- building without python works again - rename maxi/mini to i_max/i_min (so thay are available for function names) - some minor edits to IK stretch setting (no functional changes).
		
			
				
	
	
		
			562 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			562 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Original author: Benoit Bolsee
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 * Contributor(s):
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file blender/ikplugin/intern/iksolver_plugin.c
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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_object_types.h"
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#include "DNA_action_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_armature_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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/* ********************** 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... 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) break;
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			if (data->tar == NULL) continue;
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			if (data->tar->type == OB_ARMATURE && data->subtarget[0] == 0) continue;
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			if ((con->flag & (CONSTRAINT_DISABLE | CONSTRAINT_OFF)) == 0 && (con->enforce != 0.0f)) break;
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		}
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	}
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	if (con == NULL) return;
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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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	/* 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) break;  // 255 is weak
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	}
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	if (!segcount) return;
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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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			else
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				break;
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		}
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		if (target) break;
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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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			if (t >= tree->totchannel)
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				break;
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			for (; a < size && t < tree->totchannel && tree->pchan[t] == chanlist[segcount - a - 1]; a++, t++) ;
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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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			/* 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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			/* 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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		mult_m4_m4m4(pchan->chan_mat, iR_parmat,  pchan->pose_mat); // delta mat
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	}
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	else copy_m4_m4(pchan->chan_mat, pchan->pose_mat);
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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, float ik_mat[][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_serie_m4(pchan->pose_mat, pchan->parent->pose_mat, pchan->chan_mat, ikmat, NULL, NULL, NULL, NULL, NULL);
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	else
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		mult_m4_m4m4(pchan->pose_mat, pchan->chan_mat, ikmat);
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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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/* called from within the core BKE_pose_where_is loop, all animsystems and constraints
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 * were executed & assigned. Now as last we do an IK pass */
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static void execute_posetree(struct Scene *scene, Object *ob, 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 length, 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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	iktree = MEM_mallocN(sizeof(void *) * tree->totchannel, "ik tree");
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	for (a = 0; a < tree->totchannel; a++) {
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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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		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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		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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		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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		else
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			parent = iktree[tree->parent[a]];
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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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		else
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			unit_m3(R_parmat);
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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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		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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		/* change length based on bone size */
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		length = bone->length * len_v3(R_bonemat[1]);
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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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		copy_m3_m3(irest_basis, bone->bone_mat);
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		transpose_m3(irest_basis);
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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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		/* basis must be pure rotation */
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		normalize_m3(basis);
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		/* transform offset into local bone space */
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		normalize_m3(iR_parmat);
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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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		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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		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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		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 = pchan->ikstretch * 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);
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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, as it generates [#31008]
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		 * 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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	copy_v3_v3(rootmat[3], pchan->pose_head);
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	mult_m4_m4m4(imat, ob->obmat, 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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		get_constraint_target_matrix(scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
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		/* and set and transform goal */
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		mult_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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		/* same for pole vector target */
 | 
						|
		if (data->poletar) {
 | 
						|
			get_constraint_target_matrix(scene, 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 {
 | 
						|
				mult_m4_m4m4(goal, goalinv, rootmat);
 | 
						|
				copy_v3_v3(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 */
 | 
						|
			copy_m4_m4(end_pose, pchan->pose_mat);
 | 
						|
			copy_v3_v3(end_pose[3], pchan->pose_tail);
 | 
						|
			mul_serie_m4(world_pose, goalinv, ob->obmat, end_pose, NULL, NULL, NULL, NULL, NULL);
 | 
						|
 | 
						|
			/* 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->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 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 Scene *scene, struct Object *ob,  struct bPoseChannel *pchan, float ctime)
 | 
						|
{
 | 
						|
	while (pchan->iktree.first) {
 | 
						|
		PoseTree *tree = pchan->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(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(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->iktree, tree);
 | 
						|
		free_posetree(tree);
 | 
						|
	}
 | 
						|
}
 | 
						|
 |