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/*
* ***** 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/builder/deg_builder_nodes_rig.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph's nodes
*/
#include "intern/builder/deg_builder_nodes.h"
#include <stdio.h>
#include <stdlib.h>
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_string.h"
extern "C" {
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_object_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
} /* extern "C" */
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "intern/builder/deg_builder.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_types.h"
#include "intern/depsgraph_intern.h"
#include "util/deg_util_foreach.h"
namespace DEG {
void DepsgraphNodeBuilder::build_pose_constraints(Object *object, bPoseChannel *pchan)
{
/* create node for constraint stack */
add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
function_bind(BKE_pose_constraints_evaluate, _1, scene_, object, pchan),
DEG_OPCODE_BONE_CONSTRAINTS);
}
/* IK Solver Eval Steps */
void DepsgraphNodeBuilder::build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con)
{
bKinematicConstraint *data = (bKinematicConstraint *)con->data;
/* Find the chain's root. */
bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
if (rootchan == NULL) {
return;
}
if (has_operation_node(&object->id, DEG_NODE_TYPE_EVAL_POSE, rootchan->name,
DEG_OPCODE_POSE_IK_SOLVER))
{
return;
}
/* Operation node for evaluating/running IK Solver. */
add_operation_node(&object->id, DEG_NODE_TYPE_EVAL_POSE, rootchan->name,
function_bind(BKE_pose_iktree_evaluate, _1, scene_, object, rootchan),
DEG_OPCODE_POSE_IK_SOLVER);
}
/* Spline IK Eval Steps */
void DepsgraphNodeBuilder::build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con)
{
bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
/* Find the chain's root. */
bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
/* Operation node for evaluating/running Spline IK Solver.
* Store the "root bone" of this chain in the solver, so it knows where to start.
*/
add_operation_node(&object->id, DEG_NODE_TYPE_EVAL_POSE, rootchan->name,
function_bind(BKE_pose_splineik_evaluate, _1, scene_, object, rootchan),
DEG_OPCODE_POSE_SPLINE_IK_SOLVER);
}
/* Pose/Armature Bones Graph */
void DepsgraphNodeBuilder::build_rig(Object *object)
{
bArmature *arm = (bArmature *)object->data;
OperationDepsNode *op_node;
/* animation and/or drivers linking posebones to base-armature used to define them
* NOTE: AnimData here is really used to control animated deform properties,
* which ideally should be able to be unique across different instances.
* Eventually, we need some type of proxy/isolation mechanism in-between here
* to ensure that we can use same rig multiple times in same scene...
*/
if (!built_map_.checkIsBuilt(arm)) {
build_animdata(&arm->id);
/* Make sure pose is up-to-date with armature updates. */
add_operation_node(&arm->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PLACEHOLDER,
"Armature Eval");
}
/* Rebuild pose if not up to date. */
if (object->pose == NULL || (object->pose->flag & POSE_RECALC)) {
BKE_pose_rebuild_ex(object, arm, false);
/* XXX: Without this animation gets lost in certain circumstances
* after loading file. Need to investigate further since it does
* not happen with simple scenes..
*/
if (object->adt) {
object->adt->recalc |= ADT_RECALC_ANIM;
}
}
/* speed optimization for animation lookups */
if (object->pose) {
BKE_pose_channels_hash_make(object->pose);
if (object->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
BKE_pose_update_constraint_flags(object->pose);
}
}
/**
* Pose Rig Graph
* ==============
*
* Pose Component:
* - Mainly used for referencing Bone components.
* - This is where the evaluation operations for init/exec/cleanup
* (ik) solvers live, and are later hooked up (so that they can be
* interleaved during runtime) with bone-operations they depend on/affect.
* - init_pose_eval() and cleanup_pose_eval() are absolute first and last
* steps of pose eval process. ALL bone operations must be performed
* between these two...
*
* Bone Component:
* - Used for representing each bone within the rig
* - Acts to encapsulate the evaluation operations (base matrix + parenting,
* and constraint stack) so that they can be easily found.
* - Everything else which depends on bone-results hook up to the component only
* so that we can redirect those to point at either the the post-IK/
* post-constraint/post-matrix steps, as needed.
*/
/* pose eval context */
op_node = add_operation_node(&object->id,
DEG_NODE_TYPE_EVAL_POSE,
function_bind(BKE_pose_eval_init, _1, scene_, object, object->pose),
DEG_OPCODE_POSE_INIT);
op_node->set_as_entry();
op_node = add_operation_node(&object->id,
DEG_NODE_TYPE_EVAL_POSE,
function_bind(BKE_pose_eval_init_ik, _1, scene_, object, object->pose),
DEG_OPCODE_POSE_INIT_IK);
op_node = add_operation_node(&object->id,
DEG_NODE_TYPE_EVAL_POSE,
function_bind(BKE_pose_eval_flush, _1, scene_, object, object->pose),
DEG_OPCODE_POSE_DONE);
op_node->set_as_exit();
/* bones */
LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
/* Node for bone evaluation. */
op_node = add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name, NULL,
DEG_OPCODE_BONE_LOCAL);
op_node->set_as_entry();
add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
function_bind(BKE_pose_eval_bone, _1, scene_, object, pchan),
DEG_OPCODE_BONE_POSE_PARENT);
add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
NULL, /* NOTE: dedicated noop for easier relationship construction */
DEG_OPCODE_BONE_READY);
op_node = add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
function_bind(BKE_pose_bone_done, _1, pchan),
DEG_OPCODE_BONE_DONE);
op_node->set_as_exit();
/* Custom properties. */
if (pchan->prop != NULL) {
add_operation_node(&object->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PARAMETERS_EVAL,
pchan->name);
}
/* Constraints. */
if (pchan->constraints.first != NULL) {
build_pose_constraints(object, pchan);
}
/**
* IK Solvers.
*
* - These require separate processing steps are pose-level
* to be executed between chains of bones (i.e. once the
* base transforms of a bunch of bones is done)
*
* Unsolved Issues:
* - Care is needed to ensure that multi-headed trees work out the same as in ik-tree building
* - Animated chain-lengths are a problem...
*/
LISTBASE_FOREACH (bConstraint *, con, &pchan->constraints) {
switch (con->type) {
case CONSTRAINT_TYPE_KINEMATIC:
build_ik_pose(object, pchan, con);
break;
case CONSTRAINT_TYPE_SPLINEIK:
build_splineik_pose(object, pchan, con);
break;
default:
break;
}
}
}
}
void DepsgraphNodeBuilder::build_proxy_rig(Object *object)
{
bArmature *arm = (bArmature *)object->data;
OperationDepsNode *op_node;
build_animdata(&arm->id);
BLI_assert(object->pose != NULL);
/* speed optimization for animation lookups */
BKE_pose_channels_hash_make(object->pose);
if (object->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
BKE_pose_update_constraint_flags(object->pose);
}
op_node = add_operation_node(&object->id,
DEG_NODE_TYPE_EVAL_POSE,
function_bind(BKE_pose_eval_proxy_copy, _1, object),
DEG_OPCODE_POSE_INIT);
op_node->set_as_entry();
LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
op_node = add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
NULL, DEG_OPCODE_BONE_LOCAL);
op_node->set_as_entry();
add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
NULL, DEG_OPCODE_BONE_READY);
op_node = add_operation_node(&object->id, DEG_NODE_TYPE_BONE, pchan->name,
NULL, DEG_OPCODE_BONE_DONE);
op_node->set_as_exit();
/* Custom properties. */
if (pchan->prop != NULL) {
add_operation_node(&object->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PARAMETERS_EVAL,
pchan->name);
}
}
op_node = add_operation_node(&object->id, DEG_NODE_TYPE_EVAL_POSE,
NULL, DEG_OPCODE_POSE_DONE);
op_node->set_as_exit();
}
} // namespace DEG
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