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test2/source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

294 lines
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C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2013 Blender Foundation */
/** \file
* \ingroup depsgraph
*
* Methods for constructing depsgraph's nodes
*/
#include "intern/builder/deg_builder_nodes.h"
#include <cstdio>
#include <cstdlib>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_constraint.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "intern/builder/deg_builder.h"
#include "intern/depsgraph_type.h"
#include "intern/eval/deg_eval_copy_on_write.h"
#include "intern/node/deg_node.h"
#include "intern/node/deg_node_component.h"
#include "intern/node/deg_node_operation.h"
namespace blender::deg {
void DepsgraphNodeBuilder::build_pose_constraints(Object *object,
bPoseChannel *pchan,
int pchan_index)
{
/* Pull indirect dependencies via constraints. */
BuilderWalkUserData data;
data.builder = this;
BKE_constraints_id_loop(&pchan->constraints, constraint_walk, &data);
/* Create node for constraint stack. */
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
add_operation_node(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_CONSTRAINTS,
[scene_cow, object_cow, pchan_index](::Depsgraph *depsgraph) {
BKE_pose_constraints_evaluate(
depsgraph, scene_cow, object_cow, pchan_index);
});
}
/* IK Solver Eval Steps */
void DepsgraphNodeBuilder::build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con)
{
bKinematicConstraint *data = (bKinematicConstraint *)con->data;
/* Find the chain's root. */
bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
if (rootchan == nullptr) {
return;
}
if (has_operation_node(
&object->id, NodeType::EVAL_POSE, rootchan->name, OperationCode::POSE_IK_SOLVER)) {
return;
}
int rootchan_index = BLI_findindex(&object->pose->chanbase, rootchan);
BLI_assert(rootchan_index != -1);
/* Operation node for evaluating/running IK Solver. */
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
add_operation_node(&object->id,
NodeType::EVAL_POSE,
rootchan->name,
OperationCode::POSE_IK_SOLVER,
[scene_cow, object_cow, rootchan_index](::Depsgraph *depsgraph) {
BKE_pose_iktree_evaluate(depsgraph, scene_cow, object_cow, rootchan_index);
});
}
/* Spline IK Eval Steps */
void DepsgraphNodeBuilder::build_splineik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con)
{
bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
/* Find the chain's root. */
bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
if (has_operation_node(&object->id,
NodeType::EVAL_POSE,
rootchan->name,
OperationCode::POSE_SPLINE_IK_SOLVER)) {
return;
}
/* Operation node for evaluating/running Spline IK Solver.
* Store the "root bone" of this chain in the solver, so it knows where to
* start. */
int rootchan_index = BLI_findindex(&object->pose->chanbase, rootchan);
BLI_assert(rootchan_index != -1);
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
add_operation_node(&object->id,
NodeType::EVAL_POSE,
rootchan->name,
OperationCode::POSE_SPLINE_IK_SOLVER,
[scene_cow, object_cow, rootchan_index](::Depsgraph *depsgraph) {
BKE_pose_splineik_evaluate(
depsgraph, scene_cow, object_cow, rootchan_index);
});
}
/* Pose/Armature Bones Graph */
void DepsgraphNodeBuilder::build_rig(Object *object)
{
bArmature *armature = (bArmature *)object->data;
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
OperationNode *op_node;
/* Animation and/or drivers linking pose-bones to base-armature used to define them.
*
* NOTE: AnimData here is really used to control animated deform properties,
* which ideally should be able to be unique across different
* instances. Eventually, we need some type of proxy/isolation
* mechanism in-between here to ensure that we can use same rig
* multiple times in same scene. */
/* Armature. */
build_armature(armature);
/* Rebuild pose if not up to date. */
if (object->pose == nullptr || (object->pose->flag & POSE_RECALC)) {
/* By definition, no need to tag depsgraph as dirty from here, so we can pass nullptr bmain. */
BKE_pose_rebuild(nullptr, object, armature, true);
}
/* Speed optimization for animation lookups. */
if (object->pose != nullptr) {
BKE_pose_channels_hash_ensure(object->pose);
if (object->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
BKE_pose_update_constraint_flags(object->pose);
}
}
/**
* Pose Rig Graph
* ==============
*
* Pose Component:
* - Mainly used for referencing Bone components.
* - This is where the evaluation operations for init/exec/cleanup
* (ik) solvers live, and are later hooked up (so that they can be
* interleaved during runtime) with bone-operations they depend on/affect.
* - init_pose_eval() and cleanup_pose_eval() are absolute first and last
* steps of pose eval process. ALL bone operations must be performed
* between these two...
*
* Bone Component:
* - Used for representing each bone within the rig
* - Acts to encapsulate the evaluation operations (base matrix + parenting,
* and constraint stack) so that they can be easily found.
* - Everything else which depends on bone-results hook up to the component
* only so that we can redirect those to point at either the
* post-IK/post-constraint/post-matrix steps, as needed. */
/* Pose eval context. */
op_node = add_operation_node(&object->id,
NodeType::EVAL_POSE,
OperationCode::POSE_INIT,
[scene_cow, object_cow](::Depsgraph *depsgraph) {
BKE_pose_eval_init(depsgraph, scene_cow, object_cow);
});
op_node->set_as_entry();
op_node = add_operation_node(&object->id,
NodeType::EVAL_POSE,
OperationCode::POSE_INIT_IK,
[scene_cow, object_cow](::Depsgraph *depsgraph) {
BKE_pose_eval_init_ik(depsgraph, scene_cow, object_cow);
});
add_operation_node(&object->id,
NodeType::EVAL_POSE,
OperationCode::POSE_CLEANUP,
[scene_cow, object_cow](::Depsgraph *depsgraph) {
BKE_pose_eval_cleanup(depsgraph, scene_cow, object_cow);
});
op_node = add_operation_node(
&object->id,
NodeType::EVAL_POSE,
OperationCode::POSE_DONE,
[object_cow](::Depsgraph *depsgraph) { BKE_pose_eval_done(depsgraph, object_cow); });
op_node->set_as_exit();
/* Bones. */
int pchan_index = 0;
LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
/* Node for bone evaluation. */
op_node = add_operation_node(
&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_LOCAL);
op_node->set_as_entry();
add_operation_node(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_POSE_PARENT,
[scene_cow, object_cow, pchan_index](::Depsgraph *depsgraph) {
BKE_pose_eval_bone(depsgraph, scene_cow, object_cow, pchan_index);
});
/* NOTE: Dedicated noop for easier relationship construction. */
add_operation_node(&object->id, NodeType::BONE, pchan->name, OperationCode::BONE_READY);
op_node = add_operation_node(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_DONE,
[object_cow, pchan_index](::Depsgraph *depsgraph) {
BKE_pose_bone_done(depsgraph, object_cow, pchan_index);
});
/* B-Bone shape computation - the real last step if present. */
if (check_pchan_has_bbone(object, pchan)) {
op_node = add_operation_node(&object->id,
NodeType::BONE,
pchan->name,
OperationCode::BONE_SEGMENTS,
[object_cow, pchan_index](::Depsgraph *depsgraph) {
BKE_pose_eval_bbone_segments(
depsgraph, object_cow, pchan_index);
});
}
op_node->set_as_exit();
/* Custom properties. */
if (pchan->prop != nullptr) {
build_idproperties(pchan->prop);
add_operation_node(
&object->id, NodeType::PARAMETERS, OperationCode::PARAMETERS_EVAL, nullptr, pchan->name);
}
/* Build constraints. */
if (pchan->constraints.first != nullptr) {
build_pose_constraints(object, pchan, pchan_index);
}
/**
* IK Solvers.
*
* - These require separate processing steps are pose-level
* to be executed between chains of bones (i.e. once the
* base transforms of a bunch of bones is done)
*
* Unsolved Issues:
* - Care is needed to ensure that multi-headed trees work out the same
* as in ik-tree building
* - Animated chain-lengths are a problem. */
LISTBASE_FOREACH (bConstraint *, con, &pchan->constraints) {
switch (con->type) {
case CONSTRAINT_TYPE_KINEMATIC:
build_ik_pose(object, pchan, con);
break;
case CONSTRAINT_TYPE_SPLINEIK:
build_splineik_pose(object, pchan, con);
break;
default:
break;
}
}
/* Custom shape. */
if (pchan->custom != nullptr) {
/* NOTE: The relation builder will ensure visibility of the custom shape object. */
build_object(-1, pchan->custom, DEG_ID_LINKED_INDIRECTLY, false);
}
pchan_index++;
}
}
} // namespace blender::deg