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:
@@ -46,14 +46,6 @@ void animviz_free_motionpath(struct bMotionPath *mpath);
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struct bMotionPath *animviz_verify_motionpaths(struct ReportList *reports, struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan);
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void animviz_get_object_motionpaths(struct Object *ob, ListBase *targets);
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void animviz_calc_motionpaths(struct Depsgraph *depsgraph,
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struct Main *bmain,
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struct Scene *scene,
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ListBase *targets,
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bool restore,
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bool current_frame_only);
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/* ---------------------------------------------------- */
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/* Curve Paths */
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@@ -355,8 +355,6 @@ set(SRC
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)
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set(LIB
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bf_editor_animation # FIXME, bad level (compare_ak_cfraPtr)
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bf_blenfont
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bf_blenlib
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bf_blenloader
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@@ -57,11 +57,6 @@
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static CLG_LogRef LOG = {"bke.anim"};
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// XXX bad level call...
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extern short compare_ak_cfraPtr(void *node, void *data);
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extern void agroup_to_keylist(struct AnimData *adt, struct bActionGroup *agrp, struct DLRBT_Tree *keys, int saction_flag);
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extern void action_to_keylist(struct AnimData *adt, struct bAction *act, struct DLRBT_Tree *keys, int saction_flag);
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/* --------------------- */
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/* forward declarations */
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@@ -244,293 +239,6 @@ bMotionPath *animviz_verify_motionpaths(ReportList *reports, Scene *scene, Objec
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return mpath;
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}
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/* ------------------- */
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/* Motion path needing to be baked (mpt) */
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typedef struct MPathTarget {
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struct MPathTarget *next, *prev;
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bMotionPath *mpath; /* motion path in question */
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DLRBT_Tree keys; /* temp, to know where the keyframes are */
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/* Original (Source Objects) */
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Object *ob; /* source object */
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bPoseChannel *pchan; /* source posechannel (if applicable) */
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/* "Evaluated" Copies (these come from the background COW copie
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* that provide all the coordinates we want to save off)
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*/
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Object *ob_eval; /* evaluated object */
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} MPathTarget;
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/* ........ */
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/* get list of motion paths to be baked for the given object
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* - assumes the given list is ready to be used
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*/
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/* TODO: it would be nice in future to be able to update objects dependent on these bones too? */
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void animviz_get_object_motionpaths(Object *ob, ListBase *targets)
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{
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MPathTarget *mpt;
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/* object itself first */
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if ((ob->avs.recalc & ANIMVIZ_RECALC_PATHS) && (ob->mpath)) {
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/* new target for object */
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mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget Ob");
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BLI_addtail(targets, mpt);
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mpt->mpath = ob->mpath;
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mpt->ob = ob;
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}
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/* bones */
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if ((ob->pose) && (ob->pose->avs.recalc & ANIMVIZ_RECALC_PATHS)) {
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bArmature *arm = ob->data;
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bPoseChannel *pchan;
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for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
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if ((pchan->bone) && (arm->layer & pchan->bone->layer) && (pchan->mpath)) {
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/* new target for bone */
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mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget PoseBone");
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BLI_addtail(targets, mpt);
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mpt->mpath = pchan->mpath;
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mpt->ob = ob;
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mpt->pchan = pchan;
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}
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}
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}
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}
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/* ........ */
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/* update scene for current frame */
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static void motionpaths_calc_update_scene(Main *bmain,
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struct Depsgraph *depsgraph)
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{
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/* Do all updates
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* - if this is too slow, resort to using a more efficient way
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* that doesn't force complete update, but for now, this is the
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* most accurate way!
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*
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* TODO(segey): Bring back partial updates, which became impossible
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* with the new depsgraph due to unsorted nature of bases.
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*
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* TODO(sergey): Use evaluation context dedicated to motion paths.
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*/
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BKE_scene_graph_update_for_newframe(depsgraph, bmain);
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}
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/* ........ */
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/* perform baking for the targets on the current frame */
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static void motionpaths_calc_bake_targets(ListBase *targets, int cframe)
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{
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MPathTarget *mpt;
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/* for each target, check if it can be baked on the current frame */
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for (mpt = targets->first; mpt; mpt = mpt->next) {
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bMotionPath *mpath = mpt->mpath;
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/* current frame must be within the range the cache works for
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* - is inclusive of the first frame, but not the last otherwise we get buffer overruns
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*/
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if ((cframe < mpath->start_frame) || (cframe >= mpath->end_frame)) {
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continue;
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}
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/* get the relevant cache vert to write to */
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bMotionPathVert *mpv = mpath->points + (cframe - mpath->start_frame);
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Object *ob_eval = mpt->ob_eval;
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/* Lookup evaluated pose channel, here because the depsgraph
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* evaluation can change them so they are not cached in mpt. */
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bPoseChannel *pchan_eval = NULL;
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if (mpt->pchan) {
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pchan_eval = BKE_pose_channel_find_name(ob_eval->pose, mpt->pchan->name);
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}
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/* pose-channel or object path baking? */
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if (pchan_eval) {
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/* heads or tails */
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if (mpath->flag & MOTIONPATH_FLAG_BHEAD) {
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copy_v3_v3(mpv->co, pchan_eval->pose_head);
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}
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else {
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copy_v3_v3(mpv->co, pchan_eval->pose_tail);
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}
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/* result must be in worldspace */
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mul_m4_v3(ob_eval->obmat, mpv->co);
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}
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else {
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/* worldspace object location */
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copy_v3_v3(mpv->co, ob_eval->obmat[3]);
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}
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float mframe = (float)(cframe);
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/* Tag if it's a keyframe */
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if (BLI_dlrbTree_search_exact(&mpt->keys, compare_ak_cfraPtr, &mframe)) {
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mpv->flag |= MOTIONPATH_VERT_KEY;
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}
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else {
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mpv->flag &= ~MOTIONPATH_VERT_KEY;
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}
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/* Incremental update on evaluated object if possible, for fast updating
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* while dragging in transform. */
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bMotionPath *mpath_eval = NULL;
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if (mpt->pchan) {
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mpath_eval = (pchan_eval) ? pchan_eval->mpath : NULL;
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}
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else {
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mpath_eval = ob_eval->mpath;
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}
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if (mpath_eval && mpath_eval->length == mpath->length) {
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bMotionPathVert *mpv_eval = mpath_eval->points + (cframe - mpath_eval->start_frame);
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*mpv_eval = *mpv;
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GPU_VERTBUF_DISCARD_SAFE(mpath_eval->points_vbo);
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GPU_BATCH_DISCARD_SAFE(mpath_eval->batch_line);
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GPU_BATCH_DISCARD_SAFE(mpath_eval->batch_points);
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}
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}
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}
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/* Perform baking of the given object's and/or its bones' transforms to motion paths
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* - scene: current scene
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* - ob: object whose flagged motionpaths should get calculated
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* - recalc: whether we need to
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*/
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/* TODO: include reports pointer? */
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void animviz_calc_motionpaths(Depsgraph *depsgraph,
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Main *bmain,
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Scene *scene,
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ListBase *targets,
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bool restore,
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bool current_frame_only)
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{
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/* sanity check */
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if (ELEM(NULL, targets, targets->first))
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return;
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/* Compute frame range to bake within.
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* TODO: this method could be improved...
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* 1) max range for standard baking
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* 2) minimum range for recalc baking (i.e. between keyframes, but how?) */
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int sfra = INT_MAX;
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int efra = INT_MIN;
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for (MPathTarget *mpt = targets->first; mpt; mpt = mpt->next) {
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/* try to increase area to do (only as much as needed) */
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sfra = MIN2(sfra, mpt->mpath->start_frame);
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efra = MAX2(efra, mpt->mpath->end_frame);
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}
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if (efra <= sfra) {
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return;
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}
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/* Limit frame range if we are updating just the current frame. */
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/* set frame values */
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int cfra = CFRA;
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if (current_frame_only) {
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if (cfra < sfra || cfra > efra) {
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return;
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}
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sfra = efra = cfra;
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}
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/* get copies of objects/bones to get the calculated results from
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* (for copy-on-write evaluation), so that we actually get some results
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*/
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// TODO: Create a copy of background depsgraph that only contain these entities, and only evaluates them..
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for (MPathTarget *mpt = targets->first; mpt; mpt = mpt->next) {
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mpt->ob_eval = DEG_get_evaluated_object(depsgraph, mpt->ob);
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AnimData *adt = BKE_animdata_from_id(&mpt->ob_eval->id);
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/* build list of all keyframes in active action for object or pchan */
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BLI_dlrbTree_init(&mpt->keys);
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if (adt) {
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bAnimVizSettings *avs;
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/* get pointer to animviz settings for each target */
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if (mpt->pchan)
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avs = &mpt->ob->pose->avs;
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else
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avs = &mpt->ob->avs;
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/* it is assumed that keyframes for bones are all grouped in a single group
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* unless an option is set to always use the whole action
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*/
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if ((mpt->pchan) && (avs->path_viewflag & MOTIONPATH_VIEW_KFACT) == 0) {
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bActionGroup *agrp = BKE_action_group_find_name(adt->action, mpt->pchan->name);
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if (agrp) {
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agroup_to_keylist(adt, agrp, &mpt->keys, 0);
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}
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}
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else {
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action_to_keylist(adt, adt->action, &mpt->keys, 0);
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}
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}
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}
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/* calculate path over requested range */
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CLOG_INFO(&LOG, 1, "Calculating MotionPaths between frames %d - %d (%d frames)", sfra, efra, efra - sfra + 1);
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for (CFRA = sfra; CFRA <= efra; CFRA++) {
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if (current_frame_only) {
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/* For current frame, only update tagged. */
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BKE_scene_graph_update_tagged(depsgraph, bmain);
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}
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else {
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/* Update relevant data for new frame. */
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motionpaths_calc_update_scene(bmain, depsgraph);
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}
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/* perform baking for targets */
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motionpaths_calc_bake_targets(targets, CFRA);
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}
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/* reset original environment */
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/* NOTE: We don't always need to reevaluate the main scene, as the depsgraph
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* may be a temporary one that works on a subset of the data. We always have
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* to resoture the current frame though. */
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CFRA = cfra;
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if (!current_frame_only && restore) {
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motionpaths_calc_update_scene(bmain, depsgraph);
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}
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/* clear recalc flags from targets */
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for (MPathTarget *mpt = targets->first; mpt; mpt = mpt->next) {
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bAnimVizSettings *avs;
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bMotionPath *mpath = mpt->mpath;
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/* get pointer to animviz settings for each target */
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if (mpt->pchan)
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avs = &mpt->ob->pose->avs;
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else
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avs = &mpt->ob->avs;
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/* clear the flag requesting recalculation of targets */
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avs->recalc &= ~ANIMVIZ_RECALC_PATHS;
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/* Clean temp data */
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BLI_dlrbTree_free(&mpt->keys);
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/* Free previous batches to force update. */
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GPU_VERTBUF_DISCARD_SAFE(mpath->points_vbo);
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GPU_BATCH_DISCARD_SAFE(mpath->batch_line);
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GPU_BATCH_DISCARD_SAFE(mpath->batch_points);
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}
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}
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/* ******************************************************************** */
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/* Curve Paths - for curve deforms and/or curve following */
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@@ -25,6 +25,7 @@ set(INC
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../../makesdna
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../../makesrna
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../../windowmanager
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../../../../intern/clog
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../../../../intern/guardedalloc
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../../../../intern/glew-mx
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)
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@@ -41,6 +42,7 @@ set(SRC
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anim_filter.c
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anim_ipo_utils.c
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anim_markers.c
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anim_motion_paths.c
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anim_ops.c
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drivers.c
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fmodifier_ui.c
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|
335
source/blender/editors/animation/anim_motion_paths.c
Normal file
335
source/blender/editors/animation/anim_motion_paths.c
Normal file
@@ -0,0 +1,335 @@
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/*
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* 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.
|
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*/
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|
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/** \file
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* \ingroup bke
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*/
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#include "MEM_guardedalloc.h"
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#include <stdlib.h>
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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#include "BLI_dlrbTree.h"
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#include "DNA_anim_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_animsys.h"
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#include "BKE_action.h"
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#include "BKE_main.h"
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#include "BKE_scene.h"
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|
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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|
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#include "GPU_batch.h"
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#include "GPU_vertex_buffer.h"
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#include "ED_anim_api.h"
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#include "ED_keyframes_draw.h"
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#include "CLG_log.h"
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static CLG_LogRef LOG = {"ed.anim.motion_paths"};
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|
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/* Motion path needing to be baked (mpt) */
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typedef struct MPathTarget {
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struct MPathTarget *next, *prev;
|
||||
|
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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)
|
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{
|
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MPathTarget *mpt;
|
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|
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/* object itself first */
|
||||
if ((ob->avs.recalc & ANIMVIZ_RECALC_PATHS) && (ob->mpath)) {
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/* new target for object */
|
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mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget Ob");
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BLI_addtail(targets, mpt);
|
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|
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mpt->mpath = ob->mpath;
|
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mpt->ob = ob;
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||||
}
|
||||
|
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/* bones */
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if ((ob->pose) && (ob->pose->avs.recalc & ANIMVIZ_RECALC_PATHS)) {
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bArmature *arm = ob->data;
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bPoseChannel *pchan;
|
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|
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for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
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if ((pchan->bone) && (arm->layer & pchan->bone->layer) && (pchan->mpath)) {
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||||
/* 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);
|
||||
}
|
||||
}
|
@@ -54,6 +54,7 @@
|
||||
#include "WM_api.h"
|
||||
#include "WM_types.h"
|
||||
|
||||
#include "ED_anim_api.h"
|
||||
#include "ED_armature.h"
|
||||
#include "ED_keyframing.h"
|
||||
#include "ED_screen.h"
|
||||
|
@@ -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__ */
|
||||
|
@@ -83,6 +83,7 @@
|
||||
#include "DEG_depsgraph.h"
|
||||
#include "DEG_depsgraph_build.h"
|
||||
|
||||
#include "ED_anim_api.h"
|
||||
#include "ED_armature.h"
|
||||
#include "ED_curve.h"
|
||||
#include "ED_mesh.h"
|
||||
|
@@ -118,6 +118,7 @@ set(SRC
|
||||
)
|
||||
|
||||
set(LIB
|
||||
bf_editor_animation
|
||||
bf_editor_interface
|
||||
bf_editor_space_api
|
||||
bf_python_gpu
|
||||
|
Reference in New Issue
Block a user