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blender-archive/source/blender/blenkernel/intern/armature.c
Joshua Leung a44b948260 2.5 - Rotation Orders for Bones [Durian Rigging Request]
This commit is the start of an implementation of (euler) rotation orders for Bones (later to be extended to Objects too). 

Technical details and references can be found at:
http://wiki.blender.org/index.php/User:Aligorith/EulerRotationOrder

In short, I've added a new set of Euler conversion functions (EulO... and ...EulO), coexisting with the old functions for now, which can handle different rotation orders.

Changes have only been made to the basic evaluation code. However, the following places will still need modifications:
* Transform code - needs to be made to use functions which take rotation order into account instead of using XYZ only
* Rotation constraints - same story
* Other rotation editing tools for armatures also need a check up, since there might have been some missing code when I ported eulers earlier
2009-09-01 12:18:17 +00:00

2364 lines
66 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Full recode, Ton Roosendaal, Crete 2005
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <ctype.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <stdio.h>
#include <float.h>
#include "MEM_guardedalloc.h"
//XXX #include "nla.h"
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "DNA_armature_types.h"
#include "DNA_action_types.h"
#include "DNA_constraint_types.h"
#include "DNA_mesh_types.h"
#include "DNA_lattice_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_nla_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_view3d_types.h"
#include "BKE_armature.h"
#include "BKE_action.h"
#include "BKE_blender.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_deform.h"
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_library.h"
#include "BKE_lattice.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_object.h"
#include "BKE_utildefines.h"
#include "BKE_sketch.h"
#include "IK_solver.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* **************** Generic Functions, data level *************** */
bArmature *add_armature(char *name)
{
bArmature *arm;
arm= alloc_libblock (&G.main->armature, ID_AR, name);
arm->deformflag = ARM_DEF_VGROUP|ARM_DEF_ENVELOPE;
arm->flag = ARM_COL_CUSTOM; /* custom bone-group colors */
arm->layer= 1;
return arm;
}
bArmature *get_armature(Object *ob)
{
if(ob->type==OB_ARMATURE)
return (bArmature *)ob->data;
return NULL;
}
void free_boneChildren(Bone *bone)
{
Bone *child;
if (bone) {
child=bone->childbase.first;
if (child){
while (child){
free_boneChildren (child);
child=child->next;
}
BLI_freelistN (&bone->childbase);
}
}
}
void free_bones (bArmature *arm)
{
Bone *bone;
/* Free children (if any) */
bone= arm->bonebase.first;
if (bone) {
while (bone){
free_boneChildren (bone);
bone=bone->next;
}
}
BLI_freelistN(&arm->bonebase);
}
void free_armature(bArmature *arm)
{
if (arm) {
/* unlink_armature(arm);*/
free_bones(arm);
/* free editmode data */
if (arm->edbo) {
BLI_freelistN(arm->edbo);
MEM_freeN(arm->edbo);
arm->edbo= NULL;
}
/* free sketch */
if (arm->sketch) {
freeSketch(arm->sketch);
arm->sketch = NULL;
}
}
}
void make_local_armature(bArmature *arm)
{
int local=0, lib=0;
Object *ob;
bArmature *newArm;
if (arm->id.lib==0)
return;
if (arm->id.us==1) {
arm->id.lib= 0;
arm->id.flag= LIB_LOCAL;
new_id(0, (ID*)arm, 0);
return;
}
if(local && lib==0) {
arm->id.lib= 0;
arm->id.flag= LIB_LOCAL;
new_id(0, (ID *)arm, 0);
}
else if(local && lib) {
newArm= copy_armature(arm);
newArm->id.us= 0;
ob= G.main->object.first;
while(ob) {
if(ob->data==arm) {
if(ob->id.lib==0) {
ob->data= newArm;
newArm->id.us++;
arm->id.us--;
}
}
ob= ob->id.next;
}
}
}
static void copy_bonechildren (Bone* newBone, Bone* oldBone)
{
Bone *curBone, *newChildBone;
/* Copy this bone's list*/
BLI_duplicatelist(&newBone->childbase, &oldBone->childbase);
/* For each child in the list, update it's children*/
newChildBone=newBone->childbase.first;
for (curBone=oldBone->childbase.first;curBone;curBone=curBone->next){
newChildBone->parent=newBone;
copy_bonechildren(newChildBone,curBone);
newChildBone=newChildBone->next;
}
}
bArmature *copy_armature(bArmature *arm)
{
bArmature *newArm;
Bone *oldBone, *newBone;
newArm= copy_libblock (arm);
BLI_duplicatelist(&newArm->bonebase, &arm->bonebase);
/* Duplicate the childrens' lists*/
newBone=newArm->bonebase.first;
for (oldBone=arm->bonebase.first;oldBone;oldBone=oldBone->next){
newBone->parent=NULL;
copy_bonechildren (newBone, oldBone);
newBone=newBone->next;
};
return newArm;
}
static Bone *get_named_bone_bonechildren (Bone *bone, const char *name)
{
Bone *curBone, *rbone;
if (!strcmp (bone->name, name))
return bone;
for (curBone=bone->childbase.first; curBone; curBone=curBone->next){
rbone=get_named_bone_bonechildren (curBone, name);
if (rbone)
return rbone;
}
return NULL;
}
Bone *get_named_bone (bArmature *arm, const char *name)
/*
Walk the list until the bone is found
*/
{
Bone *bone=NULL, *curBone;
if (!arm) return NULL;
for (curBone=arm->bonebase.first; curBone; curBone=curBone->next){
bone = get_named_bone_bonechildren (curBone, name);
if (bone)
return bone;
}
return bone;
}
#define IS_SEPARATOR(a) (a=='.' || a==' ' || a=='-' || a=='_')
/* finds the best possible flipped name. For renaming; check for unique names afterwards */
/* if strip_number: removes number extensions */
void bone_flip_name (char *name, int strip_number)
{
int len;
char prefix[128]={""}; /* The part before the facing */
char suffix[128]={""}; /* The part after the facing */
char replace[128]={""}; /* The replacement string */
char number[128]={""}; /* The number extension string */
char *index=NULL;
len= strlen(name);
if(len<3) return; // we don't do names like .R or .L
/* We first check the case with a .### extension, let's find the last period */
if(isdigit(name[len-1])) {
index= strrchr(name, '.'); // last occurrance
if (index && isdigit(index[1]) ) { // doesnt handle case bone.1abc2 correct..., whatever!
if(strip_number==0)
strcpy(number, index);
*index= 0;
len= strlen(name);
}
}
strcpy (prefix, name);
/* first case; separator . - _ with extensions r R l L */
if( IS_SEPARATOR(name[len-2]) ) {
switch(name[len-1]) {
case 'l':
prefix[len-1]= 0;
strcpy(replace, "r");
break;
case 'r':
prefix[len-1]= 0;
strcpy(replace, "l");
break;
case 'L':
prefix[len-1]= 0;
strcpy(replace, "R");
break;
case 'R':
prefix[len-1]= 0;
strcpy(replace, "L");
break;
}
}
/* case; beginning with r R l L , with separator after it */
else if( IS_SEPARATOR(name[1]) ) {
switch(name[0]) {
case 'l':
strcpy(replace, "r");
strcpy(suffix, name+1);
prefix[0]= 0;
break;
case 'r':
strcpy(replace, "l");
strcpy(suffix, name+1);
prefix[0]= 0;
break;
case 'L':
strcpy(replace, "R");
strcpy(suffix, name+1);
prefix[0]= 0;
break;
case 'R':
strcpy(replace, "L");
strcpy(suffix, name+1);
prefix[0]= 0;
break;
}
}
else if(len > 5) {
/* hrms, why test for a separator? lets do the rule 'ultimate left or right' */
index = BLI_strcasestr(prefix, "right");
if (index==prefix || index==prefix+len-5) {
if(index[0]=='r')
strcpy (replace, "left");
else {
if(index[1]=='I')
strcpy (replace, "LEFT");
else
strcpy (replace, "Left");
}
*index= 0;
strcpy (suffix, index+5);
}
else {
index = BLI_strcasestr(prefix, "left");
if (index==prefix || index==prefix+len-4) {
if(index[0]=='l')
strcpy (replace, "right");
else {
if(index[1]=='E')
strcpy (replace, "RIGHT");
else
strcpy (replace, "Right");
}
*index= 0;
strcpy (suffix, index+4);
}
}
}
sprintf (name, "%s%s%s%s", prefix, replace, suffix, number);
}
/* Finds the best possible extension to the name on a particular axis. (For renaming, check for unique names afterwards)
* This assumes that bone names are at most 32 chars long!
* strip_number: removes number extensions (TODO: not used)
* axis: the axis to name on
* head/tail: the head/tail co-ordinate of the bone on the specified axis
*/
void bone_autoside_name (char *name, int strip_number, short axis, float head, float tail)
{
unsigned int len;
char basename[32]={""};
char extension[5]={""};
len= strlen(name);
if (len == 0) return;
strcpy(basename, name);
/* Figure out extension to append:
* - The extension to append is based upon the axis that we are working on.
* - If head happens to be on 0, then we must consider the tail position as well to decide
* which side the bone is on
* -> If tail is 0, then it's bone is considered to be on axis, so no extension should be added
* -> Otherwise, extension is added from perspective of object based on which side tail goes to
* - If head is non-zero, extension is added from perspective of object based on side head is on
*/
if (axis == 2) {
/* z-axis - vertical (top/bottom) */
if (IS_EQ(head, 0)) {
if (tail < 0)
strcpy(extension, "Bot");
else if (tail > 0)
strcpy(extension, "Top");
}
else {
if (head < 0)
strcpy(extension, "Bot");
else
strcpy(extension, "Top");
}
}
else if (axis == 1) {
/* y-axis - depth (front/back) */
if (IS_EQ(head, 0)) {
if (tail < 0)
strcpy(extension, "Fr");
else if (tail > 0)
strcpy(extension, "Bk");
}
else {
if (head < 0)
strcpy(extension, "Fr");
else
strcpy(extension, "Bk");
}
}
else {
/* x-axis - horizontal (left/right) */
if (IS_EQ(head, 0)) {
if (tail < 0)
strcpy(extension, "R");
else if (tail > 0)
strcpy(extension, "L");
}
else {
if (head < 0)
strcpy(extension, "R");
else if (head > 0)
strcpy(extension, "L");
}
}
/* Simple name truncation
* - truncate if there is an extension and it wouldn't be able to fit
* - otherwise, just append to end
*/
if (extension[0]) {
int change = 1;
while (change) { /* remove extensions */
change = 0;
if (len > 2 && basename[len-2]=='.') {
if (basename[len-1]=='L' || basename[len-1] == 'R' ) { /* L R */
basename[len-2] = '\0';
len-=2;
change= 1;
}
} else if (len > 3 && basename[len-3]=='.') {
if ( (basename[len-2]=='F' && basename[len-1] == 'r') || /* Fr */
(basename[len-2]=='B' && basename[len-1] == 'k') /* Bk */
) {
basename[len-3] = '\0';
len-=3;
change= 1;
}
} else if (len > 4 && basename[len-4]=='.') {
if ( (basename[len-3]=='T' && basename[len-2]=='o' && basename[len-1] == 'p') || /* Top */
(basename[len-3]=='B' && basename[len-2]=='o' && basename[len-1] == 't') /* Bot */
) {
basename[len-4] = '\0';
len-=4;
change= 1;
}
}
}
if ((32 - len) < strlen(extension) + 1) { /* add 1 for the '.' */
strncpy(name, basename, len-strlen(extension));
}
}
sprintf(name, "%s.%s", basename, extension);
}
/* ************* B-Bone support ******************* */
#define MAX_BBONE_SUBDIV 32
/* data has MAX_BBONE_SUBDIV+1 interpolated points, will become desired amount with equal distances */
static void equalize_bezier(float *data, int desired)
{
float *fp, totdist, ddist, dist, fac1, fac2;
float pdist[MAX_BBONE_SUBDIV+1];
float temp[MAX_BBONE_SUBDIV+1][4];
int a, nr;
pdist[0]= 0.0f;
for(a=0, fp= data; a<MAX_BBONE_SUBDIV; a++, fp+=4) {
QUATCOPY(temp[a], fp);
pdist[a+1]= pdist[a]+VecLenf(fp, fp+4);
}
/* do last point */
QUATCOPY(temp[a], fp);
totdist= pdist[a];
/* go over distances and calculate new points */
ddist= totdist/((float)desired);
nr= 1;
for(a=1, fp= data+4; a<desired; a++, fp+=4) {
dist= ((float)a)*ddist;
/* we're looking for location (distance) 'dist' in the array */
while((dist>= pdist[nr]) && nr<MAX_BBONE_SUBDIV) {
nr++;
}
fac1= pdist[nr]- pdist[nr-1];
fac2= pdist[nr]-dist;
fac1= fac2/fac1;
fac2= 1.0f-fac1;
fp[0]= fac1*temp[nr-1][0]+ fac2*temp[nr][0];
fp[1]= fac1*temp[nr-1][1]+ fac2*temp[nr][1];
fp[2]= fac1*temp[nr-1][2]+ fac2*temp[nr][2];
fp[3]= fac1*temp[nr-1][3]+ fac2*temp[nr][3];
}
/* set last point, needed for orientation calculus */
QUATCOPY(fp, temp[MAX_BBONE_SUBDIV]);
}
/* returns pointer to static array, filled with desired amount of bone->segments elements */
/* this calculation is done within unit bone space */
Mat4 *b_bone_spline_setup(bPoseChannel *pchan, int rest)
{
static Mat4 bbone_array[MAX_BBONE_SUBDIV];
static Mat4 bbone_rest_array[MAX_BBONE_SUBDIV];
Mat4 *result_array= (rest)? bbone_rest_array: bbone_array;
bPoseChannel *next, *prev;
Bone *bone= pchan->bone;
float h1[3], h2[3], scale[3], length, hlength1, hlength2, roll1=0.0f, roll2;
float mat3[3][3], imat[4][4], posemat[4][4], scalemat[4][4], iscalemat[4][4];
float data[MAX_BBONE_SUBDIV+1][4], *fp;
int a, doscale= 0;
length= bone->length;
if(!rest) {
/* check if we need to take non-uniform bone scaling into account */
scale[0]= VecLength(pchan->pose_mat[0]);
scale[1]= VecLength(pchan->pose_mat[1]);
scale[2]= VecLength(pchan->pose_mat[2]);
if(fabs(scale[0] - scale[1]) > 1e-6f || fabs(scale[1] - scale[2]) > 1e-6f) {
Mat4One(scalemat);
scalemat[0][0]= scale[0];
scalemat[1][1]= scale[1];
scalemat[2][2]= scale[2];
Mat4Invert(iscalemat, scalemat);
length *= scale[1];
doscale = 1;
}
}
hlength1= bone->ease1*length*0.390464f; // 0.5*sqrt(2)*kappa, the handle length for near-perfect circles
hlength2= bone->ease2*length*0.390464f;
/* evaluate next and prev bones */
if(bone->flag & BONE_CONNECTED)
prev= pchan->parent;
else
prev= NULL;
next= pchan->child;
/* find the handle points, since this is inside bone space, the
first point = (0,0,0)
last point = (0, length, 0) */
if(rest) {
Mat4Invert(imat, pchan->bone->arm_mat);
}
else if(doscale) {
Mat4CpyMat4(posemat, pchan->pose_mat);
Mat4Ortho(posemat);
Mat4Invert(imat, posemat);
}
else
Mat4Invert(imat, pchan->pose_mat);
if(prev) {
float difmat[4][4], result[3][3], imat3[3][3];
/* transform previous point inside this bone space */
if(rest)
VECCOPY(h1, prev->bone->arm_head)
else
VECCOPY(h1, prev->pose_head)
Mat4MulVecfl(imat, h1);
if(prev->bone->segments>1) {
/* if previous bone is B-bone too, use average handle direction */
h1[1]-= length;
roll1= 0.0f;
}
Normalize(h1);
VecMulf(h1, -hlength1);
if(prev->bone->segments==1) {
/* find the previous roll to interpolate */
if(rest)
Mat4MulMat4(difmat, prev->bone->arm_mat, imat);
else
Mat4MulMat4(difmat, prev->pose_mat, imat);
Mat3CpyMat4(result, difmat); // the desired rotation at beginning of next bone
vec_roll_to_mat3(h1, 0.0f, mat3); // the result of vec_roll without roll
Mat3Inv(imat3, mat3);
Mat3MulMat3(mat3, result, imat3); // the matrix transforming vec_roll to desired roll
roll1= (float)atan2(mat3[2][0], mat3[2][2]);
}
}
else {
h1[0]= 0.0f; h1[1]= hlength1; h1[2]= 0.0f;
roll1= 0.0f;
}
if(next) {
float difmat[4][4], result[3][3], imat3[3][3];
/* transform next point inside this bone space */
if(rest)
VECCOPY(h2, next->bone->arm_tail)
else
VECCOPY(h2, next->pose_tail)
Mat4MulVecfl(imat, h2);
/* if next bone is B-bone too, use average handle direction */
if(next->bone->segments>1);
else h2[1]-= length;
Normalize(h2);
/* find the next roll to interpolate as well */
if(rest)
Mat4MulMat4(difmat, next->bone->arm_mat, imat);
else
Mat4MulMat4(difmat, next->pose_mat, imat);
Mat3CpyMat4(result, difmat); // the desired rotation at beginning of next bone
vec_roll_to_mat3(h2, 0.0f, mat3); // the result of vec_roll without roll
Mat3Inv(imat3, mat3);
Mat3MulMat3(mat3, imat3, result); // the matrix transforming vec_roll to desired roll
roll2= (float)atan2(mat3[2][0], mat3[2][2]);
/* and only now negate handle */
VecMulf(h2, -hlength2);
}
else {
h2[0]= 0.0f; h2[1]= -hlength2; h2[2]= 0.0f;
roll2= 0.0;
}
/* make curve */
if(bone->segments > MAX_BBONE_SUBDIV)
bone->segments= MAX_BBONE_SUBDIV;
forward_diff_bezier(0.0, h1[0], h2[0], 0.0, data[0], MAX_BBONE_SUBDIV, 4);
forward_diff_bezier(0.0, h1[1], length + h2[1], length, data[0]+1, MAX_BBONE_SUBDIV, 4);
forward_diff_bezier(0.0, h1[2], h2[2], 0.0, data[0]+2, MAX_BBONE_SUBDIV, 4);
forward_diff_bezier(roll1, roll1 + 0.390464f*(roll2-roll1), roll2 - 0.390464f*(roll2-roll1), roll2, data[0]+3, MAX_BBONE_SUBDIV, 4);
equalize_bezier(data[0], bone->segments); // note: does stride 4!
/* make transformation matrices for the segments for drawing */
for(a=0, fp= data[0]; a<bone->segments; a++, fp+=4) {
VecSubf(h1, fp+4, fp);
vec_roll_to_mat3(h1, fp[3], mat3); // fp[3] is roll
Mat4CpyMat3(result_array[a].mat, mat3);
VECCOPY(result_array[a].mat[3], fp);
if(doscale) {
/* correct for scaling when this matrix is used in scaled space */
Mat4MulSerie(result_array[a].mat, iscalemat, result_array[a].mat,
scalemat, NULL, NULL, NULL, NULL, NULL);
}
}
return result_array;
}
/* ************ Armature Deform ******************* */
static void pchan_b_bone_defmats(bPoseChannel *pchan, int use_quaternion, int rest_def)
{
Bone *bone= pchan->bone;
Mat4 *b_bone= b_bone_spline_setup(pchan, 0);
Mat4 *b_bone_rest= (rest_def)? NULL: b_bone_spline_setup(pchan, 1);
Mat4 *b_bone_mats;
DualQuat *b_bone_dual_quats= NULL;
float tmat[4][4];
int a;
/* allocate b_bone matrices and dual quats */
b_bone_mats= MEM_mallocN((1+bone->segments)*sizeof(Mat4), "BBone defmats");
pchan->b_bone_mats= b_bone_mats;
if(use_quaternion) {
b_bone_dual_quats= MEM_mallocN((bone->segments)*sizeof(DualQuat), "BBone dqs");
pchan->b_bone_dual_quats= b_bone_dual_quats;
}
/* first matrix is the inverse arm_mat, to bring points in local bone space
for finding out which segment it belongs to */
Mat4Invert(b_bone_mats[0].mat, bone->arm_mat);
/* then we make the b_bone_mats:
- first transform to local bone space
- translate over the curve to the bbone mat space
- transform with b_bone matrix
- transform back into global space */
Mat4One(tmat);
for(a=0; a<bone->segments; a++) {
if(b_bone_rest)
Mat4Invert(tmat, b_bone_rest[a].mat);
else
tmat[3][1] = -a*(bone->length/(float)bone->segments);
Mat4MulSerie(b_bone_mats[a+1].mat, pchan->chan_mat, bone->arm_mat,
b_bone[a].mat, tmat, b_bone_mats[0].mat, NULL, NULL, NULL);
if(use_quaternion)
Mat4ToDQuat(bone->arm_mat, b_bone_mats[a+1].mat, &b_bone_dual_quats[a]);
}
}
static void b_bone_deform(bPoseChannel *pchan, Bone *bone, float *co, DualQuat *dq, float defmat[][3])
{
Mat4 *b_bone= pchan->b_bone_mats;
float (*mat)[4]= b_bone[0].mat;
float segment, y;
int a;
/* need to transform co back to bonespace, only need y */
y= mat[0][1]*co[0] + mat[1][1]*co[1] + mat[2][1]*co[2] + mat[3][1];
/* now calculate which of the b_bones are deforming this */
segment= bone->length/((float)bone->segments);
a= (int)(y/segment);
/* note; by clamping it extends deform at endpoints, goes best with
straight joints in restpos. */
CLAMP(a, 0, bone->segments-1);
if(dq) {
DQuatCpyDQuat(dq, &((DualQuat*)pchan->b_bone_dual_quats)[a]);
}
else {
Mat4MulVecfl(b_bone[a+1].mat, co);
if(defmat)
Mat3CpyMat4(defmat, b_bone[a+1].mat);
}
}
/* using vec with dist to bone b1 - b2 */
float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, float rad2, float rdist)
{
float dist=0.0f;
float bdelta[3];
float pdelta[3];
float hsqr, a, l, rad;
VecSubf (bdelta, b2, b1);
l = Normalize (bdelta);
VecSubf (pdelta, vec, b1);
a = bdelta[0]*pdelta[0] + bdelta[1]*pdelta[1] + bdelta[2]*pdelta[2];
hsqr = ((pdelta[0]*pdelta[0]) + (pdelta[1]*pdelta[1]) + (pdelta[2]*pdelta[2]));
if (a < 0.0F){
/* If we're past the end of the bone, do a spherical field attenuation thing */
dist= ((b1[0]-vec[0])*(b1[0]-vec[0]) +(b1[1]-vec[1])*(b1[1]-vec[1]) +(b1[2]-vec[2])*(b1[2]-vec[2])) ;
rad= rad1;
}
else if (a > l){
/* If we're past the end of the bone, do a spherical field attenuation thing */
dist= ((b2[0]-vec[0])*(b2[0]-vec[0]) +(b2[1]-vec[1])*(b2[1]-vec[1]) +(b2[2]-vec[2])*(b2[2]-vec[2])) ;
rad= rad2;
}
else {
dist= (hsqr - (a*a));
if(l!=0.0f) {
rad= a/l;
rad= rad*rad2 + (1.0f-rad)*rad1;
}
else rad= rad1;
}
a= rad*rad;
if(dist < a)
return 1.0f;
else {
l= rad+rdist;
l*= l;
if(rdist==0.0f || dist >= l)
return 0.0f;
else {
a= (float)sqrt(dist)-rad;
return 1.0f-( a*a )/( rdist*rdist );
}
}
}
static void pchan_deform_mat_add(bPoseChannel *pchan, float weight, float bbonemat[][3], float mat[][3])
{
float wmat[3][3];
if(pchan->bone->segments>1)
Mat3CpyMat3(wmat, bbonemat);
else
Mat3CpyMat4(wmat, pchan->chan_mat);
Mat3MulFloat((float*)wmat, weight);
Mat3AddMat3(mat, mat, wmat);
}
static float dist_bone_deform(bPoseChannel *pchan, float *vec, DualQuat *dq, float mat[][3], float *co)
{
Bone *bone= pchan->bone;
float fac, contrib=0.0;
float cop[3], bbonemat[3][3];
DualQuat bbonedq;
if(bone==NULL) return 0.0f;
VECCOPY (cop, co);
fac= distfactor_to_bone(cop, bone->arm_head, bone->arm_tail, bone->rad_head, bone->rad_tail, bone->dist);
if (fac>0.0) {
fac*=bone->weight;
contrib= fac;
if(contrib>0.0) {
if(vec) {
if(bone->segments>1)
// applies on cop and bbonemat
b_bone_deform(pchan, bone, cop, NULL, (mat)?bbonemat:NULL);
else
Mat4MulVecfl(pchan->chan_mat, cop);
// Make this a delta from the base position
VecSubf (cop, cop, co);
cop[0]*=fac; cop[1]*=fac; cop[2]*=fac;
VecAddf (vec, vec, cop);
if(mat)
pchan_deform_mat_add(pchan, fac, bbonemat, mat);
}
else {
if(bone->segments>1) {
b_bone_deform(pchan, bone, cop, &bbonedq, NULL);
DQuatAddWeighted(dq, &bbonedq, fac);
}
else
DQuatAddWeighted(dq, pchan->dual_quat, fac);
}
}
}
return contrib;
}
static void pchan_bone_deform(bPoseChannel *pchan, float weight, float *vec, DualQuat *dq, float mat[][3], float *co, float *contrib)
{
float cop[3], bbonemat[3][3];
DualQuat bbonedq;
if (!weight)
return;
VECCOPY(cop, co);
if(vec) {
if(pchan->bone->segments>1)
// applies on cop and bbonemat
b_bone_deform(pchan, pchan->bone, cop, NULL, (mat)?bbonemat:NULL);
else
Mat4MulVecfl(pchan->chan_mat, cop);
vec[0]+=(cop[0]-co[0])*weight;
vec[1]+=(cop[1]-co[1])*weight;
vec[2]+=(cop[2]-co[2])*weight;
if(mat)
pchan_deform_mat_add(pchan, weight, bbonemat, mat);
}
else {
if(pchan->bone->segments>1) {
b_bone_deform(pchan, pchan->bone, cop, &bbonedq, NULL);
DQuatAddWeighted(dq, &bbonedq, weight);
}
else
DQuatAddWeighted(dq, pchan->dual_quat, weight);
}
(*contrib)+=weight;
}
void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm,
float (*vertexCos)[3], float (*defMats)[3][3],
int numVerts, int deformflag,
float (*prevCos)[3], const char *defgrp_name)
{
bArmature *arm= armOb->data;
bPoseChannel *pchan, **defnrToPC = NULL;
MDeformVert *dverts = NULL;
bDeformGroup *dg;
DualQuat *dualquats= NULL;
float obinv[4][4], premat[4][4], postmat[4][4];
int use_envelope = deformflag & ARM_DEF_ENVELOPE;
int use_quaternion = deformflag & ARM_DEF_QUATERNION;
int bbone_rest_def = deformflag & ARM_DEF_B_BONE_REST;
int invert_vgroup= deformflag & ARM_DEF_INVERT_VGROUP;
int numGroups = 0; /* safety for vertexgroup index overflow */
int i, target_totvert = 0; /* safety for vertexgroup overflow */
int use_dverts = 0;
int armature_def_nr = -1;
int totchan;
if(arm->edbo) return;
Mat4Invert(obinv, target->obmat);
Mat4CpyMat4(premat, target->obmat);
Mat4MulMat4(postmat, armOb->obmat, obinv);
Mat4Invert(premat, postmat);
/* bone defmats are already in the channels, chan_mat */
/* initialize B_bone matrices and dual quaternions */
if(use_quaternion) {
totchan= BLI_countlist(&armOb->pose->chanbase);
dualquats= MEM_callocN(sizeof(DualQuat)*totchan, "dualquats");
}
totchan= 0;
for(pchan = armOb->pose->chanbase.first; pchan; pchan = pchan->next) {
if(!(pchan->bone->flag & BONE_NO_DEFORM)) {
if(pchan->bone->segments > 1)
pchan_b_bone_defmats(pchan, use_quaternion, bbone_rest_def);
if(use_quaternion) {
pchan->dual_quat= &dualquats[totchan++];
Mat4ToDQuat(pchan->bone->arm_mat, pchan->chan_mat, pchan->dual_quat);
}
}
}
/* get the def_nr for the overall armature vertex group if present */
for(i = 0, dg = target->defbase.first; dg; i++, dg = dg->next)
if(defgrp_name && strcmp(defgrp_name, dg->name) == 0)
armature_def_nr = i;
/* get a vertex-deform-index to posechannel array */
if(deformflag & ARM_DEF_VGROUP) {
if(ELEM(target->type, OB_MESH, OB_LATTICE)) {
numGroups = BLI_countlist(&target->defbase);
if(target->type==OB_MESH) {
Mesh *me= target->data;
dverts = me->dvert;
target_totvert = me->totvert;
}
else {
Lattice *lt= target->data;
dverts = lt->dvert;
if(dverts)
target_totvert = lt->pntsu*lt->pntsv*lt->pntsw;
}
/* if we have a DerivedMesh, only use dverts if it has them */
if(dm)
if(dm->getVertData(dm, 0, CD_MDEFORMVERT))
use_dverts = 1;
else use_dverts = 0;
else if(dverts) use_dverts = 1;
if(use_dverts) {
defnrToPC = MEM_callocN(sizeof(*defnrToPC) * numGroups,
"defnrToBone");
for(i = 0, dg = target->defbase.first; dg;
i++, dg = dg->next) {
defnrToPC[i] = get_pose_channel(armOb->pose, dg->name);
/* exclude non-deforming bones */
if(defnrToPC[i]) {
if(defnrToPC[i]->bone->flag & BONE_NO_DEFORM)
defnrToPC[i]= NULL;
}
}
}
}
}
for(i = 0; i < numVerts; i++) {
MDeformVert *dvert;
DualQuat sumdq, *dq = NULL;
float *co, dco[3];
float sumvec[3], summat[3][3];
float *vec = NULL, (*smat)[3] = NULL;
float contrib = 0.0f;
float armature_weight = 1.0f; /* default to 1 if no overall def group */
float prevco_weight = 1.0f; /* weight for optional cached vertexcos */
int j;
if(use_quaternion) {
memset(&sumdq, 0, sizeof(DualQuat));
dq= &sumdq;
}
else {
sumvec[0] = sumvec[1] = sumvec[2] = 0.0f;
vec= sumvec;
if(defMats) {
Mat3Clr((float*)summat);
smat = summat;
}
}
if(use_dverts || armature_def_nr >= 0) {
if(dm) dvert = dm->getVertData(dm, i, CD_MDEFORMVERT);
else if(dverts && i < target_totvert) dvert = dverts + i;
else dvert = NULL;
} else
dvert = NULL;
if(armature_def_nr >= 0 && dvert) {
armature_weight = 0.0f; /* a def group was given, so default to 0 */
for(j = 0; j < dvert->totweight; j++) {
if(dvert->dw[j].def_nr == armature_def_nr) {
armature_weight = dvert->dw[j].weight;
break;
}
}
/* hackish: the blending factor can be used for blending with prevCos too */
if(prevCos) {
if(invert_vgroup)
prevco_weight= 1.0f-armature_weight;
else
prevco_weight= armature_weight;
armature_weight= 1.0f;
}
}
/* check if there's any point in calculating for this vert */
if(armature_weight == 0.0f) continue;
/* get the coord we work on */
co= prevCos?prevCos[i]:vertexCos[i];
/* Apply the object's matrix */
Mat4MulVecfl(premat, co);
if(use_dverts && dvert && dvert->totweight) { // use weight groups ?
int deformed = 0;
for(j = 0; j < dvert->totweight; j++){
int index = dvert->dw[j].def_nr;
pchan = index < numGroups?defnrToPC[index]:NULL;
if(pchan) {
float weight = dvert->dw[j].weight;
Bone *bone = pchan->bone;
deformed = 1;
if(bone && bone->flag & BONE_MULT_VG_ENV) {
weight *= distfactor_to_bone(co, bone->arm_head,
bone->arm_tail,
bone->rad_head,
bone->rad_tail,
bone->dist);
}
pchan_bone_deform(pchan, weight, vec, dq, smat, co, &contrib);
}
}
/* if there are vertexgroups but not groups with bones
* (like for softbody groups)
*/
if(deformed == 0 && use_envelope) {
for(pchan = armOb->pose->chanbase.first; pchan;
pchan = pchan->next) {
if(!(pchan->bone->flag & BONE_NO_DEFORM))
contrib += dist_bone_deform(pchan, vec, dq, smat, co);
}
}
}
else if(use_envelope) {
for(pchan = armOb->pose->chanbase.first; pchan;
pchan = pchan->next) {
if(!(pchan->bone->flag & BONE_NO_DEFORM))
contrib += dist_bone_deform(pchan, vec, dq, smat, co);
}
}
/* actually should be EPSILON? weight values and contrib can be like 10e-39 small */
if(contrib > 0.0001f) {
if(use_quaternion) {
DQuatNormalize(dq, contrib);
if(armature_weight != 1.0f) {
VECCOPY(dco, co);
DQuatMulVecfl(dq, dco, (defMats)? summat: NULL);
VecSubf(dco, dco, co);
VecMulf(dco, armature_weight);
VecAddf(co, co, dco);
}
else
DQuatMulVecfl(dq, co, (defMats)? summat: NULL);
smat = summat;
}
else {
VecMulf(vec, armature_weight/contrib);
VecAddf(co, vec, co);
}
if(defMats) {
float pre[3][3], post[3][3], tmpmat[3][3];
Mat3CpyMat4(pre, premat);
Mat3CpyMat4(post, postmat);
Mat3CpyMat3(tmpmat, defMats[i]);
if(!use_quaternion) /* quaternion already is scale corrected */
Mat3MulFloat((float*)smat, armature_weight/contrib);
Mat3MulSerie(defMats[i], tmpmat, pre, smat, post,
NULL, NULL, NULL, NULL);
}
}
/* always, check above code */
Mat4MulVecfl(postmat, co);
/* interpolate with previous modifier position using weight group */
if(prevCos) {
float mw= 1.0f - prevco_weight;
vertexCos[i][0]= prevco_weight*vertexCos[i][0] + mw*co[0];
vertexCos[i][1]= prevco_weight*vertexCos[i][1] + mw*co[1];
vertexCos[i][2]= prevco_weight*vertexCos[i][2] + mw*co[2];
}
}
if(dualquats) MEM_freeN(dualquats);
if(defnrToPC) MEM_freeN(defnrToPC);
/* free B_bone matrices */
for(pchan = armOb->pose->chanbase.first; pchan; pchan = pchan->next) {
if(pchan->b_bone_mats) {
MEM_freeN(pchan->b_bone_mats);
pchan->b_bone_mats = NULL;
}
if(pchan->b_bone_dual_quats) {
MEM_freeN(pchan->b_bone_dual_quats);
pchan->b_bone_dual_quats = NULL;
}
pchan->dual_quat = NULL;
}
}
/* ************ END Armature Deform ******************* */
void get_objectspace_bone_matrix (struct Bone* bone, float M_accumulatedMatrix[][4], int root, int posed)
{
Mat4CpyMat4(M_accumulatedMatrix, bone->arm_mat);
}
/* **************** Space to Space API ****************** */
/* Convert World-Space Matrix to Pose-Space Matrix */
void armature_mat_world_to_pose(Object *ob, float inmat[][4], float outmat[][4])
{
float obmat[4][4];
/* prevent crashes */
if (ob==NULL) return;
/* get inverse of (armature) object's matrix */
Mat4Invert(obmat, ob->obmat);
/* multiply given matrix by object's-inverse to find pose-space matrix */
Mat4MulMat4(outmat, obmat, inmat);
}
/* Convert Wolrd-Space Location to Pose-Space Location
* NOTE: this cannot be used to convert to pose-space location of the supplied
* pose-channel into its local space (i.e. 'visual'-keyframing)
*/
void armature_loc_world_to_pose(Object *ob, float *inloc, float *outloc)
{
float xLocMat[4][4];
float nLocMat[4][4];
/* build matrix for location */
Mat4One(xLocMat);
VECCOPY(xLocMat[3], inloc);
/* get bone-space cursor matrix and extract location */
armature_mat_world_to_pose(ob, xLocMat, nLocMat);
VECCOPY(outloc, nLocMat[3]);
}
/* Convert Pose-Space Matrix to Bone-Space Matrix
* NOTE: this cannot be used to convert to pose-space transforms of the supplied
* pose-channel into its local space (i.e. 'visual'-keyframing)
*/
void armature_mat_pose_to_bone(bPoseChannel *pchan, float inmat[][4], float outmat[][4])
{
float pc_trans[4][4], inv_trans[4][4];
float pc_posemat[4][4], inv_posemat[4][4];
/* paranoia: prevent crashes with no pose-channel supplied */
if (pchan==NULL) return;
/* get the inverse matrix of the pchan's transforms */
if (pchan->rotmode)
LocEulSizeToMat4(pc_trans, pchan->loc, pchan->eul, pchan->size);
else
LocQuatSizeToMat4(pc_trans, pchan->loc, pchan->quat, pchan->size);
Mat4Invert(inv_trans, pc_trans);
/* Remove the pchan's transforms from it's pose_mat.
* This should leave behind the effects of restpose +
* parenting + constraints
*/
Mat4MulMat4(pc_posemat, inv_trans, pchan->pose_mat);
/* get the inverse of the leftovers so that we can remove
* that component from the supplied matrix
*/
Mat4Invert(inv_posemat, pc_posemat);
/* get the new matrix */
Mat4MulMat4(outmat, inmat, inv_posemat);
}
/* Convert Pose-Space Location to Bone-Space Location
* NOTE: this cannot be used to convert to pose-space location of the supplied
* pose-channel into its local space (i.e. 'visual'-keyframing)
*/
void armature_loc_pose_to_bone(bPoseChannel *pchan, float *inloc, float *outloc)
{
float xLocMat[4][4];
float nLocMat[4][4];
/* build matrix for location */
Mat4One(xLocMat);
VECCOPY(xLocMat[3], inloc);
/* get bone-space cursor matrix and extract location */
armature_mat_pose_to_bone(pchan, xLocMat, nLocMat);
VECCOPY(outloc, nLocMat[3]);
}
/* Remove rest-position effects from pose-transform for obtaining
* 'visual' transformation of pose-channel.
* (used by the Visual-Keyframing stuff)
*/
void armature_mat_pose_to_delta(float delta_mat[][4], float pose_mat[][4], float arm_mat[][4])
{
float imat[4][4];
Mat4Invert(imat, arm_mat);
Mat4MulMat4(delta_mat, pose_mat, imat);
}
/* **************** The new & simple (but OK!) armature evaluation ********* */
/* ****************** And how it works! ****************************************
This is the bone transformation trick; they're hierarchical so each bone(b)
is in the coord system of bone(b-1):
arm_mat(b)= arm_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b)
-> yoffs is just the y axis translation in parent's coord system
-> d_root is the translation of the bone root, also in parent's coord system
pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b)
we then - in init deform - store the deform in chan_mat, such that:
pose_mat(b)= arm_mat(b) * chan_mat(b)
*************************************************************************** */
/* Computes vector and roll based on a rotation. "mat" must
contain only a rotation, and no scaling. */
void mat3_to_vec_roll(float mat[][3], float *vec, float *roll)
{
if (vec)
VecCopyf(vec, mat[1]);
if (roll) {
float vecmat[3][3], vecmatinv[3][3], rollmat[3][3];
vec_roll_to_mat3(mat[1], 0.0f, vecmat);
Mat3Inv(vecmatinv, vecmat);
Mat3MulMat3(rollmat, vecmatinv, mat);
*roll= (float)atan2(rollmat[2][0], rollmat[2][2]);
}
}
/* Calculates the rest matrix of a bone based
On its vector and a roll around that vector */
void vec_roll_to_mat3(float *vec, float roll, float mat[][3])
{
float nor[3], axis[3], target[3]={0,1,0};
float theta;
float rMatrix[3][3], bMatrix[3][3];
VECCOPY (nor, vec);
Normalize (nor);
/* Find Axis & Amount for bone matrix*/
Crossf (axis,target,nor);
if (Inpf(axis,axis) > 0.0000000000001) {
/* if nor is *not* a multiple of target ... */
Normalize (axis);
theta= NormalizedVecAngle2(target, nor);
/* Make Bone matrix*/
VecRotToMat3(axis, theta, bMatrix);
}
else {
/* if nor is a multiple of target ... */
float updown;
/* point same direction, or opposite? */
updown = ( Inpf (target,nor) > 0 ) ? 1.0f : -1.0f;
/* I think this should work ... */
bMatrix[0][0]=updown; bMatrix[0][1]=0.0; bMatrix[0][2]=0.0;
bMatrix[1][0]=0.0; bMatrix[1][1]=updown; bMatrix[1][2]=0.0;
bMatrix[2][0]=0.0; bMatrix[2][1]=0.0; bMatrix[2][2]=1.0;
}
/* Make Roll matrix*/
VecRotToMat3(nor, roll, rMatrix);
/* Combine and output result*/
Mat3MulMat3 (mat, rMatrix, bMatrix);
}
/* recursive part, calculates restposition of entire tree of children */
/* used by exiting editmode too */
void where_is_armature_bone(Bone *bone, Bone *prevbone)
{
float vec[3];
/* Bone Space */
VecSubf (vec, bone->tail, bone->head);
vec_roll_to_mat3(vec, bone->roll, bone->bone_mat);
bone->length= VecLenf(bone->head, bone->tail);
/* this is called on old file reading too... */
if(bone->xwidth==0.0) {
bone->xwidth= 0.1f;
bone->zwidth= 0.1f;
bone->segments= 1;
}
if(prevbone) {
float offs_bone[4][4]; // yoffs(b-1) + root(b) + bonemat(b)
/* bone transform itself */
Mat4CpyMat3(offs_bone, bone->bone_mat);
/* The bone's root offset (is in the parent's coordinate system) */
VECCOPY(offs_bone[3], bone->head);
/* Get the length translation of parent (length along y axis) */
offs_bone[3][1]+= prevbone->length;
/* Compose the matrix for this bone */
Mat4MulMat4(bone->arm_mat, offs_bone, prevbone->arm_mat);
}
else {
Mat4CpyMat3(bone->arm_mat, bone->bone_mat);
VECCOPY(bone->arm_mat[3], bone->head);
}
/* head */
VECCOPY(bone->arm_head, bone->arm_mat[3]);
/* tail is in current local coord system */
VECCOPY(vec, bone->arm_mat[1]);
VecMulf(vec, bone->length);
VecAddf(bone->arm_tail, bone->arm_head, vec);
/* and the kiddies */
prevbone= bone;
for(bone= bone->childbase.first; bone; bone= bone->next) {
where_is_armature_bone(bone, prevbone);
}
}
/* updates vectors and matrices on rest-position level, only needed
after editing armature itself, now only on reading file */
void where_is_armature (bArmature *arm)
{
Bone *bone;
/* hierarchical from root to children */
for(bone= arm->bonebase.first; bone; bone= bone->next) {
where_is_armature_bone(bone, NULL);
}
}
/* if bone layer is protected, copy the data from from->pose */
static void pose_proxy_synchronize(Object *ob, Object *from, int layer_protected)
{
bPose *pose= ob->pose, *frompose= from->pose;
bPoseChannel *pchan, *pchanp, pchanw;
bConstraint *con;
if (frompose==NULL) return;
/* exception, armature local layer should be proxied too */
if (pose->proxy_layer)
((bArmature *)ob->data)->layer= pose->proxy_layer;
/* clear all transformation values from library */
rest_pose(frompose);
/* copy over all of the proxy's bone groups */
/* TODO for later - implement 'local' bone groups as for constraints
* Note: this isn't trivial, as bones reference groups by index not by pointer,
* so syncing things correctly needs careful attention
*/
BLI_freelistN(&pose->agroups);
BLI_duplicatelist(&pose->agroups, &frompose->agroups);
pose->active_group= frompose->active_group;
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
if (pchan->bone->layer & layer_protected) {
ListBase proxylocal_constraints = {NULL, NULL};
pchanp= get_pose_channel(frompose, pchan->name);
/* copy posechannel to temp, but restore important pointers */
pchanw= *pchanp;
pchanw.prev= pchan->prev;
pchanw.next= pchan->next;
pchanw.parent= pchan->parent;
pchanw.child= pchan->child;
pchanw.path= NULL;
/* constraints - proxy constraints are flushed... local ones are added after
* 1. extract constraints not from proxy (CONSTRAINT_PROXY_LOCAL) from pchan's constraints
* 2. copy proxy-pchan's constraints on-to new
* 3. add extracted local constraints back on top
*/
extract_proxylocal_constraints(&proxylocal_constraints, &pchan->constraints);
copy_constraints(&pchanw.constraints, &pchanp->constraints);
addlisttolist(&pchanw.constraints, &proxylocal_constraints);
/* constraints - set target ob pointer to own object */
for (con= pchanw.constraints.first; con; con= con->next) {
bConstraintTypeInfo *cti= constraint_get_typeinfo(con);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
if (cti && cti->get_constraint_targets) {
cti->get_constraint_targets(con, &targets);
for (ct= targets.first; ct; ct= ct->next) {
if (ct->tar == from)
ct->tar = ob;
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(con, &targets, 0);
}
}
/* free stuff from current channel */
if (pchan->path) MEM_freeN(pchan->path);
free_constraints(&pchan->constraints);
/* the final copy */
*pchan= pchanw;
}
}
}
static int rebuild_pose_bone(bPose *pose, Bone *bone, bPoseChannel *parchan, int counter)
{
bPoseChannel *pchan = verify_pose_channel (pose, bone->name); // verify checks and/or adds
pchan->bone= bone;
pchan->parent= parchan;
counter++;
for(bone= bone->childbase.first; bone; bone= bone->next) {
counter= rebuild_pose_bone(pose, bone, pchan, counter);
/* for quick detecting of next bone in chain, only b-bone uses it now */
if(bone->flag & BONE_CONNECTED)
pchan->child= get_pose_channel(pose, bone->name);
}
return counter;
}
/* only after leave editmode, duplicating, validating older files, library syncing */
/* NOTE: pose->flag is set for it */
void armature_rebuild_pose(Object *ob, bArmature *arm)
{
Bone *bone;
bPose *pose;
bPoseChannel *pchan, *next;
int counter=0;
/* only done here */
if(ob->pose==NULL) ob->pose= MEM_callocN(sizeof(bPose), "new pose");
pose= ob->pose;
/* clear */
for(pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
pchan->bone= NULL;
pchan->child= NULL;
}
/* first step, check if all channels are there */
for(bone= arm->bonebase.first; bone; bone= bone->next) {
counter= rebuild_pose_bone(pose, bone, NULL, counter);
}
/* and a check for garbage */
for(pchan= pose->chanbase.first; pchan; pchan= next) {
next= pchan->next;
if(pchan->bone==NULL) {
if(pchan->path)
MEM_freeN(pchan->path);
free_constraints(&pchan->constraints);
BLI_freelinkN(&pose->chanbase, pchan);
}
}
// printf("rebuild pose %s, %d bones\n", ob->id.name, counter);
/* synchronize protected layers with proxy */
if(ob->proxy)
pose_proxy_synchronize(ob, ob->proxy, arm->layer_protected);
update_pose_constraint_flags(ob->pose); // for IK detection for example
/* the sorting */
if(counter>1)
DAG_pose_sort(ob);
ob->pose->flag &= ~POSE_RECALC;
}
/* ********************** THE IK SOLVER ******************* */
/* allocates PoseTree, and links that to root bone/channel */
/* Note: detecting the IK chain is duplicate code... in drawarmature.c and in transform_conversions.c */
static void initialize_posetree(struct Object *ob, bPoseChannel *pchan_tip)
{
bPoseChannel *curchan, *pchan_root=NULL, *chanlist[256], **oldchan;
PoseTree *tree;
PoseTarget *target;
bConstraint *con;
bKinematicConstraint *data= NULL;
int a, segcount= 0, size, newsize, *oldparent, parent;
/* find IK constraint, and validate it */
for(con= pchan_tip->constraints.first; con; con= con->next) {
if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
data=(bKinematicConstraint*)con->data;
if (data->flag & CONSTRAINT_IK_AUTO) break;
if (data->tar==NULL) continue;
if (data->tar->type==OB_ARMATURE && data->subtarget[0]==0) continue;
if ((con->flag & CONSTRAINT_DISABLE)==0 && (con->enforce!=0.0)) break;
}
}
if(con==NULL) return;
/* exclude tip from chain? */
if(!(data->flag & CONSTRAINT_IK_TIP))
pchan_tip= pchan_tip->parent;
/* Find the chain's root & count the segments needed */
for (curchan = pchan_tip; curchan; curchan=curchan->parent){
pchan_root = curchan;
curchan->flag |= POSE_CHAIN; // don't forget to clear this
chanlist[segcount]=curchan;
segcount++;
if(segcount==data->rootbone || segcount>255) break; // 255 is weak
}
if (!segcount) return;
/* setup the chain data */
/* we make tree-IK, unless all existing targets are in this chain */
for(tree= pchan_root->iktree.first; tree; tree= tree->next) {
for(target= tree->targets.first; target; target= target->next) {
curchan= tree->pchan[target->tip];
if(curchan->flag & POSE_CHAIN)
curchan->flag &= ~POSE_CHAIN;
else
break;
}
if(target) break;
}
/* create a target */
target= MEM_callocN(sizeof(PoseTarget), "posetarget");
target->con= con;
pchan_tip->flag &= ~POSE_CHAIN;
if(tree==NULL) {
/* make new tree */
tree= MEM_callocN(sizeof(PoseTree), "posetree");
tree->iterations= data->iterations;
tree->totchannel= segcount;
tree->stretch = (data->flag & CONSTRAINT_IK_STRETCH);
tree->pchan= MEM_callocN(segcount*sizeof(void*), "ik tree pchan");
tree->parent= MEM_callocN(segcount*sizeof(int), "ik tree parent");
for(a=0; a<segcount; a++) {
tree->pchan[a]= chanlist[segcount-a-1];
tree->parent[a]= a-1;
}
target->tip= segcount-1;
/* AND! link the tree to the root */
BLI_addtail(&pchan_root->iktree, tree);
}
else {
tree->iterations= MAX2(data->iterations, tree->iterations);
tree->stretch= tree->stretch && !(data->flag & CONSTRAINT_IK_STRETCH);
/* skip common pose channels and add remaining*/
size= MIN2(segcount, tree->totchannel);
for(a=0; a<size && tree->pchan[a]==chanlist[segcount-a-1]; a++);
parent= a-1;
segcount= segcount-a;
target->tip= tree->totchannel + segcount - 1;
if (segcount > 0) {
/* resize array */
newsize= tree->totchannel + segcount;
oldchan= tree->pchan;
oldparent= tree->parent;
tree->pchan= MEM_callocN(newsize*sizeof(void*), "ik tree pchan");
tree->parent= MEM_callocN(newsize*sizeof(int), "ik tree parent");
memcpy(tree->pchan, oldchan, sizeof(void*)*tree->totchannel);
memcpy(tree->parent, oldparent, sizeof(int)*tree->totchannel);
MEM_freeN(oldchan);
MEM_freeN(oldparent);
/* add new pose channels at the end, in reverse order */
for(a=0; a<segcount; a++) {
tree->pchan[tree->totchannel+a]= chanlist[segcount-a-1];
tree->parent[tree->totchannel+a]= tree->totchannel+a-1;
}
tree->parent[tree->totchannel]= parent;
tree->totchannel= newsize;
}
/* move tree to end of list, for correct evaluation order */
BLI_remlink(&pchan_root->iktree, tree);
BLI_addtail(&pchan_root->iktree, tree);
}
/* add target to the tree */
BLI_addtail(&tree->targets, target);
}
/* called from within the core where_is_pose loop, all animsystems and constraints
were executed & assigned. Now as last we do an IK pass */
static void execute_posetree(Object *ob, PoseTree *tree)
{
float R_parmat[3][3], identity[3][3];
float iR_parmat[3][3];
float R_bonemat[3][3];
float goalrot[3][3], goalpos[3];
float rootmat[4][4], imat[4][4];
float goal[4][4], goalinv[4][4];
float irest_basis[3][3], full_basis[3][3];
float end_pose[4][4], world_pose[4][4];
float length, basis[3][3], rest_basis[3][3], start[3], *ikstretch=NULL;
float resultinf=0.0f;
int a, flag, hasstretch=0, resultblend=0;
bPoseChannel *pchan;
IK_Segment *seg, *parent, **iktree, *iktarget;
IK_Solver *solver;
PoseTarget *target;
bKinematicConstraint *data, *poleangledata=NULL;
Bone *bone;
if (tree->totchannel == 0)
return;
iktree= MEM_mallocN(sizeof(void*)*tree->totchannel, "ik tree");
for(a=0; a<tree->totchannel; a++) {
pchan= tree->pchan[a];
bone= pchan->bone;
/* set DoF flag */
flag= 0;
if(!(pchan->ikflag & BONE_IK_NO_XDOF) && !(pchan->ikflag & BONE_IK_NO_XDOF_TEMP))
flag |= IK_XDOF;
if(!(pchan->ikflag & BONE_IK_NO_YDOF) && !(pchan->ikflag & BONE_IK_NO_YDOF_TEMP))
flag |= IK_YDOF;
if(!(pchan->ikflag & BONE_IK_NO_ZDOF) && !(pchan->ikflag & BONE_IK_NO_ZDOF_TEMP))
flag |= IK_ZDOF;
if(tree->stretch && (pchan->ikstretch > 0.0)) {
flag |= IK_TRANS_YDOF;
hasstretch = 1;
}
seg= iktree[a]= IK_CreateSegment(flag);
/* find parent */
if(a == 0)
parent= NULL;
else
parent= iktree[tree->parent[a]];
IK_SetParent(seg, parent);
/* get the matrix that transforms from prevbone into this bone */
Mat3CpyMat4(R_bonemat, pchan->pose_mat);
/* gather transformations for this IK segment */
if (pchan->parent)
Mat3CpyMat4(R_parmat, pchan->parent->pose_mat);
else
Mat3One(R_parmat);
/* bone offset */
if (pchan->parent && (a > 0))
VecSubf(start, pchan->pose_head, pchan->parent->pose_tail);
else
/* only root bone (a = 0) has no parent */
start[0]= start[1]= start[2]= 0.0f;
/* change length based on bone size */
length= bone->length*VecLength(R_bonemat[1]);
/* compute rest basis and its inverse */
Mat3CpyMat3(rest_basis, bone->bone_mat);
Mat3CpyMat3(irest_basis, bone->bone_mat);
Mat3Transp(irest_basis);
/* compute basis with rest_basis removed */
Mat3Inv(iR_parmat, R_parmat);
Mat3MulMat3(full_basis, iR_parmat, R_bonemat);
Mat3MulMat3(basis, irest_basis, full_basis);
/* basis must be pure rotation */
Mat3Ortho(basis);
/* transform offset into local bone space */
Mat3Ortho(iR_parmat);
Mat3MulVecfl(iR_parmat, start);
IK_SetTransform(seg, start, rest_basis, basis, length);
if (pchan->ikflag & BONE_IK_XLIMIT)
IK_SetLimit(seg, IK_X, pchan->limitmin[0], pchan->limitmax[0]);
if (pchan->ikflag & BONE_IK_YLIMIT)
IK_SetLimit(seg, IK_Y, pchan->limitmin[1], pchan->limitmax[1]);
if (pchan->ikflag & BONE_IK_ZLIMIT)
IK_SetLimit(seg, IK_Z, pchan->limitmin[2], pchan->limitmax[2]);
IK_SetStiffness(seg, IK_X, pchan->stiffness[0]);
IK_SetStiffness(seg, IK_Y, pchan->stiffness[1]);
IK_SetStiffness(seg, IK_Z, pchan->stiffness[2]);
if(tree->stretch && (pchan->ikstretch > 0.0f)) {
float ikstretch = pchan->ikstretch*pchan->ikstretch;
IK_SetStiffness(seg, IK_TRANS_Y, MIN2(1.0f-ikstretch, 0.99f));
IK_SetLimit(seg, IK_TRANS_Y, 0.001f, 1e10);
}
}
solver= IK_CreateSolver(iktree[0]);
/* set solver goals */
/* first set the goal inverse transform, assuming the root of tree was done ok! */
pchan= tree->pchan[0];
if (pchan->parent)
/* transform goal by parent mat, so this rotation is not part of the
segment's basis. otherwise rotation limits do not work on the
local transform of the segment itself. */
Mat4CpyMat4(rootmat, pchan->parent->pose_mat);
else
Mat4One(rootmat);
VECCOPY(rootmat[3], pchan->pose_head);
Mat4MulMat4 (imat, rootmat, ob->obmat);
Mat4Invert (goalinv, imat);
for (target=tree->targets.first; target; target=target->next) {
float polepos[3];
int poleconstrain= 0;
data= (bKinematicConstraint*)target->con->data;
/* 1.0=ctime, we pass on object for auto-ik (owner-type here is object, even though
* strictly speaking, it is a posechannel)
*/
get_constraint_target_matrix(target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
/* and set and transform goal */
Mat4MulMat4(goal, rootmat, goalinv);
VECCOPY(goalpos, goal[3]);
Mat3CpyMat4(goalrot, goal);
/* same for pole vector target */
if(data->poletar) {
get_constraint_target_matrix(target->con, 1, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
if(data->flag & CONSTRAINT_IK_SETANGLE) {
/* don't solve IK when we are setting the pole angle */
break;
}
else {
Mat4MulMat4(goal, rootmat, goalinv);
VECCOPY(polepos, goal[3]);
poleconstrain= 1;
/* for pole targets, we blend the result of the ik solver
* instead of the target position, otherwise we can't get
* a smooth transition */
resultblend= 1;
resultinf= target->con->enforce;
if(data->flag & CONSTRAINT_IK_GETANGLE) {
poleangledata= data;
data->flag &= ~CONSTRAINT_IK_GETANGLE;
}
}
}
/* do we need blending? */
if (!resultblend && target->con->enforce!=1.0f) {
float q1[4], q2[4], q[4];
float fac= target->con->enforce;
float mfac= 1.0f-fac;
pchan= tree->pchan[target->tip];
/* end effector in world space */
Mat4CpyMat4(end_pose, pchan->pose_mat);
VECCOPY(end_pose[3], pchan->pose_tail);
Mat4MulSerie(world_pose, goalinv, ob->obmat, end_pose, 0, 0, 0, 0, 0);
/* 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 */
Mat3ToQuat(goalrot, q1);
Mat4ToQuat(world_pose, q2);
QuatInterpol(q, q1, q2, mfac);
QuatToMat3(q, goalrot);
}
iktarget= iktree[target->tip];
if(data->weight != 0.0f) {
if(poleconstrain)
IK_SolverSetPoleVectorConstraint(solver, iktarget, goalpos,
polepos, data->poleangle*(float)M_PI/180.0f, (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)*180.0f/(float)M_PI;
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*VecLength(pchan->pose_mat[1]);
ikstretch[a]= (length == 0.0f)? 1.0f: (trans[1]+length)/length;
}
else
ikstretch[a] = 1.0f;
stretch= (parentstretch == 0.0f)? 1.0f: ikstretch[a]/parentstretch;
VecMulf(tree->basis_change[a][0], stretch);
VecMulf(tree->basis_change[a][1], stretch);
VecMulf(tree->basis_change[a][2], stretch);
}
if(resultblend && resultinf!=1.0f) {
Mat3One(identity);
Mat3BlendMat3(tree->basis_change[a], identity,
tree->basis_change[a], resultinf);
}
IK_FreeSegment(iktree[a]);
}
MEM_freeN(iktree);
if(ikstretch) MEM_freeN(ikstretch);
}
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);
}
/* ********************** THE POSE SOLVER ******************* */
/* loc/rot/size to mat4 */
/* used in constraint.c too */
void chan_calc_mat(bPoseChannel *chan)
{
float smat[3][3];
float rmat[3][3];
float tmat[3][3];
/* get scaling matrix */
SizeToMat3(chan->size, smat);
/* rotations may either be quats or eulers (no rotation modes for now...) */
if (chan->rotmode > 0) {
/* euler rotations (will cause gimble lock... no rotation order to solve that yet) */
EulOToMat3(chan->eul, chan->rotmode, rmat);
}
else {
/* quats are normalised before use to eliminate scaling issues */
NormalQuat(chan->quat);
QuatToMat3(chan->quat, rmat);
}
/* calculate matrix of bone (as 3x3 matrix, but then copy the 4x4) */
Mat3MulMat3(tmat, rmat, smat);
Mat4CpyMat3(chan->chan_mat, tmat);
/* prevent action channels breaking chains */
/* need to check for bone here, CONSTRAINT_TYPE_ACTION uses this call */
if ((chan->bone==NULL) || !(chan->bone->flag & BONE_CONNECTED)) {
VECCOPY(chan->chan_mat[3], chan->loc);
}
}
/* transform from bone(b) to bone(b+1), store in chan_mat */
static void make_dmats(bPoseChannel *pchan)
{
if (pchan->parent) {
float iR_parmat[4][4];
Mat4Invert(iR_parmat, pchan->parent->pose_mat);
Mat4MulMat4(pchan->chan_mat, pchan->pose_mat, iR_parmat); // delta mat
}
else Mat4CpyMat4(pchan->chan_mat, pchan->pose_mat);
}
/* applies IK matrix to pchan, IK is done separated */
/* formula: pose_mat(b) = pose_mat(b-1) * diffmat(b-1, b) * ik_mat(b) */
/* to make this work, the diffmats have to be precalculated! Stored in chan_mat */
static void where_is_ik_bone(bPoseChannel *pchan, float ik_mat[][3]) // nr = to detect if this is first bone
{
float vec[3], ikmat[4][4];
Mat4CpyMat3(ikmat, ik_mat);
if (pchan->parent)
Mat4MulSerie(pchan->pose_mat, pchan->parent->pose_mat, pchan->chan_mat, ikmat, NULL, NULL, NULL, NULL, NULL);
else
Mat4MulMat4(pchan->pose_mat, ikmat, pchan->chan_mat);
/* calculate head */
VECCOPY(pchan->pose_head, pchan->pose_mat[3]);
/* calculate tail */
VECCOPY(vec, pchan->pose_mat[1]);
VecMulf(vec, pchan->bone->length);
VecAddf(pchan->pose_tail, pchan->pose_head, vec);
pchan->flag |= POSE_DONE;
}
/* NLA strip modifiers */
static void do_strip_modifiers(Scene *scene, Object *armob, Bone *bone, bPoseChannel *pchan)
{
bActionModifier *amod;
bActionStrip *strip, *strip2;
float scene_cfra= (float)scene->r.cfra;
int do_modif;
for (strip=armob->nlastrips.first; strip; strip=strip->next) {
do_modif=0;
if (scene_cfra>=strip->start && scene_cfra<=strip->end)
do_modif=1;
if ((scene_cfra > strip->end) && (strip->flag & ACTSTRIP_HOLDLASTFRAME)) {
do_modif=1;
/* if there are any other strips active, ignore modifiers for this strip -
* 'hold' option should only hold action modifiers if there are
* no other active strips */
for (strip2=strip->next; strip2; strip2=strip2->next) {
if (strip2 == strip) continue;
if (scene_cfra>=strip2->start && scene_cfra<=strip2->end) {
if (!(strip2->flag & ACTSTRIP_MUTE))
do_modif=0;
}
}
/* if there are any later, activated, strips with 'hold' set, they take precedence,
* so ignore modifiers for this strip */
for (strip2=strip->next; strip2; strip2=strip2->next) {
if (scene_cfra < strip2->start) continue;
if ((strip2->flag & ACTSTRIP_HOLDLASTFRAME) && !(strip2->flag & ACTSTRIP_MUTE)) {
do_modif=0;
}
}
}
if (do_modif) {
/* temporal solution to prevent 2 strips accumulating */
if(scene_cfra==strip->end && strip->next && strip->next->start==scene_cfra)
continue;
for(amod= strip->modifiers.first; amod; amod= amod->next) {
switch (amod->type) {
case ACTSTRIP_MOD_DEFORM:
{
/* validate first */
if(amod->ob && amod->ob->type==OB_CURVE && amod->channel[0]) {
if( strcmp(pchan->name, amod->channel)==0 ) {
float mat4[4][4], mat3[3][3];
curve_deform_vector(scene, amod->ob, armob, bone->arm_mat[3], pchan->pose_mat[3], mat3, amod->no_rot_axis);
Mat4CpyMat4(mat4, pchan->pose_mat);
Mat4MulMat34(pchan->pose_mat, mat3, mat4);
}
}
}
break;
case ACTSTRIP_MOD_NOISE:
{
if( strcmp(pchan->name, amod->channel)==0 ) {
float nor[3], loc[3], ofs;
float eul[3], size[3], eulo[3], sizeo[3];
/* calculate turbulance */
ofs = amod->turbul / 200.0f;
/* make a copy of starting conditions */
VECCOPY(loc, pchan->pose_mat[3]);
Mat4ToEul(pchan->pose_mat, eul);
Mat4ToSize(pchan->pose_mat, size);
VECCOPY(eulo, eul);
VECCOPY(sizeo, size);
/* apply noise to each set of channels */
if (amod->channels & 4) {
/* for scaling */
nor[0] = BLI_gNoise(amod->noisesize, size[0]+ofs, size[1], size[2], 0, 0) - ofs;
nor[1] = BLI_gNoise(amod->noisesize, size[0], size[1]+ofs, size[2], 0, 0) - ofs;
nor[2] = BLI_gNoise(amod->noisesize, size[0], size[1], size[2]+ofs, 0, 0) - ofs;
VecAddf(size, size, nor);
if (sizeo[0] != 0)
VecMulf(pchan->pose_mat[0], size[0] / sizeo[0]);
if (sizeo[1] != 0)
VecMulf(pchan->pose_mat[1], size[1] / sizeo[1]);
if (sizeo[2] != 0)
VecMulf(pchan->pose_mat[2], size[2] / sizeo[2]);
}
if (amod->channels & 2) {
/* for rotation */
nor[0] = BLI_gNoise(amod->noisesize, eul[0]+ofs, eul[1], eul[2], 0, 0) - ofs;
nor[1] = BLI_gNoise(amod->noisesize, eul[0], eul[1]+ofs, eul[2], 0, 0) - ofs;
nor[2] = BLI_gNoise(amod->noisesize, eul[0], eul[1], eul[2]+ofs, 0, 0) - ofs;
compatible_eul(nor, eulo);
VecAddf(eul, eul, nor);
compatible_eul(eul, eulo);
LocEulSizeToMat4(pchan->pose_mat, loc, eul, size);
}
if (amod->channels & 1) {
/* for location */
nor[0] = BLI_gNoise(amod->noisesize, loc[0]+ofs, loc[1], loc[2], 0, 0) - ofs;
nor[1] = BLI_gNoise(amod->noisesize, loc[0], loc[1]+ofs, loc[2], 0, 0) - ofs;
nor[2] = BLI_gNoise(amod->noisesize, loc[0], loc[1], loc[2]+ofs, 0, 0) - ofs;
VecAddf(pchan->pose_mat[3], loc, nor);
}
}
}
break;
}
}
}
}
}
/* The main armature solver, does all constraints excluding IK */
/* pchan is validated, as having bone and parent pointer */
static void where_is_pose_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float ctime)
{
Bone *bone, *parbone;
bPoseChannel *parchan;
float vec[3];
/* set up variables for quicker access below */
bone= pchan->bone;
parbone= bone->parent;
parchan= pchan->parent;
/* this gives a chan_mat with actions (ipos) results */
chan_calc_mat(pchan);
/* construct the posemat based on PoseChannels, that we do before applying constraints */
/* pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b) */
if(parchan) {
float offs_bone[4][4]; // yoffs(b-1) + root(b) + bonemat(b)
/* bone transform itself */
Mat4CpyMat3(offs_bone, bone->bone_mat);
/* The bone's root offset (is in the parent's coordinate system) */
VECCOPY(offs_bone[3], bone->head);
/* Get the length translation of parent (length along y axis) */
offs_bone[3][1]+= parbone->length;
/* Compose the matrix for this bone */
if(bone->flag & BONE_HINGE) { // uses restposition rotation, but actual position
float tmat[4][4];
/* the rotation of the parent restposition */
Mat4CpyMat4(tmat, parbone->arm_mat);
/* the location of actual parent transform */
VECCOPY(tmat[3], offs_bone[3]);
offs_bone[3][0]= offs_bone[3][1]= offs_bone[3][2]= 0.0f;
Mat4MulVecfl(parchan->pose_mat, tmat[3]);
Mat4MulSerie(pchan->pose_mat, tmat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL);
}
else if(bone->flag & BONE_NO_SCALE) {
float orthmat[4][4];
/* get the official transform, but we only use the vector from it (optimize...) */
Mat4MulSerie(pchan->pose_mat, parchan->pose_mat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL);
VECCOPY(vec, pchan->pose_mat[3]);
/* do this again, but with an ortho-parent matrix */
Mat4CpyMat4(orthmat, parchan->pose_mat);
Mat4Ortho(orthmat);
Mat4MulSerie(pchan->pose_mat, orthmat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL);
/* copy correct transform */
VECCOPY(pchan->pose_mat[3], vec);
}
else
Mat4MulSerie(pchan->pose_mat, parchan->pose_mat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL);
}
else {
Mat4MulMat4(pchan->pose_mat, pchan->chan_mat, bone->arm_mat);
/* only rootbones get the cyclic offset (unless user doesn't want that) */
if ((bone->flag & BONE_NO_CYCLICOFFSET) == 0)
VecAddf(pchan->pose_mat[3], pchan->pose_mat[3], ob->pose->cyclic_offset);
}
/* do NLA strip modifiers - i.e. curve follow */
do_strip_modifiers(scene, ob, bone, pchan);
/* Do constraints */
if (pchan->constraints.first) {
bConstraintOb *cob;
/* make a copy of location of PoseChannel for later */
VECCOPY(vec, pchan->pose_mat[3]);
/* prepare PoseChannel for Constraint solving
* - makes a copy of matrix, and creates temporary struct to use
*/
cob= constraints_make_evalob(scene, ob, pchan, CONSTRAINT_OBTYPE_BONE);
/* Solve PoseChannel's Constraints */
solve_constraints(&pchan->constraints, cob, ctime); // ctime doesnt alter objects
/* cleanup after Constraint Solving
* - applies matrix back to pchan, and frees temporary struct used
*/
constraints_clear_evalob(cob);
/* prevent constraints breaking a chain */
if(pchan->bone->flag & BONE_CONNECTED) {
VECCOPY(pchan->pose_mat[3], vec);
}
}
/* calculate head */
VECCOPY(pchan->pose_head, pchan->pose_mat[3]);
/* calculate tail */
VECCOPY(vec, pchan->pose_mat[1]);
VecMulf(vec, bone->length);
VecAddf(pchan->pose_tail, pchan->pose_head, vec);
}
/* This only reads anim data from channels, and writes to channels */
/* This is the only function adding poses */
void where_is_pose (Scene *scene, Object *ob)
{
bArmature *arm;
Bone *bone;
bPoseChannel *pchan;
float imat[4][4];
float ctime;
if(ob->type!=OB_ARMATURE) return;
arm = ob->data;
if(ELEM(NULL, arm, scene)) return;
if((ob->pose==NULL) || (ob->pose->flag & POSE_RECALC))
armature_rebuild_pose(ob, arm);
ctime= bsystem_time(scene, ob, (float)scene->r.cfra, 0.0); /* not accurate... */
/* In editmode or restposition we read the data from the bones */
if(arm->edbo || (arm->flag & ARM_RESTPOS)) {
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
bone= pchan->bone;
if(bone) {
Mat4CpyMat4(pchan->pose_mat, bone->arm_mat);
VECCOPY(pchan->pose_head, bone->arm_head);
VECCOPY(pchan->pose_tail, bone->arm_tail);
}
}
}
else {
Mat4Invert(ob->imat, ob->obmat); // imat is needed
/* 1. construct the PoseTrees, clear flags */
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
pchan->flag &= ~(POSE_DONE|POSE_CHAIN);
if(pchan->constflag & PCHAN_HAS_IK) // flag is set on editing constraints
initialize_posetree(ob, pchan); // will attach it to root!
}
/* 2. the main loop, channels are already hierarchical sorted from root to children */
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
/* 3. if we find an IK root, we handle it separated */
if(pchan->iktree.first) {
while(pchan->iktree.first) {
PoseTree *tree= pchan->iktree.first;
int a;
/* 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
where_is_pose_bone(scene, ob, tree->pchan[a], ctime);
}
/* 5. execute the IK solver */
execute_posetree(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->iktree, tree);
free_posetree(tree);
}
}
else if(!(pchan->flag & POSE_DONE)) {
where_is_pose_bone(scene, ob, pchan, ctime);
}
}
}
/* calculating deform matrices */
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if(pchan->bone) {
Mat4Invert(imat, pchan->bone->arm_mat);
Mat4MulMat4(pchan->chan_mat, imat, pchan->pose_mat);
}
}
}