Files
test2/source/blender/editors/animation/anim_motion_paths.cc
Brecht Van Lommel 4653b65f7c Logging: Add DEBUG, TRACE severity, replace numeric levels
The numeric levels have no obvious meaning. This removes the distinction
between severity and levels, instead there is a single list of named levels
with defined meaning.

Debug means information that's mainly useful for developers, and trace is for
very verbose code execution tracing.

Pull Request: https://projects.blender.org/blender/blender/pulls/140244
2025-07-09 20:59:26 +02:00

574 lines
18 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include "MEM_guardedalloc.h"
#include <cstdlib>
#include "BLI_listbase.h"
#include "BLI_listbase_wrapper.hh"
#include "BLI_math_matrix.h"
#include "BLI_math_matrix.hh"
#include "BLI_math_vector.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_scene_types.h"
#include "BKE_action.hh"
#include "BKE_anim_data.hh"
#include "BKE_main.hh"
#include "BKE_scene.hh"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_build.hh"
#include "DEG_depsgraph_query.hh"
#include "GPU_batch.hh"
#include "GPU_vertex_buffer.hh"
#include "ED_anim_api.hh"
#include "ED_keyframes_keylist.hh"
#include "ANIM_action.hh"
#include "ANIM_action_legacy.hh"
#include "ANIM_bone_collections.hh"
#include "CLG_log.h"
static CLG_LogRef LOG = {"anim.motion_paths"};
/* Motion path needing to be baked (mpt). */
struct MPathTarget {
bMotionPath *mpath; /* Motion path in question. */
AnimKeylist *keylist; /* Temp, to know where the keyframes are. */
/* Original (Source Objects) */
Object *ob; /* Source Object */
bPoseChannel *pchan; /* Source pose-channel (if applicable). */
/* "Evaluated" Copies (these come from the background evaluated copy
* that provide all the coordinates we want to save off). */
Object *ob_eval; /* Evaluated Object. */
};
/* ........ */
/* Update scene for current frame. */
static void motionpaths_calc_update_scene(Depsgraph *depsgraph)
{
BKE_scene_graph_update_for_newframe(depsgraph);
}
Depsgraph *animviz_depsgraph_build(Main *bmain,
Scene *scene,
ViewLayer *view_layer,
blender::Span<MPathTarget *> targets)
{
/* Allocate dependency graph. */
Depsgraph *depsgraph = DEG_graph_new(bmain, scene, view_layer, DAG_EVAL_VIEWPORT);
/* Make a flat array of IDs for the DEG API. */
blender::Array<ID *> ids(targets.size());
int current_id_index = 0;
for (const MPathTarget *mpt : targets) {
ids[current_id_index++] = &mpt->ob->id;
}
/* Build graph from all requested IDs. */
DEG_graph_build_from_ids(depsgraph, ids);
/* Update once so we can access pointers of evaluated animation data. */
motionpaths_calc_update_scene(depsgraph);
return depsgraph;
}
void animviz_build_motionpath_targets(Object *ob, blender::Vector<MPathTarget *> &r_targets)
{
/* TODO: it would be nice in future to be able to update objects dependent on these bones too? */
MPathTarget *mpt;
/* Object itself first. */
if ((ob->avs.recalc & ANIMVIZ_RECALC_PATHS) && (ob->mpath)) {
/* New target for object. */
mpt = MEM_callocN<MPathTarget>("MPathTarget Ob");
mpt->mpath = ob->mpath;
mpt->ob = ob;
r_targets.append(mpt);
}
/* Bones. */
if ((ob->pose) && (ob->pose->avs.recalc & ANIMVIZ_RECALC_PATHS)) {
bArmature *arm = static_cast<bArmature *>(ob->data);
LISTBASE_FOREACH (bPoseChannel *, pchan, &ob->pose->chanbase) {
if ((pchan->bone) && ANIM_bonecoll_is_visible_pchan(arm, pchan) && (pchan->mpath)) {
/* New target for bone. */
mpt = MEM_callocN<MPathTarget>("MPathTarget PoseBone");
mpt->mpath = pchan->mpath;
mpt->ob = ob;
mpt->pchan = pchan;
r_targets.append(mpt);
}
}
}
}
void animviz_free_motionpath_targets(blender::Vector<MPathTarget *> &targets)
{
for (MPathTarget *mpt : targets) {
MEM_freeN(mpt);
}
targets.clear_and_shrink();
}
/* ........ */
/* Perform baking for the targets on the current frame. */
static void motionpaths_calc_bake_targets(blender::Span<MPathTarget *> targets,
int cframe,
Depsgraph *depsgraph,
Object *camera)
{
using namespace blender;
/* For each target, check if it can be baked on the current frame. */
for (const MPathTarget *mpt : targets) {
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 = nullptr;
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 world-space. */
mul_m4_v3(ob_eval->object_to_world().ptr(), mpv->co);
}
else {
/* World-space object location. */
copy_v3_v3(mpv->co, ob_eval->object_to_world().location());
}
if (mpath->flag & MOTIONPATH_FLAG_BAKE_CAMERA && camera) {
Object *cam_eval = DEG_get_evaluated(depsgraph, camera);
/* Convert point to camera space. */
float3 co_camera_space = math::transform_point(cam_eval->world_to_object(), float3(mpv->co));
copy_v3_v3(mpv->co, co_camera_space);
}
float mframe = float(cframe);
/* Tag if it's a keyframe. */
if (ED_keylist_find_exact(mpt->keylist, 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 = nullptr;
if (mpt->pchan) {
mpath_eval = (pchan_eval) ? pchan_eval->mpath : nullptr;
}
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);
}
}
}
/* Get pointer to animviz settings for the given target. */
static bAnimVizSettings *animviz_target_settings_get(const MPathTarget *mpt)
{
if (mpt->pchan != nullptr) {
return &mpt->ob->pose->avs;
}
return &mpt->ob->avs;
}
static void motionpath_get_global_framerange(blender::Span<MPathTarget *> targets,
int *r_sfra,
int *r_efra)
{
*r_sfra = INT_MAX;
*r_efra = INT_MIN;
for (const MPathTarget *mpt : targets) {
*r_sfra = min_ii(*r_sfra, mpt->mpath->start_frame);
*r_efra = max_ii(*r_efra, mpt->mpath->end_frame);
}
}
static int motionpath_get_prev_keyframe(MPathTarget *mpt, AnimKeylist *keylist, int current_frame)
{
/* TODO(jbakker): Remove complexity, key-lists are ordered. */
if (current_frame <= mpt->mpath->start_frame) {
return mpt->mpath->start_frame;
}
float current_frame_float = current_frame;
const ActKeyColumn *ak = ED_keylist_find_prev(keylist, current_frame_float);
if (ak == nullptr) {
return mpt->mpath->start_frame;
}
return ak->cfra;
}
static int motionpath_get_prev_prev_keyframe(MPathTarget *mpt,
AnimKeylist *keylist,
int current_frame)
{
int frame = motionpath_get_prev_keyframe(mpt, keylist, current_frame);
return motionpath_get_prev_keyframe(mpt, keylist, frame);
}
static int motionpath_get_next_keyframe(MPathTarget *mpt, AnimKeylist *keylist, int current_frame)
{
if (current_frame >= mpt->mpath->end_frame) {
return mpt->mpath->end_frame;
}
float current_frame_float = current_frame;
const ActKeyColumn *ak = ED_keylist_find_next(keylist, current_frame_float);
if (ak == nullptr) {
return mpt->mpath->end_frame;
}
return ak->cfra;
}
static int motionpath_get_next_next_keyframe(MPathTarget *mpt,
AnimKeylist *keylist,
int current_frame)
{
int frame = motionpath_get_next_keyframe(mpt, keylist, current_frame);
return motionpath_get_next_keyframe(mpt, keylist, frame);
}
static bool motionpath_check_can_use_keyframe_range(MPathTarget * /*mpt*/,
AnimData *adt,
blender::Span<FCurve *> fcurves)
{
if (adt == nullptr || fcurves.is_empty()) {
return false;
}
/* NOTE: We might needed to do a full frame range update if there is a specific setup of NLA
* or drivers or modifiers on the f-curves. */
return true;
}
static void motionpath_calculate_update_range(MPathTarget *mpt,
AnimData *adt,
blender::Vector<FCurve *> fcurves,
int current_frame,
int *r_sfra,
int *r_efra)
{
*r_sfra = INT_MAX;
*r_efra = INT_MIN;
/* If the current frame is outside of the configured motion path range we ignore update of this
* motion path by using invalid frame range where start frame is above the end frame. */
if (current_frame < mpt->mpath->start_frame || current_frame > mpt->mpath->end_frame) {
return;
}
/* Similar to the case when there is only a single keyframe: need to update en entire range to
* a constant value. */
if (!motionpath_check_can_use_keyframe_range(mpt, adt, fcurves)) {
*r_sfra = mpt->mpath->start_frame;
*r_efra = mpt->mpath->end_frame;
return;
}
/* NOTE: Iterate over individual f-curves, and check their keyframes individually and pick a
* widest range from them. This is because it's possible to have more narrow keyframe on a
* channel which wasn't edited.
* Could be optimized further by storing some flags about which channels has been modified so
* we ignore all others (which can potentially make an update range unnecessary wide). */
for (FCurve *fcu : fcurves) {
AnimKeylist *keylist = ED_keylist_create();
fcurve_to_keylist(adt, fcu, keylist, 0, {-FLT_MAX, FLT_MAX}, true);
ED_keylist_prepare_for_direct_access(keylist);
int fcu_sfra = motionpath_get_prev_prev_keyframe(mpt, keylist, current_frame);
int fcu_efra = motionpath_get_next_next_keyframe(mpt, keylist, current_frame);
/* Extend range further, since acceleration compensation propagates even further away. */
if (fcu->auto_smoothing != FCURVE_SMOOTH_NONE) {
fcu_sfra = motionpath_get_prev_prev_keyframe(mpt, keylist, fcu_sfra);
fcu_efra = motionpath_get_next_next_keyframe(mpt, keylist, fcu_efra);
}
if (fcu_sfra <= fcu_efra) {
*r_sfra = min_ii(*r_sfra, fcu_sfra);
*r_efra = max_ii(*r_efra, fcu_efra);
}
ED_keylist_free(keylist);
}
}
static void motionpath_free_free_tree_data(blender::MutableSpan<MPathTarget *> targets)
{
for (MPathTarget *mpt : targets) {
ED_keylist_free(mpt->keylist);
}
}
void animviz_motionpath_compute_range(Object *ob, Scene *scene)
{
bAnimVizSettings *avs = ob->mode == OB_MODE_POSE ? &ob->pose->avs : &ob->avs;
if (avs->path_range == MOTIONPATH_RANGE_MANUAL) {
/* Don't touch manually-determined ranges. */
return;
}
const bool has_action = ob->adt && ob->adt->action;
if (avs->path_range == MOTIONPATH_RANGE_SCENE || !has_action ||
!blender::animrig::legacy::assigned_action_has_keyframes(ob->adt))
{
/* Default to the scene (preview) range if there is no animation data to
* find selected keys in. */
avs->path_sf = PSFRA;
avs->path_ef = PEFRA;
return;
}
AnimKeylist *keylist = ED_keylist_create();
for (FCurve *fcu : blender::animrig::legacy::fcurves_for_assigned_action(ob->adt)) {
fcurve_to_keylist(ob->adt, fcu, keylist, 0, {-FLT_MAX, FLT_MAX}, true);
}
blender::Bounds<float> frame_range;
switch (avs->path_range) {
case MOTIONPATH_RANGE_KEYS_SELECTED:
if (ED_keylist_selected_keys_frame_range(keylist, &frame_range)) {
break;
}
ATTR_FALLTHROUGH; /* Fall through if there were no selected keys found. */
case MOTIONPATH_RANGE_KEYS_ALL:
ED_keylist_all_keys_frame_range(keylist, &frame_range);
break;
case MOTIONPATH_RANGE_MANUAL:
case MOTIONPATH_RANGE_SCENE:
BLI_assert_msg(false, "This should not happen, function should have exited earlier.");
};
avs->path_sf = frame_range.min;
avs->path_ef = frame_range.max;
ED_keylist_free(keylist);
}
void animviz_calc_motionpaths(Depsgraph *depsgraph,
Main *bmain,
Scene *scene,
blender::MutableSpan<MPathTarget *> targets,
eAnimvizCalcRange range,
bool restore)
{
/* TODO: include reports pointer? */
using namespace blender::animrig;
if (targets.is_empty()) {
return;
}
const int cfra = scene->r.cfra;
int sfra = INT_MAX, efra = INT_MIN;
switch (range) {
case ANIMVIZ_CALC_RANGE_CURRENT_FRAME:
motionpath_get_global_framerange(targets, &sfra, &efra);
if (sfra > efra) {
return;
}
if (cfra < sfra || cfra > efra) {
return;
}
sfra = efra = cfra;
break;
case ANIMVIZ_CALC_RANGE_CHANGED:
/* Nothing to do here, will be handled later when iterating through the targets. */
break;
case ANIMVIZ_CALC_RANGE_FULL:
motionpath_get_global_framerange(targets, &sfra, &efra);
if (sfra > efra) {
return;
}
break;
}
/* Get copies of objects/bones to get the calculated results from
* (for copy-on-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 until that is done we force dependency graph to not be active, so we don't lose unkeyed
* changes during updating the motion path.
* This still doesn't include unkeyed changes to the path itself, but allows to have updates in
* an environment when auto-keying and pose paste is used. */
const bool is_active_depsgraph = DEG_is_active(depsgraph);
if (is_active_depsgraph) {
DEG_make_inactive(depsgraph);
}
for (MPathTarget *mpt : targets) {
mpt->ob_eval = DEG_get_evaluated(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. */
mpt->keylist = ED_keylist_create();
blender::Vector<FCurve *> fcurves;
if (adt && adt->action) {
/* Get pointer to animviz settings for each target. */
bAnimVizSettings *avs = animviz_target_settings_get(mpt);
/* 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) {
Action &action = adt->action->wrap();
bActionGroup *agrp = nullptr;
if (action.is_action_layered()) {
Channelbag *cbag = channelbag_for_action_slot(action, adt->slot_handle);
agrp = cbag ? cbag->channel_group_find(mpt->pchan->name) : nullptr;
}
else {
agrp = BKE_action_group_find_name(adt->action, mpt->pchan->name);
}
if (agrp) {
fcurves = blender::listbase_to_vector<FCurve>(agrp->channels);
action_group_to_keylist(adt, agrp, mpt->keylist, 0, {-FLT_MAX, FLT_MAX});
}
}
else {
Action &action = adt->action->wrap();
if (action.is_action_layered()) {
fcurves = blender::Vector<FCurve *>(
channelbag_for_action_slot(action, adt->slot_handle)->fcurves());
}
else {
fcurves = blender::listbase_to_vector<FCurve>(adt->action->curves);
}
action_to_keylist(adt, adt->action, mpt->keylist, 0, {-FLT_MAX, FLT_MAX});
}
}
ED_keylist_prepare_for_direct_access(mpt->keylist);
if (range == ANIMVIZ_CALC_RANGE_CHANGED) {
int mpt_sfra, mpt_efra;
motionpath_calculate_update_range(mpt, adt, fcurves, cfra, &mpt_sfra, &mpt_efra);
if (mpt_sfra <= mpt_efra) {
sfra = min_ii(sfra, mpt_sfra);
efra = max_ii(efra, mpt_efra);
}
}
}
if (sfra > efra) {
motionpath_free_free_tree_data(targets);
return;
}
/* Calculate path over requested range. */
CLOG_INFO(&LOG,
"Calculating MotionPaths between frames %d - %d (%d frames)",
sfra,
efra,
efra - sfra + 1);
for (scene->r.cfra = sfra; scene->r.cfra <= efra; scene->r.cfra++) {
if (range == ANIMVIZ_CALC_RANGE_CURRENT_FRAME) {
/* For current frame, only update tagged. */
BKE_scene_graph_update_tagged(depsgraph, bmain);
}
else {
/* Update relevant data for new frame. */
motionpaths_calc_update_scene(depsgraph);
}
/* Perform baking for targets. */
motionpaths_calc_bake_targets(targets, scene->r.cfra, depsgraph, scene->camera);
}
/* 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 restore the current frame though. */
scene->r.cfra = cfra;
if (range != ANIMVIZ_CALC_RANGE_CURRENT_FRAME && restore) {
motionpaths_calc_update_scene(depsgraph);
}
if (is_active_depsgraph) {
DEG_make_active(depsgraph);
}
/* Clear recalc flags from targets. */
for (MPathTarget *mpt : targets) {
bMotionPath *mpath = mpt->mpath;
/* Get pointer to animviz settings for each target. */
bAnimVizSettings *avs = animviz_target_settings_get(mpt);
/* Clear the flag requesting recalculation of targets. */
avs->recalc &= ~ANIMVIZ_RECALC_PATHS;
/* Clean temp data. */
ED_keylist_free(mpt->keylist);
/* 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);
}
}