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authorLuca Rood <dev@lucarood.com>2017-07-21 12:53:13 +0300
committerLuca Rood <dev@lucarood.com>2017-07-21 15:47:26 +0300
commit1c4c288727214fa0588d66556a1cdf71755d70b4 (patch)
tree1433952be7e88cc7d09e8563831995290e3013ce /source/blender/ikplugin
parent9edb7e49d7e5e69385f3a0434c568c79fad88cd8 (diff)
Pass EvaluationContext argument everywhere
Note that some little parts of code have been dissabled because eval_ctx was not available there. This should be resolved once DerivedMesh is replaced.
Diffstat (limited to 'source/blender/ikplugin')
-rw-r--r--source/blender/ikplugin/BIK_api.h5
-rw-r--r--source/blender/ikplugin/intern/ikplugin_api.c8
-rw-r--r--source/blender/ikplugin/intern/ikplugin_api.h5
-rw-r--r--source/blender/ikplugin/intern/iksolver_plugin.c14
-rw-r--r--source/blender/ikplugin/intern/iksolver_plugin.h5
-rw-r--r--source/blender/ikplugin/intern/itasc_plugin.cpp42
-rw-r--r--source/blender/ikplugin/intern/itasc_plugin.h4
7 files changed, 43 insertions, 40 deletions
diff --git a/source/blender/ikplugin/BIK_api.h b/source/blender/ikplugin/BIK_api.h
index 177be074897..8fd13507d3a 100644
--- a/source/blender/ikplugin/BIK_api.h
+++ b/source/blender/ikplugin/BIK_api.h
@@ -43,6 +43,7 @@ struct bPoseChannel;
struct bPose;
struct Scene;
struct bConstraint;
+struct EvaluationContext;
enum BIK_ParamType {
BIK_PARAM_TYPE_FLOAT = 0,
@@ -61,8 +62,8 @@ struct BIK_ParamValue {
};
typedef struct BIK_ParamValue BIK_ParamValue;
-void BIK_initialize_tree(struct Scene *scene, struct Object *ob, float ctime);
-void BIK_execute_tree(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime);
+void BIK_initialize_tree(struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob, float ctime);
+void BIK_execute_tree(struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime);
void BIK_release_tree(struct Scene *scene, struct Object *ob, float ctime);
void BIK_clear_data(struct bPose *pose);
void BIK_clear_cache(struct bPose *pose);
diff --git a/source/blender/ikplugin/intern/ikplugin_api.c b/source/blender/ikplugin/intern/ikplugin_api.c
index 0f81fb34a63..09a2c3b88ed 100644
--- a/source/blender/ikplugin/intern/ikplugin_api.c
+++ b/source/blender/ikplugin/intern/ikplugin_api.c
@@ -89,20 +89,20 @@ static IKPlugin *get_plugin(bPose *pose)
/*----------------------------------------*/
/* Plugin API */
-void BIK_initialize_tree(Scene *scene, Object *ob, float ctime)
+void BIK_initialize_tree(struct EvaluationContext *eval_ctx, Scene *scene, Object *ob, float ctime)
{
IKPlugin *plugin = get_plugin(ob->pose);
if (plugin && plugin->initialize_tree_func)
- plugin->initialize_tree_func(scene, ob, ctime);
+ plugin->initialize_tree_func(eval_ctx, scene, ob, ctime);
}
-void BIK_execute_tree(struct Scene *scene, Object *ob, bPoseChannel *pchan, float ctime)
+void BIK_execute_tree(struct EvaluationContext *eval_ctx, struct Scene *scene, Object *ob, bPoseChannel *pchan, float ctime)
{
IKPlugin *plugin = get_plugin(ob->pose);
if (plugin && plugin->execute_tree_func)
- plugin->execute_tree_func(scene, ob, pchan, ctime);
+ plugin->execute_tree_func(eval_ctx, scene, ob, pchan, ctime);
}
void BIK_release_tree(struct Scene *scene, Object *ob, float ctime)
diff --git a/source/blender/ikplugin/intern/ikplugin_api.h b/source/blender/ikplugin/intern/ikplugin_api.h
index cd32bf26242..07dd601012f 100644
--- a/source/blender/ikplugin/intern/ikplugin_api.h
+++ b/source/blender/ikplugin/intern/ikplugin_api.h
@@ -41,11 +41,12 @@ extern "C" {
struct Object;
struct bPoseChannel;
struct Scene;
+struct EvaluationContext;
struct IKPlugin {
- void (*initialize_tree_func)(struct Scene *scene, struct Object *ob, float ctime);
- void (*execute_tree_func)(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime);
+ void (*initialize_tree_func)(struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob, float ctime);
+ void (*execute_tree_func)(struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime);
void (*release_tree_func)(struct Scene *scene, struct Object *ob, float ctime);
void (*remove_armature_func)(struct bPose *pose);
void (*clear_cache)(struct bPose *pose);
diff --git a/source/blender/ikplugin/intern/iksolver_plugin.c b/source/blender/ikplugin/intern/iksolver_plugin.c
index f837789914e..1917db24d4f 100644
--- a/source/blender/ikplugin/intern/iksolver_plugin.c
+++ b/source/blender/ikplugin/intern/iksolver_plugin.c
@@ -252,7 +252,7 @@ static void where_is_ik_bone(bPoseChannel *pchan, float ik_mat[3][3]) // nr =
/* called from within the core BKE_pose_where_is loop, all animsystems and constraints
* were executed & assigned. Now as last we do an IK pass */
-static void execute_posetree(struct Scene *scene, Object *ob, PoseTree *tree)
+static void execute_posetree(struct EvaluationContext *eval_ctx, struct Scene *scene, Object *ob, PoseTree *tree)
{
float R_parmat[3][3], identity[3][3];
float iR_parmat[3][3];
@@ -394,7 +394,7 @@ static void execute_posetree(struct Scene *scene, Object *ob, PoseTree *tree)
/* 1.0=ctime, we pass on object for auto-ik (owner-type here is object, even though
* strictly speaking, it is a posechannel)
*/
- BKE_constraint_target_matrix_get(scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
+ BKE_constraint_target_matrix_get(eval_ctx, scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
/* and set and transform goal */
mul_m4_m4m4(goal, goalinv, rootmat);
@@ -405,7 +405,7 @@ static void execute_posetree(struct Scene *scene, Object *ob, PoseTree *tree)
/* same for pole vector target */
if (data->poletar) {
- BKE_constraint_target_matrix_get(scene, target->con, 1, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
+ BKE_constraint_target_matrix_get(eval_ctx, scene, target->con, 1, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
if (data->flag & CONSTRAINT_IK_SETANGLE) {
/* don't solve IK when we are setting the pole angle */
@@ -534,7 +534,7 @@ static void free_posetree(PoseTree *tree)
///----------------------------------------
/// Plugin API for legacy iksolver
-void iksolver_initialize_tree(struct Scene *UNUSED(scene), struct Object *ob, float UNUSED(ctime))
+void iksolver_initialize_tree(struct EvaluationContext *UNUSED(eval_ctx), struct Scene *UNUSED(scene), struct Object *ob, float UNUSED(ctime))
{
bPoseChannel *pchan;
@@ -545,7 +545,7 @@ void iksolver_initialize_tree(struct Scene *UNUSED(scene), struct Object *ob, fl
ob->pose->flag &= ~POSE_WAS_REBUILT;
}
-void iksolver_execute_tree(struct Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime)
+void iksolver_execute_tree(struct EvaluationContext *eval_ctx, struct Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime)
{
while (pchan_root->iktree.first) {
PoseTree *tree = pchan_root->iktree.first;
@@ -558,13 +558,13 @@ void iksolver_execute_tree(struct Scene *scene, Object *ob, bPoseChannel *pchan
/* 4. walk over the tree for regular solving */
for (a = 0; a < tree->totchannel; a++) {
if (!(tree->pchan[a]->flag & POSE_DONE)) // successive trees can set the flag
- BKE_pose_where_is_bone(scene, ob, tree->pchan[a], ctime, 1);
+ BKE_pose_where_is_bone(eval_ctx, scene, ob, tree->pchan[a], ctime, 1);
/* tell blender that this channel was controlled by IK, it's cleared on each BKE_pose_where_is() */
tree->pchan[a]->flag |= POSE_CHAIN;
}
/* 5. execute the IK solver */
- execute_posetree(scene, ob, tree);
+ execute_posetree(eval_ctx, scene, ob, tree);
/* 6. apply the differences to the channels,
* we need to calculate the original differences first */
diff --git a/source/blender/ikplugin/intern/iksolver_plugin.h b/source/blender/ikplugin/intern/iksolver_plugin.h
index 07264280a25..b9bdbd892ec 100644
--- a/source/blender/ikplugin/intern/iksolver_plugin.h
+++ b/source/blender/ikplugin/intern/iksolver_plugin.h
@@ -40,8 +40,9 @@
extern "C" {
#endif
-void iksolver_initialize_tree(struct Scene *scene, struct Object *ob, float ctime);
-void iksolver_execute_tree(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan_root, float ctime);
+void iksolver_initialize_tree(struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob, float ctime);
+void iksolver_execute_tree(struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob,
+ struct bPoseChannel *pchan_root, float ctime);
#ifdef __cplusplus
}
diff --git a/source/blender/ikplugin/intern/itasc_plugin.cpp b/source/blender/ikplugin/intern/itasc_plugin.cpp
index d58340965a7..2227747e7a1 100644
--- a/source/blender/ikplugin/intern/itasc_plugin.cpp
+++ b/source/blender/ikplugin/intern/itasc_plugin.cpp
@@ -542,7 +542,7 @@ static void GetJointRotation(KDL::Rotation& boneRot, int type, double *rot)
}
}
-static bool target_callback(const iTaSC::Timestamp& timestamp, const iTaSC::Frame& current, iTaSC::Frame& next, void *param)
+static bool target_callback(struct EvaluationContext *eval_ctx, const iTaSC::Timestamp& timestamp, const iTaSC::Frame& current, iTaSC::Frame& next, void *param)
{
IK_Target *target = (IK_Target *)param;
// compute next target position
@@ -550,7 +550,7 @@ static bool target_callback(const iTaSC::Timestamp& timestamp, const iTaSC::Fram
bConstraint *constraint = (bConstraint *)target->blenderConstraint;
float tarmat[4][4];
- BKE_constraint_target_matrix_get(target->blscene, constraint, 0, CONSTRAINT_OBTYPE_OBJECT, target->owner, tarmat, 1.0);
+ BKE_constraint_target_matrix_get(eval_ctx, target->blscene, constraint, 0, CONSTRAINT_OBTYPE_OBJECT, target->owner, tarmat, 1.0);
// rootmat contains the target pose in world coordinate
// if enforce is != 1.0, blend the target position with the end effector position
@@ -577,7 +577,7 @@ static bool target_callback(const iTaSC::Timestamp& timestamp, const iTaSC::Fram
return true;
}
-static bool base_callback(const iTaSC::Timestamp& timestamp, const iTaSC::Frame& current, iTaSC::Frame& next, void *param)
+static bool base_callback(struct EvaluationContext *eval_ctx, const iTaSC::Timestamp& timestamp, const iTaSC::Frame& current, iTaSC::Frame& next, void *param)
{
IK_Scene *ikscene = (IK_Scene *)param;
// compute next armature base pose
@@ -619,7 +619,7 @@ static bool base_callback(const iTaSC::Timestamp& timestamp, const iTaSC::Frame&
IK_Channel &rootchan = ikscene->channels[0];
// get polar target matrix in world space
- BKE_constraint_target_matrix_get(ikscene->blscene, ikscene->polarConstraint, 1, CONSTRAINT_OBTYPE_OBJECT, ikscene->blArmature, mat, 1.0);
+ BKE_constraint_target_matrix_get(eval_ctx, ikscene->blscene, ikscene->polarConstraint, 1, CONSTRAINT_OBTYPE_OBJECT, ikscene->blArmature, mat, 1.0);
// convert to armature space
mul_m4_m4m4(polemat, imat, mat);
// get the target in world space (was computed before as target object are defined before base object)
@@ -863,7 +863,7 @@ static bool joint_callback(const iTaSC::Timestamp& timestamp, iTaSC::ConstraintV
}
// build array of joint corresponding to IK chain
-static int convert_channels(IK_Scene *ikscene, PoseTree *tree, float ctime)
+static int convert_channels(struct EvaluationContext *eval_ctx, IK_Scene *ikscene, PoseTree *tree, float ctime)
{
IK_Channel *ikchan;
bPoseChannel *pchan;
@@ -880,7 +880,7 @@ static int convert_channels(IK_Scene *ikscene, PoseTree *tree, float ctime)
// this is because some of the pose data (e.g. pose head) don't have corresponding
// joint angles and can't be applied to the iTaSC armature dynamically
if (!(pchan->flag & POSE_DONE))
- BKE_pose_where_is_bone(ikscene->blscene, ikscene->blArmature, pchan, ctime, 1);
+ BKE_pose_where_is_bone(eval_ctx, ikscene->blscene, ikscene->blArmature, pchan, ctime, 1);
// tell blender that this channel was controlled by IK, it's cleared on each BKE_pose_where_is()
pchan->flag |= (POSE_DONE | POSE_CHAIN);
@@ -1056,7 +1056,7 @@ static void BKE_pose_rest(IK_Scene *ikscene)
}
}
-static IK_Scene *convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan, float ctime)
+static IK_Scene *convert_tree(struct EvaluationContext *eval_ctx, Scene *blscene, Object *ob, bPoseChannel *pchan, float ctime)
{
PoseTree *tree = (PoseTree *)pchan->iktree.first;
PoseTarget *target;
@@ -1134,7 +1134,7 @@ static IK_Scene *convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan, f
std::vector<double> weights;
double weight[3];
// build the array of joints corresponding to the IK chain
- convert_channels(ikscene, tree, ctime);
+ convert_channels(eval_ctx, ikscene, tree, ctime);
if (ingame) {
// in the GE, set the initial joint angle to match the current pose
// this will update the jointArray in ikscene
@@ -1397,7 +1397,7 @@ static IK_Scene *convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan, f
// we can now add the armature
// the armature is based on a moving frame.
// initialize with the correct position in case there is no cache
- base_callback(iTaSC::Timestamp(), iTaSC::F_identity, initPose, ikscene);
+ base_callback(eval_ctx, iTaSC::Timestamp(), iTaSC::F_identity, initPose, ikscene);
ikscene->base = new iTaSC::MovingFrame(initPose);
ikscene->base->setCallback(base_callback, ikscene);
std::string armname;
@@ -1458,7 +1458,7 @@ static IK_Scene *convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan, f
mul_m4_m4m4(iktarget->eeRest, invBaseFrame, mat);
iktarget->eeBlend = (!ikscene->polarConstraint && condata->type == CONSTRAINT_IK_COPYPOSE) ? true : false;
// use target_callback to make sure the initPose includes enforce coefficient
- target_callback(iTaSC::Timestamp(), iTaSC::F_identity, initPose, iktarget);
+ target_callback(eval_ctx, iTaSC::Timestamp(), iTaSC::F_identity, initPose, iktarget);
iktarget->target = new iTaSC::MovingFrame(initPose);
iktarget->target->setCallback(target_callback, iktarget);
ret = scene->addObject(iktarget->targetName, iktarget->target);
@@ -1526,7 +1526,7 @@ static IK_Scene *convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan, f
return ikscene;
}
-static void create_scene(Scene *scene, Object *ob, float ctime)
+static void create_scene(struct EvaluationContext *eval_ctx, Scene *scene, Object *ob, float ctime)
{
bPoseChannel *pchan;
@@ -1537,7 +1537,7 @@ static void create_scene(Scene *scene, Object *ob, float ctime)
if (tree) {
IK_Data *ikdata = get_ikdata(ob->pose);
// convert tree in iTaSC::Scene
- IK_Scene *ikscene = convert_tree(scene, ob, pchan, ctime);
+ IK_Scene *ikscene = convert_tree(eval_ctx, scene, ob, pchan, ctime);
if (ikscene) {
ikscene->next = ikdata->first;
ikdata->first = ikscene;
@@ -1576,7 +1576,7 @@ static int init_scene(Object *ob)
return 0;
}
-static void execute_scene(Scene *blscene, IK_Scene *ikscene, bItasc *ikparam, float ctime, float frtime)
+static void execute_scene(struct EvaluationContext *eval_ctx, Scene *blscene, IK_Scene *ikscene, bItasc *ikparam, float ctime, float frtime)
{
int i;
IK_Channel *ikchan;
@@ -1592,7 +1592,7 @@ static void execute_scene(Scene *blscene, IK_Scene *ikscene, bItasc *ikparam, fl
// in animation mode, we must get the bone position from action and constraints
for (i = 0, ikchan = ikscene->channels; i < ikscene->numchan; i++, ++ikchan) {
if (!(ikchan->pchan->flag & POSE_DONE))
- BKE_pose_where_is_bone(blscene, ikscene->blArmature, ikchan->pchan, ctime, 1);
+ BKE_pose_where_is_bone(eval_ctx, blscene, ikscene->blArmature, ikchan->pchan, ctime, 1);
// tell blender that this channel was controlled by IK, it's cleared on each BKE_pose_where_is()
ikchan->pchan->flag |= (POSE_DONE | POSE_CHAIN);
ikchan->jointValid = 0;
@@ -1647,7 +1647,7 @@ static void execute_scene(Scene *blscene, IK_Scene *ikscene, bItasc *ikparam, fl
}
}
// don't cache if we are reiterating because we don't want to destroy the cache unnecessarily
- ikscene->scene->update(timestamp, timestep, numstep, false, !reiterate, simulation);
+ ikscene->scene->update(eval_ctx, timestamp, timestep, numstep, false, !reiterate, simulation);
if (reiterate) {
// how many times do we reiterate?
for (i = 0; i < ikparam->numiter; i++) {
@@ -1656,11 +1656,11 @@ static void execute_scene(Scene *blscene, IK_Scene *ikscene, bItasc *ikparam, fl
{
break;
}
- ikscene->scene->update(timestamp, timestep, numstep, true, false, simulation);
+ ikscene->scene->update(eval_ctx, timestamp, timestep, numstep, true, false, simulation);
}
if (simulation) {
// one more fake iteration to cache
- ikscene->scene->update(timestamp, 0.0, 1, true, true, true);
+ ikscene->scene->update(eval_ctx, timestamp, 0.0, 1, true, true, true);
}
}
// compute constraint error
@@ -1744,7 +1744,7 @@ static void execute_scene(Scene *blscene, IK_Scene *ikscene, bItasc *ikparam, fl
//---------------------------------------------------
// plugin interface
//
-void itasc_initialize_tree(struct Scene *scene, Object *ob, float ctime)
+void itasc_initialize_tree(struct EvaluationContext *eval_ctx, struct Scene *scene, Object *ob, float ctime)
{
bPoseChannel *pchan;
int count = 0;
@@ -1764,13 +1764,13 @@ void itasc_initialize_tree(struct Scene *scene, Object *ob, float ctime)
// if at least one tree, create the scenes from the PoseTree stored in the channels
// postpone until execute_tree: this way the pose constraint are included
if (count)
- create_scene(scene, ob, ctime);
+ create_scene(eval_ctx, scene, ob, ctime);
itasc_update_param(ob->pose);
// make sure we don't rebuilt until the user changes something important
ob->pose->flag &= ~POSE_WAS_REBUILT;
}
-void itasc_execute_tree(struct Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime)
+void itasc_execute_tree(struct EvaluationContext *eval_ctx, struct Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime)
{
if (ob->pose->ikdata) {
IK_Data *ikdata = (IK_Data *)ob->pose->ikdata;
@@ -1787,7 +1787,7 @@ void itasc_execute_tree(struct Scene *scene, Object *ob, bPoseChannel *pchan_ro
if (timestep > 0.2f)
timestep = 0.2f;
}
- execute_scene(scene, ikscene, ikparam, ctime, timestep);
+ execute_scene(eval_ctx, scene, ikscene, ikparam, ctime, timestep);
break;
}
}
diff --git a/source/blender/ikplugin/intern/itasc_plugin.h b/source/blender/ikplugin/intern/itasc_plugin.h
index bcd95bc31ca..fb948e98696 100644
--- a/source/blender/ikplugin/intern/itasc_plugin.h
+++ b/source/blender/ikplugin/intern/itasc_plugin.h
@@ -40,8 +40,8 @@
extern "C" {
#endif
-void itasc_initialize_tree(struct Scene *scene, struct Object *ob, float ctime);
-void itasc_execute_tree(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan_root, float ctime);
+void itasc_initialize_tree(struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob, float ctime);
+void itasc_execute_tree(struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan_root, float ctime);
void itasc_release_tree(struct Scene *scene, struct Object *ob, float ctime);
void itasc_clear_data(struct bPose *pose);
void itasc_clear_cache(struct bPose *pose);