diff options
Diffstat (limited to 'source/blender/editors/animation/anim_motion_paths.c')
-rw-r--r-- | source/blender/editors/animation/anim_motion_paths.c | 483 |
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); + } } |