Cleanup: move motion paths into editors/animation

Having this in blenkernel caused bad level calls to bf_editors_anim,
causing tests that use 'blenkernel' to require almost all libraries.
(complicating gtest linking & causing large binaries).
This commit is contained in:
Campbell Barton
2019-04-16 07:27:37 +02:00
parent 5498e7f193
commit 2f94b170e4
9 changed files with 349 additions and 302 deletions

View File

@@ -46,14 +46,6 @@ void animviz_free_motionpath(struct bMotionPath *mpath);
struct bMotionPath *animviz_verify_motionpaths(struct ReportList *reports, struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan); struct bMotionPath *animviz_verify_motionpaths(struct ReportList *reports, struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan);
void animviz_get_object_motionpaths(struct Object *ob, ListBase *targets);
void animviz_calc_motionpaths(struct Depsgraph *depsgraph,
struct Main *bmain,
struct Scene *scene,
ListBase *targets,
bool restore,
bool current_frame_only);
/* ---------------------------------------------------- */ /* ---------------------------------------------------- */
/* Curve Paths */ /* Curve Paths */

View File

@@ -355,8 +355,6 @@ set(SRC
) )
set(LIB set(LIB
bf_editor_animation # FIXME, bad level (compare_ak_cfraPtr)
bf_blenfont bf_blenfont
bf_blenlib bf_blenlib
bf_blenloader bf_blenloader

View File

@@ -57,11 +57,6 @@
static CLG_LogRef LOG = {"bke.anim"}; static CLG_LogRef LOG = {"bke.anim"};
// XXX bad level call...
extern short compare_ak_cfraPtr(void *node, void *data);
extern void agroup_to_keylist(struct AnimData *adt, struct bActionGroup *agrp, struct DLRBT_Tree *keys, int saction_flag);
extern void action_to_keylist(struct AnimData *adt, struct bAction *act, struct DLRBT_Tree *keys, int saction_flag);
/* --------------------- */ /* --------------------- */
/* forward declarations */ /* forward declarations */
@@ -244,293 +239,6 @@ bMotionPath *animviz_verify_motionpaths(ReportList *reports, Scene *scene, Objec
return mpath; return mpath;
} }
/* ------------------- */
/* Motion path needing to be baked (mpt) */
typedef struct MPathTarget {
struct MPathTarget *next, *prev;
bMotionPath *mpath; /* motion path in question */
DLRBT_Tree keys; /* temp, to know where the keyframes are */
/* 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 */
} MPathTarget;
/* ........ */
/* get list of motion paths to be baked for the given object
* - assumes the given list is ready to be used
*/
/* 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;
}
}
}
}
/* ........ */
/* update scene for current frame */
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);
}
/* ........ */
/* 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);
}
}
}
/* Perform baking of the given object's and/or its bones' transforms to motion paths
* - scene: current scene
* - ob: object whose flagged motionpaths should get calculated
* - recalc: whether we need to
*/
/* TODO: include reports pointer? */
void animviz_calc_motionpaths(Depsgraph *depsgraph,
Main *bmain,
Scene *scene,
ListBase *targets,
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);
}
}
/* ******************************************************************** */ /* ******************************************************************** */
/* Curve Paths - for curve deforms and/or curve following */ /* Curve Paths - for curve deforms and/or curve following */

View File

@@ -25,6 +25,7 @@ set(INC
../../makesdna ../../makesdna
../../makesrna ../../makesrna
../../windowmanager ../../windowmanager
../../../../intern/clog
../../../../intern/guardedalloc ../../../../intern/guardedalloc
../../../../intern/glew-mx ../../../../intern/glew-mx
) )
@@ -41,6 +42,7 @@ set(SRC
anim_filter.c anim_filter.c
anim_ipo_utils.c anim_ipo_utils.c
anim_markers.c anim_markers.c
anim_motion_paths.c
anim_ops.c anim_ops.c
drivers.c drivers.c
fmodifier_ui.c fmodifier_ui.c

View File

@@ -0,0 +1,335 @@
/*
* 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.
*/
/** \file
* \ingroup bke
*/
#include "MEM_guardedalloc.h"
#include <stdlib.h>
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_dlrbTree.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_scene_types.h"
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "GPU_batch.h"
#include "GPU_vertex_buffer.h"
#include "ED_anim_api.h"
#include "ED_keyframes_draw.h"
#include "CLG_log.h"
static CLG_LogRef LOG = {"ed.anim.motion_paths"};
/* Motion path needing to be baked (mpt) */
typedef struct MPathTarget {
struct MPathTarget *next, *prev;
bMotionPath *mpath; /* motion path in question */
DLRBT_Tree keys; /* temp, to know where the keyframes are */
/* 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 */
} MPathTarget;
/* ........ */
/* get list of motion paths to be baked for the given object
* - assumes the given list is ready to be used
*/
/* 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;
}
}
}
}
/* ........ */
/* update scene for current frame */
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);
}
/* ........ */
/* 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);
}
}
}
/* Perform baking of the given object's and/or its bones' transforms to motion paths
* - scene: current scene
* - ob: object whose flagged motionpaths should get calculated
* - recalc: whether we need to
*/
/* TODO: include reports pointer? */
void animviz_calc_motionpaths(Depsgraph *depsgraph,
Main *bmain,
Scene *scene,
ListBase *targets,
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);
}
}

View File

@@ -54,6 +54,7 @@
#include "WM_api.h" #include "WM_api.h"
#include "WM_types.h" #include "WM_types.h"
#include "ED_anim_api.h"
#include "ED_armature.h" #include "ED_armature.h"
#include "ED_keyframing.h" #include "ED_keyframing.h"
#include "ED_screen.h" #include "ED_screen.h"

View File

@@ -792,4 +792,13 @@ void ED_drivers_editor_init(struct bContext *C, struct ScrArea *sa);
/* ************************************************ */ /* ************************************************ */
void animviz_calc_motionpaths(struct Depsgraph *depsgraph,
struct Main *bmain,
struct Scene *scene,
ListBase *targets,
bool restore,
bool current_frame_only);
void animviz_get_object_motionpaths(struct Object *ob, ListBase *targets);
#endif /* __ED_ANIM_API_H__ */ #endif /* __ED_ANIM_API_H__ */

View File

@@ -83,6 +83,7 @@
#include "DEG_depsgraph.h" #include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h" #include "DEG_depsgraph_build.h"
#include "ED_anim_api.h"
#include "ED_armature.h" #include "ED_armature.h"
#include "ED_curve.h" #include "ED_curve.h"
#include "ED_mesh.h" #include "ED_mesh.h"

View File

@@ -118,6 +118,7 @@ set(SRC
) )
set(LIB set(LIB
bf_editor_animation
bf_editor_interface bf_editor_interface
bf_editor_space_api bf_editor_space_api
bf_python_gpu bf_python_gpu