/* * ***** 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_relations.cc * \ingroup depsgraph * * Methods for constructing depsgraph */ #include #include #include #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_effect.h" #include "BKE_fcurve.h" #include "BKE_group.h" #include "BKE_key.h" #include "BKE_library.h" #include "BKE_main.h" #include "BKE_material.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_build.h" #include "depsgraph_debug.h" #include "depsgraph_intern.h" #include "depsgraph_types.h" #include "depsgraph_util_pchanmap.h" /* ***************** */ /* Relations Builder */ /* **** General purpose functions **** */ RNAPathKey::RNAPathKey(ID *id, const char *path) : id(id) { /* create ID pointer for root of path lookup */ PointerRNA id_ptr; RNA_id_pointer_create(id, &id_ptr); /* try to resolve path... */ int index; if (!RNA_path_resolve_full(&id_ptr, path, &this->ptr, &this->prop, &index)) { this->ptr = PointerRNA_NULL; this->prop = NULL; } } DepsgraphRelationBuilder::DepsgraphRelationBuilder(Depsgraph *graph) : m_graph(graph) { } RootDepsNode *DepsgraphRelationBuilder::find_node(const RootKey &key) const { (void)key; BLI_assert(!"Doesn't seem to be correct"); return m_graph->root_node; } TimeSourceDepsNode *DepsgraphRelationBuilder::find_node( const TimeSourceKey &key) const { if (key.id) { /* XXX TODO */ return NULL; } else { return m_graph->root_node->time_source; } } ComponentDepsNode *DepsgraphRelationBuilder::find_node( const ComponentKey &key) const { IDDepsNode *id_node = m_graph->find_id_node(key.id); if (!id_node) { fprintf(stderr, "find_node component: Could not find ID %s\n", (key.id != NULL) ? key.id->name : ""); return NULL; } ComponentDepsNode *node = id_node->find_component(key.type, key.name); return node; } OperationDepsNode *DepsgraphRelationBuilder::find_node( const OperationKey &key) const { IDDepsNode *id_node = m_graph->find_id_node(key.id); if (!id_node) { fprintf(stderr, "find_node operation: Could not find ID\n"); return NULL; } ComponentDepsNode *comp_node = id_node->find_component(key.component_type, key.component_name); if (!comp_node) { fprintf(stderr, "find_node operation: Could not find component\n"); return NULL; } OperationDepsNode *op_node = comp_node->find_operation(key.opcode, key.name); if (!op_node) { fprintf(stderr, "find_node_operation: Failed for (%s, '%s')\n", DEG_OPNAMES[key.opcode], key.name.c_str()); } return op_node; } DepsNode *DepsgraphRelationBuilder::find_node(const RNAPathKey &key) const { return m_graph->find_node_from_pointer(&key.ptr, key.prop); } OperationDepsNode *DepsgraphRelationBuilder::has_node( const OperationKey &key) const { IDDepsNode *id_node = m_graph->find_id_node(key.id); if (!id_node) { return NULL; } ComponentDepsNode *comp_node = id_node->find_component(key.component_type, key.component_name); if (!comp_node) { return NULL; } return comp_node->has_operation(key.opcode, key.name); } void DepsgraphRelationBuilder::add_time_relation(TimeSourceDepsNode *timesrc, DepsNode *node_to, const char *description) { if (timesrc && node_to) { m_graph->add_new_relation(timesrc, node_to, DEPSREL_TYPE_TIME, description); } else { DEG_DEBUG_PRINTF("add_time_relation(%p = %s, %p = %s, %s) Failed\n", timesrc, (timesrc) ? timesrc->identifier().c_str() : "", node_to, (node_to) ? node_to->identifier().c_str() : "", description); } } void DepsgraphRelationBuilder::add_operation_relation( OperationDepsNode *node_from, OperationDepsNode *node_to, eDepsRelation_Type type, const char *description) { if (node_from && node_to) { m_graph->add_new_relation(node_from, node_to, type, description); } else { DEG_DEBUG_PRINTF("add_operation_relation(%p = %s, %p = %s, %d, %s) Failed\n", node_from, (node_from) ? node_from->identifier().c_str() : "", node_to, (node_to) ? node_to->identifier().c_str() : "", type, description); } } /* **** Functions to build relations between entities **** */ void DepsgraphRelationBuilder::build_scene(Main *bmain, Scene *scene) { /* LIB_DOIT is used to indicate whether node for given ID was already * created or not. */ BKE_main_id_tag_all(bmain, false); if (scene->set) { // TODO: link set to scene, especially our timesource... } /* scene objects */ for (Base *base = (Base *)scene->base.first; base; base = base->next) { Object *ob = base->object; /* object itself */ build_object(bmain, scene, ob); /* object that this is a proxy for */ if (ob->proxy) { build_object(bmain, scene, ob->proxy); /* TODO(sergey): This is an inverted relation, matches old depsgraph * behavior and need to be investigated if it still need to be inverted. */ ComponentKey ob_pose_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE); ComponentKey proxy_pose_key(&ob->proxy->id, DEPSNODE_TYPE_EVAL_POSE); add_relation(ob_pose_key, proxy_pose_key, DEPSREL_TYPE_TRANSFORM, "Proxy"); } /* Object dupligroup. */ if (ob->dup_group) { build_group(bmain, scene, ob, 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); } /* grease pencil */ if (scene->gpd) { build_gpencil(&scene->id, scene->gpd); } } void DepsgraphRelationBuilder::build_group(Main *bmain, Scene *scene, Object *object, Group *group) { ID *group_id = &group->id; bool group_done = (group_id->flag & LIB_DOIT) != 0; OperationKey object_local_transform_key(&object->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_LOCAL); for (GroupObject *go = (GroupObject *)group->gobject.first; go != NULL; go = go->next) { if (!group_done) { build_object(bmain, scene, go->ob); } ComponentKey dupli_transform_key(&go->ob->id, DEPSNODE_TYPE_TRANSFORM); add_relation(dupli_transform_key, object_local_transform_key, DEPSREL_TYPE_TRANSFORM, "Dupligroup"); } group_id->flag |= LIB_DOIT; } void DepsgraphRelationBuilder::build_object(Main *bmain, Scene *scene, Object *ob) { if (ob->id.flag & LIB_DOIT) { return; } /* Object Transforms */ eDepsOperation_Code base_op = (ob->parent) ? DEG_OPCODE_TRANSFORM_PARENT : DEG_OPCODE_TRANSFORM_LOCAL; OperationKey base_op_key(&ob->id, DEPSNODE_TYPE_TRANSFORM, base_op); OperationKey local_transform_key(&ob->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_LOCAL); OperationKey parent_transform_key(&ob->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_PARENT); OperationKey final_transform_key(&ob->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_FINAL); OperationKey ob_ubereval_key(&ob->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_OBJECT_UBEREVAL); /* parenting */ if (ob->parent) { /* parent relationship */ build_object_parent(ob); /* local -> parent */ add_relation(local_transform_key, parent_transform_key, DEPSREL_TYPE_COMPONENT_ORDER, "[ObLocal -> ObParent]"); } /* object constraints */ if (ob->constraints.first) { OperationKey constraint_key(&ob->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_CONSTRAINTS); /* constraint relations */ // TODO: provide base op // XXX: this is broken build_constraints(scene, &ob->id, DEPSNODE_TYPE_TRANSFORM, "", &ob->constraints, NULL); /* operation order */ add_relation(base_op_key, constraint_key, DEPSREL_TYPE_COMPONENT_ORDER, "[ObBase-> Constraint Stack]"); add_relation(constraint_key, final_transform_key, DEPSREL_TYPE_COMPONENT_ORDER, "[ObConstraints -> Done]"); // XXX add_relation(constraint_key, ob_ubereval_key, DEPSREL_TYPE_COMPONENT_ORDER, "Temp Ubereval"); add_relation(ob_ubereval_key, final_transform_key, DEPSREL_TYPE_COMPONENT_ORDER, "Temp Ubereval"); } else { /* operation order */ add_relation(base_op_key, final_transform_key, DEPSREL_TYPE_COMPONENT_ORDER, "Object Transform"); // XXX add_relation(base_op_key, ob_ubereval_key, DEPSREL_TYPE_COMPONENT_ORDER, "Temp Ubereval"); add_relation(ob_ubereval_key, final_transform_key, DEPSREL_TYPE_COMPONENT_ORDER, "Temp Ubereval"); } /* AnimData */ build_animdata(&ob->id); // XXX: This should be hooked up by the build_animdata code if (ob->adt && (ob->adt->action || ob->adt->nla_tracks.first)) { ComponentKey adt_key(&ob->id, DEPSNODE_TYPE_ANIMATION); add_relation(adt_key, local_transform_key, DEPSREL_TYPE_OPERATION, "Object Animation"); } /* object data */ if (ob->data) { ID *obdata_id = (ID *)ob->data; /* ob data animation */ build_animdata(obdata_id); /* 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: { build_obdata_geom(bmain, scene, ob); 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; } Key *key = BKE_key_from_object(ob); if (key != NULL) { ComponentKey geometry_key((ID *)ob->data, DEPSNODE_TYPE_GEOMETRY); ComponentKey key_key(&key->id, DEPSNODE_TYPE_GEOMETRY); add_relation(key_key, geometry_key, DEPSREL_TYPE_GEOMETRY_EVAL, "Shapekeys"); } } /* particle systems */ if (ob->particlesystem.first) { build_particles(scene, ob); } /* grease pencil */ if (ob->gpd) { build_gpencil(&ob->id, ob->gpd); } } void DepsgraphRelationBuilder::build_object_parent(Object *ob) { /* XXX: for now, need to use the component key (not just direct to the parent op), or else the matrix doesn't get reset */ // XXX: @sergey - it would be good if we got that backwards flushing working when tagging for updates //OperationKey ob_key(&ob->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_PARENT); ComponentKey ob_key(&ob->id, DEPSNODE_TYPE_TRANSFORM); /* type-specific links */ switch (ob->partype) { case PARSKEL: /* Armature Deform (Virtual Modifier) */ { ComponentKey parent_key(&ob->parent->id, DEPSNODE_TYPE_TRANSFORM); add_relation(parent_key, ob_key, DEPSREL_TYPE_STANDARD, "Armature Deform Parent"); break; } case PARVERT1: /* Vertex Parent */ case PARVERT3: { ComponentKey parent_key(&ob->parent->id, DEPSNODE_TYPE_GEOMETRY); add_relation(parent_key, ob_key, DEPSREL_TYPE_GEOMETRY_EVAL, "Vertex Parent"); /* XXX not sure what this is for or how you could be done properly - lukas */ //parent_node->customdata_mask |= CD_MASK_ORIGINDEX; ComponentKey transform_key(&ob->parent->id, DEPSNODE_TYPE_TRANSFORM); add_relation(transform_key, ob_key, DEPSREL_TYPE_TRANSFORM, "Vertex Parent TFM"); break; } case PARBONE: /* Bone Parent */ { ComponentKey parent_key(&ob->parent->id, DEPSNODE_TYPE_BONE, ob->parsubstr); add_relation(parent_key, ob_key, DEPSREL_TYPE_TRANSFORM, "Bone Parent"); break; } default: { if (ob->parent->type == OB_LATTICE) { /* Lattice Deform Parent - Virtual Modifier */ // XXX: no virtual modifiers should be left! ComponentKey parent_key(&ob->parent->id, DEPSNODE_TYPE_TRANSFORM); ComponentKey geom_key(&ob->parent->id, DEPSNODE_TYPE_GEOMETRY); add_relation(parent_key, ob_key, DEPSREL_TYPE_STANDARD, "Lattice Deform Parent"); add_relation(geom_key, ob_key, DEPSREL_TYPE_STANDARD, "Lattice Deform Parent Geom"); } else if (ob->parent->type == OB_CURVE) { Curve *cu = (Curve *)ob->parent->data; if (cu->flag & CU_PATH) { /* Follow Path */ ComponentKey parent_key(&ob->parent->id, DEPSNODE_TYPE_GEOMETRY); add_relation(parent_key, ob_key, DEPSREL_TYPE_TRANSFORM, "Curve Follow Parent"); ComponentKey transform_key(&ob->parent->id, DEPSNODE_TYPE_TRANSFORM); add_relation(transform_key, ob_key, DEPSREL_TYPE_TRANSFORM, "Curve Follow TFM"); } else { /* Standard Parent */ ComponentKey parent_key(&ob->parent->id, DEPSNODE_TYPE_TRANSFORM); add_relation(parent_key, ob_key, DEPSREL_TYPE_TRANSFORM, "Curve Parent"); } } else { /* Standard Parent */ ComponentKey parent_key(&ob->parent->id, DEPSNODE_TYPE_TRANSFORM); add_relation(parent_key, ob_key, DEPSREL_TYPE_TRANSFORM, "Parent"); } break; } } /* exception case: parent is duplivert */ if ((ob->type == OB_MBALL) && (ob->parent->transflag & OB_DUPLIVERTS)) { //dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_OB, "Duplivert"); } } void DepsgraphRelationBuilder::build_constraints(Scene *scene, ID *id, eDepsNode_Type component_type, const char *component_subdata, ListBase *constraints, RootPChanMap *root_map) { OperationKey constraint_op_key(id, component_type, component_subdata, (component_type == DEPSNODE_TYPE_BONE) ? DEG_OPCODE_BONE_CONSTRAINTS : DEG_OPCODE_TRANSFORM_CONSTRAINTS); /* add dependencies for each constraint in turn */ for (bConstraint *con = (bConstraint *)constraints->first; con; con = con->next) { const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con); /* invalid constraint type... */ if (cti == NULL) continue; /* special case for camera tracking -- it doesn't use targets to define relations */ // TODO: we can now represent dependencies in a much richer manner, so review how this is done... if (ELEM(cti->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_CAMERASOLVER, CONSTRAINT_TYPE_OBJECTSOLVER)) { bool depends_on_camera = false; if (cti->type == CONSTRAINT_TYPE_FOLLOWTRACK) { bFollowTrackConstraint *data = (bFollowTrackConstraint *)con->data; if (((data->clip) || (data->flag & FOLLOWTRACK_ACTIVECLIP)) && data->track[0]) depends_on_camera = true; if (data->depth_ob) { // DAG_RL_DATA_OB | DAG_RL_OB_OB ComponentKey depth_key(&data->depth_ob->id, DEPSNODE_TYPE_TRANSFORM); add_relation(depth_key, constraint_op_key, DEPSREL_TYPE_TRANSFORM, cti->name); } } else if (cti->type == CONSTRAINT_TYPE_OBJECTSOLVER) { depends_on_camera = true; } if (depends_on_camera && scene->camera) { // DAG_RL_DATA_OB | DAG_RL_OB_OB ComponentKey camera_key(&scene->camera->id, DEPSNODE_TYPE_TRANSFORM); add_relation(camera_key, constraint_op_key, DEPSREL_TYPE_TRANSFORM, cti->name); } /* tracker <-> constraints */ // FIXME: actually motionclip dependency on results of motionclip block here... //dag_add_relation(dag, scenenode, node, DAG_RL_SCENE, "Scene Relation"); } else if (cti->get_constraint_targets) { ListBase targets = {NULL, NULL}; cti->get_constraint_targets(con, &targets); for (bConstraintTarget *ct = (bConstraintTarget *)targets.first; ct; ct = ct->next) { if (!ct->tar) continue; if (ELEM(con->type, CONSTRAINT_TYPE_KINEMATIC, CONSTRAINT_TYPE_SPLINEIK)) { /* ignore IK constraints - these are handled separately (on pose level) */ } else if (ELEM(con->type, CONSTRAINT_TYPE_FOLLOWPATH, CONSTRAINT_TYPE_CLAMPTO)) { /* these constraints require path geometry data... */ ComponentKey target_key(&ct->tar->id, DEPSNODE_TYPE_GEOMETRY); add_relation(target_key, constraint_op_key, DEPSREL_TYPE_GEOMETRY_EVAL, cti->name); // XXX: type = geom_transform // TODO: path dependency } else if ((ct->tar->type == OB_ARMATURE) && (ct->subtarget[0])) { /* bone */ if (&ct->tar->id == id) { /* same armature */ eDepsOperation_Code target_key_opcode; /* Using "done" here breaks in-chain deps, while using "ready" here breaks most production rigs instead... * So, we do a compromise here, and only do this when an IK chain conflict may occur */ if (root_map->has_common_root(component_subdata, ct->subtarget)) { target_key_opcode = DEG_OPCODE_BONE_READY; } else { target_key_opcode = DEG_OPCODE_BONE_DONE; } OperationKey target_key(&ct->tar->id, DEPSNODE_TYPE_BONE, ct->subtarget, target_key_opcode); add_relation(target_key, constraint_op_key, DEPSREL_TYPE_TRANSFORM, cti->name); } else { /* different armature - we can safely use the result of that */ OperationKey target_key(&ct->tar->id, DEPSNODE_TYPE_BONE, ct->subtarget, DEG_OPCODE_BONE_DONE); add_relation(target_key, constraint_op_key, DEPSREL_TYPE_TRANSFORM, cti->name); } } else if (ELEM(ct->tar->type, OB_MESH, OB_LATTICE) && (ct->subtarget[0])) { /* vertex group */ /* NOTE: for now, we don't need to represent vertex groups separately... */ ComponentKey target_key(&ct->tar->id, DEPSNODE_TYPE_GEOMETRY); add_relation(target_key, constraint_op_key, DEPSREL_TYPE_GEOMETRY_EVAL, cti->name); if (ct->tar->type == OB_MESH) { //node2->customdata_mask |= CD_MASK_MDEFORMVERT; } } else if (con->type == CONSTRAINT_TYPE_SHRINKWRAP) { /* Constraints which requires the target object surface. */ ComponentKey target_key(&ct->tar->id, DEPSNODE_TYPE_GEOMETRY); add_relation(target_key, constraint_op_key, DEPSREL_TYPE_TRANSFORM, cti->name); /* NOTE: obdata eval now doesn't necessarily depend on the object's transform... */ ComponentKey target_transform_key(&ct->tar->id, DEPSNODE_TYPE_TRANSFORM); add_relation(target_transform_key, constraint_op_key, DEPSREL_TYPE_TRANSFORM, cti->name); } else { /* standard object relation */ // TODO: loc vs rot vs scale? if (&ct->tar->id == id) { /* Constraint targetting own object: * - This case is fine IFF we're dealing with a bone constraint pointing to * its own armature. In that case, it's just transform -> bone. * - If however it is a real self targetting case, just make it depend on the * previous constraint (or the pre-constraint state)... */ if ((ct->tar->type == OB_ARMATURE) && (component_type == DEPSNODE_TYPE_BONE)) { OperationKey target_key(&ct->tar->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_FINAL); add_relation(target_key, constraint_op_key, DEPSREL_TYPE_TRANSFORM, cti->name); } else { OperationKey target_key(&ct->tar->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_LOCAL); add_relation(target_key, constraint_op_key, DEPSREL_TYPE_TRANSFORM, cti->name); } } else { /* normal object dependency */ OperationKey target_key(&ct->tar->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_FINAL); add_relation(target_key, constraint_op_key, DEPSREL_TYPE_TRANSFORM, cti->name); } } /* Constraints which needs world's matrix for transform. * TODO(sergey): More constraints here? */ if (ELEM(con->type, CONSTRAINT_TYPE_ROTLIKE, CONSTRAINT_TYPE_SIZELIKE, CONSTRAINT_TYPE_LOCLIKE, CONSTRAINT_TYPE_TRANSLIKE)) { /* TODO(sergey): Add used space check. */ ComponentKey target_transform_key(&ct->tar->id, DEPSNODE_TYPE_TRANSFORM); add_relation(target_transform_key, constraint_op_key, DEPSREL_TYPE_TRANSFORM, cti->name); } } if (cti->flush_constraint_targets) cti->flush_constraint_targets(con, &targets, 1); } } } void DepsgraphRelationBuilder::build_animdata(ID *id) { AnimData *adt = BKE_animdata_from_id(id); if (adt == NULL) return; ComponentKey adt_key(id, DEPSNODE_TYPE_ANIMATION); /* animation */ if (adt->action || adt->nla_tracks.first) { /* wire up dependency to time source */ TimeSourceKey time_src_key; add_relation(time_src_key, adt_key, DEPSREL_TYPE_TIME, "[TimeSrc -> Animation]"); // XXX: Hook up specific update callbacks for special properties which may need it... // XXX: animdata "hierarchy" - top-level overrides need to go after lower-down } /* drivers */ for (FCurve *fcu = (FCurve *)adt->drivers.first; fcu; fcu = fcu->next) { OperationKey driver_key(id, DEPSNODE_TYPE_PARAMETERS, DEG_OPCODE_DRIVER, deg_fcurve_id_name(fcu)); /* create the driver's relations to targets */ build_driver(id, fcu); /* prevent driver from occurring before own animation... */ if (adt->action || adt->nla_tracks.first) { add_relation(adt_key, driver_key, DEPSREL_TYPE_OPERATION, "[AnimData Before Drivers]"); } } } void DepsgraphRelationBuilder::build_driver(ID *id, FCurve *fcu) { ChannelDriver *driver = fcu->driver; OperationKey driver_key(id, DEPSNODE_TYPE_PARAMETERS, DEG_OPCODE_DRIVER, deg_fcurve_id_name(fcu)); bPoseChannel *pchan = NULL; /* create dependency between driver and data affected by it */ /* - direct property relationship... */ //RNAPathKey affected_key(id, fcu->rna_path); //add_relation(driver_key, affected_key, DEPSREL_TYPE_DRIVER, "[Driver -> Data] DepsRel"); /* driver -> data components (for interleaved evaluation - bones/constraints/modifiers) */ // XXX: this probably should probably be moved out into a separate function if (strstr(fcu->rna_path, "pose.bones[") != NULL) { /* interleaved drivers during bone eval */ // TODO: ideally, if this is for a constraint, it goes to said constraint Object *ob = (Object *)id; char *bone_name; bone_name = BLI_str_quoted_substrN(fcu->rna_path, "pose.bones["); pchan = BKE_pose_channel_find_name(ob->pose, bone_name); if (bone_name) { MEM_freeN(bone_name); bone_name = NULL; } if (pchan) { OperationKey bone_key(id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_LOCAL); add_relation(driver_key, bone_key, DEPSREL_TYPE_DRIVER, "[Driver -> Bone]"); } else { fprintf(stderr, "Couldn't find bone name for driver path - '%s'\n", fcu->rna_path); } } else if (GS(id->name) == ID_AR && strstr(fcu->rna_path, "bones[")) { /* drivers on armature-level bone settings (i.e. bbone stuff), * which will affect the evaluation of corresponding pose bones */ IDDepsNode *arm_node = m_graph->find_id_node(id); char *bone_name = BLI_str_quoted_substrN(fcu->rna_path, "bones["); if (arm_node && bone_name) { /* find objects which use this, and make their eval callbacks depend on this */ DEPSNODE_RELATIONS_ITER_BEGIN(arm_node->outlinks, rel) { IDDepsNode *to_node = (IDDepsNode *)rel->to; /* we only care about objects with pose data which use this... */ if (GS(to_node->id->name) == ID_OB) { Object *ob = (Object *)to_node->id; bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, bone_name); // NOTE: ob->pose may be NULL if (pchan) { OperationKey bone_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_LOCAL); add_relation(driver_key, bone_key, DEPSREL_TYPE_DRIVER, "[Arm Bone -> Driver -> Bone]"); } } } DEPSNODE_RELATIONS_ITER_END; /* free temp data */ MEM_freeN(bone_name); bone_name = NULL; } else { fprintf(stderr, "Couldn't find armature bone name for driver path - '%s'\n", fcu->rna_path); } } else if (GS(id->name) == ID_OB && strstr(fcu->rna_path, "modifiers[")) { /* modifier driver - connect directly to the modifier */ char *modifier_name = BLI_str_quoted_substrN(fcu->rna_path, "modifiers["); if (modifier_name) { OperationKey modifier_key(id, DEPSNODE_TYPE_GEOMETRY, DEG_OPCODE_GEOMETRY_MODIFIER, modifier_name); if (has_node(modifier_key)) { add_relation(driver_key, modifier_key, DEPSREL_TYPE_DRIVER, "[Driver -> Modifier]"); } else { printf("Unexisting driver RNA path: %s\n", fcu->rna_path); } MEM_freeN(modifier_name); } } else if (GS(id->name) == ID_KE && strstr(fcu->rna_path, "key_blocks[")) { /* shape key driver - hook into the base geometry operation */ // XXX: double check where this points Key *shape_key = (Key *)id; ComponentKey geometry_key(shape_key->from, DEPSNODE_TYPE_GEOMETRY); add_relation(driver_key, geometry_key, DEPSREL_TYPE_DRIVER, "[Driver -> ShapeKey Geom]"); } else if (strstr(fcu->rna_path, "key_blocks[")) { ComponentKey geometry_key(id, DEPSNODE_TYPE_GEOMETRY); add_relation(driver_key, geometry_key, DEPSREL_TYPE_DRIVER, "[Driver -> ShapeKey Geom]"); } else { if (GS(id->name) == ID_OB) { /* assume that driver affects a transform... */ OperationKey local_transform_key(id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_LOCAL); add_relation(driver_key, local_transform_key, DEPSREL_TYPE_OPERATION, "[Driver -> Transform]"); } else if (GS(id->name) == ID_KE) { ComponentKey geometry_key(id, DEPSNODE_TYPE_GEOMETRY); add_relation(driver_key, geometry_key, DEPSREL_TYPE_GEOMETRY_EVAL, "[Driver -> Shapekey Geometry]"); } } /* ensure that affected prop's update callbacks will be triggered once done */ // TODO: implement this once the functionality to add these links exists in RNA // XXX: the data itself could also set this, if it were to be truly initialised later? /* loop over variables to get the target relationships */ for (DriverVar *dvar = (DriverVar *)driver->variables.first; dvar; dvar = dvar->next) { /* only used targets */ DRIVER_TARGETS_USED_LOOPER(dvar) { if (dtar->id == NULL) continue; /* special handling for directly-named bones */ if ((dtar->flag & DTAR_FLAG_STRUCT_REF) && (dtar->pchan_name[0])) { Object *ob = (Object *)dtar->id; bPoseChannel *target_pchan = BKE_pose_channel_find_name(ob->pose, dtar->pchan_name); if (target_pchan != NULL) { /* get node associated with bone */ // XXX: watch the space! /* Some cases can't use final bone transform, for example: * - Driving the bone with itself (addressed here) * - Relations inside an IK chain (TODO?) */ if (dtar->id == id && pchan != NULL && STREQ(pchan->name, target_pchan->name)) { continue; } OperationKey target_key(dtar->id, DEPSNODE_TYPE_BONE, target_pchan->name, DEG_OPCODE_BONE_DONE); add_relation(target_key, driver_key, DEPSREL_TYPE_DRIVER_TARGET, "[Bone Target -> Driver]"); } } else if (dtar->flag & DTAR_FLAG_STRUCT_REF) { /* get node associated with the object's transforms */ OperationKey target_key(dtar->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_FINAL); add_relation(target_key, driver_key, DEPSREL_TYPE_DRIVER_TARGET, "[Target -> Driver]"); } else if (dtar->rna_path && strstr(dtar->rna_path, "pose.bones[")) { /* workaround for ensuring that local bone transforms don't end up * having to wait for pose eval to finish (to prevent cycles) */ Object *ob = (Object *)dtar->id; char *bone_name = BLI_str_quoted_substrN(dtar->rna_path, "pose.bones["); bPoseChannel *target_pchan = BKE_pose_channel_find_name(ob->pose, bone_name); if (bone_name) { MEM_freeN(bone_name); bone_name = NULL; } if (target_pchan) { if (dtar->id == id && pchan != NULL && STREQ(pchan->name, target_pchan->name)) { continue; } OperationKey bone_key(dtar->id, DEPSNODE_TYPE_BONE, target_pchan->name, DEG_OPCODE_BONE_LOCAL); add_relation(bone_key, driver_key, DEPSREL_TYPE_DRIVER, "[RNA Bone -> Driver]"); } } else { /* resolve path to get node */ RNAPathKey target_key(dtar->id, dtar->rna_path ? dtar->rna_path : ""); add_relation(target_key, driver_key, DEPSREL_TYPE_DRIVER_TARGET, "[RNA Target -> Driver]"); } } DRIVER_TARGETS_LOOPER_END } /* It's quite tricky to detect if the driver actually depends on time or not, * so for now we'll be quite conservative here about optimization and consider * all python drivers to be depending on time. */ if (driver->type == DRIVER_TYPE_PYTHON) { TimeSourceKey time_src_key; add_relation(time_src_key, driver_key, DEPSREL_TYPE_TIME, "[TimeSrc -> Driver]"); } } void DepsgraphRelationBuilder::build_world(World *world) { ID *world_id = &world->id; if (world_id->flag & LIB_DOIT) { return; } world_id->flag |= LIB_DOIT; build_animdata(world_id); /* TODO: other settings? */ /* textures */ build_texture_stack(world_id, world->mtex); /* world's nodetree */ build_nodetree(world_id, world->nodetree); } void DepsgraphRelationBuilder::build_rigidbody(Scene *scene) { RigidBodyWorld *rbw = scene->rigidbody_world; OperationKey init_key(&scene->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_RIGIDBODY_REBUILD); OperationKey sim_key(&scene->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_RIGIDBODY_SIM); /* rel between the two sim-nodes */ add_relation(init_key, sim_key, DEPSREL_TYPE_OPERATION, "Rigidbody [Init -> SimStep]"); /* set up dependencies between these operations and other builtin nodes --------------- */ /* time dependency */ TimeSourceKey time_src_key; add_relation(time_src_key, init_key, DEPSREL_TYPE_TIME, "TimeSrc -> Rigidbody Reset/Rebuild (Optional)"); add_relation(time_src_key, sim_key, DEPSREL_TYPE_TIME, "TimeSrc -> Rigidbody Sim Step"); /* 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; /* hook up evaluation order... * 1) flushing rigidbody results follows base transforms being applied * 2) rigidbody flushing can only be performed after simulation has been run * * 3) simulation needs to know base transforms to figure out what to do * XXX: there's probably a difference between passive and active * - passive don't change, so may need to know full transform... */ OperationKey rbo_key(&ob->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_RIGIDBODY); eDepsOperation_Code trans_opcode = ob->parent ? DEG_OPCODE_TRANSFORM_PARENT : DEG_OPCODE_TRANSFORM_LOCAL; OperationKey trans_op(&ob->id, DEPSNODE_TYPE_TRANSFORM, trans_opcode); add_relation(trans_op, rbo_key, DEPSREL_TYPE_OPERATION, "Base Ob Transform -> RBO Sync"); add_relation(sim_key, rbo_key, DEPSREL_TYPE_COMPONENT_ORDER, "Rigidbody Sim Eval -> RBO Sync"); /* if constraints exist, those depend on the result of the rigidbody sim * - This allows constraints to modify the result of the sim (i.e. clamping) * while still allowing the sim to depend on some changes to the objects. * Also, since constraints are hooked up to the final nodes, this link * means that we can also fit in there too... * - Later, it might be good to include a constraint in the stack allowing us * to control whether rigidbody eval gets interleaved into the constraint stack */ if (ob->constraints.first) { OperationKey constraint_key(&ob->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_CONSTRAINTS); add_relation(rbo_key, constraint_key, DEPSREL_TYPE_COMPONENT_ORDER, "RBO Sync -> Ob Constraints"); } else { /* final object transform depends on rigidbody */ OperationKey done_key(&ob->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_FINAL); add_relation(rbo_key, done_key, DEPSREL_TYPE_COMPONENT_ORDER, "RBO Sync -> Done"); // XXX: ubereval will be removed eventually, but we still need it in the meantime OperationKey uber_key(&ob->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_OBJECT_UBEREVAL); add_relation(rbo_key, uber_key, DEPSREL_TYPE_COMPONENT_ORDER, "RBO Sync -> Uber (Temp)"); } /* needed to get correct base values */ add_relation(trans_op, sim_key, DEPSREL_TYPE_OPERATION, "Base Ob Transform -> Rigidbody Sim Eval"); } } /* constraints */ if (rbw->constraints) { for (GroupObject *go = (GroupObject *)rbw->constraints->gobject.first; go; go = go->next) { Object *ob = go->ob; if (!ob || !ob->rigidbody_constraint) continue; RigidBodyCon *rbc = ob->rigidbody_constraint; /* final result of the constraint object's transform controls how the * constraint affects the physics sim for these objects */ ComponentKey trans_key(&ob->id, DEPSNODE_TYPE_TRANSFORM); OperationKey ob1_key(&rbc->ob1->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_RIGIDBODY); OperationKey ob2_key(&rbc->ob2->id, DEPSNODE_TYPE_TRANSFORM, DEG_OPCODE_TRANSFORM_RIGIDBODY); /* - constrained-objects sync depends on the constraint-holder */ add_relation(trans_key, ob1_key, DEPSREL_TYPE_TRANSFORM, "RigidBodyConstraint -> RBC.Object_1"); add_relation(trans_key, ob2_key, DEPSREL_TYPE_TRANSFORM, "RigidBodyConstraint -> RBC.Object_2"); /* - ensure that sim depends on this constraint's transform */ add_relation(trans_key, sim_key, DEPSREL_TYPE_TRANSFORM, "RigidBodyConstraint Transform -> RB Simulation"); } } } void DepsgraphRelationBuilder::build_particles(Scene *scene, Object *ob) { TimeSourceKey time_src_key; OperationKey obdata_ubereval_key(&ob->id, DEPSNODE_TYPE_GEOMETRY, DEG_OPCODE_GEOMETRY_UBEREVAL); /* particle systems */ for (ParticleSystem *psys = (ParticleSystem *)ob->particlesystem.first; psys; psys = psys->next) { ParticleSettings *part = psys->part; /* particle settings */ build_animdata(&part->id); /* this particle system */ OperationKey psys_key(&ob->id, DEPSNODE_TYPE_EVAL_PARTICLES, DEG_OPCODE_PSYS_EVAL, psys->name); /* XXX: if particle system is later re-enabled, we must do full rebuild? */ if (!psys_check_enabled(ob, psys)) continue; /* TODO(sergey): Are all particle systems depends on time? * Hair without dynamics i.e. */ add_relation(time_src_key, psys_key, DEPSREL_TYPE_TIME, "TimeSrc -> PSys"); /* TODO(sergey): Currently particle update is just a placeholder, * hook it to the ubereval node so particle system is getting updated * on playback. */ add_relation(psys_key, obdata_ubereval_key, DEPSREL_TYPE_OPERATION, "PSys -> UberEval"); #if 0 if (ELEM(part->phystype, PART_PHYS_KEYED, PART_PHYS_BOIDS)) { ParticleTarget *pt; for (pt = psys->targets.first; pt; pt = pt->next) { if (pt->ob && BLI_findlink(&pt->ob->particlesystem, pt->psys - 1)) { node2 = dag_get_node(dag, pt->ob); dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Particle Targets"); } } } if (part->ren_as == PART_DRAW_OB && part->dup_ob) { node2 = dag_get_node(dag, part->dup_ob); /* note that this relation actually runs in the wrong direction, the problem * is that dupli system all have this (due to parenting), and the render * engine instancing assumes particular ordering of objects in list */ dag_add_relation(dag, node, node2, DAG_RL_OB_OB, "Particle Object Visualization"); if (part->dup_ob->type == OB_MBALL) dag_add_relation(dag, node, node2, DAG_RL_DATA_DATA, "Particle Object Visualization"); } if (part->ren_as == PART_DRAW_GR && part->dup_group) { for (go = part->dup_group->gobject.first; go; go = go->next) { node2 = dag_get_node(dag, go->ob); dag_add_relation(dag, node2, node, DAG_RL_OB_OB, "Particle Group Visualization"); } } #endif /* effectors */ ListBase *effectors = pdInitEffectors(scene, ob, psys, part->effector_weights, false); if (effectors) { for (EffectorCache *eff = (EffectorCache *)effectors->first; eff; eff = eff->next) { if (eff->psys) { // XXX: DAG_RL_DATA_DATA | DAG_RL_OB_DATA ComponentKey eff_key(&eff->ob->id, DEPSNODE_TYPE_GEOMETRY); // xxx: particles instead? add_relation(eff_key, psys_key, DEPSREL_TYPE_STANDARD, "Particle Field"); } } } pdEndEffectors(&effectors); /* boids */ if (part->boids) { BoidRule *rule = NULL; BoidState *state = NULL; for (state = (BoidState *)part->boids->states.first; state; state = state->next) { for (rule = (BoidRule *)state->rules.first; rule; rule = rule->next) { Object *ruleob = NULL; if (rule->type == eBoidRuleType_Avoid) ruleob = ((BoidRuleGoalAvoid *)rule)->ob; else if (rule->type == eBoidRuleType_FollowLeader) ruleob = ((BoidRuleFollowLeader *)rule)->ob; if (ruleob) { ComponentKey ruleob_key(&ruleob->id, DEPSNODE_TYPE_TRANSFORM); add_relation(ruleob_key, psys_key, DEPSREL_TYPE_TRANSFORM, "Boid Rule"); } } } } } /* pointcache */ // TODO... } /* IK Solver Eval Steps */ void DepsgraphRelationBuilder::build_ik_pose(Object *ob, bPoseChannel *pchan, bConstraint *con, RootPChanMap *root_map) { bKinematicConstraint *data = (bKinematicConstraint *)con->data; /* attach owner to IK Solver too * - assume that owner is always part of chain * - see notes on direction of rel below... */ bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data); OperationKey solver_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name, DEG_OPCODE_POSE_IK_SOLVER); /* IK target */ // XXX: this should get handled as part of the constraint code if (data->tar != NULL) { /* TODO(sergey): For until we'll store partial matricies in the depsgraph, * we create dependency between target object and pose eval component. * * This way we ensuring the whole subtree is updated from scratch without * need of intermediate matricies. This is an overkill, but good enough for * testing IK solver. */ // FIXME: geometry targets... ComponentKey pose_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE); if ((data->tar->type == OB_ARMATURE) && (data->subtarget[0])) { /* TODO(sergey): This is only for until granular update stores intermediate result. */ if (data->tar != ob) { /* different armature - can just read the results */ ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_BONE, data->subtarget); add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, con->name); } else { /* same armature - we'll use the ready state only, just in case this bone is in the chain we're solving */ OperationKey target_key(&data->tar->id, DEPSNODE_TYPE_BONE, data->subtarget, DEG_OPCODE_BONE_DONE); add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name); } } else if (ELEM(data->tar->type, OB_MESH, OB_LATTICE) && (data->subtarget[0])) { /* vertex group target */ /* NOTE: for now, we don't need to represent vertex groups separately... */ ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_GEOMETRY); add_relation(target_key, solver_key, DEPSREL_TYPE_GEOMETRY_EVAL, con->name); if (data->tar->type == OB_MESH) { //node2->customdata_mask |= CD_MASK_MDEFORMVERT; } } else { /* Standard Object Target */ ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_TRANSFORM); add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, con->name); } if ((data->tar == ob) && (data->subtarget[0])) { /* Prevent target's constraints from linking to anything from same * chain that it controls. */ root_map->add_bone(data->subtarget, rootchan->name); } } /* Pole Target */ // XXX: this should get handled as part of the constraint code if (data->poletar != NULL) { if ((data->poletar->type == OB_ARMATURE) && (data->polesubtarget[0])) { // XXX: same armature issues - ready vs done? ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_BONE, data->subtarget); add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name); } else if (ELEM(data->poletar->type, OB_MESH, OB_LATTICE) && (data->subtarget[0])) { /* vertex group target */ /* NOTE: for now, we don't need to represent vertex groups separately... */ ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_GEOMETRY); add_relation(target_key, solver_key, DEPSREL_TYPE_GEOMETRY_EVAL, con->name); if (data->poletar->type == OB_MESH) { //node2->customdata_mask |= CD_MASK_MDEFORMVERT; } } else { ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_TRANSFORM); add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name); } } DEG_DEBUG_PRINTF("\nStarting IK Build: pchan = %s, target = (%s, %s), segcount = %d\n", pchan->name, data->tar->id.name, data->subtarget, data->rootbone); bPoseChannel *parchan = pchan; /* exclude tip from chain? */ if (!(data->flag & CONSTRAINT_IK_TIP)) { OperationKey tip_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_LOCAL); add_relation(solver_key, tip_transforms_key, DEPSREL_TYPE_TRANSFORM, "IK Solver Result"); parchan = pchan->parent; } root_map->add_bone(parchan->name, rootchan->name); OperationKey parchan_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_READY); add_relation(parchan_transforms_key, solver_key, DEPSREL_TYPE_TRANSFORM, "IK Solver Owner"); /* Walk to the chain's root */ //size_t segcount = 0; int segcount = 0; while (parchan) { /* Make IK-solver dependent on this bone's result, * since it can only run after the standard results * of the bone are know. Validate links step on the * bone will ensure that users of this bone only * grab the result with IK solver results... */ if (parchan != pchan) { OperationKey parent_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_READY); add_relation(parent_key, solver_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Parent"); OperationKey done_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE); add_relation(solver_key, done_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Result"); } parchan->flag |= POSE_DONE; OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE); add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "IK Solver Result"); root_map->add_bone(parchan->name, rootchan->name); /* continue up chain, until we reach target number of items... */ DEG_DEBUG_PRINTF(" %d = %s\n", segcount, parchan->name); segcount++; if ((segcount == data->rootbone) || (segcount > 255)) break; /* 255 is weak */ parchan = parchan->parent; } OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE); add_relation(solver_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link"); } /* Spline IK Eval Steps */ void DepsgraphRelationBuilder::build_splineik_pose(Object *ob, bPoseChannel *pchan, bConstraint *con, RootPChanMap *root_map) { bSplineIKConstraint *data = (bSplineIKConstraint *)con->data; bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data); OperationKey transforms_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY); OperationKey solver_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name, DEG_OPCODE_POSE_SPLINE_IK_SOLVER); /* attach owner to IK Solver too * - assume that owner is always part of chain * - see notes on direction of rel below... */ add_relation(transforms_key, solver_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Owner"); /* attach path dependency to solver */ if (data->tar) { /* TODO(sergey): For until we'll store partial matricies in the depsgraph, * we create dependency between target object and pose eval component. * See IK pose for a bit more information. */ // TODO: the bigggest point here is that we need the curve PATH and not just the general geometry... ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_GEOMETRY); ComponentKey pose_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE); add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, "[Curve.Path -> Spline IK] DepsRel"); } pchan->flag |= POSE_DONE; OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE); add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Result"); root_map->add_bone(pchan->name, rootchan->name); /* Walk to the chain's root */ //size_t segcount = 0; int segcount = 0; for (bPoseChannel *parchan = pchan->parent; parchan; parchan = parchan->parent) { /* Make Spline IK solver dependent on this bone's result, * since it can only run after the standard results * of the bone are know. Validate links step on the * bone will ensure that users of this bone only * grab the result with IK solver results... */ if (parchan != pchan) { OperationKey parent_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_READY); add_relation(parent_key, solver_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Update"); OperationKey done_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE); add_relation(solver_key, done_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Result"); } parchan->flag |= POSE_DONE; OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE); add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Result"); root_map->add_bone(parchan->name, rootchan->name); /* continue up chain, until we reach target number of items... */ segcount++; if ((segcount == data->chainlen) || (segcount > 255)) break; /* 255 is weak */ } OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE); add_relation(solver_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link"); } /* Pose/Armature Bones Graph */ void DepsgraphRelationBuilder::build_rig(Scene *scene, Object *ob) { /* Armature-Data */ // TODO: selection status? /* attach links between pose operations */ OperationKey init_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_INIT); OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE); add_relation(init_key, flush_key, DEPSREL_TYPE_COMPONENT_ORDER, "[Pose Init -> Pose Cleanup]"); if (ob->adt && (ob->adt->action || ob->adt->nla_tracks.first)) { ComponentKey animation_key(&ob->id, DEPSNODE_TYPE_ANIMATION); add_relation(animation_key, init_key, DEPSREL_TYPE_OPERATION, "Rig Animation"); } /* 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) * * - We build relations for these before the dependencies * between ops in the same component as it is necessary * to check whether such bones are in the same IK chain * (or else we get weird issues with either in-chain * references, or with bones being parented to IK'd bones) * * 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... */ RootPChanMap root_map; bool pose_depends_on_local_transform = false; for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) { for (bConstraint *con = (bConstraint *)pchan->constraints.first; con; con = con->next) { switch (con->type) { case CONSTRAINT_TYPE_KINEMATIC: build_ik_pose(ob, pchan, con, &root_map); pose_depends_on_local_transform = true; break; case CONSTRAINT_TYPE_SPLINEIK: build_splineik_pose(ob, pchan, con, &root_map); pose_depends_on_local_transform = true; break; /* Constraints which needs world's matrix for transform. * TODO(sergey): More constraints here? */ case CONSTRAINT_TYPE_ROTLIKE: case CONSTRAINT_TYPE_SIZELIKE: case CONSTRAINT_TYPE_LOCLIKE: case CONSTRAINT_TYPE_TRANSLIKE: /* TODO(sergey): Add used space check. */ pose_depends_on_local_transform = true; break; default: break; } } } //root_map.print_debug(); if (pose_depends_on_local_transform) { /* TODO(sergey): Once partial updates are possible use relation between * object transform and solver itself in it's build function. */ ComponentKey pose_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE); ComponentKey local_transform_key(&ob->id, DEPSNODE_TYPE_TRANSFORM); add_relation(local_transform_key, pose_key, DEPSREL_TYPE_TRANSFORM, "Local Transforms"); } /* links between operations for each bone */ for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) { OperationKey bone_local_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_LOCAL); OperationKey bone_pose_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_POSE_PARENT); OperationKey bone_ready_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY); OperationKey bone_done_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE); pchan->flag &= ~POSE_DONE; /* pose init to bone local */ add_relation(init_key, bone_local_key, DEPSREL_TYPE_OPERATION, "PoseEval Source-Bone Link"); /* local to pose parenting operation */ add_relation(bone_local_key, bone_pose_key, DEPSREL_TYPE_OPERATION, "Bone Local - PoseSpace Link"); /* parent relation */ if (pchan->parent != NULL) { eDepsOperation_Code parent_key_opcode; /* NOTE: this difference in handling allows us to prevent lockups while ensuring correct poses for separate chains */ if (root_map.has_common_root(pchan->name, pchan->parent->name)) { parent_key_opcode = DEG_OPCODE_BONE_READY; } else { parent_key_opcode = DEG_OPCODE_BONE_DONE; } OperationKey parent_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->parent->name, parent_key_opcode); add_relation(parent_key, bone_pose_key, DEPSREL_TYPE_TRANSFORM, "[Parent Bone -> Child Bone]"); } /* constraints */ if (pchan->constraints.first != NULL) { /* constraints stack and constraint dependencies */ build_constraints(scene, &ob->id, DEPSNODE_TYPE_BONE, pchan->name, &pchan->constraints, &root_map); /* pose -> constraints */ OperationKey constraints_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_CONSTRAINTS); add_relation(bone_pose_key, constraints_key, DEPSREL_TYPE_OPERATION, "Constraints Stack"); /* constraints -> ready */ // TODO: when constraint stack is exploded, this step should occur before the first IK solver add_relation(constraints_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Constraints -> Ready"); } else { /* pose -> ready */ add_relation(bone_pose_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Pose -> Ready"); } /* bone ready -> done * NOTE: For bones without IK, this is all that's needed. * For IK chains however, an additional rel is created from IK to done, * with transitive reduction removing this one... */ add_relation(bone_ready_key, bone_done_key, DEPSREL_TYPE_OPERATION, "Ready -> Done"); /* assume that all bones must be done for the pose to be ready (for deformers) */ add_relation(bone_done_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link"); } } void DepsgraphRelationBuilder::build_proxy_rig(Object *ob) { OperationKey pose_init_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_INIT); OperationKey pose_done_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE); for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan != NULL; pchan = pchan->next) { OperationKey bone_local_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_LOCAL); OperationKey bone_ready_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY); OperationKey bone_done_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE); add_relation(pose_init_key, bone_local_key, DEPSREL_TYPE_OPERATION, "Pose Init -> Bone Local"); add_relation(bone_local_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Local -> Ready"); add_relation(bone_ready_key, bone_done_key, DEPSREL_TYPE_OPERATION, "Ready -> Done"); add_relation(bone_done_key, pose_done_key, DEPSREL_TYPE_OPERATION, "Bone Done -> Pose Done"); } } /* Shapekeys */ void DepsgraphRelationBuilder::build_shapekeys(ID *obdata, Key *key) { ComponentKey obdata_key(obdata, DEPSNODE_TYPE_GEOMETRY); /* attach animdata to geometry */ build_animdata(&key->id); if (key->adt) { // TODO: this should really be handled in build_animdata, since many of these cases will need it if (key->adt->action || key->adt->nla_tracks.first) { ComponentKey adt_key(&key->id, DEPSNODE_TYPE_ANIMATION); add_relation(adt_key, obdata_key, DEPSREL_TYPE_OPERATION, "Animation"); } /* NOTE: individual shapekey drivers are handled above already */ } /* attach to geometry */ // XXX: aren't shapekeys now done as a pseudo-modifier on object? //ComponentKey key_key(&key->id, DEPSNODE_TYPE_GEOMETRY); // FIXME: this doesn't exist //add_relation(key_key, obdata_key, DEPSREL_TYPE_GEOMETRY_EVAL, "Shapekeys"); } /** * ObData Geometry Evaluation * ========================== * * The evaluation of geometry on objects is as follows: * - The actual evaluated of the derived geometry (e.g. DerivedMesh, DispList, etc.) * occurs in the Geometry component of the object which references this. This includes * modifiers, and the temporary "ubereval" for geometry. * - Therefore, each user of a piece of shared geometry data ends up evaluating its own * version of the stuff, complete with whatever modifiers it may use. * * - The datablocks for the geometry data - "obdata" (e.g. ID_ME, ID_CU, ID_LT, etc.) are used for * 1) calculating the bounding boxes of the geometry data, * 2) aggregating inward links from other objects (e.g. for text on curve, etc.) * and also for the links coming from the shapekey datablocks * - Animation/Drivers affecting the parameters of the geometry are made to trigger * updates on the obdata geometry component, which then trigger downstream * re-evaluation of the individual instances of this geometry. */ // TODO: Materials and lighting should probably get their own component, instead of being lumped under geometry? void DepsgraphRelationBuilder::build_obdata_geom(Main *bmain, Scene *scene, Object *ob) { ID *obdata = (ID *)ob->data; /* Init operation of object-level geometry evaluation. */ OperationKey geom_init_key(&ob->id, DEPSNODE_TYPE_GEOMETRY, DEG_OPCODE_PLACEHOLDER, "Eval Init"); /* get nodes for result of obdata's evaluation, and geometry evaluation on object */ ComponentKey obdata_geom_key(obdata, DEPSNODE_TYPE_GEOMETRY); ComponentKey geom_key(&ob->id, DEPSNODE_TYPE_GEOMETRY); /* link components to each other */ add_relation(obdata_geom_key, geom_key, DEPSREL_TYPE_DATABLOCK, "Object Geometry Base Data"); /* Modifiers */ if (ob->modifiers.first) { ModifierData *md; OperationKey prev_mod_key; for (md = (ModifierData *)ob->modifiers.first; md; md = md->next) { const ModifierTypeInfo *mti = modifierType_getInfo((ModifierType)md->type); OperationKey mod_key(&ob->id, DEPSNODE_TYPE_GEOMETRY, DEG_OPCODE_GEOMETRY_MODIFIER, md->name); if (md->prev) { /* Stack relation: modifier depends on previous modifier in the stack */ add_relation(prev_mod_key, mod_key, DEPSREL_TYPE_GEOMETRY_EVAL, "Modifier Stack"); } else { /* Stack relation: first modifier depends on the geometry. */ add_relation(geom_init_key, mod_key, DEPSREL_TYPE_GEOMETRY_EVAL, "Modifier Stack"); } if (mti->updateDepsgraph) { DepsNodeHandle handle = create_node_handle(mod_key); mti->updateDepsgraph(md, bmain, scene, ob, &handle); } if (BKE_object_modifier_use_time(ob, md)) { TimeSourceKey time_src_key; add_relation(time_src_key, mod_key, DEPSREL_TYPE_TIME, "Time Source"); /* Hacky fix for T45633 (Animated modifiers aren't updated) * * This check works because BKE_object_modifier_use_time() tests * for either the modifier needing time, or that it is animated. */ /* XXX: Remove this hack when these links are added as part of build_animdata() instead */ if (modifier_dependsOnTime(md) == false) { ComponentKey animation_key(&ob->id, DEPSNODE_TYPE_ANIMATION); add_relation(animation_key, mod_key, DEPSREL_TYPE_OPERATION, "Modifier Animation"); } } prev_mod_key = mod_key; } } /* materials */ if (ob->totcol) { int a; for (a = 1; a <= ob->totcol; a++) { Material *ma = give_current_material(ob, a); if (ma) build_material(&ob->id, ma); } } /* geometry collision */ if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_LATTICE)) { // add geometry collider relations } /* Make sure uber update is the last in the dependencies. * * TODO(sergey): Get rid of this node. */ if (ob->type != OB_ARMATURE) { /* Armatures does no longer require uber node. */ OperationKey obdata_ubereval_key(&ob->id, DEPSNODE_TYPE_GEOMETRY, DEG_OPCODE_GEOMETRY_UBEREVAL); if (ob->modifiers.last) { ModifierData *md = (ModifierData *)ob->modifiers.last; OperationKey mod_key(&ob->id, DEPSNODE_TYPE_GEOMETRY, DEG_OPCODE_GEOMETRY_MODIFIER, md->name); add_relation(mod_key, obdata_ubereval_key, DEPSREL_TYPE_OPERATION, "Object Geometry UberEval"); } else { add_relation(geom_init_key, obdata_ubereval_key, DEPSREL_TYPE_OPERATION, "Object Geometry UberEval"); } } if (obdata->flag & LIB_DOIT) { return; } obdata->flag |= LIB_DOIT; /* Link object data evaluation node to exit operation. */ OperationKey obdata_geom_eval_key(obdata, DEPSNODE_TYPE_GEOMETRY, DEG_OPCODE_PLACEHOLDER, "Geometry Eval"); OperationKey obdata_geom_done_key(obdata, DEPSNODE_TYPE_GEOMETRY, DEG_OPCODE_PLACEHOLDER, "Eval Done"); add_relation(obdata_geom_eval_key, obdata_geom_done_key, DEPSREL_TYPE_DATABLOCK, "ObData Geom Eval Done"); /* type-specific node/links */ switch (ob->type) { case OB_MESH: break; case OB_MBALL: { Object *mom = BKE_mball_basis_find(scene, ob); /* motherball - mom depends on children! */ if (mom != ob) { /* non-motherball -> cannot be directly evaluated! */ ComponentKey mom_key(&mom->id, DEPSNODE_TYPE_GEOMETRY); add_relation(geom_key, mom_key, DEPSREL_TYPE_GEOMETRY_EVAL, "Metaball Motherball"); } break; } case OB_CURVE: case OB_FONT: { Curve *cu = (Curve *)obdata; /* curve's dependencies */ // XXX: these needs geom data, but where is geom stored? if (cu->bevobj) { ComponentKey bevob_key(&cu->bevobj->id, DEPSNODE_TYPE_GEOMETRY); add_relation(bevob_key, geom_key, DEPSREL_TYPE_GEOMETRY_EVAL, "Curve Bevel"); } if (cu->taperobj) { ComponentKey taperob_key(&cu->taperobj->id, DEPSNODE_TYPE_GEOMETRY); add_relation(taperob_key, geom_key, DEPSREL_TYPE_GEOMETRY_EVAL, "Curve Taper"); } if (ob->type == OB_FONT) { if (cu->textoncurve) { ComponentKey textoncurve_key(&cu->taperobj->id, DEPSNODE_TYPE_GEOMETRY); add_relation(textoncurve_key, geom_key, DEPSREL_TYPE_GEOMETRY_EVAL, "Text on Curve"); } } break; } case OB_SURF: /* Nurbs Surface */ { break; } case OB_LATTICE: /* Lattice */ { break; } } /* ShapeKeys */ Key *key = BKE_key_from_object(ob); if (key) { build_shapekeys(obdata, key); } if (needs_animdata_node(obdata)) { ComponentKey animation_key(obdata, DEPSNODE_TYPE_ANIMATION); ComponentKey parameters_key(obdata, DEPSNODE_TYPE_PARAMETERS); add_relation(animation_key, parameters_key, DEPSREL_TYPE_COMPONENT_ORDER, "Geom Parameters"); /* Evaluation usually depends on animation. * TODO(sergey): Need to re-hook it after granular update is implemented.. */ add_relation(animation_key, obdata_geom_eval_key, DEPSREL_TYPE_GEOMETRY_EVAL, "Animation"); } } /* Cameras */ // TODO: Link scene-camera links in somehow... void DepsgraphRelationBuilder::build_camera(Object *ob) { Camera *cam = (Camera *)ob->data; ID *camera_id = &cam->id; if (camera_id->flag & LIB_DOIT) { return; } camera_id->flag |= LIB_DOIT; ComponentKey parameters_key(camera_id, DEPSNODE_TYPE_PARAMETERS); if (needs_animdata_node(camera_id)) { ComponentKey animation_key(camera_id, DEPSNODE_TYPE_ANIMATION); add_relation(animation_key, parameters_key, DEPSREL_TYPE_COMPONENT_ORDER, "Camera Parameters"); } /* DOF */ if (cam->dof_ob) { ComponentKey ob_param_key(&ob->id, DEPSNODE_TYPE_PARAMETERS); ComponentKey dof_ob_key(&cam->dof_ob->id, DEPSNODE_TYPE_TRANSFORM); add_relation(dof_ob_key, ob_param_key, DEPSREL_TYPE_TRANSFORM, "Camera DOF"); } } /* Lamps */ void DepsgraphRelationBuilder::build_lamp(Object *ob) { Lamp *la = (Lamp *)ob->data; ID *lamp_id = &la->id; if (lamp_id->flag & LIB_DOIT) { return; } lamp_id->flag |= LIB_DOIT; ComponentKey parameters_key(lamp_id, DEPSNODE_TYPE_PARAMETERS); if (needs_animdata_node(lamp_id)) { ComponentKey animation_key(lamp_id, DEPSNODE_TYPE_ANIMATION); add_relation(animation_key, parameters_key, DEPSREL_TYPE_COMPONENT_ORDER, "Lamp Parameters"); } /* lamp's nodetree */ if (la->nodetree) { build_nodetree(lamp_id, la->nodetree); ComponentKey nodetree_key(&la->nodetree->id, DEPSNODE_TYPE_PARAMETERS); add_relation(nodetree_key, parameters_key, DEPSREL_TYPE_COMPONENT_ORDER, "NTree->Lamp Parameters"); } /* textures */ build_texture_stack(lamp_id, la->mtex); } void DepsgraphRelationBuilder::build_nodetree(ID *owner, bNodeTree *ntree) { if (!ntree) return; ID *ntree_id = &ntree->id; build_animdata(ntree_id); /* 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, (Material *)bnode->id); } else if (bnode->type == ID_TE) { build_texture(owner, (Tex *)bnode->id); } else if (bnode->type == NODE_GROUP) { bNodeTree *ntree = (bNodeTree *)bnode->id; if ((ntree_id->flag & LIB_DOIT) == 0) { build_nodetree(owner, ntree); ntree_id->flag |= LIB_DOIT; } } } } if (needs_animdata_node(ntree_id)) { ComponentKey parameters_key(ntree_id, DEPSNODE_TYPE_PARAMETERS); ComponentKey animation_key(ntree_id, DEPSNODE_TYPE_ANIMATION); add_relation(animation_key, parameters_key, DEPSREL_TYPE_COMPONENT_ORDER, "NTree Parameters"); } // TODO: link from nodetree to owner_component? } /* Recursively build graph for material */ void DepsgraphRelationBuilder::build_material(ID *owner, Material *ma) { ID *ma_id = &ma->id; if (ma_id->flag & LIB_DOIT) { return; } ma_id->flag |= LIB_DOIT; /* animation */ build_animdata(ma_id); /* textures */ build_texture_stack(owner, ma->mtex); /* material's nodetree */ build_nodetree(owner, ma->nodetree); } /* Recursively build graph for texture */ void DepsgraphRelationBuilder::build_texture(ID *owner, 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, tex->nodetree); } /* Texture-stack attached to some shading datablock */ void DepsgraphRelationBuilder::build_texture_stack(ID *owner, 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, mtex->tex); } } void DepsgraphRelationBuilder::build_compositor(Scene *scene) { /* For now, just a plain wrapper? */ build_nodetree(&scene->id, scene->nodetree); } void DepsgraphRelationBuilder::build_gpencil(ID *UNUSED(owner), bGPdata *gpd) { /* animation */ build_animdata(&gpd->id); // TODO: parent object (when that feature is implemented) } bool DepsgraphRelationBuilder::needs_animdata_node(ID *id) { AnimData *adt = BKE_animdata_from_id(id); if (adt != NULL) { return adt->action != NULL; } return false; }