Depsgraph: Move rig builder functions to own files

Those routines are rather big and started to be annoying to have
one big file.

Should be no functional changes.
This commit is contained in:
Sergey Sharybin 2016-11-17 14:34:46 +01:00
parent 16e2c0ef3c
commit 0c322c3000
5 changed files with 735 additions and 594 deletions

View File

@ -43,9 +43,11 @@ set(SRC
intern/builder/deg_builder.cc
intern/builder/deg_builder_cycle.cc
intern/builder/deg_builder_nodes.cc
intern/builder/deg_builder_nodes_rig.cc
intern/builder/deg_builder_pchanmap.cc
intern/builder/deg_builder_relations.cc
intern/builder/deg_builder_relations_keys.cc
intern/builder/deg_builder_relations_rig.cc
intern/builder/deg_builder_transitive.cc
intern/debug/deg_debug_graphviz.cc
intern/eval/deg_eval.cc

View File

@ -626,14 +626,6 @@ void DepsgraphNodeBuilder::build_object_constraints(Scene *scene, Object *ob)
DEG_OPCODE_TRANSFORM_CONSTRAINTS);
}
void DepsgraphNodeBuilder::build_pose_constraints(Object *ob, bPoseChannel *pchan)
{
/* create node for constraint stack */
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_EXEC, function_bind(BKE_pose_constraints_evaluate, _1, ob, pchan),
DEG_OPCODE_BONE_CONSTRAINTS);
}
/**
* Build graph nodes for AnimData block
* \param id: ID-Block which hosts the AnimData
@ -829,207 +821,6 @@ void DepsgraphNodeBuilder::build_particles(Scene *scene, Object *ob)
// TODO...
}
/* IK Solver Eval Steps */
void DepsgraphNodeBuilder::build_ik_pose(Scene *scene, Object *ob, bPoseChannel *pchan, bConstraint *con)
{
bKinematicConstraint *data = (bKinematicConstraint *)con->data;
/* Find the chain's root. */
bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
if (has_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
DEG_OPCODE_POSE_IK_SOLVER))
{
return;
}
/* Operation node for evaluating/running IK Solver. */
add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
DEPSOP_TYPE_SIM, function_bind(BKE_pose_iktree_evaluate, _1, scene, ob, rootchan),
DEG_OPCODE_POSE_IK_SOLVER);
}
/* Spline IK Eval Steps */
void DepsgraphNodeBuilder::build_splineik_pose(Scene *scene, Object *ob, bPoseChannel *pchan, bConstraint *con)
{
bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
/* Find the chain's root. */
bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
/* Operation node for evaluating/running Spline IK Solver.
* Store the "root bone" of this chain in the solver, so it knows where to start.
*/
add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
DEPSOP_TYPE_SIM, function_bind(BKE_pose_splineik_evaluate, _1, scene, ob, rootchan),
DEG_OPCODE_POSE_SPLINE_IK_SOLVER);
}
/* Pose/Armature Bones Graph */
void DepsgraphNodeBuilder::build_rig(Scene *scene, Object *ob)
{
bArmature *arm = (bArmature *)ob->data;
/* animation and/or drivers linking posebones to base-armature used to define them
* NOTE: AnimData here is really used to control animated deform properties,
* which ideally should be able to be unique across different instances.
* Eventually, we need some type of proxy/isolation mechanism in-between here
* to ensure that we can use same rig multiple times in same scene...
*/
build_animdata(&arm->id);
/* Rebuild pose if not up to date. */
if (ob->pose == NULL || (ob->pose->flag & POSE_RECALC)) {
BKE_pose_rebuild_ex(ob, arm, false);
/* XXX: Without this animation gets lost in certain circumstances
* after loading file. Need to investigate further since it does
* not happen with simple scenes..
*/
if (ob->adt) {
ob->adt->recalc |= ADT_RECALC_ANIM;
}
}
/* speed optimization for animation lookups */
if (ob->pose) {
BKE_pose_channels_hash_make(ob->pose);
if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
BKE_pose_update_constraint_flags(ob->pose);
}
}
/* Make sure pose is up-to-date with armature updates. */
add_operation_node(&arm->id,
DEPSNODE_TYPE_PARAMETERS,
DEPSOP_TYPE_EXEC,
NULL,
DEG_OPCODE_PLACEHOLDER,
"Armature Eval");
/**
* Pose Rig Graph
* ==============
*
* Pose Component:
* - Mainly used for referencing Bone components.
* - This is where the evaluation operations for init/exec/cleanup
* (ik) solvers live, and are later hooked up (so that they can be
* interleaved during runtime) with bone-operations they depend on/affect.
* - init_pose_eval() and cleanup_pose_eval() are absolute first and last
* steps of pose eval process. ALL bone operations must be performed
* between these two...
*
* Bone Component:
* - Used for representing each bone within the rig
* - Acts to encapsulate the evaluation operations (base matrix + parenting,
* and constraint stack) so that they can be easily found.
* - Everything else which depends on bone-results hook up to the component only
* so that we can redirect those to point at either the the post-IK/
* post-constraint/post-matrix steps, as needed.
*/
/* pose eval context */
add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE,
DEPSOP_TYPE_INIT, function_bind(BKE_pose_eval_init, _1, scene, ob, ob->pose), DEG_OPCODE_POSE_INIT);
add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE,
DEPSOP_TYPE_POST, function_bind(BKE_pose_eval_flush, _1, scene, ob, ob->pose), DEG_OPCODE_POSE_DONE);
/* bones */
for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) {
/* node for bone eval */
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_INIT, NULL, // XXX: BKE_pose_eval_bone_local
DEG_OPCODE_BONE_LOCAL);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_EXEC, function_bind(BKE_pose_eval_bone, _1, scene, ob, pchan), // XXX: BKE_pose_eval_bone_pose
DEG_OPCODE_BONE_POSE_PARENT);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_OUT, NULL, /* NOTE: dedicated noop for easier relationship construction */
DEG_OPCODE_BONE_READY);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_POST, function_bind(BKE_pose_bone_done, _1, pchan),
DEG_OPCODE_BONE_DONE);
/* constraints */
if (pchan->constraints.first != NULL) {
build_pose_constraints(ob, pchan);
}
/**
* IK Solvers...
*
* - These require separate processing steps are pose-level
* to be executed between chains of bones (i.e. once the
* base transforms of a bunch of bones is done)
*
* Unsolved Issues:
* - Care is needed to ensure that multi-headed trees work out the same as in ik-tree building
* - Animated chain-lengths are a problem...
*/
for (bConstraint *con = (bConstraint *)pchan->constraints.first; con; con = con->next) {
switch (con->type) {
case CONSTRAINT_TYPE_KINEMATIC:
build_ik_pose(scene, ob, pchan, con);
break;
case CONSTRAINT_TYPE_SPLINEIK:
build_splineik_pose(scene, ob, pchan, con);
break;
default:
break;
}
}
}
}
void DepsgraphNodeBuilder::build_proxy_rig(Object *ob)
{
ID *obdata = (ID *)ob->data;
build_animdata(obdata);
BLI_assert(ob->pose != NULL);
/* speed optimization for animation lookups */
BKE_pose_channels_hash_make(ob->pose);
if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
BKE_pose_update_constraint_flags(ob->pose);
}
add_operation_node(&ob->id,
DEPSNODE_TYPE_EVAL_POSE,
DEPSOP_TYPE_INIT,
function_bind(BKE_pose_eval_proxy_copy, _1, ob),
DEG_OPCODE_POSE_INIT);
for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first;
pchan != NULL;
pchan = pchan->next)
{
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_INIT, NULL,
DEG_OPCODE_BONE_LOCAL);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_EXEC, NULL,
DEG_OPCODE_BONE_READY);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_POST, NULL,
DEG_OPCODE_BONE_DONE);
}
add_operation_node(&ob->id,
DEPSNODE_TYPE_EVAL_POSE,
DEPSOP_TYPE_POST,
NULL,
DEG_OPCODE_POSE_DONE);
}
/* Shapekeys */
void DepsgraphNodeBuilder::build_shapekeys(Key *key)
{

View File

@ -0,0 +1,275 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*
* Original Author: Joshua Leung
* Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/builder/deg_builder_nodes.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph's nodes
*/
#include "intern/builder/deg_builder_nodes.h"
#include <stdio.h>
#include <stdlib.h>
#include "MEM_guardedalloc.h"
extern "C" {
#include "BLI_blenlib.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_object_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
} /* extern "C" */
#include "intern/builder/deg_builder.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_types.h"
#include "intern/depsgraph_intern.h"
namespace DEG {
void DepsgraphNodeBuilder::build_pose_constraints(Object *ob, bPoseChannel *pchan)
{
/* create node for constraint stack */
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_EXEC, function_bind(BKE_pose_constraints_evaluate, _1, ob, pchan),
DEG_OPCODE_BONE_CONSTRAINTS);
}
/* IK Solver Eval Steps */
void DepsgraphNodeBuilder::build_ik_pose(Scene *scene, Object *ob, bPoseChannel *pchan, bConstraint *con)
{
bKinematicConstraint *data = (bKinematicConstraint *)con->data;
/* Find the chain's root. */
bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
if (has_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
DEG_OPCODE_POSE_IK_SOLVER))
{
return;
}
/* Operation node for evaluating/running IK Solver. */
add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
DEPSOP_TYPE_SIM, function_bind(BKE_pose_iktree_evaluate, _1, scene, ob, rootchan),
DEG_OPCODE_POSE_IK_SOLVER);
}
/* Spline IK Eval Steps */
void DepsgraphNodeBuilder::build_splineik_pose(Scene *scene, Object *ob, bPoseChannel *pchan, bConstraint *con)
{
bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
/* Find the chain's root. */
bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
/* Operation node for evaluating/running Spline IK Solver.
* Store the "root bone" of this chain in the solver, so it knows where to start.
*/
add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
DEPSOP_TYPE_SIM, function_bind(BKE_pose_splineik_evaluate, _1, scene, ob, rootchan),
DEG_OPCODE_POSE_SPLINE_IK_SOLVER);
}
/* Pose/Armature Bones Graph */
void DepsgraphNodeBuilder::build_rig(Scene *scene, Object *ob)
{
bArmature *arm = (bArmature *)ob->data;
/* animation and/or drivers linking posebones to base-armature used to define them
* NOTE: AnimData here is really used to control animated deform properties,
* which ideally should be able to be unique across different instances.
* Eventually, we need some type of proxy/isolation mechanism in-between here
* to ensure that we can use same rig multiple times in same scene...
*/
build_animdata(&arm->id);
/* Rebuild pose if not up to date. */
if (ob->pose == NULL || (ob->pose->flag & POSE_RECALC)) {
BKE_pose_rebuild_ex(ob, arm, false);
/* XXX: Without this animation gets lost in certain circumstances
* after loading file. Need to investigate further since it does
* not happen with simple scenes..
*/
if (ob->adt) {
ob->adt->recalc |= ADT_RECALC_ANIM;
}
}
/* speed optimization for animation lookups */
if (ob->pose) {
BKE_pose_channels_hash_make(ob->pose);
if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
BKE_pose_update_constraint_flags(ob->pose);
}
}
/* Make sure pose is up-to-date with armature updates. */
add_operation_node(&arm->id,
DEPSNODE_TYPE_PARAMETERS,
DEPSOP_TYPE_EXEC,
NULL,
DEG_OPCODE_PLACEHOLDER,
"Armature Eval");
/**
* Pose Rig Graph
* ==============
*
* Pose Component:
* - Mainly used for referencing Bone components.
* - This is where the evaluation operations for init/exec/cleanup
* (ik) solvers live, and are later hooked up (so that they can be
* interleaved during runtime) with bone-operations they depend on/affect.
* - init_pose_eval() and cleanup_pose_eval() are absolute first and last
* steps of pose eval process. ALL bone operations must be performed
* between these two...
*
* Bone Component:
* - Used for representing each bone within the rig
* - Acts to encapsulate the evaluation operations (base matrix + parenting,
* and constraint stack) so that they can be easily found.
* - Everything else which depends on bone-results hook up to the component only
* so that we can redirect those to point at either the the post-IK/
* post-constraint/post-matrix steps, as needed.
*/
/* pose eval context */
add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE,
DEPSOP_TYPE_INIT, function_bind(BKE_pose_eval_init, _1, scene, ob, ob->pose), DEG_OPCODE_POSE_INIT);
add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE,
DEPSOP_TYPE_POST, function_bind(BKE_pose_eval_flush, _1, scene, ob, ob->pose), DEG_OPCODE_POSE_DONE);
/* bones */
for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) {
/* node for bone eval */
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_INIT, NULL, // XXX: BKE_pose_eval_bone_local
DEG_OPCODE_BONE_LOCAL);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_EXEC, function_bind(BKE_pose_eval_bone, _1, scene, ob, pchan), // XXX: BKE_pose_eval_bone_pose
DEG_OPCODE_BONE_POSE_PARENT);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_OUT, NULL, /* NOTE: dedicated noop for easier relationship construction */
DEG_OPCODE_BONE_READY);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_POST, function_bind(BKE_pose_bone_done, _1, pchan),
DEG_OPCODE_BONE_DONE);
/* constraints */
if (pchan->constraints.first != NULL) {
build_pose_constraints(ob, pchan);
}
/**
* IK Solvers...
*
* - These require separate processing steps are pose-level
* to be executed between chains of bones (i.e. once the
* base transforms of a bunch of bones is done)
*
* Unsolved Issues:
* - Care is needed to ensure that multi-headed trees work out the same as in ik-tree building
* - Animated chain-lengths are a problem...
*/
for (bConstraint *con = (bConstraint *)pchan->constraints.first; con; con = con->next) {
switch (con->type) {
case CONSTRAINT_TYPE_KINEMATIC:
build_ik_pose(scene, ob, pchan, con);
break;
case CONSTRAINT_TYPE_SPLINEIK:
build_splineik_pose(scene, ob, pchan, con);
break;
default:
break;
}
}
}
}
void DepsgraphNodeBuilder::build_proxy_rig(Object *ob)
{
ID *obdata = (ID *)ob->data;
build_animdata(obdata);
BLI_assert(ob->pose != NULL);
/* speed optimization for animation lookups */
BKE_pose_channels_hash_make(ob->pose);
if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
BKE_pose_update_constraint_flags(ob->pose);
}
add_operation_node(&ob->id,
DEPSNODE_TYPE_EVAL_POSE,
DEPSOP_TYPE_INIT,
function_bind(BKE_pose_eval_proxy_copy, _1, ob),
DEG_OPCODE_POSE_INIT);
for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first;
pchan != NULL;
pchan = pchan->next)
{
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_INIT, NULL,
DEG_OPCODE_BONE_LOCAL);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_EXEC, NULL,
DEG_OPCODE_BONE_READY);
add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
DEPSOP_TYPE_POST, NULL,
DEG_OPCODE_BONE_DONE);
}
add_operation_node(&ob->id,
DEPSNODE_TYPE_EVAL_POSE,
DEPSOP_TYPE_POST,
NULL,
DEG_OPCODE_POSE_DONE);
}
} // namespace DEG

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@ -1345,391 +1345,6 @@ void DepsgraphRelationBuilder::build_particles(Scene *scene, Object *ob)
// TODO...
}
/* IK Solver Eval Steps */
void DepsgraphRelationBuilder::build_ik_pose(Object *ob,
bPoseChannel *pchan,
bConstraint *con,
RootPChanMap *root_map)
{
bKinematicConstraint *data = (bKinematicConstraint *)con->data;
/* attach owner to IK Solver too
* - assume that owner is always part of chain
* - see notes on direction of rel below...
*/
bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
OperationKey solver_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name, DEG_OPCODE_POSE_IK_SOLVER);
/* IK target */
// XXX: this should get handled as part of the constraint code
if (data->tar != NULL) {
/* TODO(sergey): For until we'll store partial matricies 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 matricies. This is an overkill, but good enough for
* testing IK solver.
*/
// FIXME: geometry targets...
ComponentKey pose_key(&ob->id, DEPSNODE_TYPE_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 != ob) {
/* different armature - can just read the results */
ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_BONE, data->subtarget);
add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, 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, DEPSNODE_TYPE_BONE, data->subtarget, DEG_OPCODE_BONE_DONE);
add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name);
}
}
else if (ELEM(data->tar->type, OB_MESH, OB_LATTICE) && (data->subtarget[0])) {
/* vertex group target */
/* NOTE: for now, we don't need to represent vertex groups separately... */
ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_GEOMETRY);
add_relation(target_key, solver_key, DEPSREL_TYPE_GEOMETRY_EVAL, con->name);
if (data->tar->type == OB_MESH) {
OperationDepsNode *node2 = find_operation_node(target_key);
if (node2 != NULL) {
node2->customdata_mask |= CD_MASK_MDEFORMVERT;
}
}
}
else {
/* Standard Object Target */
ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_TRANSFORM);
add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, con->name);
}
if ((data->tar == ob) && (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 */
// XXX: this should get handled as part of the constraint code
if (data->poletar != NULL) {
if ((data->poletar->type == OB_ARMATURE) && (data->polesubtarget[0])) {
// XXX: same armature issues - ready vs done?
ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_BONE, data->polesubtarget);
add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name);
}
else if (ELEM(data->poletar->type, OB_MESH, OB_LATTICE) && (data->polesubtarget[0])) {
/* vertex group target */
/* NOTE: for now, we don't need to represent vertex groups separately... */
ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_GEOMETRY);
add_relation(target_key, solver_key, DEPSREL_TYPE_GEOMETRY_EVAL, con->name);
if (data->poletar->type == OB_MESH) {
OperationDepsNode *node2 = find_operation_node(target_key);
if (node2 != NULL) {
node2->customdata_mask |= CD_MASK_MDEFORMVERT;
}
}
}
else {
ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_TRANSFORM);
add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name);
}
}
DEG_DEBUG_PRINTF("\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 (!(data->flag & CONSTRAINT_IK_TIP)) {
OperationKey tip_transforms_key(&ob->id, DEPSNODE_TYPE_BONE,
parchan->name, DEG_OPCODE_BONE_LOCAL);
add_relation(solver_key, tip_transforms_key,
DEPSREL_TYPE_TRANSFORM, "IK Solver Result");
parchan = pchan->parent;
}
root_map->add_bone(parchan->name, rootchan->name);
OperationKey parchan_transforms_key(&ob->id, DEPSNODE_TYPE_BONE,
parchan->name, DEG_OPCODE_BONE_READY);
add_relation(parchan_transforms_key, solver_key,
DEPSREL_TYPE_TRANSFORM, "IK Solver Owner");
/* Walk to the chain's root */
//size_t segcount = 0;
int segcount = 0;
while (parchan) {
/* 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(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_READY);
add_relation(parent_key, solver_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Parent");
OperationKey done_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, done_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Result");
}
else {
OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "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(" %d = %s\n", segcount, parchan->name);
segcount++;
if ((segcount == data->rootbone) || (segcount > 255)) break; /* 255 is weak */
parchan = parchan->parent;
}
OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
add_relation(solver_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link");
}
/* Spline IK Eval Steps */
void DepsgraphRelationBuilder::build_splineik_pose(Object *ob,
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(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
OperationKey solver_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name, DEG_OPCODE_POSE_SPLINE_IK_SOLVER);
/* attach owner to IK Solver too
* - assume that owner is always part of chain
* - see notes on direction of rel below...
*/
add_relation(transforms_key, solver_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Owner");
/* attach path dependency to solver */
if (data->tar) {
/* TODO(sergey): For until we'll store partial matricies in the depsgraph,
* we create dependency between target object and pose eval component.
* See IK pose for a bit more information.
*/
// TODO: the bigggest point here is that we need the curve PATH and not just the general geometry...
ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_GEOMETRY);
ComponentKey pose_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE);
add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, "[Curve.Path -> Spline IK] DepsRel");
}
pchan->flag |= POSE_DONE;
OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Result");
root_map->add_bone(pchan->name, rootchan->name);
/* Walk to the chain's root */
//size_t segcount = 0;
int segcount = 0;
for (bPoseChannel *parchan = pchan->parent; parchan; 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(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_READY);
add_relation(parent_key, solver_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Update");
OperationKey done_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, done_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Result");
}
parchan->flag |= POSE_DONE;
OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Result");
root_map->add_bone(parchan->name, rootchan->name);
/* continue up chain, until we reach target number of items... */
segcount++;
if ((segcount == data->chainlen) || (segcount > 255)) break; /* 255 is weak */
}
OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
add_relation(solver_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link");
}
/* Pose/Armature Bones Graph */
void DepsgraphRelationBuilder::build_rig(Scene *scene, Object *ob)
{
/* Armature-Data */
bArmature *arm = (bArmature *)ob->data;
// TODO: selection status?
/* attach links between pose operations */
OperationKey init_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_INIT);
OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
add_relation(init_key, flush_key, DEPSREL_TYPE_COMPONENT_ORDER, "[Pose Init -> Pose Cleanup]");
/* Make sure pose is up-to-date with armature updates. */
OperationKey armature_key(&arm->id,
DEPSNODE_TYPE_PARAMETERS,
DEG_OPCODE_PLACEHOLDER,
"Armature Eval");
add_relation(armature_key, init_key, DEPSREL_TYPE_COMPONENT_ORDER, "Data dependency");
if (needs_animdata_node(&ob->id)) {
ComponentKey animation_key(&ob->id, DEPSNODE_TYPE_ANIMATION);
add_relation(animation_key, init_key, DEPSREL_TYPE_OPERATION, "Rig Animation");
}
/* 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 ops 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;
for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) {
for (bConstraint *con = (bConstraint *)pchan->constraints.first; con; con = con->next) {
switch (con->type) {
case CONSTRAINT_TYPE_KINEMATIC:
build_ik_pose(ob, pchan, con, &root_map);
pose_depends_on_local_transform = true;
break;
case CONSTRAINT_TYPE_SPLINEIK:
build_splineik_pose(ob, 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(&ob->id, DEPSNODE_TYPE_EVAL_POSE);
ComponentKey local_transform_key(&ob->id, DEPSNODE_TYPE_TRANSFORM);
add_relation(local_transform_key, pose_key, DEPSREL_TYPE_TRANSFORM, "Local Transforms");
}
/* links between operations for each bone */
for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) {
OperationKey bone_local_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_LOCAL);
OperationKey bone_pose_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_POSE_PARENT);
OperationKey bone_ready_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
OperationKey bone_done_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
pchan->flag &= ~POSE_DONE;
/* pose init to bone local */
add_relation(init_key, bone_local_key, DEPSREL_TYPE_OPERATION, "PoseEval Source-Bone Link");
/* local to pose parenting operation */
add_relation(bone_local_key, bone_pose_key, DEPSREL_TYPE_OPERATION, "Bone Local - PoseSpace Link");
/* parent relation */
if (pchan->parent != NULL) {
eDepsOperation_Code 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 = DEG_OPCODE_BONE_READY;
}
else {
parent_key_opcode = DEG_OPCODE_BONE_DONE;
}
OperationKey parent_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->parent->name, parent_key_opcode);
add_relation(parent_key, bone_pose_key, DEPSREL_TYPE_TRANSFORM, "[Parent Bone -> Child Bone]");
}
/* constraints */
if (pchan->constraints.first != NULL) {
/* constraints stack and constraint dependencies */
build_constraints(scene, &ob->id, DEPSNODE_TYPE_BONE, pchan->name, &pchan->constraints, &root_map);
/* pose -> constraints */
OperationKey constraints_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_CONSTRAINTS);
add_relation(bone_pose_key, constraints_key, DEPSREL_TYPE_OPERATION, "Constraints Stack");
/* constraints -> ready */
// TODO: when constraint stack is exploded, this step should occur before the first IK solver
add_relation(constraints_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Constraints -> Ready");
}
else {
/* pose -> ready */
add_relation(bone_pose_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Pose -> Ready");
}
/* bone ready -> 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, DEPSREL_TYPE_OPERATION, "Ready -> Done");
/* assume that all bones must be done for the pose to be ready (for deformers) */
add_relation(bone_done_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link");
}
}
void DepsgraphRelationBuilder::build_proxy_rig(Object *ob)
{
OperationKey pose_init_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_INIT);
OperationKey pose_done_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first;
pchan != NULL;
pchan = pchan->next)
{
OperationKey bone_local_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_LOCAL);
OperationKey bone_ready_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
OperationKey bone_done_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
add_relation(pose_init_key, bone_local_key, DEPSREL_TYPE_OPERATION, "Pose Init -> Bone Local");
add_relation(bone_local_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Local -> Ready");
add_relation(bone_ready_key, bone_done_key, DEPSREL_TYPE_OPERATION, "Ready -> Done");
add_relation(bone_done_key, pose_done_key, DEPSREL_TYPE_OPERATION, "Bone Done -> Pose Done");
}
}
/* Shapekeys */
void DepsgraphRelationBuilder::build_shapekeys(ID *obdata, Key *key)
{

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*
* Original Author: Joshua Leung
* Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/builder/deg_builder_relations.cc
* \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"
extern "C" {
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#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 "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
} /* extern "C" */
#include "intern/builder/deg_builder.h"
#include "intern/builder/deg_builder_pchanmap.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_intern.h"
#include "intern/depsgraph_types.h"
#include "util/deg_util_foreach.h"
namespace DEG {
/* IK Solver Eval Steps */
void DepsgraphRelationBuilder::build_ik_pose(Object *ob,
bPoseChannel *pchan,
bConstraint *con,
RootPChanMap *root_map)
{
bKinematicConstraint *data = (bKinematicConstraint *)con->data;
/* attach owner to IK Solver too
* - assume that owner is always part of chain
* - see notes on direction of rel below...
*/
bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
OperationKey solver_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name, DEG_OPCODE_POSE_IK_SOLVER);
/* IK target */
// XXX: this should get handled as part of the constraint code
if (data->tar != NULL) {
/* TODO(sergey): For until we'll store partial matricies 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 matricies. This is an overkill, but good enough for
* testing IK solver.
*/
// FIXME: geometry targets...
ComponentKey pose_key(&ob->id, DEPSNODE_TYPE_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 != ob) {
/* different armature - can just read the results */
ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_BONE, data->subtarget);
add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, 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, DEPSNODE_TYPE_BONE, data->subtarget, DEG_OPCODE_BONE_DONE);
add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name);
}
}
else if (ELEM(data->tar->type, OB_MESH, OB_LATTICE) && (data->subtarget[0])) {
/* vertex group target */
/* NOTE: for now, we don't need to represent vertex groups separately... */
ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_GEOMETRY);
add_relation(target_key, solver_key, DEPSREL_TYPE_GEOMETRY_EVAL, con->name);
if (data->tar->type == OB_MESH) {
OperationDepsNode *node2 = find_operation_node(target_key);
if (node2 != NULL) {
node2->customdata_mask |= CD_MASK_MDEFORMVERT;
}
}
}
else {
/* Standard Object Target */
ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_TRANSFORM);
add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, con->name);
}
if ((data->tar == ob) && (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 */
// XXX: this should get handled as part of the constraint code
if (data->poletar != NULL) {
if ((data->poletar->type == OB_ARMATURE) && (data->polesubtarget[0])) {
// XXX: same armature issues - ready vs done?
ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_BONE, data->polesubtarget);
add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name);
}
else if (ELEM(data->poletar->type, OB_MESH, OB_LATTICE) && (data->polesubtarget[0])) {
/* vertex group target */
/* NOTE: for now, we don't need to represent vertex groups separately... */
ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_GEOMETRY);
add_relation(target_key, solver_key, DEPSREL_TYPE_GEOMETRY_EVAL, con->name);
if (data->poletar->type == OB_MESH) {
OperationDepsNode *node2 = find_operation_node(target_key);
if (node2 != NULL) {
node2->customdata_mask |= CD_MASK_MDEFORMVERT;
}
}
}
else {
ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_TRANSFORM);
add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name);
}
}
DEG_DEBUG_PRINTF("\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 (!(data->flag & CONSTRAINT_IK_TIP)) {
OperationKey tip_transforms_key(&ob->id, DEPSNODE_TYPE_BONE,
parchan->name, DEG_OPCODE_BONE_LOCAL);
add_relation(solver_key, tip_transforms_key,
DEPSREL_TYPE_TRANSFORM, "IK Solver Result");
parchan = pchan->parent;
}
root_map->add_bone(parchan->name, rootchan->name);
OperationKey parchan_transforms_key(&ob->id, DEPSNODE_TYPE_BONE,
parchan->name, DEG_OPCODE_BONE_READY);
add_relation(parchan_transforms_key, solver_key,
DEPSREL_TYPE_TRANSFORM, "IK Solver Owner");
/* Walk to the chain's root */
//size_t segcount = 0;
int segcount = 0;
while (parchan) {
/* 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(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_READY);
add_relation(parent_key, solver_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Parent");
OperationKey done_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, done_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Result");
}
else {
OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "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(" %d = %s\n", segcount, parchan->name);
segcount++;
if ((segcount == data->rootbone) || (segcount > 255)) break; /* 255 is weak */
parchan = parchan->parent;
}
OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
add_relation(solver_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link");
}
/* Spline IK Eval Steps */
void DepsgraphRelationBuilder::build_splineik_pose(Object *ob,
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(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
OperationKey solver_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name, DEG_OPCODE_POSE_SPLINE_IK_SOLVER);
/* attach owner to IK Solver too
* - assume that owner is always part of chain
* - see notes on direction of rel below...
*/
add_relation(transforms_key, solver_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Owner");
/* attach path dependency to solver */
if (data->tar) {
/* TODO(sergey): For until we'll store partial matricies in the depsgraph,
* we create dependency between target object and pose eval component.
* See IK pose for a bit more information.
*/
// TODO: the bigggest point here is that we need the curve PATH and not just the general geometry...
ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_GEOMETRY);
ComponentKey pose_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE);
add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, "[Curve.Path -> Spline IK] DepsRel");
}
pchan->flag |= POSE_DONE;
OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Result");
root_map->add_bone(pchan->name, rootchan->name);
/* Walk to the chain's root */
//size_t segcount = 0;
int segcount = 0;
for (bPoseChannel *parchan = pchan->parent; parchan; 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(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_READY);
add_relation(parent_key, solver_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Update");
OperationKey done_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, done_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Result");
}
parchan->flag |= POSE_DONE;
OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Result");
root_map->add_bone(parchan->name, rootchan->name);
/* continue up chain, until we reach target number of items... */
segcount++;
if ((segcount == data->chainlen) || (segcount > 255)) break; /* 255 is weak */
}
OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
add_relation(solver_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link");
}
/* Pose/Armature Bones Graph */
void DepsgraphRelationBuilder::build_rig(Scene *scene, Object *ob)
{
/* Armature-Data */
bArmature *arm = (bArmature *)ob->data;
// TODO: selection status?
/* attach links between pose operations */
OperationKey init_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_INIT);
OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
add_relation(init_key, flush_key, DEPSREL_TYPE_COMPONENT_ORDER, "[Pose Init -> Pose Cleanup]");
/* Make sure pose is up-to-date with armature updates. */
OperationKey armature_key(&arm->id,
DEPSNODE_TYPE_PARAMETERS,
DEG_OPCODE_PLACEHOLDER,
"Armature Eval");
add_relation(armature_key, init_key, DEPSREL_TYPE_COMPONENT_ORDER, "Data dependency");
if (needs_animdata_node(&ob->id)) {
ComponentKey animation_key(&ob->id, DEPSNODE_TYPE_ANIMATION);
add_relation(animation_key, init_key, DEPSREL_TYPE_OPERATION, "Rig Animation");
}
/* 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 ops 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;
for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) {
for (bConstraint *con = (bConstraint *)pchan->constraints.first; con; con = con->next) {
switch (con->type) {
case CONSTRAINT_TYPE_KINEMATIC:
build_ik_pose(ob, pchan, con, &root_map);
pose_depends_on_local_transform = true;
break;
case CONSTRAINT_TYPE_SPLINEIK:
build_splineik_pose(ob, 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(&ob->id, DEPSNODE_TYPE_EVAL_POSE);
ComponentKey local_transform_key(&ob->id, DEPSNODE_TYPE_TRANSFORM);
add_relation(local_transform_key, pose_key, DEPSREL_TYPE_TRANSFORM, "Local Transforms");
}
/* links between operations for each bone */
for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) {
OperationKey bone_local_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_LOCAL);
OperationKey bone_pose_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_POSE_PARENT);
OperationKey bone_ready_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
OperationKey bone_done_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
pchan->flag &= ~POSE_DONE;
/* pose init to bone local */
add_relation(init_key, bone_local_key, DEPSREL_TYPE_OPERATION, "PoseEval Source-Bone Link");
/* local to pose parenting operation */
add_relation(bone_local_key, bone_pose_key, DEPSREL_TYPE_OPERATION, "Bone Local - PoseSpace Link");
/* parent relation */
if (pchan->parent != NULL) {
eDepsOperation_Code 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 = DEG_OPCODE_BONE_READY;
}
else {
parent_key_opcode = DEG_OPCODE_BONE_DONE;
}
OperationKey parent_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->parent->name, parent_key_opcode);
add_relation(parent_key, bone_pose_key, DEPSREL_TYPE_TRANSFORM, "[Parent Bone -> Child Bone]");
}
/* constraints */
if (pchan->constraints.first != NULL) {
/* constraints stack and constraint dependencies */
build_constraints(scene, &ob->id, DEPSNODE_TYPE_BONE, pchan->name, &pchan->constraints, &root_map);
/* pose -> constraints */
OperationKey constraints_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_CONSTRAINTS);
add_relation(bone_pose_key, constraints_key, DEPSREL_TYPE_OPERATION, "Constraints Stack");
/* constraints -> ready */
// TODO: when constraint stack is exploded, this step should occur before the first IK solver
add_relation(constraints_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Constraints -> Ready");
}
else {
/* pose -> ready */
add_relation(bone_pose_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Pose -> Ready");
}
/* bone ready -> 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, DEPSREL_TYPE_OPERATION, "Ready -> Done");
/* assume that all bones must be done for the pose to be ready (for deformers) */
add_relation(bone_done_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link");
}
}
void DepsgraphRelationBuilder::build_proxy_rig(Object *ob)
{
OperationKey pose_init_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_INIT);
OperationKey pose_done_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first;
pchan != NULL;
pchan = pchan->next)
{
OperationKey bone_local_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_LOCAL);
OperationKey bone_ready_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
OperationKey bone_done_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
add_relation(pose_init_key, bone_local_key, DEPSREL_TYPE_OPERATION, "Pose Init -> Bone Local");
add_relation(bone_local_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Local -> Ready");
add_relation(bone_ready_key, bone_done_key, DEPSREL_TYPE_OPERATION, "Ready -> Done");
add_relation(bone_done_key, pose_done_key, DEPSREL_TYPE_OPERATION, "Bone Done -> Pose Done");
}
}
} // namespace DEG