Simplify `animviz_verify_motionpaths()` as the current code structure got in the way of me reviewing an addition to it. Some conditions and calculations are reordered so that they don't have to be repeated. This allowed me to reduce nesting of the code, and make it easier to understand when exactly a motion path is reused cache-and-all, when it's reused but gets a new cache, and when it's freshly allocated. I also think this removes a theoretical memory leak, as there was a code path that would allocate a new cache without freeing the old one. This would require a somewhat invalid data structure to begin with, but the code path now simply doesn't exist any more. I don't think this problematic code path was ever hit in normal use, though. No actual functional changes.
225 lines
5.5 KiB
C++
225 lines
5.5 KiB
C++
/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
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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 bke
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*/
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#include "MEM_guardedalloc.h"
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#include "DNA_action_types.h"
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#include "DNA_anim_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "BLT_translation.h"
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#include "BKE_anim_visualization.h"
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#include "BKE_report.h"
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#include "GPU_batch.h"
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#include "BLO_read_write.hh"
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/* ******************************************************************** */
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/* Animation Visualization */
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void animviz_settings_init(bAnimVizSettings *avs)
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{
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/* sanity check */
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if (avs == nullptr) {
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return;
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}
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/* path settings */
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avs->path_bc = avs->path_ac = 10;
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avs->path_sf = 1; /* XXX: Take from scene instead? */
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avs->path_ef = 250; /* XXX: Take from scene instead? */
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avs->path_viewflag = (MOTIONPATH_VIEW_KFRAS | MOTIONPATH_VIEW_KFNOS);
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avs->path_step = 1;
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avs->path_bakeflag |= MOTIONPATH_BAKE_HEADS;
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}
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/* ------------------- */
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void animviz_free_motionpath_cache(bMotionPath *mpath)
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{
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/* sanity check */
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if (mpath == nullptr) {
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return;
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}
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/* free the path if necessary */
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if (mpath->points) {
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MEM_freeN(mpath->points);
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}
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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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/* reset the relevant parameters */
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mpath->points = nullptr;
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mpath->length = 0;
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}
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void animviz_free_motionpath(bMotionPath *mpath)
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{
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/* sanity check */
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if (mpath == nullptr) {
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return;
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}
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/* free the cache first */
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animviz_free_motionpath_cache(mpath);
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/* now the instance itself */
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MEM_freeN(mpath);
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}
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/* ------------------- */
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bMotionPath *animviz_copy_motionpath(const bMotionPath *mpath_src)
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{
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bMotionPath *mpath_dst;
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if (mpath_src == nullptr) {
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return nullptr;
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}
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mpath_dst = static_cast<bMotionPath *>(MEM_dupallocN(mpath_src));
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mpath_dst->points = static_cast<bMotionPathVert *>(MEM_dupallocN(mpath_src->points));
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/* should get recreated on draw... */
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mpath_dst->points_vbo = nullptr;
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mpath_dst->batch_line = nullptr;
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mpath_dst->batch_points = nullptr;
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return mpath_dst;
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}
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/* ------------------- */
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bMotionPath *animviz_verify_motionpaths(ReportList *reports,
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Scene *scene,
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Object *ob,
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bPoseChannel *pchan)
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{
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bAnimVizSettings *avs;
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bMotionPath *mpath, **dst;
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/* sanity checks */
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if (ELEM(nullptr, scene, ob)) {
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return nullptr;
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}
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/* get destination data */
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if (pchan) {
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/* paths for posechannel - assume that posechannel belongs to the object */
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avs = &ob->pose->avs;
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dst = &pchan->mpath;
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}
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else {
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/* paths for object */
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avs = &ob->avs;
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dst = &ob->mpath;
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}
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/* Avoid 0 size allocations. */
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if (avs->path_sf >= avs->path_ef) {
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BKE_reportf(reports,
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RPT_ERROR,
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"Motion path frame extents invalid for %s (%d to %d)%s",
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(pchan) ? pchan->name : ob->id.name,
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avs->path_sf,
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avs->path_ef,
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(avs->path_sf == avs->path_ef) ? RPT_(", cannot have single-frame paths") : "");
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return nullptr;
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}
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const int expected_length = avs->path_ef - avs->path_sf;
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BLI_assert(expected_length > 0); /* Because the `if` above. */
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/* If there is already a motionpath, just return that, provided its settings
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* are ok (saves extra free+alloc). */
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if (*dst != nullptr) {
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mpath = *dst;
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/* Only reuse a path if it was already a valid path, and of the expected length. */
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if (mpath->start_frame != mpath->end_frame && mpath->length == expected_length) {
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mpath->start_frame = avs->path_sf;
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mpath->end_frame = avs->path_ef;
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return mpath;
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}
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/* Clear the existing cache, to allocate a new one below. */
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animviz_free_motionpath_cache(mpath);
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}
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else {
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mpath = static_cast<bMotionPath *>(MEM_callocN(sizeof(bMotionPath), "bMotionPath"));
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*dst = mpath;
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}
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/* Copy mpath settings from the viz settings. */
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mpath->start_frame = avs->path_sf;
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mpath->end_frame = avs->path_ef;
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mpath->length = expected_length;
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if (avs->path_bakeflag & MOTIONPATH_BAKE_HEADS) {
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mpath->flag |= MOTIONPATH_FLAG_BHEAD;
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}
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else {
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mpath->flag &= ~MOTIONPATH_FLAG_BHEAD;
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}
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/* Set default custom values (RGB). */
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mpath->color[0] = 1.0;
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mpath->color[1] = 0.0;
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mpath->color[2] = 0.0;
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mpath->line_thickness = 2;
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mpath->flag |= MOTIONPATH_FLAG_LINES;
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/* Allocate a cache. */
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mpath->points = static_cast<bMotionPathVert *>(
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MEM_callocN(sizeof(bMotionPathVert) * mpath->length, "bMotionPathVerts"));
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/* Tag viz settings as currently having some path(s) which use it. */
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avs->path_bakeflag |= MOTIONPATH_BAKE_HAS_PATHS;
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return mpath;
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}
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void animviz_motionpath_blend_write(BlendWriter *writer, bMotionPath *mpath)
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{
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/* sanity checks */
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if (mpath == nullptr) {
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return;
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}
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/* firstly, just write the motionpath struct */
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BLO_write_struct(writer, bMotionPath, mpath);
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/* now write the array of data */
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BLO_write_struct_array(writer, bMotionPathVert, mpath->length, mpath->points);
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}
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void animviz_motionpath_blend_read_data(BlendDataReader *reader, bMotionPath *mpath)
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{
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/* sanity check */
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if (mpath == nullptr) {
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return;
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}
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/* relink points cache */
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BLO_read_data_address(reader, &mpath->points);
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mpath->points_vbo = nullptr;
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mpath->batch_line = nullptr;
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mpath->batch_points = nullptr;
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}
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