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blender-archive/source/blender/blenkernel/intern/action.c
Joshua Leung b68fb5df74 Action Constraint: Optimisation attempt
Following on from the methods added specially for PoseLib to only execute the F-Curves in a given Action Group, I've attempted to use this for evaluating Action Constraints on Pose Channels. This does rely on the F-Curves being in groups named according to name of the Pose Channel of interest, hence, we may need some way to be able to fine tune this later. 

Preliminary tests seem to be promising, with rigs with quite a few action constraints being slightly more responsive (subjective test though). Please test thoroughly.
2009-04-15 12:59:49 +00:00

1610 lines
42 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 *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <string.h>
#include <math.h>
#include <stdlib.h> /* for NULL */
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_key_types.h"
#include "DNA_nla_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_anim.h"
#include "BKE_armature.h"
#include "BKE_blender.h"
#include "BKE_constraint.h"
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_fcurve.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_utildefines.h"
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "BLI_ghash.h"
#include "RNA_access.h"
#include "RNA_types.h"
//XXX #include "nla.h"
/* *********************** NOTE ON POSE AND ACTION **********************
- Pose is the local (object level) component of armature. The current
object pose is saved in files, and (will be) is presorted for dependency
- Actions have fewer (or other) channels, and write data to a Pose
- Currently ob->pose data is controlled in where_is_pose only. The (recalc)
event system takes care of calling that
- The NLA system (here too) uses Poses as interpolation format for Actions
- Therefore we assume poses to be static, and duplicates of poses have channels in
same order, for quick interpolation reasons
****************************** (ton) ************************************ */
/* ***************** Library data level operations on action ************** */
bAction *add_empty_action(const char name[])
{
bAction *act;
act= alloc_libblock(&G.main->action, ID_AC, name);
act->id.flag |= LIB_FAKEUSER; // XXX this is nasty for new users... maybe we don't want this anymore
act->id.us++;
return act;
}
// does copy_fcurve...
void make_local_action(bAction *act)
{
// Object *ob;
bAction *actn;
int local=0, lib=0;
if (act->id.lib==0) return;
if (act->id.us==1) {
act->id.lib= 0;
act->id.flag= LIB_LOCAL;
//make_local_action_channels(act);
new_id(0, (ID *)act, 0);
return;
}
#if 0 // XXX old animation system
ob= G.main->object.first;
while(ob) {
if(ob->action==act) {
if(ob->id.lib) lib= 1;
else local= 1;
}
ob= ob->id.next;
}
#endif
if(local && lib==0) {
act->id.lib= 0;
act->id.flag= LIB_LOCAL;
//make_local_action_channels(act);
new_id(0, (ID *)act, 0);
}
else if(local && lib) {
actn= copy_action(act);
actn->id.us= 0;
#if 0 // XXX old animation system
ob= G.main->object.first;
while(ob) {
if(ob->action==act) {
if(ob->id.lib==0) {
ob->action = actn;
actn->id.us++;
act->id.us--;
}
}
ob= ob->id.next;
}
#endif // XXX old animation system
}
}
void free_action (bAction *act)
{
/* sanity check */
if (act == NULL)
return;
/* Free F-Curves */
free_fcurves(&act->curves);
/* Free groups */
if (act->groups.first)
BLI_freelistN(&act->groups);
/* Free pose-references (aka local markers) */
if (act->markers.first)
BLI_freelistN(&act->markers);
}
bAction *copy_action (bAction *src)
{
bAction *dst = NULL;
bActionGroup *dgrp, *sgrp;
FCurve *dfcu, *sfcu;
if (src == NULL)
return NULL;
dst= copy_libblock(src);
/* duplicate the lists of groups and markers */
BLI_duplicatelist(&dst->groups, &src->groups);
BLI_duplicatelist(&dst->markers, &src->markers);
/* copy F-Curves, fixing up the links as we go */
dst->curves.first= dst->curves.last= NULL;
for (sfcu= src->curves.first; sfcu; sfcu= sfcu->next) {
/* duplicate F-Curve */
dfcu= copy_fcurve(sfcu);
BLI_addtail(&dst->curves, dfcu);
/* fix group links (kindof bad list-in-list search, but this is the most reliable way) */
for (dgrp=dst->groups.first, sgrp=src->groups.first; dgrp && sgrp; dgrp=dgrp->next, sgrp=sgrp->next) {
if (sfcu->grp == sgrp) {
dfcu->grp= dgrp;
if (dgrp->channels.first == sfcu)
dgrp->channels.first= dfcu;
if (dgrp->channels.last == sfcu)
dgrp->channels.last= dfcu;
break;
}
}
}
dst->id.flag |= LIB_FAKEUSER; // XXX this is nasty for new users... maybe we don't want this anymore
dst->id.us++;
return dst;
}
/* Get the active action-group for an Action */
bActionGroup *get_active_actiongroup (bAction *act)
{
bActionGroup *agrp= NULL;
if (act && act->groups.first) {
for (agrp= act->groups.first; agrp; agrp= agrp->next) {
if (agrp->flag & AGRP_ACTIVE)
break;
}
}
return agrp;
}
/* Make the given Action-Group the active one */
void set_active_action_group (bAction *act, bActionGroup *agrp, short select)
{
bActionGroup *grp;
/* sanity checks */
if (act == NULL)
return;
/* Deactive all others */
for (grp= act->groups.first; grp; grp= grp->next) {
if ((grp==agrp) && (select))
grp->flag |= AGRP_ACTIVE;
else
grp->flag &= ~AGRP_ACTIVE;
}
}
/* Add given channel into (active) group
* - assumes that channel is not linked to anything anymore
* - always adds at the end of the group
*/
void action_groups_add_channel (bAction *act, bActionGroup *agrp, FCurve *fcurve)
{
FCurve *fcu;
short done=0;
/* sanity checks */
if (ELEM3(NULL, act, agrp, fcurve))
return;
/* if no channels, just add to two lists at the same time */
if (act->curves.first == NULL) {
fcurve->next = fcurve->prev = NULL;
agrp->channels.first = agrp->channels.last = fcurve;
act->curves.first = act->curves.last = fcurve;
fcurve->grp= agrp;
return;
}
/* try to find a channel to slot this in before/after */
for (fcu= act->curves.first; fcu; fcu= fcu->next) {
/* if channel has no group, then we have ungrouped channels, which should always occur after groups */
if (fcu->grp == NULL) {
BLI_insertlinkbefore(&act->curves, fcu, fcurve);
if (agrp->channels.first == NULL)
agrp->channels.first= fcurve;
agrp->channels.last= fcurve;
done= 1;
break;
}
/* if channel has group after current, we can now insert (otherwise we have gone too far) */
else if (fcu->grp == agrp->next) {
BLI_insertlinkbefore(&act->curves, fcu, fcurve);
if (agrp->channels.first == NULL)
agrp->channels.first= fcurve;
agrp->channels.last= fcurve;
done= 1;
break;
}
/* if channel has group we're targeting, check whether it is the last one of these */
else if (fcu->grp == agrp) {
if ((fcu->next) && (fcu->next->grp != agrp)) {
BLI_insertlinkafter(&act->curves, fcu, fcurve);
agrp->channels.last= fcurve;
done= 1;
break;
}
else if (fcu->next == NULL) {
BLI_addtail(&act->curves, fcurve);
agrp->channels.last= fcurve;
done= 1;
break;
}
}
/* if channel has group before target, check whether the next one is something after target */
else if (fcu->grp == agrp->prev) {
if (fcu->next) {
if ((fcu->next->grp != fcu->grp) && (fcu->next->grp != agrp)) {
BLI_insertlinkafter(&act->curves, fcu, fcurve);
agrp->channels.first= fcurve;
agrp->channels.last= fcurve;
done= 1;
break;
}
}
else {
BLI_insertlinkafter(&act->curves, fcu, fcurve);
agrp->channels.first= fcurve;
agrp->channels.last= fcurve;
done= 1;
break;
}
}
}
/* only if added, set channel as belonging to this group */
if (done) {
//printf("FCurve added to group \n");
fcurve->grp= agrp;
}
else {
printf("Error: FCurve '%s' couldn't be added to Group '%s' \n", fcurve->rna_path, agrp->name);
BLI_addtail(&act->curves, fcurve);
}
}
/* Remove the given channel from all groups */
void action_groups_remove_channel (bAction *act, FCurve *fcu)
{
/* sanity checks */
if (ELEM(NULL, act, fcu))
return;
/* check if any group used this directly */
if (fcu->grp) {
bActionGroup *agrp= fcu->grp;
if (agrp->channels.first == agrp->channels.last) {
if (agrp->channels.first == fcu) {
agrp->channels.first= NULL;
agrp->channels.last= NULL;
}
}
else if (agrp->channels.first == fcu) {
if ((fcu->next) && (fcu->next->grp==agrp))
agrp->channels.first= fcu->next;
else
agrp->channels.first= NULL;
}
else if (agrp->channels.last == fcu) {
if ((fcu->prev) && (fcu->prev->grp==agrp))
agrp->channels.last= fcu->prev;
else
agrp->channels.last= NULL;
}
fcu->grp= NULL;
}
/* now just remove from list */
BLI_remlink(&act->curves, fcu);
}
/* Find a group with the given name */
bActionGroup *action_groups_find_named (bAction *act, const char name[])
{
bActionGroup *grp;
/* sanity checks */
if (ELEM3(NULL, act, act->groups.first, name) || (name[0] == 0))
return NULL;
/* do string comparisons */
for (grp= act->groups.first; grp; grp= grp->next) {
if (strcmp(grp->name, name) == 0)
return grp;
}
/* not found */
return NULL;
}
/* ************************ Pose channels *************** */
/* usually used within a loop, so we got a N^2 slowdown */
bPoseChannel *get_pose_channel(const bPose *pose, const char *name)
{
bPoseChannel *chan;
if (pose==NULL) return NULL;
for (chan=pose->chanbase.first; chan; chan=chan->next) {
if (chan->name[0] == name[0]) {
if (!strcmp (chan->name, name))
return chan;
}
}
return NULL;
}
/* Use with care, not on Armature poses but for temporal ones */
/* (currently used for action constraints and in rebuild_pose) */
bPoseChannel *verify_pose_channel(bPose* pose, const char* name)
{
bPoseChannel *chan;
if (pose == NULL)
return NULL;
/* See if this channel exists */
for (chan=pose->chanbase.first; chan; chan=chan->next) {
if (!strcmp (name, chan->name))
return chan;
}
/* If not, create it and add it */
chan = MEM_callocN(sizeof(bPoseChannel), "verifyPoseChannel");
strncpy(chan->name, name, 31);
/* init vars to prevent math errors */
chan->quat[0] = 1.0f;
chan->size[0] = chan->size[1] = chan->size[2] = 1.0f;
chan->limitmin[0]= chan->limitmin[1]= chan->limitmin[2]= -180.0f;
chan->limitmax[0]= chan->limitmax[1]= chan->limitmax[2]= 180.0f;
chan->stiffness[0]= chan->stiffness[1]= chan->stiffness[2]= 0.0f;
Mat4One(chan->constinv);
BLI_addtail(&pose->chanbase, chan);
return chan;
}
/* Find the active posechannel for an object (we can't just use pose, as layer info is in armature) */
bPoseChannel *get_active_posechannel (Object *ob)
{
bArmature *arm= (ob) ? ob->data : NULL;
bPoseChannel *pchan;
if ELEM3(NULL, ob, ob->pose, arm)
return NULL;
/* find active */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone) && (pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer))
return pchan;
}
return NULL;
}
/* dst should be freed already, makes entire duplicate */
void copy_pose (bPose **dst, bPose *src, int copycon)
{
bPose *outPose;
bPoseChannel *pchan;
ListBase listb;
if (!src){
*dst=NULL;
return;
}
if (*dst==src) {
printf("copy_pose source and target are the same\n");
*dst=NULL;
return;
}
outPose= MEM_callocN(sizeof(bPose), "pose");
BLI_duplicatelist(&outPose->chanbase, &src->chanbase);
if (copycon) {
for (pchan=outPose->chanbase.first; pchan; pchan=pchan->next) {
copy_constraints(&listb, &pchan->constraints); // copy_constraints NULLs listb
pchan->constraints= listb;
pchan->path= NULL;
}
}
*dst=outPose;
}
void free_pose_channels(bPose *pose)
{
bPoseChannel *pchan;
if (pose->chanbase.first) {
for (pchan = pose->chanbase.first; pchan; pchan=pchan->next){
if (pchan->path)
MEM_freeN(pchan->path);
free_constraints(&pchan->constraints);
}
BLI_freelistN(&pose->chanbase);
}
}
void free_pose(bPose *pose)
{
if (pose) {
/* free pose-channels */
free_pose_channels(pose);
/* free pose-groups */
if (pose->agroups.first)
BLI_freelistN(&pose->agroups);
/* free pose */
MEM_freeN(pose);
}
}
void game_copy_pose(bPose **dst, bPose *src)
{
bPose *out;
bPoseChannel *pchan, *outpchan;
GHash *ghash;
/* the game engine copies the current armature pose and then swaps
* the object pose pointer. this makes it possible to change poses
* without affecting the original blender data. */
if (!src) {
*dst=NULL;
return;
}
else if (*dst==src) {
printf("copy_pose source and target are the same\n");
*dst=NULL;
return;
}
out= MEM_dupallocN(src);
out->agroups.first= out->agroups.last= NULL;
BLI_duplicatelist(&out->chanbase, &src->chanbase);
/* remap pointers */
ghash= BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp);
pchan= src->chanbase.first;
outpchan= out->chanbase.first;
for (; pchan; pchan=pchan->next, outpchan=outpchan->next)
BLI_ghash_insert(ghash, pchan, outpchan);
for (pchan=out->chanbase.first; pchan; pchan=pchan->next) {
pchan->parent= BLI_ghash_lookup(ghash, pchan->parent);
pchan->child= BLI_ghash_lookup(ghash, pchan->child);
pchan->path= NULL;
}
BLI_ghash_free(ghash, NULL, NULL);
*dst=out;
}
void game_free_pose(bPose *pose)
{
if (pose) {
/* we don't free constraints, those are owned by the original pose */
if(pose->chanbase.first)
BLI_freelistN(&pose->chanbase);
MEM_freeN(pose);
}
}
static void copy_pose_channel_data(bPoseChannel *pchan, const bPoseChannel *chan)
{
bConstraint *pcon, *con;
VECCOPY(pchan->loc, chan->loc);
VECCOPY(pchan->size, chan->size);
VECCOPY(pchan->eul, chan->eul);
QUATCOPY(pchan->quat, chan->quat);
pchan->rotmode= chan->rotmode;
Mat4CpyMat4(pchan->chan_mat, (float(*)[4])chan->chan_mat);
Mat4CpyMat4(pchan->pose_mat, (float(*)[4])chan->pose_mat);
pchan->flag= chan->flag;
con= chan->constraints.first;
for(pcon= pchan->constraints.first; pcon; pcon= pcon->next, con= con->next) {
pcon->enforce= con->enforce;
pcon->headtail= con->headtail;
}
}
/* checks for IK constraint, and also for Follow-Path constraint.
* can do more constraints flags later
*/
/* pose should be entirely OK */
void update_pose_constraint_flags(bPose *pose)
{
bPoseChannel *pchan, *parchan;
bConstraint *con;
/* clear */
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
pchan->constflag= 0;
}
pose->flag &= ~POSE_CONSTRAINTS_TIMEDEPEND;
/* detect */
for (pchan= pose->chanbase.first; pchan; pchan=pchan->next) {
for (con= pchan->constraints.first; con; con= con->next) {
if (con->type==CONSTRAINT_TYPE_KINEMATIC) {
bKinematicConstraint *data = (bKinematicConstraint*)con->data;
pchan->constflag |= PCHAN_HAS_IK;
if(data->tar==NULL || (data->tar->type==OB_ARMATURE && data->subtarget[0]==0))
pchan->constflag |= PCHAN_HAS_TARGET;
/* negative rootbone = recalc rootbone index. used in do_versions */
if(data->rootbone<0) {
data->rootbone= 0;
if(data->flag & CONSTRAINT_IK_TIP) parchan= pchan;
else parchan= pchan->parent;
while(parchan) {
data->rootbone++;
if((parchan->bone->flag & BONE_CONNECTED)==0)
break;
parchan= parchan->parent;
}
}
}
else if (con->type == CONSTRAINT_TYPE_FOLLOWPATH) {
bFollowPathConstraint *data= (bFollowPathConstraint *)con->data;
/* for drawing constraint colors when color set allows this */
pchan->constflag |= PCHAN_HAS_CONST;
/* if we have a valid target, make sure that this will get updated on frame-change
* (needed for when there is no anim-data for this pose)
*/
if ((data->tar) && (data->tar->type==OB_CURVE))
pose->flag |= POSE_CONSTRAINTS_TIMEDEPEND;
}
else
pchan->constflag |= PCHAN_HAS_CONST;
}
}
}
/* Clears all BONE_UNKEYED flags for every pose channel in every pose
* This should only be called on frame changing, when it is acceptable to
* do this. Otherwise, these flags should not get cleared as poses may get lost.
*/
void framechange_poses_clear_unkeyed(void)
{
Object *ob;
bPose *pose;
bPoseChannel *pchan;
/* This needs to be done for each object that has a pose */
// TODO: proxies may/may not be correctly handled here... (this needs checking)
for (ob= G.main->object.first; ob; ob= ob->id.next) {
/* we only need to do this on objects with a pose */
if ( (pose= ob->pose) ) {
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
if (pchan->bone)
pchan->bone->flag &= ~BONE_UNKEYED;
}
}
}
}
/* ************************ END Pose channels *************** */
/* ************** time ****************** */
static bActionStrip *get_active_strip(Object *ob)
{
#if 0 // XXX old animation system
bActionStrip *strip;
if(ob->action==NULL)
return NULL;
for (strip=ob->nlastrips.first; strip; strip=strip->next)
if(strip->flag & ACTSTRIP_ACTIVE)
break;
if(strip && strip->act==ob->action)
return strip;
#endif // XXX old animation system
return NULL;
}
/* non clipped mapping of strip */
static float get_actionstrip_frame(bActionStrip *strip, float cframe, int invert)
{
float length, actlength, repeat, scale;
if (strip->repeat == 0.0f) strip->repeat = 1.0f;
repeat = (strip->flag & ACTSTRIP_USESTRIDE) ? (1.0f) : (strip->repeat);
if (strip->scale == 0.0f) strip->scale= 1.0f;
scale = (float)fabs(strip->scale); /* scale must be positive (for now) */
actlength = strip->actend-strip->actstart;
if (actlength == 0.0f) actlength = 1.0f;
length = repeat * scale * actlength;
/* invert = convert action-strip time to global time */
if (invert)
return length*(cframe - strip->actstart)/(repeat*actlength) + strip->start;
else
return repeat*actlength*(cframe - strip->start)/length + strip->actstart;
}
/* if the conditions match, it converts current time to strip time */
float get_action_frame(Object *ob, float cframe)
{
bActionStrip *strip= get_active_strip(ob);
if(strip)
return get_actionstrip_frame(strip, cframe, 0);
return cframe;
}
/* inverted, strip time to current time */
float get_action_frame_inv(Object *ob, float cframe)
{
bActionStrip *strip= get_active_strip(ob);
if(strip)
return get_actionstrip_frame(strip, cframe, 1);
return cframe;
}
/* Calculate the extents of given action */
void calc_action_range(const bAction *act, float *start, float *end, int incl_hidden)
{
FCurve *fcu;
float min=999999999.0f, max=-999999999.0f;
short foundvert=0;
if (act) {
for (fcu= act->curves.first; fcu; fcu= fcu->next) {
if (fcu->totvert) {
float nmin, nmax;
/* get extents for this curve */
calc_fcurve_range(fcu, &nmin, &nmax);
/* compare to the running tally */
min= MIN2(min, nmin);
max= MAX2(max, nmax);
foundvert= 1;
}
}
}
if (foundvert) {
if(min==max) max+= 1.0f;
*start= min;
*end= max;
}
else {
*start= 0.0f;
*end= 1.0f;
}
}
/* Copy the data from the action-pose (src) into the pose */
/* both args are assumed to be valid */
/* exported to game engine */
void extract_pose_from_pose(bPose *pose, const bPose *src)
{
const bPoseChannel *schan;
bPoseChannel *pchan= pose->chanbase.first;
if (pose==src) {
printf("extract_pose_from_pose source and target are the same\n");
return;
}
for (schan=src->chanbase.first; schan; schan=schan->next, pchan= pchan->next) {
copy_pose_channel_data(pchan, schan);
}
}
/* for do_all_pose_actions, clears the pose. Now also exported for proxy and tools */
void rest_pose(bPose *pose)
{
bPoseChannel *pchan;
int i;
if (!pose)
return;
memset(pose->stride_offset, 0, sizeof(pose->stride_offset));
memset(pose->cyclic_offset, 0, sizeof(pose->cyclic_offset));
for (pchan=pose->chanbase.first; pchan; pchan= pchan->next){
for (i=0; i<3; i++) {
pchan->loc[i]= 0.0f;
pchan->quat[i+1]= 0.0f;
pchan->eul[i]= 0.0f;
pchan->size[i]= 1.0f;
}
pchan->quat[0]= 1.0f;
pchan->flag &= ~(POSE_LOC|POSE_ROT|POSE_SIZE);
}
}
/* both poses should be in sync */
void copy_pose_result(bPose *to, bPose *from)
{
bPoseChannel *pchanto, *pchanfrom;
if(to==NULL || from==NULL) {
printf("pose result copy error\n"); // debug temp
return;
}
if (to==from) {
printf("copy_pose_result source and target are the same\n");
return;
}
for(pchanfrom= from->chanbase.first; pchanfrom; pchanfrom= pchanfrom->next) {
pchanto= get_pose_channel(to, pchanfrom->name);
if(pchanto) {
Mat4CpyMat4(pchanto->pose_mat, pchanfrom->pose_mat);
Mat4CpyMat4(pchanto->chan_mat, pchanfrom->chan_mat);
/* used for local constraints */
VECCOPY(pchanto->loc, pchanfrom->loc);
QUATCOPY(pchanto->quat, pchanfrom->quat);
VECCOPY(pchanto->eul, pchanfrom->eul);
VECCOPY(pchanto->size, pchanfrom->size);
VECCOPY(pchanto->pose_head, pchanfrom->pose_head);
VECCOPY(pchanto->pose_tail, pchanfrom->pose_tail);
pchanto->flag= pchanfrom->flag;
}
}
}
/* For the calculation of the effects of an Action at the given frame on an object
* This is currently only used for the Action Constraint
*/
void what_does_obaction (Scene *scene, Object *ob, Object *workob, bPose *pose, bAction *act, char groupname[], float cframe)
{
bActionGroup *agrp= action_groups_find_named(act, groupname);
/* clear workob */
clear_workob(workob);
/* init workob */
Mat4CpyMat4(workob->obmat, ob->obmat);
Mat4CpyMat4(workob->parentinv, ob->parentinv);
Mat4CpyMat4(workob->constinv, ob->constinv);
workob->parent= ob->parent;
workob->track= ob->track;
workob->trackflag= ob->trackflag;
workob->upflag= ob->upflag;
workob->partype= ob->partype;
workob->par1= ob->par1;
workob->par2= ob->par2;
workob->par3= ob->par3;
workob->constraints.first = ob->constraints.first;
workob->constraints.last = ob->constraints.last;
workob->pose= pose; /* need to set pose too, since this is used for both types of Action Constraint */
strcpy(workob->parsubstr, ob->parsubstr);
strcpy(workob->id.name, "OB<ConstrWorkOb>"); /* we don't use real object name, otherwise RNA screws with the real thing */
/* if we're given a group to use, it's likely to be more efficient (though a bit more dangerous) */
if (agrp) {
/* specifically evaluate this group only */
PointerRNA id_ptr;
/* get RNA-pointer for the workob's ID */
RNA_id_pointer_create(&workob->id, &id_ptr);
/* execute action for this group only */
animsys_evaluate_action_group(&id_ptr, act, agrp, NULL, cframe);
}
else {
AnimData adt;
/* init animdata, and attach to workob */
memset(&adt, 0, sizeof(AnimData));
workob->adt= &adt;
adt.recalc= ADT_RECALC_ANIM;
adt.action= act;
/* execute effects of Action on to workob (or it's PoseChannels) */
BKE_animsys_evaluate_animdata(&workob->id, &adt, cframe, ADT_RECALC_ANIM);
}
}
/* ********** NLA with non-poses works with ipo channels ********** */
#if 0 // XXX OLD ANIMATION SYSTEM (TO BE REMOVED)
/* ************************ Blending with NLA *************** */
static void blend_pose_strides(bPose *dst, bPose *src, float srcweight, short mode)
{
float dstweight;
switch (mode){
case ACTSTRIPMODE_BLEND:
dstweight = 1.0F - srcweight;
break;
case ACTSTRIPMODE_ADD:
dstweight = 1.0F;
break;
default :
dstweight = 1.0F;
}
VecLerpf(dst->stride_offset, dst->stride_offset, src->stride_offset, srcweight);
}
/*
bone matching diagram, strips A and B
.------------------------.
| A |
'------------------------'
. . b2
. .-------------v----------.
. | B . |
. '------------------------'
. . .
. . .
offset: . 0 . A-B . A-b2+B
. . .
*/
static void blend_pose_offset_bone(bActionStrip *strip, bPose *dst, bPose *src, float srcweight, short mode)
{
/* matching offset bones */
/* take dst offset, and put src on on that location */
if(strip->offs_bone[0]==0)
return;
/* are we also blending with matching bones? */
if(strip->prev && strip->start>=strip->prev->start) {
bPoseChannel *dpchan= get_pose_channel(dst, strip->offs_bone);
if(dpchan) {
bPoseChannel *spchan= get_pose_channel(src, strip->offs_bone);
if(spchan) {
float vec[3];
/* dst->ctime has the internal strip->prev action time */
/* map this time to nla time */
float ctime= get_actionstrip_frame(strip, src->ctime, 1);
if( ctime > strip->prev->end) {
bActionChannel *achan;
/* add src to dest, minus the position of src on strip->prev->end */
ctime= get_actionstrip_frame(strip, strip->prev->end, 0);
achan= get_action_channel(strip->act, strip->offs_bone);
if(achan && achan->ipo) {
bPoseChannel pchan;
/* Evaluates and sets the internal ipo value */
calc_ipo(achan->ipo, ctime);
/* This call also sets the pchan flags */
execute_action_ipo(achan, &pchan);
/* store offset that moves src to location of pchan */
VecSubf(vec, dpchan->loc, pchan.loc);
Mat4Mul3Vecfl(dpchan->bone->arm_mat, vec);
}
}
else {
/* store offset that moves src to location of dst */
VecSubf(vec, dpchan->loc, spchan->loc);
Mat4Mul3Vecfl(dpchan->bone->arm_mat, vec);
}
/* if blending, we only add with factor scrweight */
VecMulf(vec, srcweight);
VecAddf(dst->cyclic_offset, dst->cyclic_offset, vec);
}
}
}
VecAddf(dst->cyclic_offset, dst->cyclic_offset, src->cyclic_offset);
}
/* Only allowed for Poses with identical channels */
void blend_poses(bPose *dst, bPose *src, float srcweight, short mode)
{
bPoseChannel *dchan;
const bPoseChannel *schan;
bConstraint *dcon, *scon;
float dstweight;
int i;
switch (mode){
case ACTSTRIPMODE_BLEND:
dstweight = 1.0F - srcweight;
break;
case ACTSTRIPMODE_ADD:
dstweight = 1.0F;
break;
default :
dstweight = 1.0F;
}
schan= src->chanbase.first;
for (dchan = dst->chanbase.first; dchan; dchan=dchan->next, schan= schan->next){
if (schan->flag & (POSE_ROT|POSE_LOC|POSE_SIZE)) {
/* replaced quat->matrix->quat conversion with decent quaternion interpol (ton) */
/* Do the transformation blend */
if (schan->flag & POSE_ROT) {
/* quat interpolation done separate */
if (schan->rotmode == PCHAN_ROT_QUAT) {
float dquat[4], squat[4];
QUATCOPY(dquat, dchan->quat);
QUATCOPY(squat, schan->quat);
if (mode==ACTSTRIPMODE_BLEND)
QuatInterpol(dchan->quat, dquat, squat, srcweight);
else {
QuatMulFac(squat, srcweight);
QuatMul(dchan->quat, dquat, squat);
}
NormalQuat(dchan->quat);
}
}
for (i=0; i<3; i++) {
/* blending for loc and scale are pretty self-explanatory... */
if (schan->flag & POSE_LOC)
dchan->loc[i] = (dchan->loc[i]*dstweight) + (schan->loc[i]*srcweight);
if (schan->flag & POSE_SIZE)
dchan->size[i] = 1.0f + ((dchan->size[i]-1.0f)*dstweight) + ((schan->size[i]-1.0f)*srcweight);
/* euler-rotation interpolation done here instead... */
// FIXME: are these results decent?
if ((schan->flag & POSE_ROT) && (schan->rotmode))
dchan->eul[i] = (dchan->eul[i]*dstweight) + (schan->eul[i]*srcweight);
}
dchan->flag |= schan->flag;
}
for(dcon= dchan->constraints.first, scon= schan->constraints.first; dcon && scon; dcon= dcon->next, scon= scon->next) {
/* no 'add' option for constraint blending */
dcon->enforce= dcon->enforce*(1.0f-srcweight) + scon->enforce*srcweight;
}
}
/* this pose is now in src time */
dst->ctime= src->ctime;
}
typedef struct NlaIpoChannel {
struct NlaIpoChannel *next, *prev;
float val;
void *poin;
int type;
} NlaIpoChannel;
void extract_ipochannels_from_action(ListBase *lb, ID *id, bAction *act, const char *name, float ctime)
{
bActionChannel *achan= get_action_channel(act, name);
IpoCurve *icu;
NlaIpoChannel *nic;
if(achan==NULL) return;
if(achan->ipo) {
calc_ipo(achan->ipo, ctime);
for(icu= achan->ipo->curve.first; icu; icu= icu->next) {
/* skip IPO_BITS, is for layers and cannot be blended */
if(icu->vartype != IPO_BITS) {
nic= MEM_callocN(sizeof(NlaIpoChannel), "NlaIpoChannel");
BLI_addtail(lb, nic);
nic->val= icu->curval;
nic->poin= get_ipo_poin(id, icu, &nic->type);
}
}
}
/* constraint channels only for objects */
if(GS(id->name)==ID_OB) {
Object *ob= (Object *)id;
bConstraint *con;
bConstraintChannel *conchan;
for (con=ob->constraints.first; con; con=con->next) {
conchan = get_constraint_channel(&achan->constraintChannels, con->name);
if(conchan && conchan->ipo) {
calc_ipo(conchan->ipo, ctime);
icu= conchan->ipo->curve.first; // only one ipo now
if(icu) {
nic= MEM_callocN(sizeof(NlaIpoChannel), "NlaIpoChannel constr");
BLI_addtail(lb, nic);
nic->val= icu->curval;
nic->poin= &con->enforce;
nic->type= IPO_FLOAT;
}
}
}
}
}
static NlaIpoChannel *find_nla_ipochannel(ListBase *lb, void *poin)
{
NlaIpoChannel *nic;
if(poin) {
for(nic= lb->first; nic; nic= nic->next) {
if(nic->poin==poin)
return nic;
}
}
return NULL;
}
static void blend_ipochannels(ListBase *dst, ListBase *src, float srcweight, int mode)
{
NlaIpoChannel *snic, *dnic, *next;
float dstweight;
switch (mode){
case ACTSTRIPMODE_BLEND:
dstweight = 1.0F - srcweight;
break;
case ACTSTRIPMODE_ADD:
dstweight = 1.0F;
break;
default :
dstweight = 1.0F;
}
for(snic= src->first; snic; snic= next) {
next= snic->next;
dnic= find_nla_ipochannel(dst, snic->poin);
if(dnic==NULL) {
/* remove from src list, and insert in dest */
BLI_remlink(src, snic);
BLI_addtail(dst, snic);
}
else {
/* we do the blend */
dnic->val= dstweight*dnic->val + srcweight*snic->val;
}
}
}
int execute_ipochannels(ListBase *lb)
{
NlaIpoChannel *nic;
int count = 0;
for(nic= lb->first; nic; nic= nic->next) {
if(nic->poin) {
write_ipo_poin(nic->poin, nic->type, nic->val);
count++;
}
}
return count;
}
/* nla timing */
/* this now only used for repeating cycles, to enable fields and blur. */
/* the whole time control in blender needs serious thinking... */
static float nla_time(Scene *scene, float cfra, float unit)
{
extern float bluroffs; // bad construct, borrowed from object.c for now
extern float fieldoffs;
/* motion blur & fields */
cfra+= unit*(bluroffs+fieldoffs);
/* global time */
cfra*= scene->r.framelen;
return cfra;
}
/* added "sizecorr" here, to allow armatures to be scaled and still have striding.
Only works for uniform scaling. In general I'd advise against scaling armatures ever though! (ton)
*/
static float stridechannel_frame(Object *ob, float sizecorr, bActionStrip *strip, Path *path, float pathdist, float *stride_offset)
{
bAction *act= strip->act;
const char *name= strip->stridechannel;
bActionChannel *achan= get_action_channel(act, name);
int stride_axis= strip->stride_axis;
if(achan && achan->ipo) {
IpoCurve *icu= NULL;
float minx=0.0f, maxx=0.0f, miny=0.0f, maxy=0.0f;
int foundvert= 0;
if(stride_axis==0) stride_axis= AC_LOC_X;
else if(stride_axis==1) stride_axis= AC_LOC_Y;
else stride_axis= AC_LOC_Z;
/* calculate the min/max */
for (icu=achan->ipo->curve.first; icu; icu=icu->next) {
if(icu->adrcode==stride_axis) {
if(icu->totvert>1) {
foundvert= 1;
minx= icu->bezt[0].vec[1][0];
maxx= icu->bezt[icu->totvert-1].vec[1][0];
miny= icu->bezt[0].vec[1][1];
maxy= icu->bezt[icu->totvert-1].vec[1][1];
}
break;
}
}
if(foundvert && miny!=maxy) {
float stridelen= sizecorr*fabs(maxy-miny), striptime;
float actiondist, pdist, pdistNewNormalized, offs;
float vec1[4], vec2[4], dir[3];
/* internal cycling, actoffs is in frames */
offs= stridelen*strip->actoffs/(maxx-minx);
/* amount path moves object */
pdist = (float)fmod (pathdist+offs, stridelen);
striptime= pdist/stridelen;
/* amount stride bone moves */
actiondist= sizecorr*eval_icu(icu, minx + striptime*(maxx-minx)) - miny;
pdist = fabs(actiondist) - pdist;
pdistNewNormalized = (pathdist+pdist)/path->totdist;
/* now we need to go pdist further (or less) on cu path */
where_on_path(ob, (pathdist)/path->totdist, vec1, dir); /* vec needs size 4 */
if (pdistNewNormalized <= 1) {
// search for correction in positive path-direction
where_on_path(ob, pdistNewNormalized, vec2, dir); /* vec needs size 4 */
VecSubf(stride_offset, vec2, vec1);
}
else {
// we reached the end of the path, search backwards instead
where_on_path(ob, (pathdist-pdist)/path->totdist, vec2, dir); /* vec needs size 4 */
VecSubf(stride_offset, vec1, vec2);
}
Mat4Mul3Vecfl(ob->obmat, stride_offset);
return striptime;
}
}
return 0.0f;
}
static void cyclic_offs_bone(Object *ob, bPose *pose, bActionStrip *strip, float time)
{
/* only called when strip has cyclic, so >= 1.0f works... */
if(time >= 1.0f) {
bActionChannel *achan= get_action_channel(strip->act, strip->offs_bone);
if(achan && achan->ipo) {
IpoCurve *icu= NULL;
Bone *bone;
float min[3]={0.0f, 0.0f, 0.0f}, max[3]={0.0f, 0.0f, 0.0f};
int index=0, foundvert= 0;
/* calculate the min/max */
for (icu=achan->ipo->curve.first; icu; icu=icu->next) {
if(icu->totvert>1) {
if(icu->adrcode==AC_LOC_X)
index= 0;
else if(icu->adrcode==AC_LOC_Y)
index= 1;
else if(icu->adrcode==AC_LOC_Z)
index= 2;
else
continue;
foundvert= 1;
min[index]= icu->bezt[0].vec[1][1];
max[index]= icu->bezt[icu->totvert-1].vec[1][1];
}
}
if(foundvert) {
/* bring it into armature space */
VecSubf(min, max, min);
bone= get_named_bone(ob->data, strip->offs_bone); /* weak */
if(bone) {
Mat4Mul3Vecfl(bone->arm_mat, min);
/* dominant motion, cyclic_offset was cleared in rest_pose */
if (strip->flag & (ACTSTRIP_CYCLIC_USEX | ACTSTRIP_CYCLIC_USEY | ACTSTRIP_CYCLIC_USEZ)) {
if (strip->flag & ACTSTRIP_CYCLIC_USEX) pose->cyclic_offset[0]= time*min[0];
if (strip->flag & ACTSTRIP_CYCLIC_USEY) pose->cyclic_offset[1]= time*min[1];
if (strip->flag & ACTSTRIP_CYCLIC_USEZ) pose->cyclic_offset[2]= time*min[2];
} else {
if( fabs(min[0]) >= fabs(min[1]) && fabs(min[0]) >= fabs(min[2]))
pose->cyclic_offset[0]= time*min[0];
else if( fabs(min[1]) >= fabs(min[0]) && fabs(min[1]) >= fabs(min[2]))
pose->cyclic_offset[1]= time*min[1];
else
pose->cyclic_offset[2]= time*min[2];
}
}
}
}
}
}
/* simple case for now; only the curve path with constraint value > 0.5 */
/* blending we might do later... */
static Object *get_parent_path(Object *ob)
{
bConstraint *con;
if(ob->parent && ob->parent->type==OB_CURVE)
return ob->parent;
for (con = ob->constraints.first; con; con=con->next) {
if(con->type==CONSTRAINT_TYPE_FOLLOWPATH) {
if(con->enforce>0.5f) {
bFollowPathConstraint *data= con->data;
return data->tar;
}
}
}
return NULL;
}
/* ************** do the action ************ */
/* ----- nla, etc. --------- */
static void do_nla(Scene *scene, Object *ob, int blocktype)
{
bPose *tpose= NULL;
Key *key= NULL;
ListBase tchanbase={NULL, NULL}, chanbase={NULL, NULL};
bActionStrip *strip, *striplast=NULL, *stripfirst=NULL;
float striptime, frametime, length, actlength;
float blendfac, stripframe;
float scene_cfra= frame_to_float(scene, scene->r.cfra);
int doit, dostride;
if(blocktype==ID_AR) {
copy_pose(&tpose, ob->pose, 1);
rest_pose(ob->pose); // potentially destroying current not-keyed pose
}
else {
key= ob_get_key(ob);
}
/* check on extend to left or right, when no strip is hit by 'cfra' */
for (strip=ob->nlastrips.first; strip; strip=strip->next) {
/* escape loop on a hit */
if( scene_cfra >= strip->start && scene_cfra <= strip->end + 0.1f) /* note 0.1 comes back below */
break;
if(scene_cfra < strip->start) {
if(stripfirst==NULL)
stripfirst= strip;
else if(stripfirst->start > strip->start)
stripfirst= strip;
}
else if(scene_cfra > strip->end) {
if(striplast==NULL)
striplast= strip;
else if(striplast->end < strip->end)
striplast= strip;
}
}
if(strip==NULL) { /* extend */
if(striplast)
scene_cfra= striplast->end;
else if(stripfirst)
scene_cfra= stripfirst->start;
}
/* and now go over all strips */
for (strip=ob->nlastrips.first; strip; strip=strip->next){
doit=dostride= 0;
if (strip->act && !(strip->flag & ACTSTRIP_MUTE)) { /* so theres an action */
/* Determine if the current frame is within the strip's range */
length = strip->end-strip->start;
actlength = strip->actend-strip->actstart;
striptime = (scene_cfra-(strip->start)) / length;
stripframe = (scene_cfra-(strip->start)) ;
if (striptime>=0.0){
if(blocktype==ID_AR)
rest_pose(tpose);
/* To handle repeat, we add 0.1 frame extra to make sure the last frame is included */
if (striptime < 1.0f + 0.1f/length) {
/* Handle path */
if ((strip->flag & ACTSTRIP_USESTRIDE) && (blocktype==ID_AR) && (ob->ipoflag & OB_DISABLE_PATH)==0){
Object *parent= get_parent_path(ob);
if (parent) {
Curve *cu = parent->data;
float ctime, pdist;
if (cu->flag & CU_PATH){
/* Ensure we have a valid path */
if(cu->path==NULL || cu->path->data==NULL) makeDispListCurveTypes(scene, parent, 0);
if(cu->path) {
/* Find the position on the path */
ctime= bsystem_time(scene, ob, scene_cfra, 0.0);
if(calc_ipo_spec(cu->ipo, CU_SPEED, &ctime)==0) {
/* correct for actions not starting on zero */
ctime= (ctime - strip->actstart)/cu->pathlen;
CLAMP(ctime, 0.0, 1.0);
}
pdist = ctime*cu->path->totdist;
if(tpose && strip->stridechannel[0]) {
striptime= stridechannel_frame(parent, ob->size[0], strip, cu->path, pdist, tpose->stride_offset);
}
else {
if (strip->stridelen) {
striptime = pdist / strip->stridelen;
striptime = (float)fmod (striptime+strip->actoffs, 1.0);
}
else
striptime = 0;
}
frametime = (striptime * actlength) + strip->actstart;
frametime= bsystem_time(scene, ob, frametime, 0.0);
if(blocktype==ID_AR) {
extract_pose_from_action (tpose, strip->act, frametime);
}
else if(blocktype==ID_OB) {
extract_ipochannels_from_action(&tchanbase, &ob->id, strip->act, "Object", frametime);
if(key)
extract_ipochannels_from_action(&tchanbase, &key->id, strip->act, "Shape", frametime);
}
doit=dostride= 1;
}
}
}
}
/* To handle repeat, we add 0.1 frame extra to make sure the last frame is included */
else {
/* Mod to repeat */
if(strip->repeat!=1.0f) {
float cycle= striptime*strip->repeat;
striptime = (float)fmod (cycle, 1.0f + 0.1f/length);
cycle-= striptime;
if(blocktype==ID_AR)
cyclic_offs_bone(ob, tpose, strip, cycle);
}
frametime = (striptime * actlength) + strip->actstart;
frametime= nla_time(scene, frametime, (float)strip->repeat);
if(blocktype==ID_AR) {
extract_pose_from_action (tpose, strip->act, frametime);
}
else if(blocktype==ID_OB) {
extract_ipochannels_from_action(&tchanbase, &ob->id, strip->act, "Object", frametime);
if(key)
extract_ipochannels_from_action(&tchanbase, &key->id, strip->act, "Shape", frametime);
}
doit=1;
}
}
/* Handle extend */
else {
if (strip->flag & ACTSTRIP_HOLDLASTFRAME){
/* we want the strip to hold on the exact fraction of the repeat value */
frametime = actlength * (strip->repeat-(int)strip->repeat);
if(frametime<=0.000001f) frametime= actlength; /* rounding errors... */
frametime= bsystem_time(scene, ob, frametime+strip->actstart, 0.0);
if(blocktype==ID_AR)
extract_pose_from_action (tpose, strip->act, frametime);
else if(blocktype==ID_OB) {
extract_ipochannels_from_action(&tchanbase, &ob->id, strip->act, "Object", frametime);
if(key)
extract_ipochannels_from_action(&tchanbase, &key->id, strip->act, "Shape", frametime);
}
/* handle cycle hold */
if(strip->repeat!=1.0f) {
if(blocktype==ID_AR)
cyclic_offs_bone(ob, tpose, strip, strip->repeat-1.0f);
}
doit=1;
}
}
/* Handle blendin & blendout */
if (doit){
/* Handle blendin */
if (strip->blendin>0.0 && stripframe<=strip->blendin && scene_cfra>=strip->start){
blendfac = stripframe/strip->blendin;
}
else if (strip->blendout>0.0 && stripframe>=(length-strip->blendout) && scene_cfra<=strip->end){
blendfac = (length-stripframe)/(strip->blendout);
}
else
blendfac = 1;
if(blocktype==ID_AR) {/* Blend this pose with the accumulated pose */
/* offset bone, for matching cycles */
blend_pose_offset_bone (strip, ob->pose, tpose, blendfac, strip->mode);
blend_poses (ob->pose, tpose, blendfac, strip->mode);
if(dostride)
blend_pose_strides (ob->pose, tpose, blendfac, strip->mode);
}
else {
blend_ipochannels(&chanbase, &tchanbase, blendfac, strip->mode);
BLI_freelistN(&tchanbase);
}
}
}
}
}
if(blocktype==ID_OB) {
execute_ipochannels(&chanbase);
}
else if(blocktype==ID_AR) {
/* apply stride offset to object */
VecAddf(ob->obmat[3], ob->obmat[3], ob->pose->stride_offset);
}
/* free */
if (tpose)
free_pose(tpose);
if(chanbase.first)
BLI_freelistN(&chanbase);
}
#endif // XXX OLD ANIMATION SYSTEM (TO BE REMOVED)