Computing the shape of a B-Bone is a quite expensive operation, and there are multiple constraints that can access this information in a variety of useful ways. This means computing the shape once per bone and saving it is good for performance. Since the shape may depend on the position of up to two other bones, often in a "cyclic" manner, this computation has to be a separate node with its own dependencies. Reviewers: sergey Differential Revision: https://developer.blender.org/D3975
403 lines
14 KiB
C++
403 lines
14 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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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* Original Author: Joshua Leung
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* Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013)
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc
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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 <stdio.h>
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#include <stdlib.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_utildefines.h"
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#include "BLI_blenlib.h"
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#include "BLI_string.h"
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extern "C" {
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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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} /* extern "C" */
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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/eval/deg_eval_copy_on_write.h"
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#include "intern/nodes/deg_node.h"
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#include "intern/nodes/deg_node_component.h"
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#include "intern/nodes/deg_node_operation.h"
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#include "intern/depsgraph_types.h"
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#include "intern/depsgraph_intern.h"
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#include "util/deg_util_foreach.h"
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namespace DEG {
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void DepsgraphNodeBuilder::build_pose_constraints(
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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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add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
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function_bind(BKE_pose_constraints_evaluate,
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_1,
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get_cow_datablock(scene_),
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get_cow_datablock(object),
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pchan_index),
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DEG_OPCODE_BONE_CONSTRAINTS);
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}
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/* IK Solver Eval Steps */
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void DepsgraphNodeBuilder::build_ik_pose(Object *object,
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bPoseChannel *pchan,
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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 == NULL) {
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return;
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}
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if (has_operation_node(&object->id, DEG_NODE_TYPE_EVAL_POSE, rootchan->name,
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DEG_OPCODE_POSE_IK_SOLVER))
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{
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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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add_operation_node(&object->id, DEG_NODE_TYPE_EVAL_POSE, rootchan->name,
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function_bind(BKE_pose_iktree_evaluate,
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_1,
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get_cow_datablock(scene_),
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get_cow_datablock(object),
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rootchan_index),
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DEG_OPCODE_POSE_IK_SOLVER);
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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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/* 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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*/
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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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add_operation_node(&object->id, DEG_NODE_TYPE_EVAL_POSE, rootchan->name,
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function_bind(BKE_pose_splineik_evaluate,
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_1,
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get_cow_datablock(scene_),
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get_cow_datablock(object),
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rootchan_index),
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DEG_OPCODE_POSE_SPLINE_IK_SOLVER);
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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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OperationDepsNode *op_node;
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/* Animation and/or drivers linking posebones to base-armature used to
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* 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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*/
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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 == NULL || (object->pose->flag & POSE_RECALC)) {
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/* By definition, no need to tag depsgraph as dirty from here, so we can pass NULL bmain. */
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BKE_pose_rebuild(NULL, object, armature, true);
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/* XXX: Without this animation gets lost in certain circumstances
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* after loading file. Need to investigate further since it does
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* not happen with simple scenes..
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*/
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if (object->adt) {
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object->adt->recalc |= ADT_RECALC_ANIM;
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}
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}
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/* Speed optimization for animation lookups. */
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if (object->pose != NULL) {
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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 the post-IK/
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* post-constraint/post-matrix steps, as needed.
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*/
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/* Pose eval context. */
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op_node = add_operation_node(&object->id,
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DEG_NODE_TYPE_EVAL_POSE,
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function_bind(BKE_pose_eval_init,
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_1,
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scene_cow,
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object_cow),
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DEG_OPCODE_POSE_INIT);
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op_node->set_as_entry();
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op_node = add_operation_node(&object->id,
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DEG_NODE_TYPE_EVAL_POSE,
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function_bind(BKE_pose_eval_init_ik,
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_1,
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scene_cow,
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object_cow),
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DEG_OPCODE_POSE_INIT_IK);
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add_operation_node(&object->id,
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DEG_NODE_TYPE_EVAL_POSE,
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function_bind(BKE_pose_eval_cleanup,
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_1,
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scene_cow,
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object_cow),
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DEG_OPCODE_POSE_CLEANUP);
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op_node = add_operation_node(&object->id,
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DEG_NODE_TYPE_EVAL_POSE,
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function_bind(BKE_pose_eval_done,
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_1,
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object_cow),
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DEG_OPCODE_POSE_DONE);
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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(&object->id, DEG_NODE_TYPE_BONE, pchan->name, NULL,
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DEG_OPCODE_BONE_LOCAL);
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op_node->set_as_entry();
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add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
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function_bind(BKE_pose_eval_bone, _1,
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scene_cow,
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object_cow,
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pchan_index),
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DEG_OPCODE_BONE_POSE_PARENT);
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/* NOTE: Dedicated noop for easier relationship construction. */
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add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
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NULL,
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DEG_OPCODE_BONE_READY);
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op_node = add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
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function_bind(BKE_pose_bone_done,
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_1,
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object_cow,
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pchan_index),
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DEG_OPCODE_BONE_DONE);
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/* B-Bone shape computation - the real last step if present. */
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if (pchan->bone != NULL && pchan->bone->segments > 1) {
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op_node = add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
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function_bind(BKE_pose_eval_bbone_segments, _1,
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object_cow,
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pchan_index),
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DEG_OPCODE_BONE_SEGMENTS);
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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 != NULL) {
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add_operation_node(&object->id,
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DEG_NODE_TYPE_PARAMETERS,
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NULL,
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DEG_OPCODE_PARAMETERS_EVAL,
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pchan->name);
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}
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/* Build constraints. */
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if (pchan->constraints.first != NULL) {
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build_pose_constraints(
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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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*/
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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 != NULL) {
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/* TODO(sergey): Use own visibility. */
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build_object(
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-1,
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pchan->custom,
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DEG_ID_LINKED_INDIRECTLY,
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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)
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{
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bArmature *armature = (bArmature *)object->data;
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OperationDepsNode *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 != NULL);
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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(&object->id,
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DEG_NODE_TYPE_EVAL_POSE,
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function_bind(BKE_pose_eval_proxy_init,
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_1,
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object_cow),
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DEG_OPCODE_POSE_INIT);
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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(&object->id,
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DEG_NODE_TYPE_BONE,
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pchan->name,
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NULL,
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DEG_OPCODE_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,
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DEG_NODE_TYPE_BONE,
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pchan->name,
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NULL,
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DEG_OPCODE_BONE_READY);
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/* Bone is fully evaluated. */
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op_node = add_operation_node(
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&object->id,
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DEG_NODE_TYPE_BONE,
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pchan->name,
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function_bind(BKE_pose_eval_proxy_copy_bone,
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_1,
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object_cow,
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pchan_index),
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DEG_OPCODE_BONE_DONE);
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op_node->set_as_exit();
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/* Custom properties. */
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if (pchan->prop != NULL) {
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add_operation_node(&object->id,
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DEG_NODE_TYPE_PARAMETERS,
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NULL,
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DEG_OPCODE_PARAMETERS_EVAL,
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pchan->name);
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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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DEG_NODE_TYPE_EVAL_POSE,
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function_bind(BKE_pose_eval_proxy_cleanup,
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_1,
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object_cow),
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DEG_OPCODE_POSE_CLEANUP);
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op_node = add_operation_node(&object->id,
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DEG_NODE_TYPE_EVAL_POSE,
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function_bind(BKE_pose_eval_proxy_done,
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_1,
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object_cow),
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DEG_OPCODE_POSE_DONE);
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op_node->set_as_exit();
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}
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} // namespace DEG
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