More detailed explanation why it is a preferred way of coding nowadays can be found at https://clang.llvm.org/extra/clang-tidy/checks/modernize-avoid-bind.html Resolves modernize-avoid-bind Clang-Tidy warning. Differential Revision: https://developer.blender.org/D10320
379 lines
14 KiB
C++
379 lines
14 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* 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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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup depsgraph
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*
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* Methods for constructing depsgraph's nodes
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*/
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#include "intern/builder/deg_builder_nodes.h"
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#include <cstdio>
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#include <cstdlib>
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "DNA_anim_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "BKE_constraint.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_build.h"
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#include "intern/builder/deg_builder.h"
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#include "intern/depsgraph_type.h"
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#include "intern/eval/deg_eval_copy_on_write.h"
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#include "intern/node/deg_node.h"
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#include "intern/node/deg_node_component.h"
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#include "intern/node/deg_node_operation.h"
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namespace blender::deg {
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void DepsgraphNodeBuilder::build_pose_constraints(Object *object,
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bPoseChannel *pchan,
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int pchan_index,
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bool is_object_visible)
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{
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/* Pull indirect dependencies via constraints. */
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BuilderWalkUserData data;
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data.builder = this;
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data.is_parent_visible = is_object_visible;
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BKE_constraints_id_loop(&pchan->constraints, constraint_walk, &data);
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/* Create node for constraint stack. */
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Scene *scene_cow = get_cow_datablock(scene_);
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Object *object_cow = get_cow_datablock(object);
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add_operation_node(&object->id,
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NodeType::BONE,
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pchan->name,
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OperationCode::BONE_CONSTRAINTS,
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[scene_cow, object_cow, pchan_index](::Depsgraph *depsgraph) {
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BKE_pose_constraints_evaluate(
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depsgraph, scene_cow, object_cow, pchan_index);
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});
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}
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/* IK Solver Eval Steps */
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void DepsgraphNodeBuilder::build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con)
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{
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bKinematicConstraint *data = (bKinematicConstraint *)con->data;
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/* Find the chain's root. */
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bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
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if (rootchan == nullptr) {
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return;
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}
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if (has_operation_node(
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&object->id, NodeType::EVAL_POSE, rootchan->name, OperationCode::POSE_IK_SOLVER)) {
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return;
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}
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int rootchan_index = BLI_findindex(&object->pose->chanbase, rootchan);
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BLI_assert(rootchan_index != -1);
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/* Operation node for evaluating/running IK Solver. */
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Scene *scene_cow = get_cow_datablock(scene_);
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Object *object_cow = get_cow_datablock(object);
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add_operation_node(&object->id,
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NodeType::EVAL_POSE,
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rootchan->name,
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OperationCode::POSE_IK_SOLVER,
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[scene_cow, object_cow, rootchan_index](::Depsgraph *depsgraph) {
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BKE_pose_iktree_evaluate(depsgraph, scene_cow, object_cow, rootchan_index);
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});
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}
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/* Spline IK Eval Steps */
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void DepsgraphNodeBuilder::build_splineik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con)
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{
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bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
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/* Find the chain's root. */
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bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
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if (has_operation_node(&object->id,
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NodeType::EVAL_POSE,
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rootchan->name,
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OperationCode::POSE_SPLINE_IK_SOLVER)) {
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return;
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}
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/* Operation node for evaluating/running Spline IK Solver.
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* Store the "root bone" of this chain in the solver, so it knows where to
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* start. */
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int rootchan_index = BLI_findindex(&object->pose->chanbase, rootchan);
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BLI_assert(rootchan_index != -1);
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Scene *scene_cow = get_cow_datablock(scene_);
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Object *object_cow = get_cow_datablock(object);
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add_operation_node(&object->id,
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NodeType::EVAL_POSE,
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rootchan->name,
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OperationCode::POSE_SPLINE_IK_SOLVER,
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[scene_cow, object_cow, rootchan_index](::Depsgraph *depsgraph) {
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BKE_pose_splineik_evaluate(
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depsgraph, scene_cow, object_cow, rootchan_index);
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});
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}
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/* Pose/Armature Bones Graph */
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void DepsgraphNodeBuilder::build_rig(Object *object, bool is_object_visible)
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{
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bArmature *armature = (bArmature *)object->data;
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Scene *scene_cow = get_cow_datablock(scene_);
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Object *object_cow = get_cow_datablock(object);
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OperationNode *op_node;
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/* Animation and/or drivers linking pose-bones to base-armature used to define them.
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*
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* NOTE: AnimData here is really used to control animated deform properties,
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* which ideally should be able to be unique across different
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* instances. Eventually, we need some type of proxy/isolation
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* mechanism in-between here to ensure that we can use same rig
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* multiple times in same scene. */
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/* Armature. */
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build_armature(armature);
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/* Rebuild pose if not up to date. */
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if (object->pose == nullptr || (object->pose->flag & POSE_RECALC)) {
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/* By definition, no need to tag depsgraph as dirty from here, so we can pass nullptr bmain. */
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BKE_pose_rebuild(nullptr, object, armature, true);
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}
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/* Speed optimization for animation lookups. */
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if (object->pose != nullptr) {
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BKE_pose_channels_hash_make(object->pose);
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if (object->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
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BKE_pose_update_constraint_flags(object->pose);
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}
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}
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/**
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* Pose Rig Graph
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* ==============
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*
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* Pose Component:
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* - Mainly used for referencing Bone components.
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* - This is where the evaluation operations for init/exec/cleanup
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* (ik) solvers live, and are later hooked up (so that they can be
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* interleaved during runtime) with bone-operations they depend on/affect.
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* - init_pose_eval() and cleanup_pose_eval() are absolute first and last
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* steps of pose eval process. ALL bone operations must be performed
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* between these two...
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*
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* Bone Component:
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* - Used for representing each bone within the rig
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* - Acts to encapsulate the evaluation operations (base matrix + parenting,
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* and constraint stack) so that they can be easily found.
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* - Everything else which depends on bone-results hook up to the component
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* only so that we can redirect those to point at either the
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* post-IK/post-constraint/post-matrix steps, as needed. */
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/* Pose eval context. */
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op_node = add_operation_node(&object->id,
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NodeType::EVAL_POSE,
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OperationCode::POSE_INIT,
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[scene_cow, object_cow](::Depsgraph *depsgraph) {
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BKE_pose_eval_init(depsgraph, scene_cow, object_cow);
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});
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op_node->set_as_entry();
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op_node = add_operation_node(&object->id,
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NodeType::EVAL_POSE,
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OperationCode::POSE_INIT_IK,
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[scene_cow, object_cow](::Depsgraph *depsgraph) {
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BKE_pose_eval_init_ik(depsgraph, scene_cow, object_cow);
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});
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add_operation_node(&object->id,
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NodeType::EVAL_POSE,
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OperationCode::POSE_CLEANUP,
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[scene_cow, object_cow](::Depsgraph *depsgraph) {
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BKE_pose_eval_cleanup(depsgraph, scene_cow, object_cow);
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});
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op_node = add_operation_node(
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&object->id,
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NodeType::EVAL_POSE,
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OperationCode::POSE_DONE,
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[object_cow](::Depsgraph *depsgraph) { BKE_pose_eval_done(depsgraph, object_cow); });
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op_node->set_as_exit();
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/* Bones. */
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int pchan_index = 0;
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LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
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/* Node for bone evaluation. */
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op_node = add_operation_node(
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&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_LOCAL);
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op_node->set_as_entry();
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add_operation_node(&object->id,
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NodeType::BONE,
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pchan->name,
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OperationCode::BONE_POSE_PARENT,
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[scene_cow, object_cow, pchan_index](::Depsgraph *depsgraph) {
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BKE_pose_eval_bone(depsgraph, scene_cow, object_cow, pchan_index);
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});
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/* NOTE: Dedicated noop for easier relationship construction. */
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add_operation_node(&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_READY);
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op_node = add_operation_node(&object->id,
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NodeType::BONE,
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pchan->name,
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OperationCode::BONE_DONE,
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[object_cow, pchan_index](::Depsgraph *depsgraph) {
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BKE_pose_bone_done(depsgraph, object_cow, pchan_index);
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});
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/* B-Bone shape computation - the real last step if present. */
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if (check_pchan_has_bbone(object, pchan)) {
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op_node = add_operation_node(&object->id,
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NodeType::BONE,
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pchan->name,
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OperationCode::BONE_SEGMENTS,
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[object_cow, pchan_index](::Depsgraph *depsgraph) {
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BKE_pose_eval_bbone_segments(
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depsgraph, object_cow, pchan_index);
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});
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}
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op_node->set_as_exit();
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/* Custom properties. */
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if (pchan->prop != nullptr) {
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build_idproperties(pchan->prop);
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add_operation_node(
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&object->id, NodeType::PARAMETERS, OperationCode::PARAMETERS_EVAL, nullptr, pchan->name);
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}
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/* Build constraints. */
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if (pchan->constraints.first != nullptr) {
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build_pose_constraints(object, pchan, pchan_index, is_object_visible);
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}
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/**
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* IK Solvers.
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*
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* - These require separate processing steps are pose-level
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* to be executed between chains of bones (i.e. once the
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* base transforms of a bunch of bones is done)
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*
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* Unsolved Issues:
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* - Care is needed to ensure that multi-headed trees work out the same
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* as in ik-tree building
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* - Animated chain-lengths are a problem. */
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LISTBASE_FOREACH (bConstraint *, con, &pchan->constraints) {
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switch (con->type) {
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case CONSTRAINT_TYPE_KINEMATIC:
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build_ik_pose(object, pchan, con);
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break;
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case CONSTRAINT_TYPE_SPLINEIK:
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build_splineik_pose(object, pchan, con);
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break;
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default:
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break;
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}
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}
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/* Custom shape. */
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if (pchan->custom != nullptr) {
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/* TODO(sergey): Use own visibility. */
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build_object(-1, pchan->custom, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
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}
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pchan_index++;
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}
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}
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void DepsgraphNodeBuilder::build_proxy_rig(Object *object, bool is_object_visible)
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{
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bArmature *armature = (bArmature *)object->data;
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OperationNode *op_node;
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Object *object_cow = get_cow_datablock(object);
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/* Sanity check. */
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BLI_assert(object->pose != nullptr);
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/* Armature. */
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build_armature(armature);
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/* speed optimization for animation lookups */
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BKE_pose_channels_hash_make(object->pose);
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if (object->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
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BKE_pose_update_constraint_flags(object->pose);
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}
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op_node = add_operation_node(
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&object->id,
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NodeType::EVAL_POSE,
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OperationCode::POSE_INIT,
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[object_cow](::Depsgraph *depsgraph) { BKE_pose_eval_proxy_init(depsgraph, object_cow); });
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op_node->set_as_entry();
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int pchan_index = 0;
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LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
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op_node = add_operation_node(
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&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_LOCAL);
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op_node->set_as_entry();
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/* Bone is ready for solvers. */
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add_operation_node(&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_READY);
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/* Bone is fully evaluated. */
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op_node = add_operation_node(&object->id,
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NodeType::BONE,
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pchan->name,
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OperationCode::BONE_DONE,
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[object_cow, pchan_index](::Depsgraph *depsgraph) {
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BKE_pose_eval_proxy_copy_bone(
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depsgraph, object_cow, pchan_index);
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});
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op_node->set_as_exit();
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/* Custom properties. */
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if (pchan->prop != nullptr) {
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build_idproperties(pchan->prop);
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add_operation_node(
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&object->id, NodeType::PARAMETERS, OperationCode::PARAMETERS_EVAL, nullptr, pchan->name);
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}
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/* Custom shape. */
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if (pchan->custom != nullptr) {
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build_object(-1, pchan->custom, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
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}
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pchan_index++;
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}
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op_node = add_operation_node(&object->id,
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NodeType::EVAL_POSE,
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OperationCode::POSE_CLEANUP,
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[object_cow](::Depsgraph *depsgraph) {
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BKE_pose_eval_proxy_cleanup(depsgraph, object_cow);
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});
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op_node = add_operation_node(
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&object->id,
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NodeType::EVAL_POSE,
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OperationCode::POSE_DONE,
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[object_cow](::Depsgraph *depsgraph) { BKE_pose_eval_proxy_done(depsgraph, object_cow); });
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op_node->set_as_exit();
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}
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} // namespace blender::deg
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