513 lines
23 KiB
C++
513 lines
23 KiB
C++
/*
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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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/** \file
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* \ingroup depsgraph
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*
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* Methods for constructing depsgraph
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*/
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#include "intern/builder/deg_builder_relations.h"
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#include <cstdio>
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#include <cstdlib>
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#include <cstring> /* required for STREQ later on. */
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "DNA_action_types.h"
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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_customdata_types.h"
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#include "DNA_object_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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#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/builder/deg_builder_pchanmap.h"
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#include "intern/debug/deg_debug.h"
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#include "intern/node/deg_node.h"
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#include "intern/node/deg_node_component.h"
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#include "intern/node/deg_node_operation.h"
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#include "intern/depsgraph_relation.h"
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#include "intern/depsgraph_type.h"
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namespace blender::deg {
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/* IK Solver Eval Steps */
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void DepsgraphRelationBuilder::build_ik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con,
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RootPChanMap *root_map)
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{
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if ((con->flag & CONSTRAINT_DISABLE) != 0) {
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/* Do not add disabled IK constraints to the relations. If these needs to be temporarily
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* enabled, they will be added as temporary constraints during transform. */
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return;
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}
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bKinematicConstraint *data = (bKinematicConstraint *)con->data;
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/* Attach owner to IK Solver to. */
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bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
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if (rootchan == nullptr) {
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return;
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}
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OperationKey pchan_local_key(
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&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_LOCAL);
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OperationKey init_ik_key(&object->id, NodeType::EVAL_POSE, OperationCode::POSE_INIT_IK);
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OperationKey solver_key(
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&object->id, NodeType::EVAL_POSE, rootchan->name, OperationCode::POSE_IK_SOLVER);
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OperationKey pose_cleanup_key(&object->id, NodeType::EVAL_POSE, OperationCode::POSE_CLEANUP);
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add_relation(pchan_local_key, init_ik_key, "IK Constraint -> Init IK Tree");
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add_relation(init_ik_key, solver_key, "Init IK -> IK Solver");
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/* Never cleanup before solver is run. */
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add_relation(solver_key, pose_cleanup_key, "IK Solver -> Cleanup", RELATION_FLAG_GODMODE);
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/* The ITASC solver currently accesses the target transforms in init tree :(
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* TODO: Fix ITASC and remove this.
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*/
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bool is_itasc = (object->pose->iksolver == IKSOLVER_ITASC);
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OperationKey target_dependent_key = is_itasc ? init_ik_key : solver_key;
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/* IK target */
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/* TODO(sergey): This should get handled as part of the constraint code. */
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if (data->tar != nullptr) {
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/* Different object - requires its transform. */
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if (data->tar != object) {
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ComponentKey target_key(&data->tar->id, NodeType::TRANSFORM);
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add_relation(target_key, target_dependent_key, con->name);
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}
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/* Subtarget references: */
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if ((data->tar->type == OB_ARMATURE) && (data->subtarget[0])) {
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/* Bone - use the final transformation. */
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OperationKey target_key(
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&data->tar->id, NodeType::BONE, data->subtarget, OperationCode::BONE_DONE);
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add_relation(target_key, target_dependent_key, con->name);
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}
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else if (data->subtarget[0] && ELEM(data->tar->type, OB_MESH, OB_LATTICE)) {
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/* Vertex group target. */
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/* NOTE: for now, we don't need to represent vertex groups
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* separately. */
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ComponentKey target_key(&data->tar->id, NodeType::GEOMETRY);
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add_relation(target_key, target_dependent_key, con->name);
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add_customdata_mask(data->tar, DEGCustomDataMeshMasks::MaskVert(CD_MASK_MDEFORMVERT));
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}
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if (data->tar == object && data->subtarget[0]) {
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/* Prevent target's constraints from linking to anything from same
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* chain that it controls. */
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root_map->add_bone(data->subtarget, rootchan->name);
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}
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}
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/* Pole Target. */
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/* TODO(sergey): This should get handled as part of the constraint code. */
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if (data->poletar != nullptr) {
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/* Different object - requires its transform. */
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if (data->poletar != object) {
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ComponentKey target_key(&data->poletar->id, NodeType::TRANSFORM);
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add_relation(target_key, target_dependent_key, con->name);
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}
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/* Subtarget references: */
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if ((data->poletar->type == OB_ARMATURE) && (data->polesubtarget[0])) {
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/* Bone - use the final transformation. */
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OperationKey target_key(
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&data->poletar->id, NodeType::BONE, data->polesubtarget, OperationCode::BONE_DONE);
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add_relation(target_key, target_dependent_key, con->name);
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}
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else if (data->polesubtarget[0] && ELEM(data->poletar->type, OB_MESH, OB_LATTICE)) {
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/* Vertex group target. */
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/* NOTE: for now, we don't need to represent vertex groups
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* separately. */
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ComponentKey target_key(&data->poletar->id, NodeType::GEOMETRY);
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add_relation(target_key, target_dependent_key, con->name);
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add_customdata_mask(data->poletar, DEGCustomDataMeshMasks::MaskVert(CD_MASK_MDEFORMVERT));
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}
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}
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DEG_DEBUG_PRINTF((::Depsgraph *)graph_,
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BUILD,
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"\nStarting IK Build: pchan = %s, target = (%s, %s), "
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"segcount = %d\n",
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pchan->name,
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data->tar ? data->tar->id.name : "nullptr",
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data->subtarget,
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data->rootbone);
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bPoseChannel *parchan = pchan;
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/* Exclude tip from chain if needed. */
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if (!(data->flag & CONSTRAINT_IK_TIP)) {
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parchan = pchan->parent;
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}
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root_map->add_bone(parchan->name, rootchan->name);
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OperationKey parchan_transforms_key(
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&object->id, NodeType::BONE, parchan->name, OperationCode::BONE_READY);
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add_relation(parchan_transforms_key, solver_key, "IK Solver Owner");
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/* Walk to the chain's root. */
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int segcount = 0;
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while (parchan != nullptr) {
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/* Make IK-solver dependent on this bone's result, since it can only run
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* after the standard results of the bone are know. Validate links step
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* on the bone will ensure that users of this bone only grab the result
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* with IK solver results. */
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if (parchan != pchan) {
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OperationKey parent_key(
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&object->id, NodeType::BONE, parchan->name, OperationCode::BONE_READY);
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add_relation(parent_key, solver_key, "IK Chain Parent");
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OperationKey bone_done_key(
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&object->id, NodeType::BONE, parchan->name, OperationCode::BONE_DONE);
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add_relation(solver_key, bone_done_key, "IK Chain Result");
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}
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else {
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OperationKey final_transforms_key(
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&object->id, NodeType::BONE, parchan->name, OperationCode::BONE_DONE);
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add_relation(solver_key, final_transforms_key, "IK Solver Result");
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}
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parchan->flag |= POSE_DONE;
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root_map->add_bone(parchan->name, rootchan->name);
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/* continue up chain, until we reach target number of items. */
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DEG_DEBUG_PRINTF((::Depsgraph *)graph_, BUILD, " %d = %s\n", segcount, parchan->name);
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/* TODO(sergey): This is an arbitrary value, which was just following
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* old code convention. */
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segcount++;
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if ((segcount == data->rootbone) || (segcount > 255)) {
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break;
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}
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parchan = parchan->parent;
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}
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OperationKey pose_done_key(&object->id, NodeType::EVAL_POSE, OperationCode::POSE_DONE);
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add_relation(solver_key, pose_done_key, "PoseEval Result-Bone Link");
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/* Add relation when the root of this IK chain is influenced by another IK chain. */
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build_inter_ik_chains(object, solver_key, rootchan, root_map);
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}
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/* Spline IK Eval Steps */
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void DepsgraphRelationBuilder::build_splineik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con,
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RootPChanMap *root_map)
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{
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bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
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bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
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OperationKey transforms_key(&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_READY);
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OperationKey init_ik_key(&object->id, NodeType::EVAL_POSE, OperationCode::POSE_INIT_IK);
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OperationKey solver_key(
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&object->id, NodeType::EVAL_POSE, rootchan->name, OperationCode::POSE_SPLINE_IK_SOLVER);
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OperationKey pose_cleanup_key(&object->id, NodeType::EVAL_POSE, OperationCode::POSE_CLEANUP);
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/* Solver depends on initialization. */
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add_relation(init_ik_key, solver_key, "Init IK -> IK Solver");
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/* Never cleanup before solver is run. */
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add_relation(solver_key, pose_cleanup_key, "IK Solver -> Cleanup");
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/* Attach owner to IK Solver. */
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add_relation(transforms_key, solver_key, "Spline IK Solver Owner", RELATION_FLAG_GODMODE);
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/* Attach path dependency to solver. */
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if (data->tar != nullptr) {
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ComponentKey target_geometry_key(&data->tar->id, NodeType::GEOMETRY);
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add_relation(target_geometry_key, solver_key, "Curve.Path -> Spline IK");
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ComponentKey target_transform_key(&data->tar->id, NodeType::TRANSFORM);
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add_relation(target_transform_key, solver_key, "Curve.Transform -> Spline IK");
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add_special_eval_flag(&data->tar->id, DAG_EVAL_NEED_CURVE_PATH);
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}
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pchan->flag |= POSE_DONE;
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OperationKey final_transforms_key(
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&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_DONE);
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add_relation(solver_key, final_transforms_key, "Spline IK Result");
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root_map->add_bone(pchan->name, rootchan->name);
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/* Walk to the chain's root/ */
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int segcount = 1;
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for (bPoseChannel *parchan = pchan->parent; parchan != nullptr && segcount < data->chainlen;
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parchan = parchan->parent, segcount++) {
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/* Make Spline IK solver dependent on this bone's result, since it can
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* only run after the standard results of the bone are know. Validate
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* links step on the bone will ensure that users of this bone only grab
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* the result with IK solver results. */
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OperationKey parent_key(&object->id, NodeType::BONE, parchan->name, OperationCode::BONE_READY);
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add_relation(parent_key, solver_key, "Spline IK Solver Update");
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OperationKey bone_done_key(
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&object->id, NodeType::BONE, parchan->name, OperationCode::BONE_DONE);
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add_relation(solver_key, bone_done_key, "Spline IK Solver Result");
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parchan->flag |= POSE_DONE;
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root_map->add_bone(parchan->name, rootchan->name);
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}
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OperationKey pose_done_key(&object->id, NodeType::EVAL_POSE, OperationCode::POSE_DONE);
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add_relation(solver_key, pose_done_key, "PoseEval Result-Bone Link");
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/* Add relation when the root of this IK chain is influenced by another IK chain. */
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build_inter_ik_chains(object, solver_key, rootchan, root_map);
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}
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void DepsgraphRelationBuilder::build_inter_ik_chains(Object *object,
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const OperationKey &solver_key,
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const bPoseChannel *rootchan,
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const RootPChanMap *root_map)
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{
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bPoseChannel *deepest_root = nullptr;
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const char *root_name = rootchan->name;
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/* Find shared IK chain root. */
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for (bPoseChannel *parchan = rootchan->parent; parchan; parchan = parchan->parent) {
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if (!root_map->has_common_root(root_name, parchan->name)) {
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break;
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}
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deepest_root = parchan;
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}
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if (deepest_root == nullptr) {
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return;
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}
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OperationKey other_bone_key(
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&object->id, NodeType::BONE, deepest_root->name, OperationCode::BONE_DONE);
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add_relation(other_bone_key, solver_key, "IK Chain Overlap");
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}
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/* Pose/Armature Bones Graph */
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void DepsgraphRelationBuilder::build_rig(Object *object)
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{
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/* Armature-Data */
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bArmature *armature = (bArmature *)object->data;
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// TODO: selection status?
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/* Attach links between pose operations. */
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ComponentKey local_transform(&object->id, NodeType::TRANSFORM);
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OperationKey pose_init_key(&object->id, NodeType::EVAL_POSE, OperationCode::POSE_INIT);
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OperationKey pose_init_ik_key(&object->id, NodeType::EVAL_POSE, OperationCode::POSE_INIT_IK);
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OperationKey pose_cleanup_key(&object->id, NodeType::EVAL_POSE, OperationCode::POSE_CLEANUP);
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OperationKey pose_done_key(&object->id, NodeType::EVAL_POSE, OperationCode::POSE_DONE);
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add_relation(local_transform, pose_init_key, "Local Transform -> Pose Init");
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add_relation(pose_init_key, pose_init_ik_key, "Pose Init -> Pose Init IK");
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add_relation(pose_init_ik_key, pose_done_key, "Pose Init IK -> Pose Cleanup");
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/* Make sure pose is up-to-date with armature updates. */
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build_armature(armature);
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OperationKey armature_key(&armature->id, NodeType::ARMATURE, OperationCode::ARMATURE_EVAL);
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add_relation(armature_key, pose_init_key, "Data dependency");
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/* Run cleanup even when there are no bones. */
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add_relation(pose_init_key, pose_cleanup_key, "Init -> Cleanup");
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/* IK Solvers.
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*
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* - These require separate processing steps are pose-level to be executed
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* between chains of bones (i.e. once the base transforms of a bunch of
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* bones is done).
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*
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* - We build relations for these before the dependencies between operations
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* in the same component as it is necessary to check whether such bones
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* are in the same IK chain (or else we get weird issues with either
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* in-chain references, or with bones being parented to IK'd bones).
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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 as
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* in ik-tree building
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* - Animated chain-lengths are a problem. */
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RootPChanMap root_map;
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bool pose_depends_on_local_transform = false;
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LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
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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, &root_map);
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pose_depends_on_local_transform = true;
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break;
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case CONSTRAINT_TYPE_SPLINEIK:
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build_splineik_pose(object, pchan, con, &root_map);
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pose_depends_on_local_transform = true;
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break;
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/* Constraints which needs world's matrix for transform.
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* TODO(sergey): More constraints here? */
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case CONSTRAINT_TYPE_ROTLIKE:
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case CONSTRAINT_TYPE_SIZELIKE:
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case CONSTRAINT_TYPE_LOCLIKE:
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case CONSTRAINT_TYPE_TRANSLIKE:
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/* TODO(sergey): Add used space check. */
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pose_depends_on_local_transform = true;
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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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}
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// root_map.print_debug();
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if (pose_depends_on_local_transform) {
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/* TODO(sergey): Once partial updates are possible use relation between
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* object transform and solver itself in its build function. */
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ComponentKey pose_key(&object->id, NodeType::EVAL_POSE);
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ComponentKey local_transform_key(&object->id, NodeType::TRANSFORM);
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add_relation(local_transform_key, pose_key, "Local Transforms");
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}
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/* Links between operations for each bone. */
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LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
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build_idproperties(pchan->prop);
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OperationKey bone_local_key(
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&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_LOCAL);
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OperationKey bone_pose_key(
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&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_POSE_PARENT);
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OperationKey bone_ready_key(
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&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_READY);
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OperationKey bone_done_key(&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_DONE);
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pchan->flag &= ~POSE_DONE;
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/* Pose init to bone local. */
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add_relation(pose_init_key, bone_local_key, "Pose Init - Bone Local", RELATION_FLAG_GODMODE);
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/* Local to pose parenting operation. */
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add_relation(bone_local_key, bone_pose_key, "Bone Local - Bone Pose");
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/* Parent relation. */
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if (pchan->parent != nullptr) {
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OperationCode parent_key_opcode;
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/* NOTE: this difference in handling allows us to prevent lockups
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* while ensuring correct poses for separate chains. */
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if (root_map.has_common_root(pchan->name, pchan->parent->name)) {
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parent_key_opcode = OperationCode::BONE_READY;
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}
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else {
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parent_key_opcode = OperationCode::BONE_DONE;
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}
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OperationKey parent_key(&object->id, NodeType::BONE, pchan->parent->name, parent_key_opcode);
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add_relation(parent_key, bone_pose_key, "Parent Bone -> Child Bone");
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}
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/* Build constraints. */
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if (pchan->constraints.first != nullptr) {
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/* Build relations for indirectly linked objects. */
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BuilderWalkUserData data;
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data.builder = this;
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BKE_constraints_id_loop(&pchan->constraints, constraint_walk, &data);
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/* Constraints stack and constraint dependencies. */
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build_constraints(&object->id, NodeType::BONE, pchan->name, &pchan->constraints, &root_map);
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/* Pose -> constraints. */
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OperationKey constraints_key(
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&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_CONSTRAINTS);
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add_relation(bone_pose_key, constraints_key, "Pose -> Constraints Stack");
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add_relation(bone_local_key, constraints_key, "Local -> Constraints Stack");
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/* Constraints -> ready/ */
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/* TODO(sergey): When constraint stack is exploded, this step should
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* 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 (check_pchan_has_bbone(object, pchan)) {
|
|
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) {
|
|
OperationCode opcode = OperationCode::BONE_DONE;
|
|
/* Inheriting parent roll requires access to prev handle's B-Bone properties. */
|
|
if ((pchan->bone->flag & BONE_ADD_PARENT_END_ROLL) != 0 &&
|
|
check_pchan_has_bbone_segments(object, prev)) {
|
|
opcode = OperationCode::BONE_SEGMENTS;
|
|
}
|
|
OperationKey prev_key(&object->id, NodeType::BONE, prev->name, opcode);
|
|
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 != nullptr) {
|
|
build_object(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) {
|
|
build_idproperties(pchan->prop);
|
|
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 its FROM is done. */
|
|
if (check_pchan_has_bbone(object, pchan)) {
|
|
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");
|
|
}
|
|
|
|
/* Parent relation: even though the proxy bone itself doesn't need
|
|
* the parent bone, some users expect the parent to be ready if the
|
|
* bone itself is (e.g. for computing the local space matrix).
|
|
*/
|
|
if (pchan->parent != nullptr) {
|
|
OperationKey parent_key(
|
|
&object->id, NodeType::BONE, pchan->parent->name, OperationCode::BONE_DONE);
|
|
add_relation(parent_key, bone_done_key, "Parent Bone -> Child Bone");
|
|
}
|
|
|
|
if (pchan->prop != nullptr) {
|
|
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 blender::deg
|