Motivation is to disambiguate on the naming level what the matrix actually means. It is very easy to understand the meaning backwards, especially since in Python the name goes the opposite way (it is called `world_matrix` in the Python API). It is important to disambiguate the naming without making developers to look into the comment in the header file (which is also not super clear either). Additionally, more clear naming facilitates the unit verification (or, in this case, space validation) when reading an expression. This patch calls the matrix `object_to_world` which makes it clear from the local code what is it exactly going on. This is only done on DNA level, and a lot of local variables still follow the old naming. A DNA rename is setup in a way that there is no change on the file level, so there should be no regressions at all. The possibility is to add `_matrix` or `_mat` suffix to the name to make it explicit that it is a matrix. Although, not sure if it really helps the readability, or is it something redundant. Differential Revision: https://developer.blender.org/D16328
659 lines
19 KiB
C
659 lines
19 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
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/** \file
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* \ingroup ikplugin
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*/
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#include "MEM_guardedalloc.h"
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#include "BIK_api.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "BKE_armature.h"
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#include "BKE_constraint.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_object_types.h"
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#include "IK_solver.h"
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#include "iksolver_plugin.h"
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#include <string.h> /* memcpy */
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#define USE_NONUNIFORM_SCALE
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/* ********************** THE IK SOLVER ******************* */
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/* allocates PoseTree, and links that to root bone/channel */
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/* NOTE: detecting the IK chain is duplicate code...
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* in drawarmature.c and in transform_conversions.c */
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static void initialize_posetree(struct Object *UNUSED(ob), bPoseChannel *pchan_tip)
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{
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bPoseChannel *curchan, *pchan_root = NULL, *chanlist[256], **oldchan;
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PoseTree *tree;
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PoseTarget *target;
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bConstraint *con;
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bKinematicConstraint *data;
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int a, t, segcount = 0, size, newsize, *oldparent, parent;
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/* find IK constraint, and validate it */
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for (con = pchan_tip->constraints.first; con; con = con->next) {
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if (con->type == CONSTRAINT_TYPE_KINEMATIC) {
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data = (bKinematicConstraint *)con->data;
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if (data->flag & CONSTRAINT_IK_AUTO) {
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break;
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}
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if (data->tar == NULL) {
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continue;
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}
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if (data->tar->type == OB_ARMATURE && data->subtarget[0] == 0) {
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continue;
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}
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if ((con->flag & (CONSTRAINT_DISABLE | CONSTRAINT_OFF)) == 0 && (con->enforce != 0.0f)) {
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break;
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}
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}
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}
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if (con == NULL) {
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return;
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}
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/* exclude tip from chain? */
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if (!(data->flag & CONSTRAINT_IK_TIP)) {
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pchan_tip = pchan_tip->parent;
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}
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/* Find the chain's root & count the segments needed */
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for (curchan = pchan_tip; curchan; curchan = curchan->parent) {
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pchan_root = curchan;
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curchan->flag |= POSE_CHAIN; /* don't forget to clear this */
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chanlist[segcount] = curchan;
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segcount++;
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if (segcount == data->rootbone || segcount > 255) {
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break; /* 255 is weak */
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}
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}
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if (!segcount) {
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return;
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}
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/* setup the chain data */
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/* we make tree-IK, unless all existing targets are in this chain */
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for (tree = pchan_root->iktree.first; tree; tree = tree->next) {
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for (target = tree->targets.first; target; target = target->next) {
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curchan = tree->pchan[target->tip];
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if (curchan->flag & POSE_CHAIN) {
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curchan->flag &= ~POSE_CHAIN;
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}
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else {
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break;
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}
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}
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if (target) {
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break;
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}
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}
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/* create a target */
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target = MEM_callocN(sizeof(PoseTarget), "posetarget");
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target->con = con;
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pchan_tip->flag &= ~POSE_CHAIN;
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if (tree == NULL) {
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/* make new tree */
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tree = MEM_callocN(sizeof(PoseTree), "posetree");
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tree->type = CONSTRAINT_TYPE_KINEMATIC;
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tree->iterations = data->iterations;
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tree->totchannel = segcount;
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tree->stretch = (data->flag & CONSTRAINT_IK_STRETCH);
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tree->pchan = MEM_callocN(segcount * sizeof(void *), "ik tree pchan");
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tree->parent = MEM_callocN(segcount * sizeof(int), "ik tree parent");
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for (a = 0; a < segcount; a++) {
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tree->pchan[a] = chanlist[segcount - a - 1];
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tree->parent[a] = a - 1;
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}
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target->tip = segcount - 1;
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/* AND! link the tree to the root */
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BLI_addtail(&pchan_root->iktree, tree);
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}
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else {
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tree->iterations = MAX2(data->iterations, tree->iterations);
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tree->stretch = tree->stretch && !(data->flag & CONSTRAINT_IK_STRETCH);
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/* Skip common pose channels and add remaining. */
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size = MIN2(segcount, tree->totchannel);
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a = t = 0;
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while (a < size && t < tree->totchannel) {
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/* locate first matching channel */
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for (; t < tree->totchannel && tree->pchan[t] != chanlist[segcount - a - 1]; t++) {
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/* pass */
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}
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if (t >= tree->totchannel) {
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break;
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}
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for (; a < size && t < tree->totchannel && tree->pchan[t] == chanlist[segcount - a - 1];
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a++, t++) {
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/* pass */
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}
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}
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segcount = segcount - a;
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target->tip = tree->totchannel + segcount - 1;
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if (segcount > 0) {
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for (parent = a - 1; parent < tree->totchannel; parent++) {
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if (tree->pchan[parent] == chanlist[segcount - 1]->parent) {
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break;
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}
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}
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/* shouldn't happen, but could with dependency cycles */
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if (parent == tree->totchannel) {
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parent = a - 1;
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}
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/* resize array */
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newsize = tree->totchannel + segcount;
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oldchan = tree->pchan;
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oldparent = tree->parent;
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tree->pchan = MEM_callocN(newsize * sizeof(void *), "ik tree pchan");
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tree->parent = MEM_callocN(newsize * sizeof(int), "ik tree parent");
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memcpy(tree->pchan, oldchan, sizeof(void *) * tree->totchannel);
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memcpy(tree->parent, oldparent, sizeof(int) * tree->totchannel);
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MEM_freeN(oldchan);
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MEM_freeN(oldparent);
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/* add new pose channels at the end, in reverse order */
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for (a = 0; a < segcount; a++) {
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tree->pchan[tree->totchannel + a] = chanlist[segcount - a - 1];
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tree->parent[tree->totchannel + a] = tree->totchannel + a - 1;
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}
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tree->parent[tree->totchannel] = parent;
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tree->totchannel = newsize;
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}
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/* move tree to end of list, for correct evaluation order */
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BLI_remlink(&pchan_root->iktree, tree);
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BLI_addtail(&pchan_root->iktree, tree);
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}
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/* add target to the tree */
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BLI_addtail(&tree->targets, target);
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/* mark root channel having an IK tree */
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pchan_root->flag |= POSE_IKTREE;
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}
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/* transform from bone(b) to bone(b+1), store in chan_mat */
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static void make_dmats(bPoseChannel *pchan)
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{
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if (pchan->parent) {
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float iR_parmat[4][4];
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invert_m4_m4(iR_parmat, pchan->parent->pose_mat);
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mul_m4_m4m4(pchan->chan_mat, iR_parmat, pchan->pose_mat); /* delta mat */
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}
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else {
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copy_m4_m4(pchan->chan_mat, pchan->pose_mat);
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}
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}
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/* applies IK matrix to pchan, IK is done separated */
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/* formula: pose_mat(b) = pose_mat(b-1) * diffmat(b-1, b) * ik_mat(b) */
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/* to make this work, the diffmats have to be precalculated! Stored in chan_mat */
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static void where_is_ik_bone(bPoseChannel *pchan,
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float ik_mat[3][3]) /* nr = to detect if this is first bone */
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{
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float vec[3], ikmat[4][4];
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copy_m4_m3(ikmat, ik_mat);
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if (pchan->parent) {
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mul_m4_m4m4(pchan->pose_mat, pchan->parent->pose_mat, pchan->chan_mat);
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}
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else {
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copy_m4_m4(pchan->pose_mat, pchan->chan_mat);
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}
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#ifdef USE_NONUNIFORM_SCALE
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/* apply IK mat, but as if the bones have uniform scale since the IK solver
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* is not aware of non-uniform scale */
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float scale[3];
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mat4_to_size(scale, pchan->pose_mat);
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normalize_v3_length(pchan->pose_mat[0], scale[1]);
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normalize_v3_length(pchan->pose_mat[2], scale[1]);
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#endif
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mul_m4_m4m4(pchan->pose_mat, pchan->pose_mat, ikmat);
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#ifdef USE_NONUNIFORM_SCALE
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float ik_scale[3];
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mat3_to_size(ik_scale, ik_mat);
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normalize_v3_length(pchan->pose_mat[0], scale[0] * ik_scale[0]);
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normalize_v3_length(pchan->pose_mat[2], scale[2] * ik_scale[2]);
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#endif
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/* calculate head */
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copy_v3_v3(pchan->pose_head, pchan->pose_mat[3]);
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/* calculate tail */
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copy_v3_v3(vec, pchan->pose_mat[1]);
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mul_v3_fl(vec, pchan->bone->length);
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add_v3_v3v3(pchan->pose_tail, pchan->pose_head, vec);
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pchan->flag |= POSE_DONE;
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}
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/**
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* Called from within the core #BKE_pose_where_is loop, all animation-systems and constraints
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* were executed & assigned. Now as last we do an IK pass.
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*/
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static void execute_posetree(struct Depsgraph *depsgraph,
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struct Scene *scene,
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Object *ob,
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PoseTree *tree)
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{
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float R_parmat[3][3], identity[3][3];
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float iR_parmat[3][3];
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float R_bonemat[3][3];
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float goalrot[3][3], goalpos[3];
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float rootmat[4][4], imat[4][4];
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float goal[4][4], goalinv[4][4];
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float irest_basis[3][3], full_basis[3][3];
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float end_pose[4][4], world_pose[4][4];
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float basis[3][3], rest_basis[3][3], start[3], *ikstretch = NULL;
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float resultinf = 0.0f;
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int a, flag, hasstretch = 0, resultblend = 0;
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bPoseChannel *pchan;
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IK_Segment *seg, *parent, **iktree, *iktarget;
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IK_Solver *solver;
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PoseTarget *target;
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bKinematicConstraint *data, *poleangledata = NULL;
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Bone *bone;
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if (tree->totchannel == 0) {
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return;
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}
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iktree = MEM_mallocN(sizeof(void *) * tree->totchannel, "ik tree");
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for (a = 0; a < tree->totchannel; a++) {
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float length;
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pchan = tree->pchan[a];
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bone = pchan->bone;
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/* set DoF flag */
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flag = 0;
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if (!(pchan->ikflag & BONE_IK_NO_XDOF) && !(pchan->ikflag & BONE_IK_NO_XDOF_TEMP)) {
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flag |= IK_XDOF;
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}
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if (!(pchan->ikflag & BONE_IK_NO_YDOF) && !(pchan->ikflag & BONE_IK_NO_YDOF_TEMP)) {
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flag |= IK_YDOF;
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}
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if (!(pchan->ikflag & BONE_IK_NO_ZDOF) && !(pchan->ikflag & BONE_IK_NO_ZDOF_TEMP)) {
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flag |= IK_ZDOF;
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}
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if (tree->stretch && (pchan->ikstretch > 0.0f)) {
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flag |= IK_TRANS_YDOF;
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hasstretch = 1;
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}
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seg = iktree[a] = IK_CreateSegment(flag);
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/* find parent */
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if (a == 0) {
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parent = NULL;
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}
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else {
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parent = iktree[tree->parent[a]];
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}
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IK_SetParent(seg, parent);
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/* get the matrix that transforms from prevbone into this bone */
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copy_m3_m4(R_bonemat, pchan->pose_mat);
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/* gather transformations for this IK segment */
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if (pchan->parent) {
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copy_m3_m4(R_parmat, pchan->parent->pose_mat);
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}
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else {
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unit_m3(R_parmat);
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}
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/* bone offset */
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if (pchan->parent && (a > 0)) {
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sub_v3_v3v3(start, pchan->pose_head, pchan->parent->pose_tail);
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}
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else {
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/* only root bone (a = 0) has no parent */
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start[0] = start[1] = start[2] = 0.0f;
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}
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/* change length based on bone size */
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length = bone->length * len_v3(R_bonemat[1]);
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/* basis must be pure rotation */
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normalize_m3(R_bonemat);
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normalize_m3(R_parmat);
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/* compute rest basis and its inverse */
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copy_m3_m3(rest_basis, bone->bone_mat);
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transpose_m3_m3(irest_basis, bone->bone_mat);
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/* compute basis with rest_basis removed */
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invert_m3_m3(iR_parmat, R_parmat);
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mul_m3_m3m3(full_basis, iR_parmat, R_bonemat);
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mul_m3_m3m3(basis, irest_basis, full_basis);
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/* transform offset into local bone space */
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mul_m3_v3(iR_parmat, start);
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IK_SetTransform(seg, start, rest_basis, basis, length);
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if (pchan->ikflag & BONE_IK_XLIMIT) {
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IK_SetLimit(seg, IK_X, pchan->limitmin[0], pchan->limitmax[0]);
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}
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if (pchan->ikflag & BONE_IK_YLIMIT) {
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IK_SetLimit(seg, IK_Y, pchan->limitmin[1], pchan->limitmax[1]);
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}
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if (pchan->ikflag & BONE_IK_ZLIMIT) {
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IK_SetLimit(seg, IK_Z, pchan->limitmin[2], pchan->limitmax[2]);
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}
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IK_SetStiffness(seg, IK_X, pchan->stiffness[0]);
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IK_SetStiffness(seg, IK_Y, pchan->stiffness[1]);
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IK_SetStiffness(seg, IK_Z, pchan->stiffness[2]);
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if (tree->stretch && (pchan->ikstretch > 0.0f)) {
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const float ikstretch_sq = square_f(pchan->ikstretch);
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/* this function does its own clamping */
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IK_SetStiffness(seg, IK_TRANS_Y, 1.0f - ikstretch_sq);
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IK_SetLimit(seg, IK_TRANS_Y, IK_STRETCH_STIFF_MIN, IK_STRETCH_STIFF_MAX);
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}
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}
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solver = IK_CreateSolver(iktree[0]);
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/* set solver goals */
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/* first set the goal inverse transform, assuming the root of tree was done ok! */
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pchan = tree->pchan[0];
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if (pchan->parent) {
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/* transform goal by parent mat, so this rotation is not part of the
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* segment's basis. otherwise rotation limits do not work on the
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* local transform of the segment itself. */
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copy_m4_m4(rootmat, pchan->parent->pose_mat);
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/* However, we do not want to get (i.e. reverse) parent's scale,
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* as it generates T31008 kind of nasty bugs. */
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normalize_m4(rootmat);
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}
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else {
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unit_m4(rootmat);
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}
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copy_v3_v3(rootmat[3], pchan->pose_head);
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mul_m4_m4m4(imat, ob->object_to_world, rootmat);
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invert_m4_m4(goalinv, imat);
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for (target = tree->targets.first; target; target = target->next) {
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float polepos[3];
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int poleconstrain = 0;
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data = (bKinematicConstraint *)target->con->data;
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/* 1.0=ctime, we pass on object for auto-ik (owner-type here is object, even though
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* strictly speaking, it is a posechannel)
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*/
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BKE_constraint_target_matrix_get(
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depsgraph, scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
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/* and set and transform goal */
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mul_m4_m4m4(goal, goalinv, rootmat);
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copy_v3_v3(goalpos, goal[3]);
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copy_m3_m4(goalrot, goal);
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normalize_m3(goalrot);
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/* same for pole vector target */
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if (data->poletar) {
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BKE_constraint_target_matrix_get(
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depsgraph, scene, target->con, 1, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
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if (data->flag & CONSTRAINT_IK_SETANGLE) {
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/* don't solve IK when we are setting the pole angle */
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break;
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}
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mul_m4_m4m4(goal, goalinv, rootmat);
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copy_v3_v3(polepos, goal[3]);
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poleconstrain = 1;
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/* for pole targets, we blend the result of the ik solver
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* instead of the target position, otherwise we can't get
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* a smooth transition */
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resultblend = 1;
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resultinf = target->con->enforce;
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if (data->flag & CONSTRAINT_IK_GETANGLE) {
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poleangledata = data;
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data->flag &= ~CONSTRAINT_IK_GETANGLE;
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}
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}
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/* do we need blending? */
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if (!resultblend && target->con->enforce != 1.0f) {
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float q1[4], q2[4], q[4];
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float fac = target->con->enforce;
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float mfac = 1.0f - fac;
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pchan = tree->pchan[target->tip];
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|
|
/* end effector in world space */
|
|
copy_m4_m4(end_pose, pchan->pose_mat);
|
|
copy_v3_v3(end_pose[3], pchan->pose_tail);
|
|
mul_m4_series(world_pose, goalinv, ob->object_to_world, end_pose);
|
|
|
|
/* blend position */
|
|
goalpos[0] = fac * goalpos[0] + mfac * world_pose[3][0];
|
|
goalpos[1] = fac * goalpos[1] + mfac * world_pose[3][1];
|
|
goalpos[2] = fac * goalpos[2] + mfac * world_pose[3][2];
|
|
|
|
/* blend rotation */
|
|
mat3_to_quat(q1, goalrot);
|
|
mat4_to_quat(q2, world_pose);
|
|
interp_qt_qtqt(q, q1, q2, mfac);
|
|
quat_to_mat3(goalrot, q);
|
|
}
|
|
|
|
iktarget = iktree[target->tip];
|
|
|
|
if ((data->flag & CONSTRAINT_IK_POS) && data->weight != 0.0f) {
|
|
if (poleconstrain) {
|
|
IK_SolverSetPoleVectorConstraint(
|
|
solver, iktarget, goalpos, polepos, data->poleangle, (poleangledata == data));
|
|
}
|
|
IK_SolverAddGoal(solver, iktarget, goalpos, data->weight);
|
|
}
|
|
if ((data->flag & CONSTRAINT_IK_ROT) && (data->orientweight != 0.0f)) {
|
|
if ((data->flag & CONSTRAINT_IK_AUTO) == 0) {
|
|
IK_SolverAddGoalOrientation(solver, iktarget, goalrot, data->orientweight);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* solve */
|
|
IK_Solve(solver, 0.0f, tree->iterations);
|
|
|
|
if (poleangledata) {
|
|
poleangledata->poleangle = IK_SolverGetPoleAngle(solver);
|
|
}
|
|
|
|
IK_FreeSolver(solver);
|
|
|
|
/* gather basis changes */
|
|
tree->basis_change = MEM_mallocN(sizeof(float[3][3]) * tree->totchannel, "ik basis change");
|
|
if (hasstretch) {
|
|
ikstretch = MEM_mallocN(sizeof(float) * tree->totchannel, "ik stretch");
|
|
}
|
|
|
|
for (a = 0; a < tree->totchannel; a++) {
|
|
IK_GetBasisChange(iktree[a], tree->basis_change[a]);
|
|
|
|
if (hasstretch) {
|
|
/* have to compensate for scaling received from parent */
|
|
float parentstretch, stretch;
|
|
|
|
pchan = tree->pchan[a];
|
|
parentstretch = (tree->parent[a] >= 0) ? ikstretch[tree->parent[a]] : 1.0f;
|
|
|
|
if (tree->stretch && (pchan->ikstretch > 0.0f)) {
|
|
float trans[3], length;
|
|
|
|
IK_GetTranslationChange(iktree[a], trans);
|
|
length = pchan->bone->length * len_v3(pchan->pose_mat[1]);
|
|
|
|
ikstretch[a] = (length == 0.0f) ? 1.0f : (trans[1] + length) / length;
|
|
}
|
|
else {
|
|
ikstretch[a] = 1.0;
|
|
}
|
|
|
|
stretch = (parentstretch == 0.0f) ? 1.0f : ikstretch[a] / parentstretch;
|
|
|
|
mul_v3_fl(tree->basis_change[a][0], stretch);
|
|
mul_v3_fl(tree->basis_change[a][1], stretch);
|
|
mul_v3_fl(tree->basis_change[a][2], stretch);
|
|
}
|
|
|
|
if (resultblend && resultinf != 1.0f) {
|
|
unit_m3(identity);
|
|
blend_m3_m3m3(tree->basis_change[a], identity, tree->basis_change[a], resultinf);
|
|
}
|
|
|
|
IK_FreeSegment(iktree[a]);
|
|
}
|
|
|
|
MEM_freeN(iktree);
|
|
if (ikstretch) {
|
|
MEM_freeN(ikstretch);
|
|
}
|
|
}
|
|
|
|
static void free_posetree(PoseTree *tree)
|
|
{
|
|
BLI_freelistN(&tree->targets);
|
|
if (tree->pchan) {
|
|
MEM_freeN(tree->pchan);
|
|
}
|
|
if (tree->parent) {
|
|
MEM_freeN(tree->parent);
|
|
}
|
|
if (tree->basis_change) {
|
|
MEM_freeN(tree->basis_change);
|
|
}
|
|
MEM_freeN(tree);
|
|
}
|
|
|
|
/* ------------------------------
|
|
* Plugin API for legacy iksolver */
|
|
|
|
void iksolver_initialize_tree(struct Depsgraph *UNUSED(depsgraph),
|
|
struct Scene *UNUSED(scene),
|
|
struct Object *ob,
|
|
float UNUSED(ctime))
|
|
{
|
|
bPoseChannel *pchan;
|
|
|
|
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
|
|
if (pchan->constflag & PCHAN_HAS_IK) { /* flag is set on editing constraints */
|
|
initialize_posetree(ob, pchan); /* will attach it to root! */
|
|
}
|
|
}
|
|
ob->pose->flag &= ~POSE_WAS_REBUILT;
|
|
}
|
|
|
|
void iksolver_execute_tree(struct Depsgraph *depsgraph,
|
|
struct Scene *scene,
|
|
Object *ob,
|
|
bPoseChannel *pchan_root,
|
|
float ctime)
|
|
{
|
|
while (pchan_root->iktree.first) {
|
|
PoseTree *tree = pchan_root->iktree.first;
|
|
int a;
|
|
|
|
/* stop on the first tree that isn't a standard IK chain */
|
|
if (tree->type != CONSTRAINT_TYPE_KINEMATIC) {
|
|
return;
|
|
}
|
|
|
|
/* 4. walk over the tree for regular solving */
|
|
for (a = 0; a < tree->totchannel; a++) {
|
|
if (!(tree->pchan[a]->flag & POSE_DONE)) { /* successive trees can set the flag */
|
|
BKE_pose_where_is_bone(depsgraph, scene, ob, tree->pchan[a], ctime, 1);
|
|
}
|
|
/* Tell blender that this channel was controlled by IK,
|
|
* it's cleared on each BKE_pose_where_is(). */
|
|
tree->pchan[a]->flag |= POSE_CHAIN;
|
|
}
|
|
|
|
/* 5. execute the IK solver */
|
|
execute_posetree(depsgraph, scene, ob, tree);
|
|
|
|
/* 6. apply the differences to the channels,
|
|
* we need to calculate the original differences first */
|
|
for (a = 0; a < tree->totchannel; a++) {
|
|
make_dmats(tree->pchan[a]);
|
|
}
|
|
|
|
for (a = 0; a < tree->totchannel; a++) {
|
|
/* sets POSE_DONE */
|
|
where_is_ik_bone(tree->pchan[a], tree->basis_change[a]);
|
|
}
|
|
|
|
/* 7. and free */
|
|
BLI_remlink(&pchan_root->iktree, tree);
|
|
free_posetree(tree);
|
|
}
|
|
}
|
|
|
|
void iksolver_release_tree(struct Scene *UNUSED(scene), struct Object *ob, float UNUSED(ctime))
|
|
{
|
|
iksolver_clear_data(ob->pose);
|
|
}
|
|
|
|
void iksolver_clear_data(bPose *pose)
|
|
{
|
|
LISTBASE_FOREACH (bPoseChannel *, pchan, &pose->chanbase) {
|
|
if ((pchan->flag & POSE_IKTREE) == 0) {
|
|
continue;
|
|
}
|
|
|
|
while (pchan->iktree.first) {
|
|
PoseTree *tree = pchan->iktree.first;
|
|
|
|
/* stop on the first tree that isn't a standard IK chain */
|
|
if (tree->type != CONSTRAINT_TYPE_KINEMATIC) {
|
|
break;
|
|
}
|
|
|
|
BLI_remlink(&pchan->iktree, tree);
|
|
free_posetree(tree);
|
|
}
|
|
}
|
|
}
|