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Diffstat (limited to 'source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc')
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc143
1 files changed, 75 insertions, 68 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc
index 5824858d7ed..00d7a5da455 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc
@@ -46,6 +46,7 @@ extern "C" {
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
@@ -56,6 +57,7 @@ extern "C" {
#include "DEG_depsgraph_build.h"
#include "intern/builder/deg_builder.h"
+#include "intern/eval/deg_eval_copy_on_write.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
@@ -77,8 +79,8 @@ void DepsgraphNodeBuilder::build_pose_constraints(Object *object,
add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
function_bind(BKE_pose_constraints_evaluate,
_1,
- scene_,
- object,
+ get_cow_datablock(scene_),
+ get_cow_datablock(object),
pchan_index),
DEG_OPCODE_BONE_CONSTRAINTS);
}
@@ -108,8 +110,8 @@ void DepsgraphNodeBuilder::build_ik_pose(Object *object,
add_operation_node(&object->id, DEG_NODE_TYPE_EVAL_POSE, rootchan->name,
function_bind(BKE_pose_iktree_evaluate,
_1,
- scene_,
- object,
+ get_cow_datablock(scene_),
+ get_cow_datablock(object),
rootchan_index),
DEG_OPCODE_POSE_IK_SOLVER);
}
@@ -125,15 +127,16 @@ void DepsgraphNodeBuilder::build_splineik_pose(Object *object,
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.
+ * Store the "root bone" of this chain in the solver, so it knows where to
+ * start.
*/
int rootchan_index = BLI_findindex(&object->pose->chanbase, rootchan);
BLI_assert(rootchan_index != -1);
add_operation_node(&object->id, DEG_NODE_TYPE_EVAL_POSE, rootchan->name,
function_bind(BKE_pose_splineik_evaluate,
_1,
- scene_,
- object,
+ get_cow_datablock(scene_),
+ get_cow_datablock(object),
rootchan_index),
DEG_OPCODE_POSE_SPLINE_IK_SOLVER);
}
@@ -141,28 +144,24 @@ void DepsgraphNodeBuilder::build_splineik_pose(Object *object,
/* Pose/Armature Bones Graph */
void DepsgraphNodeBuilder::build_rig(Object *object)
{
- bArmature *arm = (bArmature *)object->data;
+ bArmature *armature = (bArmature *)object->data;
+ Scene *scene_cow = get_cow_datablock(scene_);
+ Object *object_cow = get_cow_datablock(object);
OperationDepsNode *op_node;
-
- /* animation and/or drivers linking posebones to base-armature used to define them
+ /* 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...
+ * 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.
*/
- if (!built_map_.checkIsBuiltAndTag(arm)) {
- build_animdata(&arm->id);
- /* Make sure pose is up-to-date with armature updates. */
- add_operation_node(&arm->id,
- DEG_NODE_TYPE_PARAMETERS,
- NULL,
- DEG_OPCODE_PLACEHOLDER,
- "Armature Eval");
- }
-
+ /* Armature. */
+ build_armature(armature);
/* Rebuild pose if not up to date. */
if (object->pose == NULL || (object->pose->flag & POSE_RECALC)) {
- BKE_pose_rebuild_ex(object, arm, false);
+ BKE_pose_rebuild(object, armature);
/* XXX: Without this animation gets lost in certain circumstances
* after loading file. Need to investigate further since it does
* not happen with simple scenes..
@@ -171,15 +170,13 @@ void DepsgraphNodeBuilder::build_rig(Object *object)
object->adt->recalc |= ADT_RECALC_ANIM;
}
}
-
- /* speed optimization for animation lookups */
- if (object->pose) {
+ /* Speed optimization for animation lookups. */
+ if (object->pose != NULL) {
BKE_pose_channels_hash_make(object->pose);
if (object->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
BKE_pose_update_constraint_flags(object->pose);
}
}
-
/**
* Pose Rig Graph
* ==============
@@ -197,18 +194,17 @@ void DepsgraphNodeBuilder::build_rig(Object *object)
* - 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/
+ * - 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 */
+ /* Pose eval context. */
op_node = add_operation_node(&object->id,
DEG_NODE_TYPE_EVAL_POSE,
function_bind(BKE_pose_eval_init,
_1,
- scene_,
- object),
+ scene_cow,
+ object_cow),
DEG_OPCODE_POSE_INIT);
op_node->set_as_entry();
@@ -216,20 +212,19 @@ void DepsgraphNodeBuilder::build_rig(Object *object)
DEG_NODE_TYPE_EVAL_POSE,
function_bind(BKE_pose_eval_init_ik,
_1,
- scene_,
- object),
+ scene_cow,
+ object_cow),
DEG_OPCODE_POSE_INIT_IK);
op_node = add_operation_node(&object->id,
DEG_NODE_TYPE_EVAL_POSE,
function_bind(BKE_pose_eval_flush,
_1,
- scene_,
- object),
+ scene_cow,
+ object_cow),
DEG_OPCODE_POSE_DONE);
op_node->set_as_exit();
-
- /* bones */
+ /* Bones. */
int pchan_index = 0;
LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
/* Node for bone evaluation. */
@@ -238,17 +233,21 @@ void DepsgraphNodeBuilder::build_rig(Object *object)
op_node->set_as_entry();
add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
- function_bind(BKE_pose_eval_bone, _1, scene_, object, pchan_index),
+ function_bind(BKE_pose_eval_bone, _1,
+ scene_cow,
+ object_cow,
+ pchan_index),
DEG_OPCODE_BONE_POSE_PARENT);
+ /* NOTE: Dedicated noop for easier relationship construction. */
add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
- NULL, /* NOTE: dedicated noop for easier relationship construction */
+ NULL,
DEG_OPCODE_BONE_READY);
op_node = add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
function_bind(BKE_pose_bone_done,
_1,
- object,
+ object_cow,
pchan_index),
DEG_OPCODE_BONE_DONE);
op_node->set_as_exit();
@@ -260,7 +259,7 @@ void DepsgraphNodeBuilder::build_rig(Object *object)
DEG_OPCODE_PARAMETERS_EVAL,
pchan->name);
}
- /* Constraints. */
+ /* Build constraints. */
if (pchan->constraints.first != NULL) {
build_pose_constraints(object, pchan, pchan_index);
}
@@ -273,8 +272,8 @@ void DepsgraphNodeBuilder::build_rig(Object *object)
*
* 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...
+ * as in ik-tree building
+ * - Animated chain-lengths are a problem.
*/
LISTBASE_FOREACH (bConstraint *, con, &pchan->constraints) {
switch (con->type) {
@@ -290,48 +289,55 @@ void DepsgraphNodeBuilder::build_rig(Object *object)
break;
}
}
-
/* Custom shape. */
if (pchan->custom != NULL) {
- build_object(NULL, pchan->custom);
+ build_object(-1, pchan->custom, DEG_ID_LINKED_INDIRECTLY);
}
-
pchan_index++;
}
}
void DepsgraphNodeBuilder::build_proxy_rig(Object *object)
{
- bArmature *arm = (bArmature *)object->data;
+ bArmature *armature = (bArmature *)object->data;
OperationDepsNode *op_node;
-
- build_animdata(&arm->id);
-
+ Object *object_cow = get_cow_datablock(object);
+ /* Sanity check. */
BLI_assert(object->pose != NULL);
-
+ /* Armature. */
+ build_armature(armature);
/* speed optimization for animation lookups */
BKE_pose_channels_hash_make(object->pose);
if (object->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
BKE_pose_update_constraint_flags(object->pose);
}
-
op_node = add_operation_node(&object->id,
DEG_NODE_TYPE_EVAL_POSE,
- function_bind(BKE_pose_eval_proxy_copy, _1, object),
+ function_bind(BKE_pose_eval_proxy_copy,
+ _1,
+ object_cow),
DEG_OPCODE_POSE_INIT);
op_node->set_as_entry();
-
LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
- op_node = add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
- NULL, DEG_OPCODE_BONE_LOCAL);
+ op_node = add_operation_node(&object->id,
+ DEG_NODE_TYPE_BONE,
+ pchan->name,
+ NULL,
+ DEG_OPCODE_BONE_LOCAL);
op_node->set_as_entry();
-
- add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
- NULL, DEG_OPCODE_BONE_READY);
-
- op_node = add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
- NULL, DEG_OPCODE_BONE_DONE);
+ /* Bone is ready for solvers. */
+ add_operation_node(&object->id,
+ DEG_NODE_TYPE_BONE,
+ pchan->name,
+ NULL,
+ DEG_OPCODE_BONE_READY);
+ /* Bone is fully evaluated. */
+ op_node = add_operation_node(&object->id,
+ DEG_NODE_TYPE_BONE,
+ pchan->name,
+ NULL,
+ DEG_OPCODE_BONE_DONE);
op_node->set_as_exit();
/* Custom properties. */
@@ -343,9 +349,10 @@ void DepsgraphNodeBuilder::build_proxy_rig(Object *object)
pchan->name);
}
}
-
- op_node = add_operation_node(&object->id, DEG_NODE_TYPE_EVAL_POSE,
- NULL, DEG_OPCODE_POSE_DONE);
+ op_node = add_operation_node(&object->id,
+ DEG_NODE_TYPE_EVAL_POSE,
+ NULL,
+ DEG_OPCODE_POSE_DONE);
op_node->set_as_exit();
}