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blender-archive/source/blender/blenkernel/intern/anim.c

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/*
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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"};
/* --------------------- */
/* 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 */
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? */
avs->path_viewflag = (MOTIONPATH_VIEW_KFRAS | MOTIONPATH_VIEW_KFNOS);
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 */
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 */
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;
/* sanity checks */
if (ELEM(NULL, scene, ob)) {
return NULL;
}
/* get destination data */
if (pchan) {
/* paths for posechannel - assume that posechannel belongs to the object */
avs = &ob->pose->avs;
dst = &pchan->mpath;
}
else {
/* paths for object */
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",
(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;
mpath = *dst;
/* 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 */
mpath = MEM_callocN(sizeof(bMotionPath), "bMotionPath");
*dst = mpath;
}
/* set settings from the viz settings */
mpath->start_frame = avs->path_sf;
mpath->end_frame = avs->path_ef;
mpath->length = mpath->end_frame - mpath->start_frame;
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 */
mpath->points = MEM_callocN(sizeof(bMotionPathVert) * mpath->length, "bMotionPathVerts");
/* tag viz settings as currently having some path(s) which use it */
avs->path_bakeflag |= MOTIONPATH_BAKE_HAS_PATHS;
/* return it */
return mpath;
}
/* ******************************************************************** */
/* 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);
}
MEM_freeN(path);
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}
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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;
BevPoint *bevp, *bevpn, *bevpfirst, *bevplast;
PathPoint *pp;
Nurb *nu;
Path *path;
float *fp, *dist, *maxdist, xyz[3];
float fac, d = 0, fac1, fac2;
int a, tot, cycl = 0;
/* in a path vertices are with equal differences: path->len = number of verts */
/* NOW WITH BEVELCURVE!!! */
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;
/* weak! can only use first curve */
bl = ob->runtime.curve_cache->bev.first;
if (bl == NULL || !bl->nr) {
return;
}
nu = nurbs->first;
ob->runtime.curve_cache->path = path = MEM_callocN(sizeof(Path), "calc_curvepath");
/* if POLY: last vertice != first vertice */
cycl = (bl->poly != -1);
tot = cycl ? bl->nr : bl->nr - 1;
path->len = tot + 1;
/* Exception: vector handle paths and polygon paths should be subdivided
* at least a factor resolution. */
if (path->len < nu->resolu * SEGMENTSU(nu)) {
path->len = nu->resolu * SEGMENTSU(nu);
}
dist = (float *)MEM_mallocN(sizeof(float) * (tot + 1), "calcpathdist");
/* all lengths in *dist */
bevp = bevpfirst = bl->bevpoints;
fp = dist;
*fp = 0.0f;
for (a = 0; a < tot; a++) {
fp++;
if (cycl && a == tot - 1) {
sub_v3_v3v3(xyz, bevpfirst->vec, bevp->vec);
}
else {
sub_v3_v3v3(xyz, (bevp + 1)->vec, bevp->vec);
}
*fp = *(fp - 1) + len_v3(xyz);
bevp++;
}
path->totdist = *fp;
/* 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;
}
fp = dist + 1;
maxdist = dist + tot;
fac = 1.0f / ((float)path->len - 1.0f);
fac = fac * path->totdist;
for (a = 0; a < path->len; a++) {
d = ((float)a) * fac;
/* 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;
}
}
fac1 = (*(fp)-d) / (*(fp) - *(fp - 1));
fac2 = 1.0f - fac1;
}
else {
fac1 = 1.0f;
fac2 = 0.0f;
}
interp_v3_v3v3(pp->vec, bevp->vec, bevpn->vec, fac2);
pp->vec[3] = fac1 * bevp->tilt + fac2 * bevpn->tilt;
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);
pp++;
}
MEM_freeN(dist);
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}
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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;
}
else {
if (p1 < min) {
p1 = min;
}
else if (p1 > max) {
p1 = max;
}
}
return p1;
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}
/* 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;
PathPoint *pp, *p0, *p1, *p2, *p3;
float fac;
float data[4];
int cycl = 0, s0, s1, s2, s3;
ListBase *nurbs;
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;
pp = path->data;
/* test for cyclic */
bl = ob->runtime.curve_cache->bev.first;
if (!bl) {
return 0;
}
if (!bl->nr) {
return 0;
}
if (bl->poly > -1) {
cycl = 1;
}
/* values below zero for non-cyclic curves give strange results */
BLI_assert(cycl || ctime >= 0.0f);
ctime *= (path->len - 1);
s1 = (int)floor(ctime);
fac = (float)(s1 + 1) - ctime;
/* path->len is corrected for cyclic */
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);
p0 = pp + s0;
p1 = pp + s1;
p2 = pp + s2;
p3 = pp + s3;
/* 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.
*/
// if (cu->flag & CU_FOLLOW) {
key_curve_tangent_weights(1.0f - fac, data, KEY_BSPLINE);
interp_v3_v3v3v3v3(dir, p0->vec, p1->vec, p2->vec, p3->vec, data);
/* make compatible with vectoquat */
negate_v3(dir);
//}
nurbs = BKE_curve_editNurbs_get(cu);
if (!nurbs) {
nurbs = &cu->nurb;
}
nu = nurbs->first;
/* make sure that first and last frame are included in the vectors here */
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);
}
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 */
if (quat) {
float totfac, q1[4], q2[4];
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);
}
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);
}
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);
}
}
if (radius) {
*radius = data[0] * p0->radius + data[1] * p1->radius + data[2] * p2->radius +
data[3] * p3->radius;
}
if (weight) {
*weight = data[0] * p0->weight + data[1] * p1->weight + data[2] * p2->weight +
data[3] * p3->weight;
}
return 1;
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}