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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc
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Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2013 Blender Foundation. All rights reserved. */
/** \file
* \ingroup depsgraph
*
* Methods for constructing depsgraph's nodes
*/
#include "intern/builder/deg_builder_nodes.h"
#include <cstdio>
#include <cstdlib>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_constraint.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "intern/builder/deg_builder.h"
#include "intern/depsgraph_type.h"
#include "intern/eval/deg_eval_copy_on_write.h"
#include "intern/node/deg_node.h"
#include "intern/node/deg_node_component.h"
#include "intern/node/deg_node_operation.h"
namespace blender::deg {
void DepsgraphNodeBuilder::build_pose_constraints(Object *object,
bPoseChannel *pchan,
int pchan_index)
{
/* Pull indirect dependencies via constraints. */
BuilderWalkUserData data;
data.builder = this;
BKE_constraints_id_loop(&pchan->constraints, constraint_walk, &data);
/* Create node for constraint stack. */
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
add_operation_node(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_CONSTRAINTS,
[scene_cow, object_cow, pchan_index](::Depsgraph *depsgraph) {
BKE_pose_constraints_evaluate(
depsgraph, scene_cow, object_cow, pchan_index);
});
}
/* IK Solver Eval Steps */
void DepsgraphNodeBuilder::build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con)
{
bKinematicConstraint *data = (bKinematicConstraint *)con->data;
/* Find the chain's root. */
bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
if (rootchan == nullptr) {
return;
}
if (has_operation_node(
&object->id, NodeType::EVAL_POSE, rootchan->name, OperationCode::POSE_IK_SOLVER)) {
return;
}
int rootchan_index = BLI_findindex(&object->pose->chanbase, rootchan);
BLI_assert(rootchan_index != -1);
/* Operation node for evaluating/running IK Solver. */
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
add_operation_node(&object->id,
NodeType::EVAL_POSE,
rootchan->name,
OperationCode::POSE_IK_SOLVER,
[scene_cow, object_cow, rootchan_index](::Depsgraph *depsgraph) {
BKE_pose_iktree_evaluate(depsgraph, scene_cow, object_cow, rootchan_index);
});
}
/* Spline IK Eval Steps */
void DepsgraphNodeBuilder::build_splineik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con)
{
bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
/* Find the chain's root. */
bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
if (has_operation_node(&object->id,
NodeType::EVAL_POSE,
rootchan->name,
OperationCode::POSE_SPLINE_IK_SOLVER)) {
return;
}
/* Operation node for evaluating/running Spline IK Solver.
* Store the "root bone" of this chain in the solver, so it knows where to
* start. */
int rootchan_index = BLI_findindex(&object->pose->chanbase, rootchan);
BLI_assert(rootchan_index != -1);
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
add_operation_node(&object->id,
NodeType::EVAL_POSE,
rootchan->name,
OperationCode::POSE_SPLINE_IK_SOLVER,
[scene_cow, object_cow, rootchan_index](::Depsgraph *depsgraph) {
BKE_pose_splineik_evaluate(
depsgraph, scene_cow, object_cow, rootchan_index);
});
}
/* Pose/Armature Bones Graph */
void DepsgraphNodeBuilder::build_rig(Object *object)
{
bArmature *armature = (bArmature *)object->data;
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
OperationNode *op_node;
/* Animation and/or drivers linking pose-bones to base-armature used to define them.
*
* NOTE: AnimData here is really used to control animated deform properties,
* which ideally should be able to be unique across different
* instances. Eventually, we need some type of proxy/isolation
* mechanism in-between here to ensure that we can use same rig
* multiple times in same scene. */
/* Armature. */
build_armature(armature);
/* Rebuild pose if not up to date. */
if (object->pose == nullptr || (object->pose->flag & POSE_RECALC)) {
/* By definition, no need to tag depsgraph as dirty from here, so we can pass nullptr bmain. */
BKE_pose_rebuild(nullptr, object, armature, true);
}
/* Speed optimization for animation lookups. */
if (object->pose != nullptr) {
BKE_pose_channels_hash_ensure(object->pose);
if (object->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
BKE_pose_update_constraint_flags(object->pose);
}
}
/**
* Pose Rig Graph
* ==============
*
* Pose Component:
* - Mainly used for referencing Bone components.
* - This is where the evaluation operations for init/exec/cleanup
* (ik) solvers live, and are later hooked up (so that they can be
* interleaved during runtime) with bone-operations they depend on/affect.
* - init_pose_eval() and cleanup_pose_eval() are absolute first and last
* steps of pose eval process. ALL bone operations must be performed
* between these two...
*
* Bone Component:
* - Used for representing each bone within the rig
* - Acts to encapsulate the evaluation operations (base matrix + parenting,
* and constraint stack) so that they can be easily found.
* - Everything else which depends on bone-results hook up to the component
* only so that we can redirect those to point at either the
* post-IK/post-constraint/post-matrix steps, as needed. */
/* Pose eval context. */
op_node = add_operation_node(&object->id,
NodeType::EVAL_POSE,
OperationCode::POSE_INIT,
[scene_cow, object_cow](::Depsgraph *depsgraph) {
BKE_pose_eval_init(depsgraph, scene_cow, object_cow);
});
op_node->set_as_entry();
op_node = add_operation_node(&object->id,
NodeType::EVAL_POSE,
OperationCode::POSE_INIT_IK,
[scene_cow, object_cow](::Depsgraph *depsgraph) {
BKE_pose_eval_init_ik(depsgraph, scene_cow, object_cow);
});
add_operation_node(&object->id,
NodeType::EVAL_POSE,
OperationCode::POSE_CLEANUP,
[scene_cow, object_cow](::Depsgraph *depsgraph) {
BKE_pose_eval_cleanup(depsgraph, scene_cow, object_cow);
});
op_node = add_operation_node(
&object->id,
NodeType::EVAL_POSE,
OperationCode::POSE_DONE,
[object_cow](::Depsgraph *depsgraph) { BKE_pose_eval_done(depsgraph, object_cow); });
op_node->set_as_exit();
/* Bones. */
int pchan_index = 0;
LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
/* Node for bone evaluation. */
op_node = add_operation_node(
&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_LOCAL);
op_node->set_as_entry();
add_operation_node(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_POSE_PARENT,
[scene_cow, object_cow, pchan_index](::Depsgraph *depsgraph) {
BKE_pose_eval_bone(depsgraph, scene_cow, object_cow, pchan_index);
});
/* NOTE: Dedicated noop for easier relationship construction. */
add_operation_node(&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_READY);
op_node = add_operation_node(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_DONE,
[object_cow, pchan_index](::Depsgraph *depsgraph) {
BKE_pose_bone_done(depsgraph, object_cow, pchan_index);
});
/* B-Bone shape computation - the real last step if present. */
if (check_pchan_has_bbone(object, pchan)) {
op_node = add_operation_node(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_SEGMENTS,
[object_cow, pchan_index](::Depsgraph *depsgraph) {
BKE_pose_eval_bbone_segments(
depsgraph, object_cow, pchan_index);
});
}
op_node->set_as_exit();
/* Custom properties. */
if (pchan->prop != nullptr) {
build_idproperties(pchan->prop);
add_operation_node(
&object->id, NodeType::PARAMETERS, OperationCode::PARAMETERS_EVAL, nullptr, pchan->name);
}
/* Build constraints. */
if (pchan->constraints.first != nullptr) {
build_pose_constraints(object, pchan, pchan_index);
}
/**
* IK Solvers.
*
* - These require separate processing steps are pose-level
* to be executed between chains of bones (i.e. once the
* base transforms of a bunch of bones is done)
*
* Unsolved Issues:
* - Care is needed to ensure that multi-headed trees work out the same
* as in ik-tree building
* - Animated chain-lengths are a problem. */
LISTBASE_FOREACH (bConstraint *, con, &pchan->constraints) {
switch (con->type) {
case CONSTRAINT_TYPE_KINEMATIC:
build_ik_pose(object, pchan, con);
break;
case CONSTRAINT_TYPE_SPLINEIK:
build_splineik_pose(object, pchan, con);
break;
default:
break;
}
}
/* Custom shape. */
if (pchan->custom != nullptr) {
/* NOTE: The relation builder will ensure visibility of the custom shape object. */
build_object(-1, pchan->custom, DEG_ID_LINKED_INDIRECTLY, false);
}
pchan_index++;
}
}
} // namespace blender::deg