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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
Kévin Dietrich 61050f75b1 Basic Alembic support
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.

A more in-depth documentation is to be found on the wiki, as well as a
 guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.

Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.

Reviewers: sergey, campbellbarton, mont29

Reviewed By: sergey, campbellbarton, mont29

Differential Revision: https://developer.blender.org/D2060
2016-08-06 10:58:13 +02:00

1286 lines
38 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*
* Original Author: Joshua Leung
* Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/builder/deg_builder_nodes.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph's nodes
*/
#include "intern/builder/deg_builder_nodes.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
extern "C" {
#include "BLI_blenlib.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "DNA_action_types.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_cachefile_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_effect_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_group_types.h"
#include "DNA_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_node_types.h"
#include "DNA_particle_types.h"
#include "DNA_object_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "DNA_world_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_animsys.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_depsgraph.h"
#include "BKE_effect.h"
#include "BKE_fcurve.h"
#include "BKE_idcode.h"
#include "BKE_group.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_rigidbody.h"
#include "BKE_sound.h"
#include "BKE_texture.h"
#include "BKE_tracking.h"
#include "BKE_world.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "RNA_access.h"
#include "RNA_types.h"
} /* extern "C" */
#include "intern/builder/deg_builder.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_types.h"
#include "intern/depsgraph_intern.h"
namespace DEG {
/* ************ */
/* Node Builder */
/* **** General purpose functions **** */
DepsgraphNodeBuilder::DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph) :
m_bmain(bmain),
m_graph(graph)
{
}
DepsgraphNodeBuilder::~DepsgraphNodeBuilder()
{
}
RootDepsNode *DepsgraphNodeBuilder::add_root_node()
{
return m_graph->add_root_node();
}
IDDepsNode *DepsgraphNodeBuilder::add_id_node(ID *id)
{
const char *idtype_name = BKE_idcode_to_name(GS(id->name));
return m_graph->add_id_node(id, string(id->name + 2) + "[" + idtype_name + "]");
}
TimeSourceDepsNode *DepsgraphNodeBuilder::add_time_source(ID *id)
{
/* determine which node to attach timesource to */
if (id) {
#if 0 /* XXX TODO */
/* get ID node */
IDDepsNode id_node = m_graph->find_id_node(id);
/* depends on what this is... */
switch (GS(id->name)) {
case ID_SCE: /* Scene - Usually sequencer strip causing time remapping... */
{
// TODO...
}
break;
case ID_GR: /* Group */
{
// TODO...
}
break;
// XXX: time source...
default: /* Unhandled */
printf("%s(): Unhandled ID - %s \n", __func__, id->name);
break;
}
#endif
}
else {
/* root-node */
RootDepsNode *root_node = m_graph->root_node;
if (root_node) {
return root_node->add_time_source("Time Source");
}
}
return NULL;
}
ComponentDepsNode *DepsgraphNodeBuilder::add_component_node(
ID *id,
eDepsNode_Type comp_type,
const string &comp_name)
{
IDDepsNode *id_node = add_id_node(id);
ComponentDepsNode *comp_node = id_node->add_component(comp_type, comp_name);
comp_node->owner = id_node;
return comp_node;
}
OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
ComponentDepsNode *comp_node,
eDepsOperation_Type optype,
DepsEvalOperationCb op,
eDepsOperation_Code opcode,
const string &description)
{
OperationDepsNode *op_node = comp_node->has_operation(opcode, description);
if (op_node == NULL) {
op_node = comp_node->add_operation(optype, op, opcode, description);
m_graph->operations.push_back(op_node);
}
else {
fprintf(stderr, "add_operation: Operation already exists - %s has %s at %p\n",
comp_node->identifier().c_str(),
op_node->identifier().c_str(),
op_node);
BLI_assert(!"Should not happen!");
}
return op_node;
}
OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
ID *id,
eDepsNode_Type comp_type,
const string &comp_name,
eDepsOperation_Type optype,
DepsEvalOperationCb op,
eDepsOperation_Code opcode,
const string &description)
{
ComponentDepsNode *comp_node = add_component_node(id, comp_type, comp_name);
return add_operation_node(comp_node, optype, op, opcode, description);
}
OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
ID *id,
eDepsNode_Type comp_type,
eDepsOperation_Type optype,
DepsEvalOperationCb op,
eDepsOperation_Code opcode,
const string& description)
{
return add_operation_node(id, comp_type, "", optype, op, opcode, description);
}
bool DepsgraphNodeBuilder::has_operation_node(ID *id,
eDepsNode_Type comp_type,
const string &comp_name,
eDepsOperation_Code opcode,
const string &description)
{
return find_operation_node(id, comp_type, comp_name, opcode, description) != NULL;
}
OperationDepsNode *DepsgraphNodeBuilder::find_operation_node(
ID *id,
eDepsNode_Type comp_type,
const string &comp_name,
eDepsOperation_Code opcode,
const string &description)
{
ComponentDepsNode *comp_node = add_component_node(id, comp_type, comp_name);
return comp_node->has_operation(opcode, description);
}
OperationDepsNode *DepsgraphNodeBuilder::find_operation_node(
ID *id,
eDepsNode_Type comp_type,
eDepsOperation_Code opcode,
const string& description)
{
return find_operation_node(id, comp_type, "", opcode, description);
}
/* **** Build functions for entity nodes **** */
void DepsgraphNodeBuilder::build_scene(Main *bmain, Scene *scene)
{
/* LIB_TAG_DOIT is used to indicate whether node for given ID was already
* created or not. This flag is being set in add_id_node(), so functions
* shouldn't bother with setting it, they only might query this flag when
* needed.
*/
BKE_main_id_tag_all(bmain, LIB_TAG_DOIT, false);
/* XXX nested node trees are not included in tag-clearing above,
* so we need to do this manually.
*/
FOREACH_NODETREE(bmain, nodetree, id) {
if (id != (ID *)nodetree)
nodetree->id.tag &= ~LIB_TAG_DOIT;
} FOREACH_NODETREE_END
/* scene ID block */
add_id_node(&scene->id);
/* timesource */
add_time_source(NULL);
/* build subgraph for set, and link this in... */
// XXX: depending on how this goes, that scene itself could probably store its
// own little partial depsgraph?
if (scene->set) {
build_scene(bmain, scene->set);
}
/* scene objects */
for (Base *base = (Base *)scene->base.first; base; base = base->next) {
Object *ob = base->object;
/* object itself */
build_object(scene, base, ob);
/* object that this is a proxy for */
// XXX: the way that proxies work needs to be completely reviewed!
if (ob->proxy) {
ob->proxy->proxy_from = ob;
build_object(scene, base, ob->proxy);
}
/* Object dupligroup. */
if (ob->dup_group) {
build_group(scene, base, ob->dup_group);
}
}
/* rigidbody */
if (scene->rigidbody_world) {
build_rigidbody(scene);
}
/* scene's animation and drivers */
if (scene->adt) {
build_animdata(&scene->id);
}
/* world */
if (scene->world) {
build_world(scene->world);
}
/* compo nodes */
if (scene->nodetree) {
build_compositor(scene);
}
/* sequencer */
// XXX...
/* grease pencil */
if (scene->gpd) {
build_gpencil(scene->gpd);
}
/* cache files */
for (CacheFile *cachefile = static_cast<CacheFile *>(bmain->cachefiles.first);
cachefile;
cachefile = static_cast<CacheFile *>(cachefile->id.next))
{
build_cachefile(cachefile);
}
}
void DepsgraphNodeBuilder::build_group(Scene *scene,
Base *base,
Group *group)
{
ID *group_id = &group->id;
if (group_id->tag & LIB_TAG_DOIT) {
return;
}
group_id->tag |= LIB_TAG_DOIT;
for (GroupObject *go = (GroupObject *)group->gobject.first;
go != NULL;
go = go->next)
{
build_object(scene, base, go->ob);
}
}
SubgraphDepsNode *DepsgraphNodeBuilder::build_subgraph(Group *group)
{
/* sanity checks */
if (!group)
return NULL;
/* create new subgraph's data */
Depsgraph *subgraph = reinterpret_cast<Depsgraph *>(DEG_graph_new());
DepsgraphNodeBuilder subgraph_builder(m_bmain, subgraph);
/* add group objects */
for (GroupObject *go = (GroupObject *)group->gobject.first;
go != NULL;
go = go->next)
{
/*Object *ob = go->ob;*/
/* Each "group object" is effectively a separate instance of the underlying
* object data. When the group is evaluated, the transform results and/or
* some other attributes end up getting overridden by the group
*/
}
/* create a node for representing subgraph */
SubgraphDepsNode *subgraph_node = m_graph->add_subgraph_node(&group->id);
subgraph_node->graph = subgraph;
/* make a copy of the data this node will need? */
// XXX: do we do this now, or later?
// TODO: need API function which queries graph's ID's hash, and duplicates those blocks thoroughly with all outside links removed...
return subgraph_node;
}
void DepsgraphNodeBuilder::build_object(Scene *scene, Base *base, Object *ob)
{
if (ob->id.tag & LIB_TAG_DOIT) {
IDDepsNode *id_node = m_graph->find_id_node(&ob->id);
id_node->layers |= base->lay;
return;
}
IDDepsNode *id_node = add_id_node(&ob->id);
id_node->layers |= base->lay;
ob->customdata_mask = 0;
/* standard components */
build_object_transform(scene, ob);
/* object data */
if (ob->data) {
/* type-specific data... */
switch (ob->type) {
case OB_MESH: /* Geometry */
case OB_CURVE:
case OB_FONT:
case OB_SURF:
case OB_MBALL:
case OB_LATTICE:
{
/* TODO(sergey): This way using this object's
* properties as driver target works fine.
*
* Does this depend on other nodes?
*/
add_operation_node(&ob->id, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_POST, NULL,
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
build_obdata_geom(scene, ob);
/* TODO(sergey): Only for until we support granular
* update of curves.
*/
if (ob->type == OB_FONT) {
Curve *curve = (Curve *)ob->data;
if (curve->textoncurve) {
id_node->eval_flags |= DAG_EVAL_NEED_CURVE_PATH;
}
}
break;
}
case OB_ARMATURE: /* Pose */
if (ID_IS_LINKED_DATABLOCK(ob) && ob->proxy_from != NULL) {
build_proxy_rig(ob);
}
else {
build_rig(scene, ob);
}
break;
case OB_LAMP: /* Lamp */
build_lamp(ob);
break;
case OB_CAMERA: /* Camera */
build_camera(ob);
break;
default:
{
ID *obdata = (ID *)ob->data;
if ((obdata->tag & LIB_TAG_DOIT) == 0) {
build_animdata(obdata);
}
break;
}
}
}
/* Build animation data,
*
* Do it now because it's possible object data will affect
* on object's level animation, for example in case of rebuilding
* pose for proxy.
*/
build_animdata(&ob->id);
/* particle systems */
if (ob->particlesystem.first) {
build_particles(scene, ob);
}
/* grease pencil */
if (ob->gpd) {
build_gpencil(ob->gpd);
}
}
void DepsgraphNodeBuilder::build_object_transform(Scene *scene, Object *ob)
{
/* local transforms (from transform channels - loc/rot/scale + deltas) */
add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM,
DEPSOP_TYPE_INIT, function_bind(BKE_object_eval_local_transform, _1, scene, ob),
DEG_OPCODE_TRANSFORM_LOCAL);
/* object parent */
if (ob->parent) {
add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM,
DEPSOP_TYPE_EXEC, function_bind(BKE_object_eval_parent, _1, scene, ob),
DEG_OPCODE_TRANSFORM_PARENT);
}
/* object constraints */
if (ob->constraints.first) {
build_object_constraints(scene, ob);
}
/* Temporary uber-update node, which does everything.
* It is for the being we're porting old dependencies into the new system.
* We'll get rid of this node as soon as all the granular update functions
* are filled in.
*
* TODO(sergey): Get rid of this node.
*/
add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM,
DEPSOP_TYPE_EXEC, function_bind(BKE_object_eval_uber_transform, _1, scene, ob),
DEG_OPCODE_OBJECT_UBEREVAL);
/* object transform is done */
add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM,
DEPSOP_TYPE_POST, function_bind(BKE_object_eval_done, _1, ob),
DEG_OPCODE_TRANSFORM_FINAL);
}
/**
* Constraints Graph Notes
*
* For constraints, we currently only add a operation node to the Transform
* or Bone components (depending on whichever type of owner we have).
* This represents the entire constraints stack, which is for now just
* executed as a single monolithic block. At least initially, this should
* be sufficient for ensuring that the porting/refactoring process remains
* manageable.
*
* However, when the time comes for developing "node-based" constraints,
* we'll need to split this up into pre/post nodes for "constraint stack
* evaluation" + operation nodes for each constraint (i.e. the contents
* of the loop body used in the current "solve_constraints()" operation).
*
* -- Aligorith, August 2013
*/
void DepsgraphNodeBuilder::build_object_constraints(Scene *scene, Object *ob)
{
/* create node for constraint stack */
add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM,
DEPSOP_TYPE_EXEC, function_bind(BKE_object_eval_constraints, _1, scene, ob),
DEG_OPCODE_TRANSFORM_CONSTRAINTS);
}
void DepsgraphNodeBuilder::build_pose_constraints(Object *ob, bPoseChannel *pchan)
{
/* create node for constraint stack */
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_EXEC, function_bind(BKE_pose_constraints_evaluate, _1, ob, pchan),
DEG_OPCODE_BONE_CONSTRAINTS);
}
/**
* Build graph nodes for AnimData block
* \param id: ID-Block which hosts the AnimData
*/
void DepsgraphNodeBuilder::build_animdata(ID *id)
{
AnimData *adt = BKE_animdata_from_id(id);
if (adt == NULL)
return;
/* animation */
if (adt->action || adt->nla_tracks.first || adt->drivers.first) {
// XXX: Hook up specific update callbacks for special properties which may need it...
/* actions and NLA - as a single unit for now, as it gets complicated to schedule otherwise */
if ((adt->action) || (adt->nla_tracks.first)) {
/* create the node */
add_operation_node(id, DEPSNODE_TYPE_ANIMATION,
DEPSOP_TYPE_EXEC, function_bind(BKE_animsys_eval_animdata, _1, id),
DEG_OPCODE_ANIMATION, id->name);
// TODO: for each channel affected, we might also want to add some support for running RNA update callbacks on them
// (which will be needed for proper handling of drivers later)
}
/* drivers */
for (FCurve *fcu = (FCurve *)adt->drivers.first; fcu; fcu = fcu->next) {
/* create driver */
build_driver(id, fcu);
}
}
}
/**
* Build graph node(s) for Driver
* \param id: ID-Block that driver is attached to
* \param fcu: Driver-FCurve
*/
OperationDepsNode *DepsgraphNodeBuilder::build_driver(ID *id, FCurve *fcu)
{
ChannelDriver *driver = fcu->driver;
/* Create data node for this driver */
/* TODO(sergey): Avoid creating same operation multiple times,
* in the future we need to avoid lookup of the operation as well
* and use some tagging magic instead.
*/
OperationDepsNode *driver_op = find_operation_node(id,
DEPSNODE_TYPE_PARAMETERS,
DEG_OPCODE_DRIVER,
deg_fcurve_id_name(fcu));
if (driver_op == NULL) {
driver_op = add_operation_node(id, DEPSNODE_TYPE_PARAMETERS,
DEPSOP_TYPE_EXEC, function_bind(BKE_animsys_eval_driver, _1, id, fcu),
DEG_OPCODE_DRIVER, deg_fcurve_id_name(fcu));
}
/* tag "scripted expression" drivers as needing Python (due to GIL issues, etc.) */
if (driver->type == DRIVER_TYPE_PYTHON) {
driver_op->flag |= DEPSOP_FLAG_USES_PYTHON;
}
/* return driver node created */
return driver_op;
}
/* Recursively build graph for world */
void DepsgraphNodeBuilder::build_world(World *world)
{
ID *world_id = &world->id;
if (world_id->tag & LIB_TAG_DOIT) {
return;
}
/* world itself */
IDDepsNode *world_node = add_id_node(world_id); /* world shading/params? */
build_animdata(world_id);
/* TODO: other settings? */
/* textures */
build_texture_stack(world_node, world->mtex);
/* world's nodetree */
if (world->nodetree) {
build_nodetree(world_node, world->nodetree);
}
}
/* Rigidbody Simulation - Scene Level */
void DepsgraphNodeBuilder::build_rigidbody(Scene *scene)
{
RigidBodyWorld *rbw = scene->rigidbody_world;
/**
* Rigidbody Simulation Nodes
* ==========================
*
* There are 3 nodes related to Rigidbody Simulation:
* 1) "Initialize/Rebuild World" - this is called sparingly, only when the simulation
* needs to be rebuilt (mainly after file reload, or moving back to start frame)
* 2) "Do Simulation" - perform a simulation step - interleaved between the evaluation
* steps for clusters of objects (i.e. between those affected and/or not affected by
* the sim for instance)
*
* 3) "Pull Results" - grab the specific transforms applied for a specific object -
* performed as part of object's transform-stack building
*/
/* create nodes ------------------------------------------------------------------------ */
/* XXX: is this the right component, or do we want to use another one instead? */
/* init/rebuild operation */
/*OperationDepsNode *init_node =*/ add_operation_node(&scene->id, DEPSNODE_TYPE_TRANSFORM,
DEPSOP_TYPE_REBUILD, function_bind(BKE_rigidbody_rebuild_sim, _1, scene),
DEG_OPCODE_RIGIDBODY_REBUILD);
/* do-sim operation */
// XXX: what happens if we need to split into several groups?
OperationDepsNode *sim_node = add_operation_node(&scene->id, DEPSNODE_TYPE_TRANSFORM,
DEPSOP_TYPE_SIM, function_bind(BKE_rigidbody_eval_simulation, _1, scene),
DEG_OPCODE_RIGIDBODY_SIM);
/* XXX: For now, the sim node is the only one that really matters here. If any other
* sims get added later, we may have to remove these hacks...
*/
sim_node->owner->entry_operation = sim_node;
sim_node->owner->exit_operation = sim_node;
/* objects - simulation participants */
if (rbw->group) {
for (GroupObject *go = (GroupObject *)rbw->group->gobject.first; go; go = go->next) {
Object *ob = go->ob;
if (!ob || (ob->type != OB_MESH))
continue;
/* 2) create operation for flushing results */
/* object's transform component - where the rigidbody operation lives */
add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM,
DEPSOP_TYPE_EXEC, function_bind(BKE_rigidbody_object_sync_transforms, _1, scene, ob),
DEG_OPCODE_TRANSFORM_RIGIDBODY);
}
}
}
void DepsgraphNodeBuilder::build_particles(Scene *scene, Object *ob)
{
/**
* Particle Systems Nodes
* ======================
*
* There are two types of nodes associated with representing
* particle systems:
* 1) Component (EVAL_PARTICLES) - This is the particle-system
* evaluation context for an object. It acts as the container
* for all the nodes associated with a particular set of particle
* systems.
* 2) Particle System Eval Operation - This operation node acts as a
* blackbox evaluation step for one particle system referenced by
* the particle systems stack. All dependencies link to this operation.
*/
/* component for all particle systems */
ComponentDepsNode *psys_comp = add_component_node(&ob->id, DEPSNODE_TYPE_EVAL_PARTICLES);
/* particle systems */
for (ParticleSystem *psys = (ParticleSystem *)ob->particlesystem.first; psys; psys = psys->next) {
ParticleSettings *part = psys->part;
/* particle settings */
// XXX: what if this is used more than once!
build_animdata(&part->id);
/* this particle system */
// TODO: for now, this will just be a placeholder "ubereval" node
add_operation_node(psys_comp,
DEPSOP_TYPE_EXEC, function_bind(BKE_particle_system_eval, _1, scene, ob, psys),
DEG_OPCODE_PSYS_EVAL,
psys->name);
}
/* pointcache */
// TODO...
}
/* IK Solver Eval Steps */
void DepsgraphNodeBuilder::build_ik_pose(Scene *scene, Object *ob, 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 (has_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
DEG_OPCODE_POSE_IK_SOLVER))
{
return;
}
/* Operation node for evaluating/running IK Solver. */
add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
DEPSOP_TYPE_SIM, function_bind(BKE_pose_iktree_evaluate, _1, scene, ob, rootchan),
DEG_OPCODE_POSE_IK_SOLVER);
}
/* Spline IK Eval Steps */
void DepsgraphNodeBuilder::build_splineik_pose(Scene *scene, Object *ob, bPoseChannel *pchan, bConstraint *con)
{
bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
/* Find the chain's root. */
bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
/* Operation node for evaluating/running Spline IK Solver.
* Store the "root bone" of this chain in the solver, so it knows where to start.
*/
add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
DEPSOP_TYPE_SIM, function_bind(BKE_pose_splineik_evaluate, _1, scene, ob, rootchan),
DEG_OPCODE_POSE_SPLINE_IK_SOLVER);
}
/* Pose/Armature Bones Graph */
void DepsgraphNodeBuilder::build_rig(Scene *scene, Object *ob)
{
bArmature *arm = (bArmature *)ob->data;
/* animation and/or drivers linking posebones 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...
*/
build_animdata(&arm->id);
/* Rebuild pose if not up to date. */
if (ob->pose == NULL || (ob->pose->flag & POSE_RECALC)) {
BKE_pose_rebuild(ob, arm);
/* XXX: Without this animation gets lost in certain circumstances
* after loading file. Need to investigate further since it does
* not happen with simple scenes..
*/
if (ob->adt) {
ob->adt->recalc |= ADT_RECALC_ANIM;
}
}
/* speed optimization for animation lookups */
if (ob->pose) {
BKE_pose_channels_hash_make(ob->pose);
if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
BKE_pose_update_constraint_flags(ob->pose);
}
}
/* Make sure pose is up-to-date with armature updates. */
add_operation_node(&arm->id,
DEPSNODE_TYPE_PARAMETERS,
DEPSOP_TYPE_EXEC,
NULL,
DEG_OPCODE_PLACEHOLDER,
"Armature Eval");
/**
* 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 the post-IK/
* post-constraint/post-matrix steps, as needed.
*/
/* pose eval context */
add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE,
DEPSOP_TYPE_INIT, function_bind(BKE_pose_eval_init, _1, scene, ob, ob->pose), DEG_OPCODE_POSE_INIT);
add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE,
DEPSOP_TYPE_POST, function_bind(BKE_pose_eval_flush, _1, scene, ob, ob->pose), DEG_OPCODE_POSE_DONE);
/* bones */
for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) {
/* node for bone eval */
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_INIT, NULL, // XXX: BKE_pose_eval_bone_local
DEG_OPCODE_BONE_LOCAL);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_EXEC, function_bind(BKE_pose_eval_bone, _1, scene, ob, pchan), // XXX: BKE_pose_eval_bone_pose
DEG_OPCODE_BONE_POSE_PARENT);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_OUT, NULL, /* NOTE: dedicated noop for easier relationship construction */
DEG_OPCODE_BONE_READY);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_POST, function_bind(BKE_pose_bone_done, _1, pchan),
DEG_OPCODE_BONE_DONE);
/* constraints */
if (pchan->constraints.first != NULL) {
build_pose_constraints(ob, pchan);
}
/**
* 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...
*/
for (bConstraint *con = (bConstraint *)pchan->constraints.first; con; con = con->next) {
switch (con->type) {
case CONSTRAINT_TYPE_KINEMATIC:
build_ik_pose(scene, ob, pchan, con);
break;
case CONSTRAINT_TYPE_SPLINEIK:
build_splineik_pose(scene, ob, pchan, con);
break;
default:
break;
}
}
}
}
void DepsgraphNodeBuilder::build_proxy_rig(Object *ob)
{
ID *obdata = (ID *)ob->data;
build_animdata(obdata);
BLI_assert(ob->pose != NULL);
/* speed optimization for animation lookups */
BKE_pose_channels_hash_make(ob->pose);
if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
BKE_pose_update_constraint_flags(ob->pose);
}
add_operation_node(&ob->id,
DEPSNODE_TYPE_EVAL_POSE,
DEPSOP_TYPE_INIT,
function_bind(BKE_pose_eval_proxy_copy, _1, ob),
DEG_OPCODE_POSE_INIT);
for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first;
pchan != NULL;
pchan = pchan->next)
{
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_INIT, NULL,
DEG_OPCODE_BONE_LOCAL);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_EXEC, NULL,
DEG_OPCODE_BONE_READY);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_POST, NULL,
DEG_OPCODE_BONE_DONE);
}
add_operation_node(&ob->id,
DEPSNODE_TYPE_EVAL_POSE,
DEPSOP_TYPE_POST,
NULL,
DEG_OPCODE_POSE_DONE);
}
/* Shapekeys */
void DepsgraphNodeBuilder::build_shapekeys(Key *key)
{
build_animdata(&key->id);
add_operation_node(&key->id, DEPSNODE_TYPE_GEOMETRY, DEPSOP_TYPE_EXEC, NULL,
DEG_OPCODE_PLACEHOLDER, "Shapekey Eval");
}
/* ObData Geometry Evaluation */
// XXX: what happens if the datablock is shared!
void DepsgraphNodeBuilder::build_obdata_geom(Scene *scene, Object *ob)
{
ID *obdata = (ID *)ob->data;
/* Temporary uber-update node, which does everything.
* It is for the being we're porting old dependencies into the new system.
* We'll get rid of this node as soon as all the granular update functions
* are filled in.
*
* TODO(sergey): Get rid of this node.
*/
add_operation_node(&ob->id, DEPSNODE_TYPE_GEOMETRY,
DEPSOP_TYPE_POST, function_bind(BKE_object_eval_uber_data, _1, scene, ob),
DEG_OPCODE_GEOMETRY_UBEREVAL);
add_operation_node(&ob->id, DEPSNODE_TYPE_GEOMETRY,
DEPSOP_TYPE_INIT, NULL,
DEG_OPCODE_PLACEHOLDER, "Eval Init");
// TODO: "Done" operation
/* Modifiers */
if (ob->modifiers.first) {
ModifierData *md;
for (md = (ModifierData *)ob->modifiers.first; md; md = md->next) {
add_operation_node(&ob->id, DEPSNODE_TYPE_GEOMETRY,
DEPSOP_TYPE_EXEC, function_bind(BKE_object_eval_modifier, _1, scene, ob, md),
DEG_OPCODE_GEOMETRY_MODIFIER, md->name);
}
}
/* materials */
if (ob->totcol) {
int a;
for (a = 1; a <= ob->totcol; a++) {
Material *ma = give_current_material(ob, a);
if (ma) {
// XXX?!
ComponentDepsNode *geom_node = add_component_node(&ob->id, DEPSNODE_TYPE_GEOMETRY);
build_material(geom_node, ma);
}
}
}
/* geometry collision */
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_LATTICE)) {
// add geometry collider relations
}
if (obdata->tag & LIB_TAG_DOIT) {
return;
}
/* ShapeKeys */
Key *key = BKE_key_from_object(ob);
if (key) {
build_shapekeys(key);
}
build_animdata(obdata);
/* nodes for result of obdata's evaluation, and geometry evaluation on object */
switch (ob->type) {
case OB_MESH:
{
//Mesh *me = (Mesh *)ob->data;
/* evaluation operations */
add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY,
DEPSOP_TYPE_INIT, function_bind(BKE_mesh_eval_geometry, _1, (Mesh *)obdata),
DEG_OPCODE_PLACEHOLDER, "Geometry Eval");
break;
}
case OB_MBALL:
{
Object *mom = BKE_mball_basis_find(scene, ob);
/* motherball - mom depends on children! */
if (mom == ob) {
/* metaball evaluation operations */
/* NOTE: only the motherball gets evaluated! */
add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY,
DEPSOP_TYPE_INIT, function_bind(BKE_mball_eval_geometry, _1, (MetaBall *)obdata),
DEG_OPCODE_PLACEHOLDER, "Geometry Eval");
}
break;
}
case OB_CURVE:
case OB_FONT:
{
/* curve evaluation operations */
/* - calculate curve geometry (including path) */
add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY,
DEPSOP_TYPE_INIT, function_bind(BKE_curve_eval_geometry, _1, (Curve *)obdata),
DEG_OPCODE_PLACEHOLDER, "Geometry Eval");
/* - calculate curve path - this is used by constraints, etc. */
add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY,
DEPSOP_TYPE_EXEC, function_bind(BKE_curve_eval_path, _1, (Curve *)obdata),
DEG_OPCODE_GEOMETRY_PATH, "Path");
break;
}
case OB_SURF: /* Nurbs Surface */
{
/* nurbs evaluation operations */
add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY,
DEPSOP_TYPE_INIT, function_bind(BKE_curve_eval_geometry, _1, (Curve *)obdata),
DEG_OPCODE_PLACEHOLDER, "Geometry Eval");
break;
}
case OB_LATTICE: /* Lattice */
{
/* lattice evaluation operations */
add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY,
DEPSOP_TYPE_INIT, function_bind(BKE_lattice_eval_geometry, _1, (Lattice *)obdata),
DEG_OPCODE_PLACEHOLDER, "Geometry Eval");
break;
}
}
add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY,
DEPSOP_TYPE_POST, NULL,
DEG_OPCODE_PLACEHOLDER, "Eval Done");
/* Parameters for driver sources. */
add_operation_node(obdata, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_EXEC, NULL,
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
}
/* Cameras */
void DepsgraphNodeBuilder::build_camera(Object *ob)
{
/* TODO: Link scene-camera links in somehow... */
Camera *cam = (Camera *)ob->data;
ID *camera_id = &cam->id;
if (camera_id->tag & LIB_TAG_DOIT) {
return;
}
build_animdata(&cam->id);
add_operation_node(camera_id, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_EXEC, NULL,
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
if (cam->dof_ob != NULL) {
/* TODO(sergey): For now parametrs are on object level. */
add_operation_node(&ob->id, DEPSNODE_TYPE_PARAMETERS,
DEPSOP_TYPE_EXEC, NULL,
DEG_OPCODE_PLACEHOLDER,
"Camera DOF");
}
}
/* Lamps */
void DepsgraphNodeBuilder::build_lamp(Object *ob)
{
Lamp *la = (Lamp *)ob->data;
ID *lamp_id = &la->id;
if (lamp_id->tag & LIB_TAG_DOIT) {
return;
}
build_animdata(&la->id);
/* node for obdata */
ComponentDepsNode *param_node = add_component_node(lamp_id, DEPSNODE_TYPE_PARAMETERS);
/* TODO(sergey): Is it really how we're supposed to work with drivers? */
add_operation_node(lamp_id, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_EXEC, NULL,
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
/* lamp's nodetree */
if (la->nodetree) {
build_nodetree(param_node, la->nodetree);
}
/* textures */
build_texture_stack(param_node, la->mtex);
}
void DepsgraphNodeBuilder::build_nodetree(DepsNode *owner_node, bNodeTree *ntree)
{
if (!ntree)
return;
/* nodetree itself */
ID *ntree_id = &ntree->id;
build_animdata(ntree_id);
/* Parameters for drivers. */
add_operation_node(ntree_id, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_POST, NULL,
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
/* nodetree's nodes... */
for (bNode *bnode = (bNode *)ntree->nodes.first; bnode; bnode = bnode->next) {
if (bnode->id) {
if (GS(bnode->id->name) == ID_MA) {
build_material(owner_node, (Material *)bnode->id);
}
else if (bnode->type == ID_TE) {
build_texture(owner_node, (Tex *)bnode->id);
}
else if (bnode->type == NODE_GROUP) {
bNodeTree *group_ntree = (bNodeTree *)bnode->id;
if ((group_ntree->id.tag & LIB_TAG_DOIT) == 0) {
build_nodetree(owner_node, group_ntree);
}
}
}
}
// TODO: link from nodetree to owner_component?
}
/* Recursively build graph for material */
void DepsgraphNodeBuilder::build_material(DepsNode *owner_node, Material *ma)
{
ID *ma_id = &ma->id;
if (ma_id->tag & LIB_TAG_DOIT) {
return;
}
/* material itself */
add_id_node(ma_id);
add_operation_node(ma_id, DEPSNODE_TYPE_SHADING,
DEPSOP_TYPE_EXEC, NULL,
DEG_OPCODE_PLACEHOLDER, "Material Update");
/* material animation */
build_animdata(ma_id);
/* textures */
build_texture_stack(owner_node, ma->mtex);
/* material's nodetree */
build_nodetree(owner_node, ma->nodetree);
}
/* Texture-stack attached to some shading datablock */
void DepsgraphNodeBuilder::build_texture_stack(DepsNode *owner_node, MTex **texture_stack)
{
int i;
/* for now assume that all texture-stacks have same number of max items */
for (i = 0; i < MAX_MTEX; i++) {
MTex *mtex = texture_stack[i];
if (mtex && mtex->tex)
build_texture(owner_node, mtex->tex);
}
}
/* Recursively build graph for texture */
void DepsgraphNodeBuilder::build_texture(DepsNode *owner_node, Tex *tex)
{
ID *tex_id = &tex->id;
if (tex_id->tag & LIB_TAG_DOIT) {
return;
}
tex_id->tag |= LIB_TAG_DOIT;
/* texture itself */
build_animdata(tex_id);
/* texture's nodetree */
build_nodetree(owner_node, tex->nodetree);
}
void DepsgraphNodeBuilder::build_compositor(Scene *scene)
{
/* For now, just a plain wrapper? */
// TODO: create compositing component?
// XXX: component type undefined!
//graph->get_node(&scene->id, NULL, DEPSNODE_TYPE_COMPOSITING, NULL);
/* for now, nodetrees are just parameters; compositing occurs in internals of renderer... */
ComponentDepsNode *owner_node = add_component_node(&scene->id, DEPSNODE_TYPE_PARAMETERS);
build_nodetree(owner_node, scene->nodetree);
}
void DepsgraphNodeBuilder::build_gpencil(bGPdata *gpd)
{
ID *gpd_id = &gpd->id;
/* gpencil itself */
// XXX: what about multiple users of same datablock? This should only get added once
add_id_node(gpd_id);
/* The main reason Grease Pencil is included here is because the animation (and drivers)
* need to be hosted somewhere...
*/
build_animdata(gpd_id);
}
void DepsgraphNodeBuilder::build_cachefile(CacheFile *cache_file)
{
ID *cache_file_id = &cache_file->id;
add_component_node(cache_file_id, DEPSNODE_TYPE_CACHE);
add_operation_node(cache_file_id, DEPSNODE_TYPE_CACHE,
DEPSOP_TYPE_EXEC, NULL,
DEG_OPCODE_PLACEHOLDER, "Cache File Update");
add_id_node(cache_file_id);
build_animdata(cache_file_id);
}
} // namespace DEG