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Diffstat (limited to 'source/blender/depsgraph/intern/depsgraph_build_nodes.cc')
-rw-r--r-- | source/blender/depsgraph/intern/depsgraph_build_nodes.cc | 1204 |
1 files changed, 1204 insertions, 0 deletions
diff --git a/source/blender/depsgraph/intern/depsgraph_build_nodes.cc b/source/blender/depsgraph/intern/depsgraph_build_nodes.cc new file mode 100644 index 00000000000..31e32ac3e75 --- /dev/null +++ b/source/blender/depsgraph/intern/depsgraph_build_nodes.cc @@ -0,0 +1,1204 @@ +/* + * ***** 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/depsgraph_build_nodes.cc + * \ingroup depsgraph + * + * Methods for constructing depsgraph's nodes + */ + +#include <stdio.h> +#include <stdlib.h> +#include <string.h> + +#include "MEM_guardedalloc.h" + +extern "C" { +#include "BLI_blenlib.h" +#include "BLI_string.h" +#include "BLI_utildefines.h" + +#include "DNA_action_types.h" +#include "DNA_anim_types.h" +#include "DNA_armature_types.h" +#include "DNA_camera_types.h" +#include "DNA_constraint_types.h" +#include "DNA_curve_types.h" +#include "DNA_effect_types.h" +#include "DNA_gpencil_types.h" +#include "DNA_group_types.h" +#include "DNA_key_types.h" +#include "DNA_lamp_types.h" +#include "DNA_material_types.h" +#include "DNA_mesh_types.h" +#include "DNA_meta_types.h" +#include "DNA_node_types.h" +#include "DNA_particle_types.h" +#include "DNA_object_types.h" +#include "DNA_rigidbody_types.h" +#include "DNA_scene_types.h" +#include "DNA_texture_types.h" +#include "DNA_world_types.h" + +#include "BKE_action.h" +#include "BKE_armature.h" +#include "BKE_animsys.h" +#include "BKE_constraint.h" +#include "BKE_curve.h" +#include "BKE_depsgraph.h" +#include "BKE_effect.h" +#include "BKE_fcurve.h" +#include "BKE_idcode.h" +#include "BKE_group.h" +#include "BKE_key.h" +#include "BKE_lattice.h" +#include "BKE_library.h" +#include "BKE_main.h" +#include "BKE_material.h" +#include "BKE_mesh.h" +#include "BKE_mball.h" +#include "BKE_modifier.h" +#include "BKE_node.h" +#include "BKE_object.h" +#include "BKE_particle.h" +#include "BKE_rigidbody.h" +#include "BKE_sound.h" +#include "BKE_texture.h" +#include "BKE_tracking.h" +#include "BKE_world.h" + +#include "DEG_depsgraph.h" +#include "DEG_depsgraph_build.h" + +#include "RNA_access.h" +#include "RNA_types.h" +} /* extern "C" */ + +#include "depsnode.h" +#include "depsnode_component.h" +#include "depsnode_operation.h" +#include "depsgraph_types.h" +#include "depsgraph_build.h" +#include "depsgraph_intern.h" + +/* ************ */ +/* Node Builder */ + +/* **** General purpose functions **** */ + +DepsgraphNodeBuilder::DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph) : + m_bmain(bmain), + m_graph(graph) +{ +} + +DepsgraphNodeBuilder::~DepsgraphNodeBuilder() +{ +} + +RootDepsNode *DepsgraphNodeBuilder::add_root_node() +{ + return m_graph->add_root_node(); +} + +IDDepsNode *DepsgraphNodeBuilder::add_id_node(ID *id) +{ + const char *idtype_name = BKE_idcode_to_name(GS(id->name)); + return m_graph->add_id_node(id, string(id->name + 2) + "[" + idtype_name + "]"); +} + +TimeSourceDepsNode *DepsgraphNodeBuilder::add_time_source(ID *id) +{ + /* determine which node to attach timesource to */ + if (id) { +#if 0 /* XXX TODO */ + /* get ID node */ + IDDepsNode id_node = m_graph->find_id_node(id); + + /* depends on what this is... */ + switch (GS(id->name)) { + case ID_SCE: /* Scene - Usually sequencer strip causing time remapping... */ + { + // TODO... + } + break; + + case ID_GR: /* Group */ + { + // TODO... + } + break; + + // XXX: time source... + + default: /* Unhandled */ + printf("%s(): Unhandled ID - %s \n", __func__, id->name); + break; + } +#endif + } + else { + /* root-node */ + RootDepsNode *root_node = m_graph->root_node; + if (root_node) { + return root_node->add_time_source("Time Source"); + } + } + + return NULL; +} + +ComponentDepsNode *DepsgraphNodeBuilder::add_component_node( + ID *id, + eDepsNode_Type comp_type, + const string &comp_name) +{ + IDDepsNode *id_node = add_id_node(id); + ComponentDepsNode *comp_node = id_node->add_component(comp_type, comp_name); + comp_node->owner = id_node; + return comp_node; +} + +OperationDepsNode *DepsgraphNodeBuilder::add_operation_node( + ComponentDepsNode *comp_node, + eDepsOperation_Type optype, + DepsEvalOperationCb op, + eDepsOperation_Code opcode, + const string &description) +{ + OperationDepsNode *op_node = comp_node->has_operation(opcode, description); + if (op_node == NULL) { + op_node = comp_node->add_operation(optype, op, opcode, description); + m_graph->operations.push_back(op_node); + } + else { + fprintf(stderr, "add_operation: Operation already exists - %s has %s at %p\n", + comp_node->identifier().c_str(), + op_node->identifier().c_str(), + op_node); + BLI_assert(!"Should not happen!"); + } + return op_node; +} + +OperationDepsNode *DepsgraphNodeBuilder::add_operation_node( + ID *id, + eDepsNode_Type comp_type, + const string &comp_name, + eDepsOperation_Type optype, + DepsEvalOperationCb op, + eDepsOperation_Code opcode, + const string &description) +{ + ComponentDepsNode *comp_node = add_component_node(id, comp_type, comp_name); + return add_operation_node(comp_node, optype, op, opcode, description); +} + +bool DepsgraphNodeBuilder::has_operation_node(ID *id, + eDepsNode_Type comp_type, + const string &comp_name, + eDepsOperation_Code opcode, + const string &description) +{ + return find_operation_node(id, comp_type, comp_name, opcode, description) != NULL; +} + +OperationDepsNode *DepsgraphNodeBuilder::find_operation_node( + ID *id, + eDepsNode_Type comp_type, + const string &comp_name, + eDepsOperation_Code opcode, + const string &description) +{ + ComponentDepsNode *comp_node = add_component_node(id, comp_type, comp_name); + return comp_node->has_operation(opcode, description); +} + + +/* **** Build functions for entity nodes **** */ + +void DepsgraphNodeBuilder::build_scene(Main *bmain, Scene *scene) +{ + /* LIB_DOIT is used to indicate whether node for given ID was already + * created or not. This flag is being set in add_id_node(), so functions + * shouldn't bother with setting it, they only might query this flag when + * needed. + */ + BKE_main_id_tag_all(bmain, false); + + /* scene ID block */ + add_id_node(&scene->id); + + /* timesource */ + add_time_source(NULL); + + /* build subgraph for set, and link this in... */ + // XXX: depending on how this goes, that scene itself could probably store its + // own little partial depsgraph? + if (scene->set) { + build_scene(bmain, scene->set); + } + + /* scene objects */ + for (Base *base = (Base *)scene->base.first; base; base = base->next) { + Object *ob = base->object; + + /* object itself */ + build_object(scene, base, ob); + + /* object that this is a proxy for */ + // XXX: the way that proxies work needs to be completely reviewed! + if (ob->proxy) { + build_object(scene, base, ob->proxy); + } + + /* Object dupligroup. */ + if (ob->dup_group) { + build_group(scene, base, ob->dup_group); + } + } + + /* rigidbody */ + if (scene->rigidbody_world) { + build_rigidbody(scene); + } + + /* scene's animation and drivers */ + if (scene->adt) { + build_animdata(&scene->id); + } + + /* world */ + if (scene->world) { + build_world(scene->world); + } + + /* compo nodes */ + if (scene->nodetree) { + build_compositor(scene); + } + + /* sequencer */ + // XXX... + + /* grease pencil */ + if (scene->gpd) { + build_gpencil(scene->gpd); + } +} + +void DepsgraphNodeBuilder::build_group(Scene *scene, + Base *base, + Group *group) +{ + ID *group_id = &group->id; + if (group_id->flag & LIB_DOIT) { + return; + } + group_id->flag |= LIB_DOIT; + + for (GroupObject *go = (GroupObject *)group->gobject.first; + go != NULL; + go = go->next) + { + build_object(scene, base, go->ob); + } +} + +SubgraphDepsNode *DepsgraphNodeBuilder::build_subgraph(Group *group) +{ + /* sanity checks */ + if (!group) + return NULL; + + /* create new subgraph's data */ + Depsgraph *subgraph = DEG_graph_new(); + + DepsgraphNodeBuilder subgraph_builder(m_bmain, subgraph); + + /* add group objects */ + for (GroupObject *go = (GroupObject *)group->gobject.first; + go != NULL; + go = go->next) + { + /*Object *ob = go->ob;*/ + + /* Each "group object" is effectively a separate instance of the underlying + * object data. When the group is evaluated, the transform results and/or + * some other attributes end up getting overridden by the group + */ + } + + /* create a node for representing subgraph */ + SubgraphDepsNode *subgraph_node = m_graph->add_subgraph_node(&group->id); + subgraph_node->graph = subgraph; + + /* make a copy of the data this node will need? */ + // XXX: do we do this now, or later? + // TODO: need API function which queries graph's ID's hash, and duplicates those blocks thoroughly with all outside links removed... + + return subgraph_node; +} + +void DepsgraphNodeBuilder::build_object(Scene *scene, Base *base, Object *ob) +{ + if (ob->id.flag & LIB_DOIT) { + IDDepsNode *id_node = m_graph->find_id_node(&ob->id); + id_node->layers = base->lay; + return; + } + + IDDepsNode *id_node = add_id_node(&ob->id); + id_node->layers = base->lay; + + /* standard components */ + build_object_transform(scene, ob); + + + /* object data */ + if (ob->data) { + /* type-specific data... */ + switch (ob->type) { + case OB_MESH: /* Geometry */ + case OB_CURVE: + case OB_FONT: + case OB_SURF: + case OB_MBALL: + case OB_LATTICE: + { + /* TODO(sergey): This way using this object's + * properties as driver target works fine. + * + * Does this depend on other nodes? + */ + add_operation_node(&ob->id, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_POST, NULL, + DEG_OPCODE_PLACEHOLDER, "Parameters Eval"); + + build_obdata_geom(scene, ob); + /* TODO(sergey): Only for until we support granular + * update of curves. + */ + if (ob->type == OB_FONT) { + Curve *curve = (Curve *)ob->data; + if (curve->textoncurve) { + id_node->eval_flags |= DAG_EVAL_NEED_CURVE_PATH; + } + } + break; + } + + case OB_ARMATURE: /* Pose */ + if (ob->id.lib != NULL && ob->proxy_from != NULL) { + build_proxy_rig(ob); + } + else { + build_rig(scene, ob); + } + break; + + case OB_LAMP: /* Lamp */ + build_lamp(ob); + break; + + case OB_CAMERA: /* Camera */ + build_camera(ob); + break; + + default: + { + ID *obdata = (ID *)ob->data; + if ((obdata->flag & LIB_DOIT) == 0) { + build_animdata(obdata); + } + break; + } + } + } + + /* Build animation data, + * + * Do it now because it's possible object data will affect + * on object's level animation, for example in case of rebuilding + * pose for proxy. + */ + build_animdata(&ob->id); + + /* particle systems */ + if (ob->particlesystem.first) { + build_particles(ob); + } + + /* grease pencil */ + if (ob->gpd) { + build_gpencil(ob->gpd); + } +} + +void DepsgraphNodeBuilder::build_object_transform(Scene *scene, Object *ob) +{ + /* local transforms (from transform channels - loc/rot/scale + deltas) */ + add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM, + DEPSOP_TYPE_INIT, function_bind(BKE_object_eval_local_transform, _1, scene, ob), + DEG_OPCODE_TRANSFORM_LOCAL); + + /* object parent */ + if (ob->parent) { + add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM, + DEPSOP_TYPE_EXEC, function_bind(BKE_object_eval_parent, _1, scene, ob), + DEG_OPCODE_TRANSFORM_PARENT); + } + + /* object constraints */ + if (ob->constraints.first) { + build_object_constraints(scene, ob); + } + + /* Temporary uber-update node, which does everything. + * It is for the being we're porting old dependencies into the new system. + * We'll get rid of this node as soon as all the granular update functions + * are filled in. + * + * TODO(sergey): Get rid of this node. + */ + add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM, + DEPSOP_TYPE_EXEC, function_bind(BKE_object_eval_uber_transform, _1, scene, ob), + DEG_OPCODE_OBJECT_UBEREVAL); + + /* object transform is done */ + add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM, + DEPSOP_TYPE_POST, function_bind(BKE_object_eval_done, _1, ob), + DEG_OPCODE_TRANSFORM_FINAL); +} + +/** + * Constraints Graph Notes + * + * For constraints, we currently only add a operation node to the Transform + * or Bone components (depending on whichever type of owner we have). + * This represents the entire constraints stack, which is for now just + * executed as a single monolithic block. At least initially, this should + * be sufficient for ensuring that the porting/refactoring process remains + * manageable. + * + * However, when the time comes for developing "node-based" constraints, + * we'll need to split this up into pre/post nodes for "constraint stack + * evaluation" + operation nodes for each constraint (i.e. the contents + * of the loop body used in the current "solve_constraints()" operation). + * + * -- Aligorith, August 2013 + */ +void DepsgraphNodeBuilder::build_object_constraints(Scene *scene, Object *ob) +{ + /* create node for constraint stack */ + add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM, + DEPSOP_TYPE_EXEC, function_bind(BKE_object_eval_constraints, _1, scene, 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 + */ +void DepsgraphNodeBuilder::build_animdata(ID *id) +{ + AnimData *adt = BKE_animdata_from_id(id); + + if (adt == NULL) + return; + + /* animation */ + if (adt->action || adt->nla_tracks.first || adt->drivers.first) { + // XXX: Hook up specific update callbacks for special properties which may need it... + + /* actions and NLA - as a single unit for now, as it gets complicated to schedule otherwise */ + if ((adt->action) || (adt->nla_tracks.first)) { + /* create the node */ + add_operation_node(id, DEPSNODE_TYPE_ANIMATION, + DEPSOP_TYPE_EXEC, function_bind(BKE_animsys_eval_animdata, _1, id), + DEG_OPCODE_ANIMATION, id->name); + + // TODO: for each channel affected, we might also want to add some support for running RNA update callbacks on them + // (which will be needed for proper handling of drivers later) + } + + /* drivers */ + for (FCurve *fcu = (FCurve *)adt->drivers.first; fcu; fcu = fcu->next) { + /* create driver */ + build_driver(id, fcu); + } + } +} + +/** + * Build graph node(s) for Driver + * \param id: ID-Block that driver is attached to + * \param fcu: Driver-FCurve + */ +OperationDepsNode *DepsgraphNodeBuilder::build_driver(ID *id, FCurve *fcu) +{ + ChannelDriver *driver = fcu->driver; + + /* Create data node for this driver */ + /* TODO(sergey): Avoid creating same operation multiple times, + * in the future we need to avoid lookup of the operation as well + * and use some tagging magic instead. + */ + OperationDepsNode *driver_op = find_operation_node(id, + DEPSNODE_TYPE_PARAMETERS, + DEG_OPCODE_DRIVER, + deg_fcurve_id_name(fcu)); + + if (driver_op == NULL) { + driver_op = add_operation_node(id, DEPSNODE_TYPE_PARAMETERS, + DEPSOP_TYPE_EXEC, function_bind(BKE_animsys_eval_driver, _1, id, fcu), + DEG_OPCODE_DRIVER, deg_fcurve_id_name(fcu)); + } + + /* tag "scripted expression" drivers as needing Python (due to GIL issues, etc.) */ + if (driver->type == DRIVER_TYPE_PYTHON) { + driver_op->flag |= DEPSOP_FLAG_USES_PYTHON; + } + + /* return driver node created */ + return driver_op; +} + +/* Recursively build graph for world */ +void DepsgraphNodeBuilder::build_world(World *world) +{ + ID *world_id = &world->id; + if (world_id->flag & LIB_DOIT) { + return; + } + + /* world itself */ + IDDepsNode *world_node = add_id_node(world_id); /* world shading/params? */ + + build_animdata(world_id); + + /* TODO: other settings? */ + + /* textures */ + build_texture_stack(world_node, world->mtex); + + /* world's nodetree */ + if (world->nodetree) { + build_nodetree(world_node, world->nodetree); + } +} + +/* Rigidbody Simulation - Scene Level */ +void DepsgraphNodeBuilder::build_rigidbody(Scene *scene) +{ + RigidBodyWorld *rbw = scene->rigidbody_world; + + /** + * Rigidbody Simulation Nodes + * ========================== + * + * There are 3 nodes related to Rigidbody Simulation: + * 1) "Initialize/Rebuild World" - this is called sparingly, only when the simulation + * needs to be rebuilt (mainly after file reload, or moving back to start frame) + * 2) "Do Simulation" - perform a simulation step - interleaved between the evaluation + * steps for clusters of objects (i.e. between those affected and/or not affected by + * the sim for instance) + * + * 3) "Pull Results" - grab the specific transforms applied for a specific object - + * performed as part of object's transform-stack building + */ + + /* create nodes ------------------------------------------------------------------------ */ + /* XXX: is this the right component, or do we want to use another one instead? */ + + /* init/rebuild operation */ + /*OperationDepsNode *init_node =*/ add_operation_node(&scene->id, DEPSNODE_TYPE_TRANSFORM, + DEPSOP_TYPE_REBUILD, function_bind(BKE_rigidbody_rebuild_sim, _1, scene), + DEG_OPCODE_RIGIDBODY_REBUILD); + + /* do-sim operation */ + // XXX: what happens if we need to split into several groups? + OperationDepsNode *sim_node = add_operation_node(&scene->id, DEPSNODE_TYPE_TRANSFORM, + DEPSOP_TYPE_SIM, function_bind(BKE_rigidbody_eval_simulation, _1, scene), + DEG_OPCODE_RIGIDBODY_SIM); + + /* XXX: For now, the sim node is the only one that really matters here. If any other + * sims get added later, we may have to remove these hacks... + */ + sim_node->owner->entry_operation = sim_node; + sim_node->owner->exit_operation = sim_node; + + + /* objects - simulation participants */ + if (rbw->group) { + for (GroupObject *go = (GroupObject *)rbw->group->gobject.first; go; go = go->next) { + Object *ob = go->ob; + + if (!ob || (ob->type != OB_MESH)) + continue; + + /* 2) create operation for flushing results */ + /* object's transform component - where the rigidbody operation lives */ + add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM, + DEPSOP_TYPE_EXEC, function_bind(BKE_rigidbody_object_sync_transforms, _1, scene, ob), + DEG_OPCODE_TRANSFORM_RIGIDBODY); + } + } +} + +void DepsgraphNodeBuilder::build_particles(Object *ob) +{ + /** + * Particle Systems Nodes + * ====================== + * + * There are two types of nodes associated with representing + * particle systems: + * 1) Component (EVAL_PARTICLES) - This is the particle-system + * evaluation context for an object. It acts as the container + * for all the nodes associated with a particular set of particle + * systems. + * 2) Particle System Eval Operation - This operation node acts as a + * blackbox evaluation step for one particle system referenced by + * the particle systems stack. All dependencies link to this operation. + */ + + /* component for all particle systems */ + ComponentDepsNode *psys_comp = add_component_node(&ob->id, DEPSNODE_TYPE_EVAL_PARTICLES); + + /* particle systems */ + for (ParticleSystem *psys = (ParticleSystem *)ob->particlesystem.first; psys; psys = psys->next) { + ParticleSettings *part = psys->part; + + /* particle settings */ + // XXX: what if this is used more than once! + build_animdata(&part->id); + + /* this particle system */ + // TODO: for now, this will just be a placeholder "ubereval" node + add_operation_node(psys_comp, + DEPSOP_TYPE_EXEC, function_bind(BKE_particle_system_eval, _1, ob, psys), + DEG_OPCODE_PSYS_EVAL, + psys->name); + } + + /* pointcache */ + // 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(ob, arm); + /* 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; + } + } + + /** + * 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); + + 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) +{ + build_animdata(&key->id); + + add_operation_node(&key->id, DEPSNODE_TYPE_GEOMETRY, DEPSOP_TYPE_EXEC, NULL, + DEG_OPCODE_PLACEHOLDER, "Shapekey Eval"); +} + +/* ObData Geometry Evaluation */ +// XXX: what happens if the datablock is shared! +void DepsgraphNodeBuilder::build_obdata_geom(Scene *scene, Object *ob) +{ + ID *obdata = (ID *)ob->data; + + /* Temporary uber-update node, which does everything. + * It is for the being we're porting old dependencies into the new system. + * We'll get rid of this node as soon as all the granular update functions + * are filled in. + * + * TODO(sergey): Get rid of this node. + */ + add_operation_node(&ob->id, DEPSNODE_TYPE_GEOMETRY, + DEPSOP_TYPE_POST, function_bind(BKE_object_eval_uber_data, _1, scene, ob), + DEG_OPCODE_GEOMETRY_UBEREVAL); + + add_operation_node(&ob->id, DEPSNODE_TYPE_GEOMETRY, + DEPSOP_TYPE_INIT, NULL, + DEG_OPCODE_PLACEHOLDER, "Eval Init"); + + // TODO: "Done" operation + + /* ShapeKeys */ + Key *key = BKE_key_from_object(ob); + if (key) + build_shapekeys(key); + + /* Modifiers */ + if (ob->modifiers.first) { + ModifierData *md; + + for (md = (ModifierData *)ob->modifiers.first; md; md = md->next) { + add_operation_node(&ob->id, DEPSNODE_TYPE_GEOMETRY, + DEPSOP_TYPE_EXEC, function_bind(BKE_object_eval_modifier, _1, scene, ob, md), + DEG_OPCODE_GEOMETRY_MODIFIER, md->name); + } + } + + /* materials */ + if (ob->totcol) { + int a; + + for (a = 1; a <= ob->totcol; a++) { + Material *ma = give_current_material(ob, a); + + if (ma) { + // XXX?! + ComponentDepsNode *geom_node = add_component_node(&ob->id, DEPSNODE_TYPE_GEOMETRY); + build_material(geom_node, ma); + } + } + } + + /* geometry collision */ + if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_LATTICE)) { + // add geometry collider relations + } + + if (obdata->flag & LIB_DOIT) { + return; + } + + build_animdata(obdata); + + /* nodes for result of obdata's evaluation, and geometry evaluation on object */ + switch (ob->type) { + case OB_MESH: + { + //Mesh *me = (Mesh *)ob->data; + + /* evaluation operations */ + add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY, + DEPSOP_TYPE_INIT, function_bind(BKE_mesh_eval_geometry, _1, (Mesh *)obdata), + DEG_OPCODE_PLACEHOLDER, "Geometry Eval"); + break; + } + + case OB_MBALL: + { + Object *mom = BKE_mball_basis_find(scene, ob); + + /* motherball - mom depends on children! */ + if (mom == ob) { + /* metaball evaluation operations */ + /* NOTE: only the motherball gets evaluated! */ + add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY, + DEPSOP_TYPE_INIT, function_bind(BKE_mball_eval_geometry, _1, (MetaBall *)obdata), + DEG_OPCODE_PLACEHOLDER, "Geometry Eval"); + } + break; + } + + case OB_CURVE: + case OB_FONT: + { + /* curve evaluation operations */ + /* - calculate curve geometry (including path) */ + add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY, + DEPSOP_TYPE_INIT, function_bind(BKE_curve_eval_geometry, _1, (Curve *)obdata), + DEG_OPCODE_PLACEHOLDER, "Geometry Eval"); + + /* - calculate curve path - this is used by constraints, etc. */ + add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY, + DEPSOP_TYPE_EXEC, function_bind(BKE_curve_eval_path, _1, (Curve *)obdata), + DEG_OPCODE_GEOMETRY_PATH, "Path"); + break; + } + + case OB_SURF: /* Nurbs Surface */ + { + /* nurbs evaluation operations */ + add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY, + DEPSOP_TYPE_INIT, function_bind(BKE_curve_eval_geometry, _1, (Curve *)obdata), + DEG_OPCODE_PLACEHOLDER, "Geometry Eval"); + break; + } + + case OB_LATTICE: /* Lattice */ + { + /* lattice evaluation operations */ + add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY, + DEPSOP_TYPE_INIT, function_bind(BKE_lattice_eval_geometry, _1, (Lattice *)obdata), + DEG_OPCODE_PLACEHOLDER, "Geometry Eval"); + break; + } + } + + add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY, + DEPSOP_TYPE_POST, NULL, + DEG_OPCODE_PLACEHOLDER, "Eval Done"); + + /* Parameters for driver sources. */ + add_operation_node(obdata, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_EXEC, NULL, + DEG_OPCODE_PLACEHOLDER, "Parameters Eval"); +} + +/* Cameras */ +void DepsgraphNodeBuilder::build_camera(Object *ob) +{ + /* TODO: Link scene-camera links in somehow... */ + Camera *cam = (Camera *)ob->data; + ID *camera_id = &cam->id; + if (camera_id->flag & LIB_DOIT) { + return; + } + + build_animdata(&cam->id); + + add_operation_node(camera_id, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_EXEC, NULL, + DEG_OPCODE_PLACEHOLDER, "Parameters Eval"); + + if (cam->dof_ob != NULL) { + /* TODO(sergey): For now parametrs are on object level. */ + add_operation_node(&ob->id, DEPSNODE_TYPE_PARAMETERS, + DEPSOP_TYPE_EXEC, NULL, + DEG_OPCODE_PLACEHOLDER, + "Camera DOF"); + } +} + +/* Lamps */ +void DepsgraphNodeBuilder::build_lamp(Object *ob) +{ + Lamp *la = (Lamp *)ob->data; + ID *lamp_id = &la->id; + if (lamp_id->flag & LIB_DOIT) { + return; + } + + build_animdata(&la->id); + + /* node for obdata */ + ComponentDepsNode *param_node = add_component_node(lamp_id, DEPSNODE_TYPE_PARAMETERS); + + /* TODO(sergey): Is it really how we're supposed to work with drivers? */ + add_operation_node(lamp_id, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_EXEC, NULL, + DEG_OPCODE_PLACEHOLDER, "Parameters Eval"); + + /* lamp's nodetree */ + if (la->nodetree) { + build_nodetree(param_node, la->nodetree); + } + + /* textures */ + build_texture_stack(param_node, la->mtex); +} + +void DepsgraphNodeBuilder::build_nodetree(DepsNode *owner_node, bNodeTree *ntree) +{ + if (!ntree) + return; + + /* nodetree itself */ + ID *ntree_id = &ntree->id; + + build_animdata(ntree_id); + + /* Parameters for drivers. */ + add_operation_node(ntree_id, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_EXEC, NULL, + DEG_OPCODE_PLACEHOLDER, "Parameters Eval"); + + /* nodetree's nodes... */ + for (bNode *bnode = (bNode *)ntree->nodes.first; bnode; bnode = bnode->next) { + if (bnode->id) { + if (GS(bnode->id->name) == ID_MA) { + build_material(owner_node, (Material *)bnode->id); + } + else if (bnode->type == ID_TE) { + build_texture(owner_node, (Tex *)bnode->id); + } + else if (bnode->type == NODE_GROUP) { + bNodeTree *ntree = (bNodeTree *)bnode->id; + if ((ntree_id->flag & LIB_DOIT) == 0) { + build_nodetree(owner_node, ntree); + } + } + } + } + + // TODO: link from nodetree to owner_component? +} + +/* Recursively build graph for material */ +void DepsgraphNodeBuilder::build_material(DepsNode *owner_node, Material *ma) +{ + ID *ma_id = &ma->id; + if (ma_id->flag & LIB_DOIT) { + return; + } + + /* material itself */ + add_id_node(ma_id); + + add_operation_node(ma_id, DEPSNODE_TYPE_SHADING, + DEPSOP_TYPE_EXEC, NULL, + DEG_OPCODE_PLACEHOLDER, "Material Update"); + + /* material animation */ + build_animdata(ma_id); + + /* textures */ + build_texture_stack(owner_node, ma->mtex); + + /* material's nodetree */ + build_nodetree(owner_node, ma->nodetree); +} + +/* Texture-stack attached to some shading datablock */ +void DepsgraphNodeBuilder::build_texture_stack(DepsNode *owner_node, MTex **texture_stack) +{ + int i; + + /* for now assume that all texture-stacks have same number of max items */ + for (i = 0; i < MAX_MTEX; i++) { + MTex *mtex = texture_stack[i]; + if (mtex && mtex->tex) + build_texture(owner_node, mtex->tex); + } +} + +/* Recursively build graph for texture */ +void DepsgraphNodeBuilder::build_texture(DepsNode *owner_node, Tex *tex) +{ + ID *tex_id = &tex->id; + if (tex_id->flag & LIB_DOIT) { + return; + } + tex_id->flag |= LIB_DOIT; + /* texture itself */ + build_animdata(tex_id); + /* texture's nodetree */ + build_nodetree(owner_node, tex->nodetree); +} + +void DepsgraphNodeBuilder::build_compositor(Scene *scene) +{ + /* For now, just a plain wrapper? */ + // TODO: create compositing component? + // XXX: component type undefined! + //graph->get_node(&scene->id, NULL, DEPSNODE_TYPE_COMPOSITING, NULL); + + /* for now, nodetrees are just parameters; compositing occurs in internals of renderer... */ + ComponentDepsNode *owner_node = add_component_node(&scene->id, DEPSNODE_TYPE_PARAMETERS); + build_nodetree(owner_node, scene->nodetree); +} + +void DepsgraphNodeBuilder::build_gpencil(bGPdata *gpd) +{ + ID *gpd_id = &gpd->id; + + /* gpencil itself */ + // XXX: what about multiple users of same datablock? This should only get added once + add_id_node(gpd_id); + + /* The main reason Grease Pencil is included here is because the animation (and drivers) + * need to be hosted somewhere... + */ + build_animdata(gpd_id); +} |