = (PathPoint *)MEM_callocN(sizeof(PathPoint) * path->len, "pathdata");
bevp = bevpfirst;
bevpn = bevp + 1;
bevplast = bevpfirst + (bl->nr - 1);
if (UNLIKELY(bevpn > bevplast)) {
bevpn = cycl ? bevpfirst : bevplast;
}
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fp = dist + 1;
maxdist = dist + tot;
fac = 1.0f / ((float)path->len - 1.0f);
fac = fac * path->totdist;
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for (a = 0; a < path->len; a++) {
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d = ((float)a) * fac;
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/* we're looking for location (distance) 'd' in the array */
if (LIKELY(tot > 0)) {
while ((fp < maxdist) && (d >= *fp)) {
fp++;
if (bevp < bevplast) bevp++;
bevpn = bevp + 1;
if (UNLIKELY(bevpn > bevplast)) {
bevpn = cycl ? bevpfirst : bevplast;
}
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}
fac1 = (*(fp) - d) / (*(fp) - *(fp - 1));
fac2 = 1.0f - fac1;
}
else {
fac1 = 1.0f;
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fac2 = 0.0f;
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}
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interp_v3_v3v3(pp->vec, bevp->vec, bevpn->vec, fac2);
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pp->vec[3] = fac1 * bevp->tilt + fac2 * bevpn->tilt;
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pp->radius = fac1 * bevp->radius + fac2 * bevpn->radius;
pp->weight = fac1 * bevp->weight + fac2 * bevpn->weight;
interp_qt_qtqt(pp->quat, bevp->quat, bevpn->quat, fac2);
normalize_qt(pp->quat);
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pp++;
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}
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MEM_freeN(dist);
}
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static int interval_test(const int min, const int max, int p1, const int cycl)
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{
if (cycl) {
p1 = mod_i(p1 - min, (max - min + 1)) + min;
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}
else {
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if (p1 < min) p1 = min;
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else if (p1 > max) p1 = max;
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}
return p1;
}
/* calculate the deformation implied by the curve path at a given parametric position,
* and returns whether this operation succeeded.
*
* note: ctime is normalized range <0-1>
*
* returns OK: 1/0
*/
int where_on_path(Object *ob, float ctime, float vec[4], float dir[3], float quat[4], float *radius, float *weight)
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{
Curve *cu;
Nurb *nu;
BevList *bl;
Path *path;
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PathPoint *pp, *p0, *p1, *p2, *p3;
float fac;
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float data[4];
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int cycl = 0, s0, s1, s2, s3;
ListBase *nurbs;
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if (ob == NULL || ob->type != OB_CURVE) return 0;
cu = ob->data;
if (ob->runtime.curve_cache == NULL || ob->runtime.curve_cache->path == NULL || ob->runtime.curve_cache->path->data == NULL) {
CLOG_WARN(&LOG, "no path!");
return 0;
}
path = ob->runtime.curve_cache->path;
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pp = path->data;
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/* test for cyclic */
bl = ob->runtime.curve_cache->bev.first;
if (!bl) return 0;
if (!bl->nr) return 0;
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if (bl->poly > -1) cycl = 1;
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/* values below zero for non-cyclic curves give strange results */
BLI_assert(cycl || ctime >= 0.0f);
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ctime *= (path->len - 1);
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s1 = (int)floor(ctime);
fac = (float)(s1 + 1) - ctime;
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/* path->len is corrected for cyclic */
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s0 = interval_test(0, path->len - 1 - cycl, s1 - 1, cycl);
s1 = interval_test(0, path->len - 1 - cycl, s1, cycl);
s2 = interval_test(0, path->len - 1 - cycl, s1 + 1, cycl);
s3 = interval_test(0, path->len - 1 - cycl, s1 + 2, cycl);
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p0 = pp + s0;
p1 = pp + s1;
p2 = pp + s2;
p3 = pp + s3;
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/* NOTE: commented out for follow constraint
*
* If it's ever be uncommented watch out for curve_deform_verts()
* which used to temporary set CU_FOLLOW flag for the curve and no
* longer does it (because of threading issues of such a thing.
*/
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//if (cu->flag & CU_FOLLOW) {
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key_curve_tangent_weights(1.0f - fac, data, KEY_BSPLINE);
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interp_v3_v3v3v3v3(dir, p0->vec, p1->vec, p2->vec, p3->vec, data);
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/* make compatible with vectoquat */
negate_v3(dir);
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
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//}
nurbs = BKE_curve_editNurbs_get(cu);
if (!nurbs)
nurbs = &cu->nurb;
nu = nurbs->first;
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/* make sure that first and last frame are included in the vectors here */
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if (nu->type == CU_POLY) key_curve_position_weights(1.0f - fac, data, KEY_LINEAR);
else if (nu->type == CU_BEZIER) key_curve_position_weights(1.0f - fac, data, KEY_LINEAR);
else if (s0 == s1 || p2 == p3) key_curve_position_weights(1.0f - fac, data, KEY_CARDINAL);
else key_curve_position_weights(1.0f - fac, data, KEY_BSPLINE);
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vec[0] = data[0] * p0->vec[0] + data[1] * p1->vec[0] + data[2] * p2->vec[0] + data[3] * p3->vec[0]; /* X */
vec[1] = data[0] * p0->vec[1] + data[1] * p1->vec[1] + data[2] * p2->vec[1] + data[3] * p3->vec[1]; /* Y */
vec[2] = data[0] * p0->vec[2] + data[1] * p1->vec[2] + data[2] * p2->vec[2] + data[3] * p3->vec[2]; /* Z */
vec[3] = data[0] * p0->vec[3] + data[1] * p1->vec[3] + data[2] * p2->vec[3] + data[3] * p3->vec[3]; /* Tilt, should not be needed since we have quat still used */
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if (quat) {
float totfac, q1[4], q2[4];
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totfac = data[0] + data[3];
if (totfac > FLT_EPSILON) interp_qt_qtqt(q1, p0->quat, p3->quat, data[3] / totfac);
else copy_qt_qt(q1, p1->quat);
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totfac = data[1] + data[2];
if (totfac > FLT_EPSILON) interp_qt_qtqt(q2, p1->quat, p2->quat, data[2] / totfac);
else copy_qt_qt(q2, p3->quat);
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totfac = data[0] + data[1] + data[2] + data[3];
if (totfac > FLT_EPSILON) interp_qt_qtqt(quat, q1, q2, (data[1] + data[2]) / totfac);
else copy_qt_qt(quat, q2);
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}
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if (radius)
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*radius = data[0] * p0->radius + data[1] * p1->radius + data[2] * p2->radius + data[3] * p3->radius;
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if (weight)
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*weight = data[0] * p0->weight + data[1] * p1->weight + data[2] * p2->weight + data[3] * p3->weight;
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return 1;
}