When using clangd or running clang-tidy on headers there are currently many errors. These are noisy in IDEs, make auto fixes impossible, and break features like code completion, refactoring and navigation. This makes source/blender headers work by themselves, which is generally the goal anyway. But #includes and forward declarations were often incomplete. * Add #includes and forward declarations * Add IWYU pragma: export in a few places * Remove some unused #includes (but there are many more) * Tweak ShaderCreateInfo macros to work better with clangd Some types of headers still have errors, these could be fixed or worked around with more investigation. Mostly preprocessor template headers like NOD_static_types.h. Note that that disabling WITH_UNITY_BUILD is required for clangd to work properly, otherwise compile_commands.json does not contain the information for the relevant source files. For more details see the developer docs: https://developer.blender.org/docs/handbook/tooling/clangd/ Pull Request: https://projects.blender.org/blender/blender/pulls/132608
162 lines
4.4 KiB
C++
162 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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public:
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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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