161 lines
4.4 KiB
C++
161 lines
4.4 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Developers
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup animrig
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*
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* \brief Layered Action evaluation.
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*/
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#pragma once
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#include "BLI_map.hh"
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#include "BLI_string_ref.hh"
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#include "ANIM_action.hh"
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namespace blender::animrig {
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/* Identifies the property that an evaluated animation value is for.
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*
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* This could be replaced with either `FCurveIdentifier` or `RNAPath`. However,
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* `FCurveIdentifier` is semantically meant to represent an fcurve itself rather
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* than the property an fcurve might be for, and moreover not all animation will
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* necessarily come from fcurves in the future anyway. `RNAPath` would be more
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* semantically appropriate, but it stores a full copy of the string component
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* of the path, and here we want to be lighter than that and use a string
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* reference.
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*/
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class PropIdentifier {
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public:
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/**
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* Reference to the RNA path of the property.
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*
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* This string is typically owned by the FCurve that animates the property.
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*/
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StringRefNull rna_path;
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int array_index;
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PropIdentifier() = default;
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PropIdentifier(const StringRefNull rna_path, const int array_index)
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: rna_path(rna_path), array_index(array_index)
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{
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}
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bool operator==(const PropIdentifier &other) const
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{
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return rna_path == other.rna_path && array_index == other.array_index;
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}
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bool operator!=(const PropIdentifier &other) const
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{
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return !(*this == other);
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}
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uint64_t hash() const
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{
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return get_default_hash(rna_path, array_index);
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}
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};
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/**
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* The evaluated value for an animated property, along with its RNA pointer.
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*/
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class AnimatedProperty {
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public:
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float value;
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PathResolvedRNA prop_rna;
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AnimatedProperty(const float value, const PathResolvedRNA &prop_rna)
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: value(value), prop_rna(prop_rna)
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{
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}
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};
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/* Result of FCurve evaluation for an action slot.
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* Mapping from property identifier to its float value.
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*
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* Can be fed to the evaluation of the next layer, mixed with another strip, or
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* used to modify actual RNA properties.
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*
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* TODO: see if this is efficient, and contains enough info, for mixing. For now
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* this just captures the FCurve evaluation result, but doesn't have any info
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* about how to do the mixing (LERP, quaternion SLERP, etc.).
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*/
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class EvaluationResult {
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protected:
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using EvaluationMap = Map<PropIdentifier, AnimatedProperty>;
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EvaluationMap result_;
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public:
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EvaluationResult() = default;
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EvaluationResult(const EvaluationResult &other) = default;
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~EvaluationResult() = default;
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operator bool() const
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{
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return !this->is_empty();
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}
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bool is_empty() const
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{
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return result_.is_empty();
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}
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void store(const StringRefNull rna_path,
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const int array_index,
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const float value,
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const PathResolvedRNA &prop_rna)
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{
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PropIdentifier key(rna_path, array_index);
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AnimatedProperty anim_prop(value, prop_rna);
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result_.add_overwrite(key, anim_prop);
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}
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AnimatedProperty value(const StringRefNull rna_path, const int array_index) const
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{
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PropIdentifier key(rna_path, array_index);
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return result_.lookup(key);
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}
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const AnimatedProperty *lookup_ptr(const PropIdentifier &key) const
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{
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return result_.lookup_ptr(key);
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}
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AnimatedProperty *lookup_ptr(const PropIdentifier &key)
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{
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return result_.lookup_ptr(key);
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}
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EvaluationMap::ItemIterator items() const
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{
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return result_.items();
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}
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};
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/**
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* Evaluate the given action for the given slot and animated ID.
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*
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* This does *not* apply the resulting values to the ID. Instead, it returns
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* the resulting values in an `EvaluationResult`.
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*/
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EvaluationResult evaluate_action(PointerRNA &animated_id_ptr,
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Action &action,
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slot_handle_t slot_handle,
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const AnimationEvalContext &anim_eval_context);
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/**
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* Top level animation evaluation function.
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*
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* Animate the given ID, using the layered Action and the given slot.
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*
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* \param flush_to_original: when true, look up the original data-block (assuming
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* the given one is an evaluated copy) and update that too.
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*/
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void evaluate_and_apply_action(PointerRNA &animated_id_ptr,
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Action &action,
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slot_handle_t slot_handle,
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const AnimationEvalContext &anim_eval_context,
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bool flush_to_original);
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} // namespace blender::animrig
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