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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc
Sergey Sharybin 4e17197597 Fix T62521: Fake dependency cycle with spline IK
The core was hooking up relation to a wrong operation, in an
attempt to cause proper full update of the pose (since there
is no intermediate state stored anywhere). This is now done
as a part of flush_handle_component_node(), so can properly
route more granular relation.

This fixes the crash which was caused by an access of partially
evaluated data by solving the fake cycle. However, if there
is a real cycle involved the code will still not survive, but
this is more generic issue (which also includes modifiers
for meshes and curves).

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D4509
2019-03-13 17:26:17 +01:00

606 lines
24 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.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup depsgraph
*
* Methods for constructing depsgraph
*/
#include "intern/builder/deg_builder_relations.h"
#include <stdio.h>
#include <stdlib.h>
#include <cstring> /* required for STREQ later on. */
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_blenlib.h"
extern "C" {
#include "DNA_action_types.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_customdata_types.h"
#include "DNA_object_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_constraint.h"
} /* extern "C" */
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "intern/builder/deg_builder.h"
#include "intern/builder/deg_builder_pchanmap.h"
#include "intern/debug/deg_debug.h"
#include "intern/node/deg_node.h"
#include "intern/node/deg_node_component.h"
#include "intern/node/deg_node_operation.h"
#include "intern/depsgraph_type.h"
namespace DEG {
/* IK Solver Eval Steps */
void DepsgraphRelationBuilder::build_ik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con,
RootPChanMap *root_map)
{
bKinematicConstraint *data = (bKinematicConstraint *)con->data;
/* Attach owner to IK Solver to. */
bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
if (rootchan == NULL) {
return;
}
OperationKey pchan_local_key(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_LOCAL);
OperationKey init_ik_key(
&object->id, NodeType::EVAL_POSE, OperationCode::POSE_INIT_IK);
OperationKey solver_key(&object->id,
NodeType::EVAL_POSE,
rootchan->name,
OperationCode::POSE_IK_SOLVER);
OperationKey pose_cleanup_key(
&object->id, NodeType::EVAL_POSE, OperationCode::POSE_CLEANUP);
add_relation(pchan_local_key, init_ik_key, "IK Constraint -> Init IK Tree");
add_relation(init_ik_key, solver_key, "Init IK -> IK Solver");
/* Never cleanup before solver is run. */
add_relation(solver_key,
pose_cleanup_key,
"IK Solver -> Cleanup",
RELATION_FLAG_GODMODE);
/* IK target */
/* TODO(sergey): This should get handled as part of the constraint code. */
if (data->tar != NULL) {
/* TODO(sergey): For until we'll store partial matrices in the
* depsgraph, we create dependency between target object and pose eval
* component.
*
* This way we ensuring the whole subtree is updated from scratch
* without need of intermediate matrices. This is an overkill, but good
* enough for testing IK solver. */
ComponentKey pose_key(&object->id, NodeType::EVAL_POSE);
if ((data->tar->type == OB_ARMATURE) && (data->subtarget[0])) {
/* TODO(sergey): This is only for until granular update stores
* intermediate result. */
if (data->tar != object) {
/* Different armature - can just read the results. */
ComponentKey target_key(
&data->tar->id, NodeType::BONE, data->subtarget);
add_relation(target_key, pose_key, con->name);
}
else {
/* Same armature - we'll use the ready state only, just in case
* this bone is in the chain we're solving. */
OperationKey target_key(&data->tar->id,
NodeType::BONE,
data->subtarget,
OperationCode::BONE_DONE);
add_relation(target_key, solver_key, con->name);
}
}
else if (data->subtarget[0] &&
ELEM(data->tar->type, OB_MESH, OB_LATTICE))
{
/* Vertex group target. */
/* NOTE: for now, we don't need to represent vertex groups
* separately. */
ComponentKey target_key(&data->tar->id, NodeType::GEOMETRY);
add_relation(target_key, solver_key, con->name);
add_customdata_mask(data->tar, DEGCustomDataMeshMasks::MaskVert(CD_MASK_MDEFORMVERT));
}
else {
/* Standard Object Target. */
ComponentKey target_key(&data->tar->id, NodeType::TRANSFORM);
add_relation(target_key, pose_key, con->name);
}
if (data->tar == object && data->subtarget[0]) {
/* Prevent target's constraints from linking to anything from same
* chain that it controls. */
root_map->add_bone(data->subtarget, rootchan->name);
}
}
/* Pole Target. */
/* TODO(sergey): This should get handled as part of the constraint code. */
if (data->poletar != NULL) {
if ((data->poletar->type == OB_ARMATURE) && (data->polesubtarget[0])) {
ComponentKey target_key(&data->poletar->id,
NodeType::BONE,
data->polesubtarget);
add_relation(target_key, solver_key, con->name);
}
else if (data->polesubtarget[0] &&
ELEM(data->poletar->type, OB_MESH, OB_LATTICE))
{
/* Vertex group target. */
/* NOTE: for now, we don't need to represent vertex groups
* separately. */
ComponentKey target_key(&data->poletar->id, NodeType::GEOMETRY);
add_relation(target_key, solver_key, con->name);
add_customdata_mask(data->poletar, DEGCustomDataMeshMasks::MaskVert(CD_MASK_MDEFORMVERT));
}
else {
ComponentKey target_key(&data->poletar->id, NodeType::TRANSFORM);
add_relation(target_key, solver_key, con->name);
}
}
DEG_DEBUG_PRINTF(
(::Depsgraph *)graph_,
BUILD,
"\nStarting IK Build: pchan = %s, target = (%s, %s), "
"segcount = %d\n",
pchan->name, data->tar->id.name, data->subtarget, data->rootbone);
bPoseChannel *parchan = pchan;
/* Exclude tip from chain if needed. */
if (!(data->flag & CONSTRAINT_IK_TIP)) {
parchan = pchan->parent;
}
root_map->add_bone(parchan->name, rootchan->name);
OperationKey parchan_transforms_key(&object->id, NodeType::BONE,
parchan->name, OperationCode::BONE_READY);
add_relation(parchan_transforms_key, solver_key, "IK Solver Owner");
/* Walk to the chain's root. */
int segcount = 0;
while (parchan != NULL) {
/* Make IK-solver dependent on this bone's result, since it can only run
* after the standard results of the bone are know. Validate links step
* on the bone will ensure that users of this bone only grab the result
* with IK solver results. */
if (parchan != pchan) {
OperationKey parent_key(&object->id,
NodeType::BONE,
parchan->name,
OperationCode::BONE_READY);
add_relation(parent_key, solver_key, "IK Chain Parent");
OperationKey bone_done_key(&object->id,
NodeType::BONE,
parchan->name,
OperationCode::BONE_DONE);
add_relation(solver_key, bone_done_key, "IK Chain Result");
}
else {
OperationKey final_transforms_key(&object->id,
NodeType::BONE,
parchan->name,
OperationCode::BONE_DONE);
add_relation(solver_key, final_transforms_key, "IK Solver Result");
}
parchan->flag |= POSE_DONE;
root_map->add_bone(parchan->name, rootchan->name);
/* continue up chain, until we reach target number of items. */
DEG_DEBUG_PRINTF((::Depsgraph *)graph_,
BUILD,
" %d = %s\n",
segcount, parchan->name);
/* TODO(sergey): This is an arbitrary value, which was just following
* old code convention. */
segcount++;
if ((segcount == data->rootbone) || (segcount > 255)) {
break;
}
parchan = parchan->parent;
}
OperationKey pose_done_key(
&object->id, NodeType::EVAL_POSE, OperationCode::POSE_DONE);
add_relation(solver_key, pose_done_key, "PoseEval Result-Bone Link");
}
/* Spline IK Eval Steps */
void DepsgraphRelationBuilder::build_splineik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con,
RootPChanMap *root_map)
{
bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
OperationKey transforms_key(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_READY);
OperationKey init_ik_key(&object->id,
NodeType::EVAL_POSE,
OperationCode::POSE_INIT_IK);
OperationKey solver_key(&object->id,
NodeType::EVAL_POSE,
rootchan->name,
OperationCode::POSE_SPLINE_IK_SOLVER);
OperationKey pose_cleanup_key(
&object->id, NodeType::EVAL_POSE, OperationCode::POSE_CLEANUP);
/* Solver depends on initialization. */
add_relation(init_ik_key, solver_key, "Init IK -> IK Solver");
/* Never cleanup before solver is run. */
add_relation(solver_key, pose_cleanup_key, "IK Solver -> Cleanup");
/* Attach owner to IK Solver. */
add_relation(transforms_key,
solver_key,
"Spline IK Solver Owner",
RELATION_FLAG_GODMODE);
/* Attach path dependency to solver. */
if (data->tar != NULL) {
ComponentKey target_key(&data->tar->id, NodeType::GEOMETRY);
add_relation(target_key, init_ik_key, "Curve.Path -> Spline IK");
}
pchan->flag |= POSE_DONE;
OperationKey final_transforms_key(
&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_DONE);
add_relation(solver_key, final_transforms_key, "Spline IK Result");
root_map->add_bone(pchan->name, rootchan->name);
/* Walk to the chain's root/ */
int segcount = 0;
for (bPoseChannel *parchan = pchan->parent;
parchan != NULL;
parchan = parchan->parent)
{
/* Make Spline IK solver dependent on this bone's result, since it can
* only run after the standard results of the bone are know. Validate
* links step on the bone will ensure that users of this bone only grab
* the result with IK solver results. */
if (parchan != pchan) {
OperationKey parent_key(&object->id,
NodeType::BONE,
parchan->name,
OperationCode::BONE_READY);
add_relation(parent_key, solver_key, "Spline IK Solver Update");
OperationKey bone_done_key(&object->id,
NodeType::BONE,
parchan->name,
OperationCode::BONE_DONE);
add_relation(solver_key, bone_done_key, "IK Chain Result");
}
parchan->flag |= POSE_DONE;
OperationKey final_transforms_key(&object->id,
NodeType::BONE,
parchan->name,
OperationCode::BONE_DONE);
add_relation(
solver_key, final_transforms_key, "Spline IK Solver Result");
root_map->add_bone(parchan->name, rootchan->name);
/* TODO(sergey): This is an arbitrary value, which was just following
* old code convention. */
segcount++;
if ((segcount == data->chainlen) || (segcount > 255)) {
break;
}
}
OperationKey pose_done_key(
&object->id, NodeType::EVAL_POSE, OperationCode::POSE_DONE);
add_relation(solver_key, pose_done_key, "PoseEval Result-Bone Link");
}
/* Pose/Armature Bones Graph */
void DepsgraphRelationBuilder::build_rig(Object *object)
{
/* Armature-Data */
bArmature *armature = (bArmature *)object->data;
// TODO: selection status?
/* Attach links between pose operations. */
ComponentKey local_transform(&object->id, NodeType::TRANSFORM);
OperationKey pose_init_key(
&object->id, NodeType::EVAL_POSE, OperationCode::POSE_INIT);
OperationKey pose_init_ik_key(
&object->id, NodeType::EVAL_POSE, OperationCode::POSE_INIT_IK);
OperationKey pose_cleanup_key(
&object->id, NodeType::EVAL_POSE, OperationCode::POSE_CLEANUP);
OperationKey pose_done_key(
&object->id, NodeType::EVAL_POSE, OperationCode::POSE_DONE);
add_relation(
local_transform, pose_init_key, "Local Transform -> Pose Init");
add_relation(pose_init_key, pose_init_ik_key, "Pose Init -> Pose Init IK");
add_relation(
pose_init_ik_key, pose_done_key, "Pose Init IK -> Pose Cleanup");
/* Make sure pose is up-to-date with armature updates. */
build_armature(armature);
OperationKey armature_key(&armature->id,
NodeType::PARAMETERS,
OperationCode::ARMATURE_EVAL);
add_relation(armature_key, pose_init_key, "Data dependency");
/* 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).
*
* - We build relations for these before the dependencies between operations
* in the same component as it is necessary to check whether such bones
* are in the same IK chain (or else we get weird issues with either
* in-chain references, or with bones being parented to IK'd bones).
*
* 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. */
RootPChanMap root_map;
bool pose_depends_on_local_transform = false;
LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
LISTBASE_FOREACH (bConstraint *, con, &pchan->constraints) {
switch (con->type) {
case CONSTRAINT_TYPE_KINEMATIC:
build_ik_pose(object, pchan, con, &root_map);
pose_depends_on_local_transform = true;
break;
case CONSTRAINT_TYPE_SPLINEIK:
build_splineik_pose(object, pchan, con, &root_map);
pose_depends_on_local_transform = true;
break;
/* Constraints which needs world's matrix for transform.
* TODO(sergey): More constraints here? */
case CONSTRAINT_TYPE_ROTLIKE:
case CONSTRAINT_TYPE_SIZELIKE:
case CONSTRAINT_TYPE_LOCLIKE:
case CONSTRAINT_TYPE_TRANSLIKE:
/* TODO(sergey): Add used space check. */
pose_depends_on_local_transform = true;
break;
default:
break;
}
}
}
// root_map.print_debug();
if (pose_depends_on_local_transform) {
/* TODO(sergey): Once partial updates are possible use relation between
* object transform and solver itself in it's build function. */
ComponentKey pose_key(&object->id, NodeType::EVAL_POSE);
ComponentKey local_transform_key(&object->id, NodeType::TRANSFORM);
add_relation(local_transform_key, pose_key, "Local Transforms");
}
/* Links between operations for each bone. */
LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
OperationKey bone_local_key(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_LOCAL);
OperationKey bone_pose_key(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_POSE_PARENT);
OperationKey bone_ready_key(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_READY);
OperationKey bone_done_key(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_DONE);
pchan->flag &= ~POSE_DONE;
/* Pose init to bone local. */
add_relation(pose_init_key,
bone_local_key,
"Pose Init - Bone Local",
RELATION_FLAG_GODMODE);
/* Local to pose parenting operation. */
add_relation(bone_local_key, bone_pose_key, "Bone Local - Bone Pose");
/* Parent relation. */
if (pchan->parent != NULL) {
OperationCode parent_key_opcode;
/* NOTE: this difference in handling allows us to prevent lockups
* while ensuring correct poses for separate chains. */
if (root_map.has_common_root(pchan->name, pchan->parent->name)) {
parent_key_opcode = OperationCode::BONE_READY;
}
else {
parent_key_opcode = OperationCode::BONE_DONE;
}
OperationKey parent_key(&object->id,
NodeType::BONE,
pchan->parent->name,
parent_key_opcode);
add_relation(
parent_key, bone_pose_key, "Parent Bone -> Child Bone");
}
/* Build constraints. */
if (pchan->constraints.first != NULL) {
/* Build relations for indirectly linked objects. */
BuilderWalkUserData data;
data.builder = this;
BKE_constraints_id_loop(
&pchan->constraints, constraint_walk, &data);
/* Constraints stack and constraint dependencies. */
build_constraints(&object->id,
NodeType::BONE,
pchan->name,
&pchan->constraints,
&root_map);
/* Pose -> constraints. */
OperationKey constraints_key(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_CONSTRAINTS);
add_relation(bone_pose_key, constraints_key, "Pose -> Constraints Stack");
add_relation(bone_local_key, constraints_key, "Local -> Constraints Stack");
/* Constraints -> ready/ */
/* TODO(sergey): When constraint stack is exploded, this step should
* occur before the first IK solver. */
add_relation(
constraints_key, bone_ready_key, "Constraints -> Ready");
}
else {
/* Pose -> Ready */
add_relation(bone_pose_key, bone_ready_key, "Pose -> Ready");
}
/* Bone ready -> Bone done.
* NOTE: For bones without IK, this is all that's needed.
* For IK chains however, an additional rel is created from IK
* to done, with transitive reduction removing this one. */
add_relation(bone_ready_key, bone_done_key, "Ready -> Done");
/* B-Bone shape is the real final step after Done if present. */
if (pchan->bone != NULL && pchan->bone->segments > 1) {
OperationKey bone_segments_key(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_SEGMENTS);
/* B-Bone shape depends on the final position of the bone. */
add_relation(bone_done_key,
bone_segments_key,
"Done -> B-Bone Segments");
/* B-Bone shape depends on final position of handle bones. */
bPoseChannel *prev, *next;
BKE_pchan_bbone_handles_get(pchan, &prev, &next);
if (prev) {
OperationKey prev_key(&object->id,
NodeType::BONE,
prev->name,
OperationCode::BONE_DONE);
add_relation(prev_key,
bone_segments_key,
"Prev Handle -> B-Bone Segments");
}
if (next) {
OperationKey next_key(&object->id,
NodeType::BONE,
next->name,
OperationCode::BONE_DONE);
add_relation(next_key,
bone_segments_key,
"Next Handle -> B-Bone Segments");
}
/* Pose requires the B-Bone shape. */
add_relation(bone_segments_key,
pose_done_key,
"PoseEval Result-Bone Link",
RELATION_FLAG_GODMODE);
add_relation(bone_segments_key,
pose_cleanup_key,
"Cleanup dependency");
}
else {
/* Assume that all bones must be done for the pose to be ready
* (for deformers). */
add_relation(bone_done_key,
pose_done_key,
"PoseEval Result-Bone Link");
/* Bones must be traversed before cleanup. */
add_relation(bone_done_key,
pose_cleanup_key,
"Done -> Cleanup");
add_relation(bone_ready_key,
pose_cleanup_key,
"Ready -> Cleanup");
}
/* Custom shape. */
if (pchan->custom != NULL) {
build_object(NULL, pchan->custom);
}
}
}
void DepsgraphRelationBuilder::build_proxy_rig(Object *object)
{
bArmature *armature = (bArmature *)object->data;
Object *proxy_from = object->proxy_from;
build_armature(armature);
OperationKey pose_init_key(&object->id,
NodeType::EVAL_POSE,
OperationCode::POSE_INIT);
OperationKey pose_done_key(&object->id,
NodeType::EVAL_POSE,
OperationCode::POSE_DONE);
OperationKey pose_cleanup_key(&object->id,
NodeType::EVAL_POSE,
OperationCode::POSE_CLEANUP);
LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
OperationKey bone_local_key(&object->id,
NodeType::BONE, pchan->name,
OperationCode::BONE_LOCAL);
OperationKey bone_ready_key(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_READY);
OperationKey bone_done_key(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_DONE);
OperationKey from_bone_done_key(&proxy_from->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_DONE);
add_relation(pose_init_key, bone_local_key, "Pose Init -> Bone Local");
add_relation(bone_local_key, bone_ready_key, "Local -> Ready");
add_relation(bone_ready_key, bone_done_key, "Ready -> Done");
add_relation(
bone_done_key, pose_cleanup_key, "Bone Done -> Pose Cleanup");
add_relation(bone_done_key,
pose_done_key,
"Bone Done -> Pose Done",
RELATION_FLAG_GODMODE);
/* Make sure bone in the proxy is not done before it's FROM is done. */
if (pchan->bone && pchan->bone->segments > 1) {
OperationKey from_bone_segments_key(&proxy_from->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_SEGMENTS);
add_relation(from_bone_segments_key,
bone_done_key,
"Bone Segments -> Bone Done",
RELATION_FLAG_GODMODE);
}
else {
add_relation(from_bone_done_key,
bone_done_key,
"Bone Done -> Bone Done");
}
if (pchan->prop != NULL) {
OperationKey bone_parameters(&object->id,
NodeType::PARAMETERS,
OperationCode::PARAMETERS_EVAL,
pchan->name);
OperationKey from_bone_parameters(&proxy_from->id,
NodeType::PARAMETERS,
OperationCode::PARAMETERS_EVAL,
pchan->name);
add_relation(from_bone_parameters,
bone_parameters,
"Proxy Bone Parameters");
}
}
}
} // namespace DEG