Files
test/source/blender/animrig/intern/evaluation_internal.hh
Sybren A. Stüvel 631f72265d Anim: add evaluation of Animation data-blocks
Include Animation data-block handling in Blender's animation evaluation
stack. If an `Animation` is assigned to an `ID`, it will take precedence
over the NLA and/or any `Action` that might be assigned as well.

For more info, see #113594.

Pull Request: https://projects.blender.org/blender/blender/pulls/118677
2024-04-08 12:53:32 +02:00

129 lines
3.2 KiB
C++

/* SPDX-FileCopyrightText: 2024 Blender Developers
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BLI_map.hh"
#include "BLI_string_ref.hh"
#include "RNA_access.hh"
namespace blender::animrig::internal {
class PropIdentifier {
public:
/**
* Reference to the RNA path of the property.
*
* This string is typically owned by the FCurve that animates the property.
*/
StringRefNull rna_path;
int array_index;
PropIdentifier() = default;
PropIdentifier(const StringRefNull rna_path, const int array_index)
: rna_path(rna_path), array_index(array_index)
{
}
bool operator==(const PropIdentifier &other) const
{
return rna_path == other.rna_path && array_index == other.array_index;
}
bool operator!=(const PropIdentifier &other) const
{
return !(*this == other);
}
uint64_t hash() const
{
return get_default_hash(rna_path, array_index);
}
};
class AnimatedProperty {
public:
float value;
PathResolvedRNA prop_rna;
AnimatedProperty(const float value, const PathResolvedRNA &prop_rna)
: value(value), prop_rna(prop_rna)
{
}
};
/* Evaluated FCurves for some animation binding.
* Mapping from property identifier to its float value.
*
* Can be fed to the evaluation of the next layer, mixed with another strip, or
* used to modify actual RNA properties.
*
* TODO: see if this is efficient, and contains enough info, for mixing. For now
* this just captures the FCurve evaluation result, but doesn't have any info
* about how to do the mixing (LERP, quaternion SLERP, etc.).
*/
class EvaluationResult {
protected:
using EvaluationMap = Map<PropIdentifier, AnimatedProperty>;
EvaluationMap result_;
public:
EvaluationResult() = default;
EvaluationResult(const EvaluationResult &other) = default;
~EvaluationResult() = default;
public:
operator bool() const
{
return !this->is_empty();
}
bool is_empty() const
{
return result_.is_empty();
}
void store(const StringRefNull rna_path,
const int array_index,
const float value,
const PathResolvedRNA &prop_rna)
{
PropIdentifier key(rna_path, array_index);
AnimatedProperty anim_prop(value, prop_rna);
result_.add_overwrite(key, anim_prop);
}
AnimatedProperty value(const StringRefNull rna_path, const int array_index) const
{
PropIdentifier key(rna_path, array_index);
return result_.lookup(key);
}
const AnimatedProperty *lookup_ptr(const PropIdentifier &key) const
{
return result_.lookup_ptr(key);
}
AnimatedProperty *lookup_ptr(const PropIdentifier &key)
{
return result_.lookup_ptr(key);
}
EvaluationMap::ItemIterator items() const
{
return result_.items();
}
};
/**
* Evaluate the animation data on the given layer, for the given binding. This
* just returns the evaluation result, without taking any other layers,
* blending, influence, etc. into account.
*/
EvaluationResult evaluate_layer(PointerRNA &animated_id_ptr,
Layer &layer,
binding_handle_t binding_handle,
const AnimationEvalContext &anim_eval_context);
} // namespace blender::animrig::internal