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Diffstat (limited to 'source/blender/editors/animation/anim_motion_paths.c')
-rw-r--r--source/blender/editors/animation/anim_motion_paths.c483
1 files changed, 243 insertions, 240 deletions
diff --git a/source/blender/editors/animation/anim_motion_paths.c b/source/blender/editors/animation/anim_motion_paths.c
index 7023a138c96..b1183167945 100644
--- a/source/blender/editors/animation/anim_motion_paths.c
+++ b/source/blender/editors/animation/anim_motion_paths.c
@@ -48,23 +48,22 @@
static CLG_LogRef LOG = {"ed.anim.motion_paths"};
-
/* Motion path needing to be baked (mpt) */
typedef struct MPathTarget {
- struct MPathTarget *next, *prev;
+ struct MPathTarget *next, *prev;
- bMotionPath *mpath; /* motion path in question */
+ bMotionPath *mpath; /* motion path in question */
- DLRBT_Tree keys; /* temp, to know where the keyframes are */
+ DLRBT_Tree keys; /* temp, to know where the keyframes are */
- /* Original (Source Objects) */
- Object *ob; /* source object */
- bPoseChannel *pchan; /* source posechannel (if applicable) */
+ /* Original (Source Objects) */
+ Object *ob; /* source object */
+ bPoseChannel *pchan; /* source posechannel (if applicable) */
- /* "Evaluated" Copies (these come from the background COW copie
- * that provide all the coordinates we want to save off)
- */
- Object *ob_eval; /* evaluated object */
+ /* "Evaluated" Copies (these come from the background COW copie
+ * that provide all the coordinates we want to save off)
+ */
+ Object *ob_eval; /* evaluated object */
} MPathTarget;
/* ........ */
@@ -75,54 +74,53 @@ typedef struct MPathTarget {
/* TODO: it would be nice in future to be able to update objects dependent on these bones too? */
void animviz_get_object_motionpaths(Object *ob, ListBase *targets)
{
- MPathTarget *mpt;
-
- /* object itself first */
- if ((ob->avs.recalc & ANIMVIZ_RECALC_PATHS) && (ob->mpath)) {
- /* new target for object */
- mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget Ob");
- BLI_addtail(targets, mpt);
-
- mpt->mpath = ob->mpath;
- mpt->ob = ob;
- }
-
- /* bones */
- if ((ob->pose) && (ob->pose->avs.recalc & ANIMVIZ_RECALC_PATHS)) {
- bArmature *arm = ob->data;
- bPoseChannel *pchan;
-
- for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
- if ((pchan->bone) && (arm->layer & pchan->bone->layer) && (pchan->mpath)) {
- /* new target for bone */
- mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget PoseBone");
- BLI_addtail(targets, mpt);
-
- mpt->mpath = pchan->mpath;
- mpt->ob = ob;
- mpt->pchan = pchan;
- }
- }
- }
+ MPathTarget *mpt;
+
+ /* object itself first */
+ if ((ob->avs.recalc & ANIMVIZ_RECALC_PATHS) && (ob->mpath)) {
+ /* new target for object */
+ mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget Ob");
+ BLI_addtail(targets, mpt);
+
+ mpt->mpath = ob->mpath;
+ mpt->ob = ob;
+ }
+
+ /* bones */
+ if ((ob->pose) && (ob->pose->avs.recalc & ANIMVIZ_RECALC_PATHS)) {
+ bArmature *arm = ob->data;
+ bPoseChannel *pchan;
+
+ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+ if ((pchan->bone) && (arm->layer & pchan->bone->layer) && (pchan->mpath)) {
+ /* new target for bone */
+ mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget PoseBone");
+ BLI_addtail(targets, mpt);
+
+ mpt->mpath = pchan->mpath;
+ mpt->ob = ob;
+ mpt->pchan = pchan;
+ }
+ }
+ }
}
/* ........ */
/* update scene for current frame */
-static void motionpaths_calc_update_scene(Main *bmain,
- struct Depsgraph *depsgraph)
+static void motionpaths_calc_update_scene(Main *bmain, struct Depsgraph *depsgraph)
{
- /* Do all updates
- * - if this is too slow, resort to using a more efficient way
- * that doesn't force complete update, but for now, this is the
- * most accurate way!
- *
- * TODO(segey): Bring back partial updates, which became impossible
- * with the new depsgraph due to unsorted nature of bases.
- *
- * TODO(sergey): Use evaluation context dedicated to motion paths.
- */
- BKE_scene_graph_update_for_newframe(depsgraph, bmain);
+ /* Do all updates
+ * - if this is too slow, resort to using a more efficient way
+ * that doesn't force complete update, but for now, this is the
+ * most accurate way!
+ *
+ * TODO(segey): Bring back partial updates, which became impossible
+ * with the new depsgraph due to unsorted nature of bases.
+ *
+ * TODO(sergey): Use evaluation context dedicated to motion paths.
+ */
+ BKE_scene_graph_update_for_newframe(depsgraph, bmain);
}
/* ........ */
@@ -130,78 +128,78 @@ static void motionpaths_calc_update_scene(Main *bmain,
/* perform baking for the targets on the current frame */
static void motionpaths_calc_bake_targets(ListBase *targets, int cframe)
{
- MPathTarget *mpt;
-
- /* for each target, check if it can be baked on the current frame */
- for (mpt = targets->first; mpt; mpt = mpt->next) {
- bMotionPath *mpath = mpt->mpath;
-
- /* current frame must be within the range the cache works for
- * - is inclusive of the first frame, but not the last otherwise we get buffer overruns
- */
- if ((cframe < mpath->start_frame) || (cframe >= mpath->end_frame)) {
- continue;
- }
-
- /* get the relevant cache vert to write to */
- bMotionPathVert *mpv = mpath->points + (cframe - mpath->start_frame);
-
- Object *ob_eval = mpt->ob_eval;
-
- /* Lookup evaluated pose channel, here because the depsgraph
- * evaluation can change them so they are not cached in mpt. */
- bPoseChannel *pchan_eval = NULL;
- if (mpt->pchan) {
- pchan_eval = BKE_pose_channel_find_name(ob_eval->pose, mpt->pchan->name);
- }
-
- /* pose-channel or object path baking? */
- if (pchan_eval) {
- /* heads or tails */
- if (mpath->flag & MOTIONPATH_FLAG_BHEAD) {
- copy_v3_v3(mpv->co, pchan_eval->pose_head);
- }
- else {
- copy_v3_v3(mpv->co, pchan_eval->pose_tail);
- }
-
- /* result must be in worldspace */
- mul_m4_v3(ob_eval->obmat, mpv->co);
- }
- else {
- /* worldspace object location */
- copy_v3_v3(mpv->co, ob_eval->obmat[3]);
- }
-
- float mframe = (float)(cframe);
-
- /* Tag if it's a keyframe */
- if (BLI_dlrbTree_search_exact(&mpt->keys, compare_ak_cfraPtr, &mframe)) {
- mpv->flag |= MOTIONPATH_VERT_KEY;
- }
- else {
- mpv->flag &= ~MOTIONPATH_VERT_KEY;
- }
-
- /* Incremental update on evaluated object if possible, for fast updating
- * while dragging in transform. */
- bMotionPath *mpath_eval = NULL;
- if (mpt->pchan) {
- mpath_eval = (pchan_eval) ? pchan_eval->mpath : NULL;
- }
- else {
- mpath_eval = ob_eval->mpath;
- }
-
- if (mpath_eval && mpath_eval->length == mpath->length) {
- bMotionPathVert *mpv_eval = mpath_eval->points + (cframe - mpath_eval->start_frame);
- *mpv_eval = *mpv;
-
- GPU_VERTBUF_DISCARD_SAFE(mpath_eval->points_vbo);
- GPU_BATCH_DISCARD_SAFE(mpath_eval->batch_line);
- GPU_BATCH_DISCARD_SAFE(mpath_eval->batch_points);
- }
- }
+ MPathTarget *mpt;
+
+ /* for each target, check if it can be baked on the current frame */
+ for (mpt = targets->first; mpt; mpt = mpt->next) {
+ bMotionPath *mpath = mpt->mpath;
+
+ /* current frame must be within the range the cache works for
+ * - is inclusive of the first frame, but not the last otherwise we get buffer overruns
+ */
+ if ((cframe < mpath->start_frame) || (cframe >= mpath->end_frame)) {
+ continue;
+ }
+
+ /* get the relevant cache vert to write to */
+ bMotionPathVert *mpv = mpath->points + (cframe - mpath->start_frame);
+
+ Object *ob_eval = mpt->ob_eval;
+
+ /* Lookup evaluated pose channel, here because the depsgraph
+ * evaluation can change them so they are not cached in mpt. */
+ bPoseChannel *pchan_eval = NULL;
+ if (mpt->pchan) {
+ pchan_eval = BKE_pose_channel_find_name(ob_eval->pose, mpt->pchan->name);
+ }
+
+ /* pose-channel or object path baking? */
+ if (pchan_eval) {
+ /* heads or tails */
+ if (mpath->flag & MOTIONPATH_FLAG_BHEAD) {
+ copy_v3_v3(mpv->co, pchan_eval->pose_head);
+ }
+ else {
+ copy_v3_v3(mpv->co, pchan_eval->pose_tail);
+ }
+
+ /* result must be in worldspace */
+ mul_m4_v3(ob_eval->obmat, mpv->co);
+ }
+ else {
+ /* worldspace object location */
+ copy_v3_v3(mpv->co, ob_eval->obmat[3]);
+ }
+
+ float mframe = (float)(cframe);
+
+ /* Tag if it's a keyframe */
+ if (BLI_dlrbTree_search_exact(&mpt->keys, compare_ak_cfraPtr, &mframe)) {
+ mpv->flag |= MOTIONPATH_VERT_KEY;
+ }
+ else {
+ mpv->flag &= ~MOTIONPATH_VERT_KEY;
+ }
+
+ /* Incremental update on evaluated object if possible, for fast updating
+ * while dragging in transform. */
+ bMotionPath *mpath_eval = NULL;
+ if (mpt->pchan) {
+ mpath_eval = (pchan_eval) ? pchan_eval->mpath : NULL;
+ }
+ else {
+ mpath_eval = ob_eval->mpath;
+ }
+
+ if (mpath_eval && mpath_eval->length == mpath->length) {
+ bMotionPathVert *mpv_eval = mpath_eval->points + (cframe - mpath_eval->start_frame);
+ *mpv_eval = *mpv;
+
+ GPU_VERTBUF_DISCARD_SAFE(mpath_eval->points_vbo);
+ GPU_BATCH_DISCARD_SAFE(mpath_eval->batch_line);
+ GPU_BATCH_DISCARD_SAFE(mpath_eval->batch_points);
+ }
+ }
}
/* Perform baking of the given object's and/or its bones' transforms to motion paths
@@ -217,119 +215,124 @@ void animviz_calc_motionpaths(Depsgraph *depsgraph,
bool restore,
bool current_frame_only)
{
- /* sanity check */
- if (ELEM(NULL, targets, targets->first))
- return;
-
- /* Compute frame range to bake within.
- * TODO: this method could be improved...
- * 1) max range for standard baking
- * 2) minimum range for recalc baking (i.e. between keyframes, but how?) */
- int sfra = INT_MAX;
- int efra = INT_MIN;
-
- for (MPathTarget *mpt = targets->first; mpt; mpt = mpt->next) {
- /* try to increase area to do (only as much as needed) */
- sfra = MIN2(sfra, mpt->mpath->start_frame);
- efra = MAX2(efra, mpt->mpath->end_frame);
- }
-
- if (efra <= sfra) {
- return;
- }
-
- /* Limit frame range if we are updating just the current frame. */
- /* set frame values */
- int cfra = CFRA;
- if (current_frame_only) {
- if (cfra < sfra || cfra > efra) {
- return;
- }
- sfra = efra = cfra;
- }
-
- /* get copies of objects/bones to get the calculated results from
- * (for copy-on-write evaluation), so that we actually get some results
- */
- // TODO: Create a copy of background depsgraph that only contain these entities, and only evaluates them..
- for (MPathTarget *mpt = targets->first; mpt; mpt = mpt->next) {
- mpt->ob_eval = DEG_get_evaluated_object(depsgraph, mpt->ob);
-
- AnimData *adt = BKE_animdata_from_id(&mpt->ob_eval->id);
-
- /* build list of all keyframes in active action for object or pchan */
- BLI_dlrbTree_init(&mpt->keys);
-
- if (adt) {
- bAnimVizSettings *avs;
-
- /* get pointer to animviz settings for each target */
- if (mpt->pchan)
- avs = &mpt->ob->pose->avs;
- else
- avs = &mpt->ob->avs;
-
- /* it is assumed that keyframes for bones are all grouped in a single group
- * unless an option is set to always use the whole action
- */
- if ((mpt->pchan) && (avs->path_viewflag & MOTIONPATH_VIEW_KFACT) == 0) {
- bActionGroup *agrp = BKE_action_group_find_name(adt->action, mpt->pchan->name);
-
- if (agrp) {
- agroup_to_keylist(adt, agrp, &mpt->keys, 0);
- }
- }
- else {
- action_to_keylist(adt, adt->action, &mpt->keys, 0);
- }
- }
- }
-
- /* calculate path over requested range */
- CLOG_INFO(&LOG, 1, "Calculating MotionPaths between frames %d - %d (%d frames)", sfra, efra, efra - sfra + 1);
- for (CFRA = sfra; CFRA <= efra; CFRA++) {
- if (current_frame_only) {
- /* For current frame, only update tagged. */
- BKE_scene_graph_update_tagged(depsgraph, bmain);
- }
- else {
- /* Update relevant data for new frame. */
- motionpaths_calc_update_scene(bmain, depsgraph);
- }
-
- /* perform baking for targets */
- motionpaths_calc_bake_targets(targets, CFRA);
- }
-
- /* reset original environment */
- /* NOTE: We don't always need to reevaluate the main scene, as the depsgraph
- * may be a temporary one that works on a subset of the data. We always have
- * to resoture the current frame though. */
- CFRA = cfra;
- if (!current_frame_only && restore) {
- motionpaths_calc_update_scene(bmain, depsgraph);
- }
-
- /* clear recalc flags from targets */
- for (MPathTarget *mpt = targets->first; mpt; mpt = mpt->next) {
- bAnimVizSettings *avs;
- bMotionPath *mpath = mpt->mpath;
-
- /* get pointer to animviz settings for each target */
- if (mpt->pchan)
- avs = &mpt->ob->pose->avs;
- else
- avs = &mpt->ob->avs;
-
- /* clear the flag requesting recalculation of targets */
- avs->recalc &= ~ANIMVIZ_RECALC_PATHS;
-
- /* Clean temp data */
- BLI_dlrbTree_free(&mpt->keys);
-
- /* Free previous batches to force update. */
- GPU_VERTBUF_DISCARD_SAFE(mpath->points_vbo);
- GPU_BATCH_DISCARD_SAFE(mpath->batch_line);
- GPU_BATCH_DISCARD_SAFE(mpath->batch_points);
- }
+ /* sanity check */
+ if (ELEM(NULL, targets, targets->first))
+ return;
+
+ /* Compute frame range to bake within.
+ * TODO: this method could be improved...
+ * 1) max range for standard baking
+ * 2) minimum range for recalc baking (i.e. between keyframes, but how?) */
+ int sfra = INT_MAX;
+ int efra = INT_MIN;
+
+ for (MPathTarget *mpt = targets->first; mpt; mpt = mpt->next) {
+ /* try to increase area to do (only as much as needed) */
+ sfra = MIN2(sfra, mpt->mpath->start_frame);
+ efra = MAX2(efra, mpt->mpath->end_frame);
+ }
+
+ if (efra <= sfra) {
+ return;
+ }
+
+ /* Limit frame range if we are updating just the current frame. */
+ /* set frame values */
+ int cfra = CFRA;
+ if (current_frame_only) {
+ if (cfra < sfra || cfra > efra) {
+ return;
+ }
+ sfra = efra = cfra;
+ }
+
+ /* get copies of objects/bones to get the calculated results from
+ * (for copy-on-write evaluation), so that we actually get some results
+ */
+ // TODO: Create a copy of background depsgraph that only contain these entities, and only evaluates them..
+ for (MPathTarget *mpt = targets->first; mpt; mpt = mpt->next) {
+ mpt->ob_eval = DEG_get_evaluated_object(depsgraph, mpt->ob);
+
+ AnimData *adt = BKE_animdata_from_id(&mpt->ob_eval->id);
+
+ /* build list of all keyframes in active action for object or pchan */
+ BLI_dlrbTree_init(&mpt->keys);
+
+ if (adt) {
+ bAnimVizSettings *avs;
+
+ /* get pointer to animviz settings for each target */
+ if (mpt->pchan)
+ avs = &mpt->ob->pose->avs;
+ else
+ avs = &mpt->ob->avs;
+
+ /* it is assumed that keyframes for bones are all grouped in a single group
+ * unless an option is set to always use the whole action
+ */
+ if ((mpt->pchan) && (avs->path_viewflag & MOTIONPATH_VIEW_KFACT) == 0) {
+ bActionGroup *agrp = BKE_action_group_find_name(adt->action, mpt->pchan->name);
+
+ if (agrp) {
+ agroup_to_keylist(adt, agrp, &mpt->keys, 0);
+ }
+ }
+ else {
+ action_to_keylist(adt, adt->action, &mpt->keys, 0);
+ }
+ }
+ }
+
+ /* calculate path over requested range */
+ CLOG_INFO(&LOG,
+ 1,
+ "Calculating MotionPaths between frames %d - %d (%d frames)",
+ sfra,
+ efra,
+ efra - sfra + 1);
+ for (CFRA = sfra; CFRA <= efra; CFRA++) {
+ if (current_frame_only) {
+ /* For current frame, only update tagged. */
+ BKE_scene_graph_update_tagged(depsgraph, bmain);
+ }
+ else {
+ /* Update relevant data for new frame. */
+ motionpaths_calc_update_scene(bmain, depsgraph);
+ }
+
+ /* perform baking for targets */
+ motionpaths_calc_bake_targets(targets, CFRA);
+ }
+
+ /* reset original environment */
+ /* NOTE: We don't always need to reevaluate the main scene, as the depsgraph
+ * may be a temporary one that works on a subset of the data. We always have
+ * to resoture the current frame though. */
+ CFRA = cfra;
+ if (!current_frame_only && restore) {
+ motionpaths_calc_update_scene(bmain, depsgraph);
+ }
+
+ /* clear recalc flags from targets */
+ for (MPathTarget *mpt = targets->first; mpt; mpt = mpt->next) {
+ bAnimVizSettings *avs;
+ bMotionPath *mpath = mpt->mpath;
+
+ /* get pointer to animviz settings for each target */
+ if (mpt->pchan)
+ avs = &mpt->ob->pose->avs;
+ else
+ avs = &mpt->ob->avs;
+
+ /* clear the flag requesting recalculation of targets */
+ avs->recalc &= ~ANIMVIZ_RECALC_PATHS;
+
+ /* Clean temp data */
+ BLI_dlrbTree_free(&mpt->keys);
+
+ /* Free previous batches to force update. */
+ GPU_VERTBUF_DISCARD_SAFE(mpath->points_vbo);
+ GPU_BATCH_DISCARD_SAFE(mpath->batch_line);
+ GPU_BATCH_DISCARD_SAFE(mpath->batch_points);
+ }
}