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blender-archive/source/blender/editors/animation/anim_motion_paths.c
luzpaz a4a9d14ba7 UI: Fix Typos in Comments and Docs
Approximately 91 spelling corrections, almost all in comments.

Differential Revision: https://developer.blender.org/D10288

Reviewed by Harley Acheson
2021-02-05 19:08:14 -08:00

513 lines
16 KiB
C

/*
* 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.
*/
/** \file
* \ingroup bke
*/
#include "MEM_guardedalloc.h"
#include <stdlib.h>
#include "BLI_dlrbTree.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_scene_types.h"
#include "BKE_action.h"
#include "BKE_anim_data.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "DEG_depsgraph_query.h"
#include "GPU_batch.h"
#include "GPU_vertex_buffer.h"
#include "ED_anim_api.h"
#include "ED_keyframes_draw.h"
#include "CLG_log.h"
static CLG_LogRef LOG = {"ed.anim.motion_paths"};
/* Motion path needing to be baked (mpt) */
typedef struct MPathTarget {
struct MPathTarget *next, *prev;
bMotionPath *mpath; /* motion path in question */
DLRBT_Tree keys; /* temp, to know where the keyframes are */
/* Original (Source Objects) */
Object *ob; /* source object */
bPoseChannel *pchan; /* source posechannel (if applicable) */
/* "Evaluated" Copies (these come from the background COW copy
* that provide all the coordinates we want to save off). */
Object *ob_eval; /* evaluated object */
} MPathTarget;
/* ........ */
/* update scene for current frame */
static void motionpaths_calc_update_scene(struct Depsgraph *depsgraph)
{
BKE_scene_graph_update_for_newframe(depsgraph);
}
Depsgraph *animviz_depsgraph_build(Main *bmain,
Scene *scene,
ViewLayer *view_layer,
ListBase *targets)
{
/* Allocate dependency graph. */
Depsgraph *depsgraph = DEG_graph_new(bmain, scene, view_layer, DAG_EVAL_VIEWPORT);
/* Make a flat array of IDs for the DEG API. */
const int num_ids = BLI_listbase_count(targets);
ID **ids = MEM_malloc_arrayN(sizeof(ID *), num_ids, "animviz IDS");
int current_id_index = 0;
for (MPathTarget *mpt = targets->first; mpt != NULL; mpt = mpt->next) {
ids[current_id_index++] = &mpt->ob->id;
}
/* Build graph from all requested IDs. */
DEG_graph_build_from_ids(depsgraph, ids, num_ids);
MEM_freeN(ids);
/* Update once so we can access pointers of evaluated animation data. */
motionpaths_calc_update_scene(depsgraph);
return depsgraph;
}
/* get list of motion paths to be baked for the given object
* - 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;
/* object itself first */
if ((ob->avs.recalc & ANIMVIZ_RECALC_PATHS) && (ob->mpath)) {
/* new target for object */
mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget Ob");
BLI_addtail(targets, mpt);
mpt->mpath = ob->mpath;
mpt->ob = ob;
}
/* bones */
if ((ob->pose) && (ob->pose->avs.recalc & ANIMVIZ_RECALC_PATHS)) {
bArmature *arm = ob->data;
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
if ((pchan->bone) && (arm->layer & pchan->bone->layer) && (pchan->mpath)) {
/* new target for bone */
mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget PoseBone");
BLI_addtail(targets, mpt);
mpt->mpath = pchan->mpath;
mpt->ob = ob;
mpt->pchan = pchan;
}
}
}
}
/* ........ */
/* perform baking for the targets on the current frame */
static void motionpaths_calc_bake_targets(ListBase *targets, int cframe)
{
MPathTarget *mpt;
/* for each target, check if it can be baked on the current frame */
for (mpt = targets->first; mpt; mpt = mpt->next) {
bMotionPath *mpath = mpt->mpath;
/* current frame must be within the range the cache works for
* - 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;
}
/* get the relevant cache vert to write to */
bMotionPathVert *mpv = mpath->points + (cframe - mpath->start_frame);
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);
}
/* 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;
}
else {
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);
}
}
}
/* Get pointer to animviz settings for the given target. */
static bAnimVizSettings *animviz_target_settings_get(MPathTarget *mpt)
{
if (mpt->pchan != NULL) {
return &mpt->ob->pose->avs;
}
return &mpt->ob->avs;
}
static void motionpath_get_global_framerange(ListBase *targets, int *r_sfra, int *r_efra)
{
*r_sfra = INT_MAX;
*r_efra = INT_MIN;
LISTBASE_FOREACH (MPathTarget *, mpt, targets) {
*r_sfra = min_ii(*r_sfra, mpt->mpath->start_frame);
*r_efra = max_ii(*r_efra, mpt->mpath->end_frame);
}
}
static int motionpath_get_prev_keyframe(MPathTarget *mpt, DLRBT_Tree *fcu_keys, int current_frame)
{
if (current_frame <= mpt->mpath->start_frame) {
return mpt->mpath->start_frame;
}
float current_frame_float = current_frame;
DLRBT_Node *node = BLI_dlrbTree_search_prev(fcu_keys, compare_ak_cfraPtr, &current_frame_float);
if (node == NULL) {
return mpt->mpath->start_frame;
}
ActKeyColumn *key_data = (ActKeyColumn *)node;
return key_data->cfra;
}
static int motionpath_get_prev_prev_keyframe(MPathTarget *mpt,
DLRBT_Tree *fcu_keys,
int current_frame)
{
int frame = motionpath_get_prev_keyframe(mpt, fcu_keys, current_frame);
return motionpath_get_prev_keyframe(mpt, fcu_keys, frame);
}
static int motionpath_get_next_keyframe(MPathTarget *mpt, DLRBT_Tree *fcu_keys, int current_frame)
{
if (current_frame >= mpt->mpath->end_frame) {
return mpt->mpath->end_frame;
}
float current_frame_float = current_frame;
DLRBT_Node *node = BLI_dlrbTree_search_next(fcu_keys, compare_ak_cfraPtr, &current_frame_float);
if (node == NULL) {
return mpt->mpath->end_frame;
}
ActKeyColumn *key_data = (ActKeyColumn *)node;
return key_data->cfra;
}
static int motionpath_get_next_next_keyframe(MPathTarget *mpt,
DLRBT_Tree *fcu_keys,
int current_frame)
{
int frame = motionpath_get_next_keyframe(mpt, fcu_keys, current_frame);
return motionpath_get_next_keyframe(mpt, fcu_keys, frame);
}
static bool motionpath_check_can_use_keyframe_range(MPathTarget *UNUSED(mpt),
AnimData *adt,
ListBase *fcurve_list)
{
if (adt == NULL || fcurve_list == NULL) {
return false;
}
/* NOTE: We might needed to do a full frame range update if there is a specific setup of NLA
* or drivers or modifiers on the f-curves. */
return true;
}
static void motionpath_calculate_update_range(MPathTarget *mpt,
AnimData *adt,
ListBase *fcurve_list,
int current_frame,
int *r_sfra,
int *r_efra)
{
*r_sfra = INT_MAX;
*r_efra = INT_MIN;
/* If the current frame is outside of the configured motion path range we ignore update of this
* motion path by using invalid frame range where start frame is above the end frame. */
if (current_frame < mpt->mpath->start_frame || current_frame > mpt->mpath->end_frame) {
return;
}
/* Similar to the case when there is only a single keyframe: need to update en entire range to
* a constant value. */
if (!motionpath_check_can_use_keyframe_range(mpt, adt, fcurve_list)) {
*r_sfra = mpt->mpath->start_frame;
*r_efra = mpt->mpath->end_frame;
return;
}
/* NOTE: Iterate over individual f-curves, and check their keyframes individually and pick a
* widest range from them. This is because it's possible to have more narrow keyframe on a
* channel which wasn't edited.
* Could be optimized further by storing some flags about which channels has been modified so
* we ignore all others (which can potentially make an update range unnecessary wide). */
for (FCurve *fcu = fcurve_list->first; fcu != NULL; fcu = fcu->next) {
DLRBT_Tree fcu_keys;
BLI_dlrbTree_init(&fcu_keys);
fcurve_to_keylist(adt, fcu, &fcu_keys, 0);
int fcu_sfra = motionpath_get_prev_prev_keyframe(mpt, &fcu_keys, current_frame);
int fcu_efra = motionpath_get_next_next_keyframe(mpt, &fcu_keys, current_frame);
/* Extend range further, since acceleration compensation propagates even further away. */
if (fcu->auto_smoothing != FCURVE_SMOOTH_NONE) {
fcu_sfra = motionpath_get_prev_prev_keyframe(mpt, &fcu_keys, fcu_sfra);
fcu_efra = motionpath_get_next_next_keyframe(mpt, &fcu_keys, fcu_efra);
}
if (fcu_sfra <= fcu_efra) {
*r_sfra = min_ii(*r_sfra, fcu_sfra);
*r_efra = max_ii(*r_efra, fcu_efra);
}
BLI_dlrbTree_free(&fcu_keys);
}
}
static void motionpath_free_free_tree_data(ListBase *targets)
{
LISTBASE_FOREACH (MPathTarget *, mpt, targets) {
BLI_dlrbTree_free(&mpt->keys);
}
}
/* Perform baking of the given object's and/or its bones' transforms to motion paths
* - 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,
eAnimvizCalcRange range,
bool restore)
{
/* Sanity check. */
if (ELEM(NULL, targets, targets->first)) {
return;
}
const int cfra = CFRA;
int sfra = INT_MAX, efra = INT_MIN;
switch (range) {
case ANIMVIZ_CALC_RANGE_CURRENT_FRAME:
motionpath_get_global_framerange(targets, &sfra, &efra);
if (sfra > efra) {
return;
}
if (cfra < sfra || cfra > efra) {
return;
}
sfra = efra = cfra;
break;
case ANIMVIZ_CALC_RANGE_CHANGED:
/* Nothing to do here, will be handled later when iterating through the targets. */
break;
case ANIMVIZ_CALC_RANGE_FULL:
motionpath_get_global_framerange(targets, &sfra, &efra);
if (sfra > efra) {
return;
}
break;
}
/* 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 until that is done we force dependency graph to not be active, so we don't lose unkeyed
* changes during updating the motion path.
* This still doesn't include unkeyed changes to the path itself, but allows to have updates in
* an environment when auto-keying and pose paste is used. */
const bool is_active_depsgraph = DEG_is_active(depsgraph);
if (is_active_depsgraph) {
DEG_make_inactive(depsgraph);
}
LISTBASE_FOREACH (MPathTarget *, mpt, targets) {
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);
ListBase *fcurve_list = NULL;
if (adt) {
/* get pointer to animviz settings for each target */
bAnimVizSettings *avs = animviz_target_settings_get(mpt);
/* 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) {
fcurve_list = &agrp->channels;
agroup_to_keylist(adt, agrp, &mpt->keys, 0);
}
}
else {
fcurve_list = &adt->action->curves;
action_to_keylist(adt, adt->action, &mpt->keys, 0);
}
}
if (range == ANIMVIZ_CALC_RANGE_CHANGED) {
int mpt_sfra, mpt_efra;
motionpath_calculate_update_range(mpt, adt, fcurve_list, cfra, &mpt_sfra, &mpt_efra);
if (mpt_sfra <= mpt_efra) {
sfra = min_ii(sfra, mpt_sfra);
efra = max_ii(efra, mpt_efra);
}
}
}
if (sfra > efra) {
motionpath_free_free_tree_data(targets);
return;
}
/* calculate path over requested range */
CLOG_INFO(&LOG,
1,
"Calculating MotionPaths between frames %d - %d (%d frames)",
sfra,
efra,
efra - sfra + 1);
for (CFRA = sfra; CFRA <= efra; CFRA++) {
if (range == ANIMVIZ_CALC_RANGE_CURRENT_FRAME) {
/* For current frame, only update tagged. */
BKE_scene_graph_update_tagged(depsgraph, bmain);
}
else {
/* Update relevant data for new frame. */
motionpaths_calc_update_scene(depsgraph);
}
/* perform baking for targets */
motionpaths_calc_bake_targets(targets, CFRA);
}
/* 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 restore the current frame though. */
CFRA = cfra;
if (range != ANIMVIZ_CALC_RANGE_CURRENT_FRAME && restore) {
motionpaths_calc_update_scene(depsgraph);
}
if (is_active_depsgraph) {
DEG_make_active(depsgraph);
}
/* clear recalc flags from targets */
LISTBASE_FOREACH (MPathTarget *, mpt, targets) {
bMotionPath *mpath = mpt->mpath;
/* get pointer to animviz settings for each target */
bAnimVizSettings *avs = animviz_target_settings_get(mpt);
/* 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);
}
}