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blender-archive/source/blender/ikplugin/intern/iksolver_plugin.c
Bastien Montagne 9c02f6b1ed Fix (unreported) memleak with legacy IKsolver.
Looks like new depsgraph may initialize some IK trees, without ever
executing them (which also frees them with legacy IKSolver code)...
2018-10-02 18:00:42 +02:00

609 lines
18 KiB
C

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Original author: Benoit Bolsee
* Contributor(s):
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/ikplugin/intern/iksolver_plugin.c
* \ingroup ikplugin
*/
#include "MEM_guardedalloc.h"
#include "BIK_api.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BKE_armature.h"
#include "BKE_constraint.h"
#include "DNA_object_types.h"
#include "DNA_action_types.h"
#include "DNA_constraint_types.h"
#include "DNA_armature_types.h"
#include "IK_solver.h"
#include "iksolver_plugin.h"
#include <string.h> /* memcpy */
#define USE_NONUNIFORM_SCALE
/* ********************** 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 *UNUSED(ob), bPoseChannel *pchan_tip)
{
bPoseChannel *curchan, *pchan_root = NULL, *chanlist[256], **oldchan;
PoseTree *tree;
PoseTarget *target;
bConstraint *con;
bKinematicConstraint *data;
int a, t, 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 | CONSTRAINT_OFF)) == 0 && (con->enforce != 0.0f)) 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->type = CONSTRAINT_TYPE_KINEMATIC;
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);
a = t = 0;
while (a < size && t < tree->totchannel) {
/* locate first matching channel */
for (; t < tree->totchannel && tree->pchan[t] != chanlist[segcount - a - 1]; t++) ;
if (t >= tree->totchannel)
break;
for (; a < size && t < tree->totchannel && tree->pchan[t] == chanlist[segcount - a - 1]; a++, t++) ;
}
segcount = segcount - a;
target->tip = tree->totchannel + segcount - 1;
if (segcount > 0) {
for (parent = a - 1; parent < tree->totchannel; parent++)
if (tree->pchan[parent] == chanlist[segcount - 1]->parent)
break;
/* shouldn't happen, but could with dependency cycles */
if (parent == tree->totchannel)
parent = a - 1;
/* 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);
/* mark root channel having an IK tree */
pchan_root->flag |= POSE_IKTREE;
}
/* 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];
invert_m4_m4(iR_parmat, pchan->parent->pose_mat);
mul_m4_m4m4(pchan->chan_mat, iR_parmat, pchan->pose_mat); // delta mat
}
else {
copy_m4_m4(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][3]) // nr = to detect if this is first bone
{
float vec[3], ikmat[4][4];
copy_m4_m3(ikmat, ik_mat);
if (pchan->parent)
mul_m4_m4m4(pchan->pose_mat, pchan->parent->pose_mat, pchan->chan_mat);
else
copy_m4_m4(pchan->pose_mat, pchan->chan_mat);
#ifdef USE_NONUNIFORM_SCALE
/* apply IK mat, but as if the bones have uniform scale since the IK solver
* is not aware of non-uniform scale */
float scale[3];
mat4_to_size(scale, pchan->pose_mat);
normalize_v3_length(pchan->pose_mat[0], scale[1]);
normalize_v3_length(pchan->pose_mat[2], scale[1]);
#endif
mul_m4_m4m4(pchan->pose_mat, pchan->pose_mat, ikmat);
#ifdef USE_NONUNIFORM_SCALE
float ik_scale[3];
mat3_to_size(ik_scale, ik_mat);
normalize_v3_length(pchan->pose_mat[0], scale[0] * ik_scale[0]);
normalize_v3_length(pchan->pose_mat[2], scale[2] * ik_scale[2]);
#endif
/* calculate head */
copy_v3_v3(pchan->pose_head, pchan->pose_mat[3]);
/* calculate tail */
copy_v3_v3(vec, pchan->pose_mat[1]);
mul_v3_fl(vec, pchan->bone->length);
add_v3_v3v3(pchan->pose_tail, pchan->pose_head, vec);
pchan->flag |= POSE_DONE;
}
/* called from within the core BKE_pose_where_is loop, all animsystems and constraints
* were executed & assigned. Now as last we do an IK pass */
static void execute_posetree(struct Depsgraph *depsgraph, struct Scene *scene, 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 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++) {
float length;
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 > 0.0f)) {
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 */
copy_m3_m4(R_bonemat, pchan->pose_mat);
/* gather transformations for this IK segment */
if (pchan->parent)
copy_m3_m4(R_parmat, pchan->parent->pose_mat);
else
unit_m3(R_parmat);
/* bone offset */
if (pchan->parent && (a > 0))
sub_v3_v3v3(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 * len_v3(R_bonemat[1]);
/* basis must be pure rotation */
normalize_m3(R_bonemat);
normalize_m3(R_parmat);
/* compute rest basis and its inverse */
copy_m3_m3(rest_basis, bone->bone_mat);
transpose_m3_m3(irest_basis, bone->bone_mat);
/* compute basis with rest_basis removed */
invert_m3_m3(iR_parmat, R_parmat);
mul_m3_m3m3(full_basis, iR_parmat, R_bonemat);
mul_m3_m3m3(basis, irest_basis, full_basis);
/* transform offset into local bone space */
mul_m3_v3(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)) {
const float ikstretch_sq = SQUARE(pchan->ikstretch);
/* this function does its own clamping */
IK_SetStiffness(seg, IK_TRANS_Y, 1.0f - ikstretch_sq);
IK_SetLimit(seg, IK_TRANS_Y, IK_STRETCH_STIFF_MIN, IK_STRETCH_STIFF_MAX);
}
}
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. */
copy_m4_m4(rootmat, pchan->parent->pose_mat);
/* However, we do not want to get (i.e. reverse) parent's scale, as it generates [#31008]
* kind of nasty bugs... */
normalize_m4(rootmat);
}
else
unit_m4(rootmat);
copy_v3_v3(rootmat[3], pchan->pose_head);
mul_m4_m4m4(imat, ob->obmat, rootmat);
invert_m4_m4(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)
*/
BKE_constraint_target_matrix_get(depsgraph, scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
/* and set and transform goal */
mul_m4_m4m4(goal, goalinv, rootmat);
copy_v3_v3(goalpos, goal[3]);
copy_m3_m4(goalrot, goal);
normalize_m3(goalrot);
/* same for pole vector target */
if (data->poletar) {
BKE_constraint_target_matrix_get(depsgraph, 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 {
mul_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_m4_series(world_pose, goalinv, ob->obmat, end_pose);
/* blend position */
goalpos[0] = fac * goalpos[0] + mfac * world_pose[3][0];
goalpos[1] = fac * goalpos[1] + mfac * world_pose[3][1];
goalpos[2] = fac * goalpos[2] + mfac * world_pose[3][2];
/* blend rotation */
mat3_to_quat(q1, goalrot);
mat4_to_quat(q2, world_pose);
interp_qt_qtqt(q, q1, q2, mfac);
quat_to_mat3(goalrot, q);
}
iktarget = iktree[target->tip];
if ((data->flag & CONSTRAINT_IK_POS) && data->weight != 0.0f) {
if (poleconstrain)
IK_SolverSetPoleVectorConstraint(solver, iktarget, goalpos,
polepos, data->poleangle, (poleangledata == data));
IK_SolverAddGoal(solver, iktarget, goalpos, data->weight);
}
if ((data->flag & CONSTRAINT_IK_ROT) && (data->orientweight != 0.0f))
if ((data->flag & CONSTRAINT_IK_AUTO) == 0)
IK_SolverAddGoalOrientation(solver, iktarget, goalrot,
data->orientweight);
}
/* solve */
IK_Solve(solver, 0.0f, tree->iterations);
if (poleangledata)
poleangledata->poleangle = IK_SolverGetPoleAngle(solver);
IK_FreeSolver(solver);
/* gather basis changes */
tree->basis_change = MEM_mallocN(sizeof(float[3][3]) * tree->totchannel, "ik basis change");
if (hasstretch)
ikstretch = MEM_mallocN(sizeof(float) * tree->totchannel, "ik stretch");
for (a = 0; a < tree->totchannel; a++) {
IK_GetBasisChange(iktree[a], tree->basis_change[a]);
if (hasstretch) {
/* have to compensate for scaling received from parent */
float parentstretch, stretch;
pchan = tree->pchan[a];
parentstretch = (tree->parent[a] >= 0) ? ikstretch[tree->parent[a]] : 1.0f;
if (tree->stretch && (pchan->ikstretch > 0.0f)) {
float trans[3], length;
IK_GetTranslationChange(iktree[a], trans);
length = pchan->bone->length * len_v3(pchan->pose_mat[1]);
ikstretch[a] = (length == 0.0f) ? 1.0f : (trans[1] + length) / length;
}
else
ikstretch[a] = 1.0;
stretch = (parentstretch == 0.0f) ? 1.0f : ikstretch[a] / parentstretch;
mul_v3_fl(tree->basis_change[a][0], stretch);
mul_v3_fl(tree->basis_change[a][1], stretch);
mul_v3_fl(tree->basis_change[a][2], stretch);
}
if (resultblend && resultinf != 1.0f) {
unit_m3(identity);
blend_m3_m3m3(tree->basis_change[a], identity,
tree->basis_change[a], resultinf);
}
IK_FreeSegment(iktree[a]);
}
MEM_freeN(iktree);
if (ikstretch) MEM_freeN(ikstretch);
}
static void free_posetree(PoseTree *tree)
{
BLI_freelistN(&tree->targets);
if (tree->pchan) MEM_freeN(tree->pchan);
if (tree->parent) MEM_freeN(tree->parent);
if (tree->basis_change) MEM_freeN(tree->basis_change);
MEM_freeN(tree);
}
///----------------------------------------
/// Plugin API for legacy iksolver
void iksolver_initialize_tree(struct Depsgraph *UNUSED(depsgraph), struct Scene *UNUSED(scene), struct Object *ob, float UNUSED(ctime))
{
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
if (pchan->constflag & PCHAN_HAS_IK) // flag is set on editing constraints
initialize_posetree(ob, pchan); // will attach it to root!
}
ob->pose->flag &= ~POSE_WAS_REBUILT;
}
void iksolver_execute_tree(struct Depsgraph *depsgraph, struct Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime)
{
while (pchan_root->iktree.first) {
PoseTree *tree = pchan_root->iktree.first;
int a;
/* stop on the first tree that isn't a standard IK chain */
if (tree->type != CONSTRAINT_TYPE_KINEMATIC)
return;
/* 4. walk over the tree for regular solving */
for (a = 0; a < tree->totchannel; a++) {
if (!(tree->pchan[a]->flag & POSE_DONE)) // successive trees can set the flag
BKE_pose_where_is_bone(depsgraph, scene, ob, tree->pchan[a], ctime, 1);
/* tell blender that this channel was controlled by IK, it's cleared on each BKE_pose_where_is() */
tree->pchan[a]->flag |= POSE_CHAIN;
}
/* 5. execute the IK solver */
execute_posetree(depsgraph, scene, ob, tree);
/* 6. apply the differences to the channels,
* we need to calculate the original differences first */
for (a = 0; a < tree->totchannel; a++) {
make_dmats(tree->pchan[a]);
}
for (a = 0; a < tree->totchannel; a++) {
/* sets POSE_DONE */
where_is_ik_bone(tree->pchan[a], tree->basis_change[a]);
}
/* 7. and free */
BLI_remlink(&pchan_root->iktree, tree);
free_posetree(tree);
}
}
void iksolver_release_tree(struct Scene *UNUSED(scene), struct Object *ob, float UNUSED(ctime))
{
iksolver_clear_data(ob->pose);
}
void iksolver_clear_data(bPose *pose)
{
for (bPoseChannel *pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
if ((pchan->flag & POSE_IKTREE) == 0)
continue;
while (pchan->iktree.first) {
PoseTree *tree = pchan->iktree.first;
/* stop on the first tree that isn't a standard IK chain */
if (tree->type != CONSTRAINT_TYPE_KINEMATIC)
break;
BLI_remlink(&pchan->iktree, tree);
free_posetree(tree);
}
}
}