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authorDalai Felinto <dfelinto@gmail.com>2015-09-24 18:24:20 +0300
committerDalai Felinto <dfelinto@gmail.com>2015-09-24 18:24:20 +0300
commit27b3ea622f8bd313a8e2827dfec752bf2125566c (patch)
treef212e49d224ce8e1cfc3b17a64ae524711494391 /source/blender/blenkernel/intern/armature.c
parent372dff8d1dc7e24d4b2cd37de245588ecfce8bfa (diff)
parentde80e687689032cb85179a1f7e89750573631d5d (diff)
Merge remote-tracking branch 'origin/master' into cycles_camera_nodescycles_camera_nodes
Note: the branch currently crashes in blender_camera_nodes.cpp: BL::NodeTree b_ntree = b_data.node_groups[nodes_tree_name]; The crash was introduced in: cb7cf523e5c000609f32a382e2c0fcc57f635a42 Conflicts: intern/cycles/SConscript intern/cycles/blender/addon/__init__.py intern/cycles/blender/addon/properties.py intern/cycles/blender/blender_camera.cpp intern/cycles/kernel/kernel_types.h intern/cycles/kernel/svm/svm.h intern/cycles/kernel/svm/svm_types.h intern/cycles/render/camera.cpp intern/cycles/render/camera.h
Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r--source/blender/blenkernel/intern/armature.c599
1 files changed, 128 insertions, 471 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index bb05b5de8a6..6afe7f1abe9 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -127,7 +127,7 @@ void BKE_armature_free(bArmature *arm)
/* free animation data */
if (arm->adt) {
- BKE_free_animdata(&arm->id);
+ BKE_animdata_free(&arm->id);
arm->adt = NULL;
}
}
@@ -222,6 +222,10 @@ bArmature *BKE_armature_copy(bArmature *arm)
newArm->act_edbone = NULL;
newArm->sketch = NULL;
+ if (arm->id.lib) {
+ BKE_id_lib_local_paths(G.main, arm->id.lib, &newArm->id);
+ }
+
return newArm;
}
@@ -229,7 +233,7 @@ static Bone *get_named_bone_bonechildren(Bone *bone, const char *name)
{
Bone *curBone, *rbone;
- if (!strcmp(bone->name, name))
+ if (STREQ(bone->name, name))
return bone;
for (curBone = bone->childbase.first; curBone; curBone = curBone->next) {
@@ -259,6 +263,19 @@ Bone *BKE_armature_find_bone_name(bArmature *arm, const char *name)
return bone;
}
+bool BKE_armature_bone_flag_test_recursive(const Bone *bone, int flag)
+{
+ if (bone->flag & flag) {
+ return true;
+ }
+ else if (bone->parent) {
+ return BKE_armature_bone_flag_test_recursive(bone->parent, flag);
+ }
+ else {
+ return false;
+ }
+}
+
/* Finds the best possible extension to the name on a particular axis. (For renaming, check for
* unique names afterwards) strip_number: removes number extensions (TODO: not used)
* axis: the axis to name on
@@ -840,7 +857,7 @@ void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm, float
/* bone defmats are already in the channels, chan_mat */
/* initialize B_bone matrices and dual quaternions */
- totchan = BLI_countlist(&armOb->pose->chanbase);
+ totchan = BLI_listbase_count(&armOb->pose->chanbase);
if (use_quaternion) {
dualquats = MEM_callocN(sizeof(DualQuat) * totchan, "dualquats");
@@ -866,7 +883,7 @@ void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm, float
armature_def_nr = defgroup_name_index(target, defgrp_name);
if (ELEM(target->type, OB_MESH, OB_LATTICE)) {
- defbase_tot = BLI_countlist(&target->defbase);
+ defbase_tot = BLI_listbase_count(&target->defbase);
if (target->type == OB_MESH) {
Mesh *me = target->data;
@@ -1124,8 +1141,7 @@ void BKE_armature_loc_world_to_pose(Object *ob, const float inloc[3], float outl
* Not exported, as it is only used in this file currently... */
static void get_offset_bone_mat(Bone *bone, float offs_bone[4][4])
{
- if (!bone->parent)
- return;
+ BLI_assert(bone->parent != NULL);
/* Bone transform itself. */
copy_m4_m3(offs_bone, bone->bone_mat);
@@ -1489,6 +1505,8 @@ void vec_roll_to_mat3_normalized(const float nor[3], const float roll, float mat
float theta;
float rMatrix[3][3], bMatrix[3][3];
+ BLI_ASSERT_UNIT_V3(nor);
+
theta = 1.0f + nor[1];
/* With old algo, 1.0e-13f caused T23954 and T31333, 1.0e-6f caused T27675 and T30438,
@@ -1549,16 +1567,15 @@ void vec_roll_to_mat3(const float vec[3], const float roll, float mat[3][3])
/* recursive part, calculates restposition of entire tree of children */
/* used by exiting editmode too */
-void BKE_armature_where_is_bone(Bone *bone, Bone *prevbone)
+void BKE_armature_where_is_bone(Bone *bone, Bone *prevbone, const bool use_recursion)
{
float vec[3];
/* Bone Space */
sub_v3_v3v3(vec, bone->tail, bone->head);
+ bone->length = len_v3(vec);
vec_roll_to_mat3(vec, bone->roll, bone->bone_mat);
- bone->length = len_v3v3(bone->head, bone->tail);
-
/* this is called on old file reading too... */
if (bone->xwidth == 0.0f) {
bone->xwidth = 0.1f;
@@ -1580,9 +1597,11 @@ void BKE_armature_where_is_bone(Bone *bone, Bone *prevbone)
}
/* and the kiddies */
- prevbone = bone;
- for (bone = bone->childbase.first; bone; bone = bone->next) {
- BKE_armature_where_is_bone(bone, prevbone);
+ if (use_recursion) {
+ prevbone = bone;
+ for (bone = bone->childbase.first; bone; bone = bone->next) {
+ BKE_armature_where_is_bone(bone, prevbone, use_recursion);
+ }
}
}
@@ -1594,7 +1613,7 @@ void BKE_armature_where_is(bArmature *arm)
/* hierarchical from root to children */
for (bone = arm->bonebase.first; bone; bone = bone->next) {
- BKE_armature_where_is_bone(bone, NULL);
+ BKE_armature_where_is_bone(bone, NULL, true);
}
}
@@ -1654,6 +1673,7 @@ static void pose_proxy_synchronize(Object *ob, Object *from, int layer_protected
pchanw.next = pchan->next;
pchanw.parent = pchan->parent;
pchanw.child = pchan->child;
+ pchanw.custom_tx = pchan->custom_tx;
pchanw.mpath = pchan->mpath;
pchan->mpath = NULL;
@@ -1662,7 +1682,7 @@ static void pose_proxy_synchronize(Object *ob, Object *from, int layer_protected
if (pchanw.prop) {
pchanw.prop = IDP_CopyProperty(pchanw.prop);
- /* use the values from the the existing props */
+ /* use the values from the existing props */
if (pchan->prop) {
IDP_SyncGroupValues(pchanw.prop, pchan->prop);
}
@@ -1682,7 +1702,7 @@ static void pose_proxy_synchronize(Object *ob, Object *from, int layer_protected
/* constraints - set target ob pointer to own object */
for (con = pchanw.constraints.first; con; con = con->next) {
- bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
+ const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
@@ -1807,9 +1827,12 @@ void BKE_pose_rebuild(Object *ob, bArmature *arm)
BKE_pose_update_constraint_flags(ob->pose); /* for IK detection for example */
+#ifdef WITH_LEGACY_DEPSGRAPH
/* the sorting */
+ /* Sorting for new dependnecy graph is done on the scene graph level. */
if (counter > 1)
DAG_pose_sort(ob);
+#endif
ob->pose->flag &= ~POSE_RECALC;
ob->pose->flag |= POSE_WAS_REBUILT;
@@ -1817,443 +1840,6 @@ void BKE_pose_rebuild(Object *ob, bArmature *arm)
BKE_pose_channels_hash_make(ob->pose);
}
-
-/* ********************** SPLINE IK SOLVER ******************* */
-
-/* Temporary evaluation tree data used for Spline IK */
-typedef struct tSplineIK_Tree {
- struct tSplineIK_Tree *next, *prev;
-
- int type; /* type of IK that this serves (CONSTRAINT_TYPE_KINEMATIC or ..._SPLINEIK) */
-
- bool free_points; /* free the point positions array */
- short chainlen; /* number of bones in the chain */
-
- float *points; /* parametric positions for the joints along the curve */
- bPoseChannel **chain; /* chain of bones to affect using Spline IK (ordered from the tip) */
-
- bPoseChannel *root; /* bone that is the root node of the chain */
-
- bConstraint *con; /* constraint for this chain */
- bSplineIKConstraint *ikData; /* constraint settings for this chain */
-} tSplineIK_Tree;
-
-/* ----------- */
-
-/* Tag the bones in the chain formed by the given bone for IK */
-static void splineik_init_tree_from_pchan(Scene *scene, Object *UNUSED(ob), bPoseChannel *pchan_tip)
-{
- bPoseChannel *pchan, *pchanRoot = NULL;
- bPoseChannel *pchanChain[255];
- bConstraint *con = NULL;
- bSplineIKConstraint *ikData = NULL;
- float boneLengths[255], *jointPoints;
- float totLength = 0.0f;
- bool free_joints = 0;
- int segcount = 0;
-
- /* find the SplineIK constraint */
- for (con = pchan_tip->constraints.first; con; con = con->next) {
- if (con->type == CONSTRAINT_TYPE_SPLINEIK) {
- ikData = con->data;
-
- /* target can only be curve */
- if ((ikData->tar == NULL) || (ikData->tar->type != OB_CURVE))
- continue;
- /* skip if disabled */
- if ((con->enforce == 0.0f) || (con->flag & (CONSTRAINT_DISABLE | CONSTRAINT_OFF)))
- continue;
-
- /* otherwise, constraint is ok... */
- break;
- }
- }
- if (con == NULL)
- return;
-
- /* make sure that the constraint targets are ok
- * - this is a workaround for a depsgraph bug...
- */
- if (ikData->tar) {
- /* note: when creating constraints that follow path, the curve gets the CU_PATH set now,
- * currently for paths to work it needs to go through the bevlist/displist system (ton)
- */
-
- /* only happens on reload file, but violates depsgraph still... fix! */
- if (ELEM(NULL, ikData->tar->curve_cache, ikData->tar->curve_cache->path, ikData->tar->curve_cache->path->data)) {
- BKE_displist_make_curveTypes(scene, ikData->tar, 0);
-
- /* path building may fail in EditMode after removing verts [#33268]*/
- if (ELEM(NULL, ikData->tar->curve_cache->path, ikData->tar->curve_cache->path->data)) {
- /* BLI_assert(cu->path != NULL); */
- return;
- }
- }
- }
-
- /* find the root bone and the chain of bones from the root to the tip
- * NOTE: this assumes that the bones are connected, but that may not be true... */
- for (pchan = pchan_tip; pchan && (segcount < ikData->chainlen); pchan = pchan->parent, segcount++) {
- /* store this segment in the chain */
- pchanChain[segcount] = pchan;
-
- /* if performing rebinding, calculate the length of the bone */
- boneLengths[segcount] = pchan->bone->length;
- totLength += boneLengths[segcount];
- }
-
- if (segcount == 0)
- return;
- else
- pchanRoot = pchanChain[segcount - 1];
-
- /* perform binding step if required */
- if ((ikData->flag & CONSTRAINT_SPLINEIK_BOUND) == 0) {
- float segmentLen = (1.0f / (float)segcount);
- int i;
-
- /* setup new empty array for the points list */
- if (ikData->points)
- MEM_freeN(ikData->points);
- ikData->numpoints = ikData->chainlen + 1;
- ikData->points = MEM_callocN(sizeof(float) * ikData->numpoints, "Spline IK Binding");
-
- /* bind 'tip' of chain (i.e. first joint = tip of bone with the Spline IK Constraint) */
- ikData->points[0] = 1.0f;
-
- /* perform binding of the joints to parametric positions along the curve based
- * proportion of the total length that each bone occupies
- */
- for (i = 0; i < segcount; i++) {
- /* 'head' joints, traveling towards the root of the chain
- * - 2 methods; the one chosen depends on whether we've got usable lengths
- */
- if ((ikData->flag & CONSTRAINT_SPLINEIK_EVENSPLITS) || (totLength == 0.0f)) {
- /* 1) equi-spaced joints */
- ikData->points[i + 1] = ikData->points[i] - segmentLen;
- }
- else {
- /* 2) to find this point on the curve, we take a step from the previous joint
- * a distance given by the proportion that this bone takes
- */
- ikData->points[i + 1] = ikData->points[i] - (boneLengths[i] / totLength);
- }
- }
-
- /* spline has now been bound */
- ikData->flag |= CONSTRAINT_SPLINEIK_BOUND;
- }
-
- /* apply corrections for sensitivity to scaling on a copy of the bind points,
- * since it's easier to determine the positions of all the joints beforehand this way
- */
- if ((ikData->flag & CONSTRAINT_SPLINEIK_SCALE_LIMITED) && (totLength != 0.0f)) {
- float splineLen, maxScale;
- int i;
-
- /* make a copy of the points array, that we'll store in the tree
- * - although we could just multiply the points on the fly, this approach means that
- * we can introduce per-segment stretchiness later if it is necessary
- */
- jointPoints = MEM_dupallocN(ikData->points);
- free_joints = 1;
-
- /* get the current length of the curve */
- /* NOTE: this is assumed to be correct even after the curve was resized */
- splineLen = ikData->tar->curve_cache->path->totdist;
-
- /* calculate the scale factor to multiply all the path values by so that the
- * bone chain retains its current length, such that
- * maxScale * splineLen = totLength
- */
- maxScale = totLength / splineLen;
-
- /* apply scaling correction to all of the temporary points */
- /* TODO: this is really not adequate enough on really short chains */
- for (i = 0; i < segcount; i++)
- jointPoints[i] *= maxScale;
- }
- else {
- /* just use the existing points array */
- jointPoints = ikData->points;
- free_joints = 0;
- }
-
- /* make a new Spline-IK chain, and store it in the IK chains */
- /* TODO: we should check if there is already an IK chain on this, since that would take presidence... */
- {
- /* make new tree */
- tSplineIK_Tree *tree = MEM_callocN(sizeof(tSplineIK_Tree), "SplineIK Tree");
- tree->type = CONSTRAINT_TYPE_SPLINEIK;
-
- tree->chainlen = segcount;
-
- /* copy over the array of links to bones in the chain (from tip to root) */
- tree->chain = MEM_callocN(sizeof(bPoseChannel *) * segcount, "SplineIK Chain");
- memcpy(tree->chain, pchanChain, sizeof(bPoseChannel *) * segcount);
-
- /* store reference to joint position array */
- tree->points = jointPoints;
- tree->free_points = free_joints;
-
- /* store references to different parts of the chain */
- tree->root = pchanRoot;
- tree->con = con;
- tree->ikData = ikData;
-
- /* AND! link the tree to the root */
- BLI_addtail(&pchanRoot->siktree, tree);
- }
-
- /* mark root channel having an IK tree */
- pchanRoot->flag |= POSE_IKSPLINE;
-}
-
-/* Tag which bones are members of Spline IK chains */
-static void splineik_init_tree(Scene *scene, Object *ob, float UNUSED(ctime))
-{
- bPoseChannel *pchan;
-
- /* find the tips of Spline IK chains, which are simply the bones which have been tagged as such */
- for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
- if (pchan->constflag & PCHAN_HAS_SPLINEIK)
- splineik_init_tree_from_pchan(scene, ob, pchan);
- }
-}
-
-/* ----------- */
-
-/* Evaluate spline IK for a given bone */
-static void splineik_evaluate_bone(tSplineIK_Tree *tree, Scene *scene, Object *ob, bPoseChannel *pchan,
- int index, float ctime)
-{
- bSplineIKConstraint *ikData = tree->ikData;
- float poseHead[3], poseTail[3], poseMat[4][4];
- float splineVec[3], scaleFac, radius = 1.0f;
-
- /* firstly, calculate the bone matrix the standard way, since this is needed for roll control */
- BKE_pose_where_is_bone(scene, ob, pchan, ctime, 1);
-
- copy_v3_v3(poseHead, pchan->pose_head);
- copy_v3_v3(poseTail, pchan->pose_tail);
-
- /* step 1: determine the positions for the endpoints of the bone */
- {
- float vec[4], dir[3], rad;
- float tailBlendFac = 1.0f;
-
- /* determine if the bone should still be affected by SplineIK */
- if (tree->points[index + 1] >= 1.0f) {
- /* spline doesn't affect the bone anymore, so done... */
- pchan->flag |= POSE_DONE;
- return;
- }
- else if ((tree->points[index] >= 1.0f) && (tree->points[index + 1] < 1.0f)) {
- /* blending factor depends on the amount of the bone still left on the chain */
- tailBlendFac = (1.0f - tree->points[index + 1]) / (tree->points[index] - tree->points[index + 1]);
- }
-
- /* tail endpoint */
- if (where_on_path(ikData->tar, tree->points[index], vec, dir, NULL, &rad, NULL)) {
- /* apply curve's object-mode transforms to the position
- * unless the option to allow curve to be positioned elsewhere is activated (i.e. no root)
- */
- if ((ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT) == 0)
- mul_m4_v3(ikData->tar->obmat, vec);
-
- /* convert the position to pose-space, then store it */
- mul_m4_v3(ob->imat, vec);
- interp_v3_v3v3(poseTail, pchan->pose_tail, vec, tailBlendFac);
-
- /* set the new radius */
- radius = rad;
- }
-
- /* head endpoint */
- if (where_on_path(ikData->tar, tree->points[index + 1], vec, dir, NULL, &rad, NULL)) {
- /* apply curve's object-mode transforms to the position
- * unless the option to allow curve to be positioned elsewhere is activated (i.e. no root)
- */
- if ((ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT) == 0)
- mul_m4_v3(ikData->tar->obmat, vec);
-
- /* store the position, and convert it to pose space */
- mul_m4_v3(ob->imat, vec);
- copy_v3_v3(poseHead, vec);
-
- /* set the new radius (it should be the average value) */
- radius = (radius + rad) / 2;
- }
- }
-
- /* step 2: determine the implied transform from these endpoints
- * - splineVec: the vector direction that the spline applies on the bone
- * - scaleFac: the factor that the bone length is scaled by to get the desired amount
- */
- sub_v3_v3v3(splineVec, poseTail, poseHead);
- scaleFac = len_v3(splineVec) / pchan->bone->length;
-
- /* step 3: compute the shortest rotation needed to map from the bone rotation to the current axis
- * - this uses the same method as is used for the Damped Track Constraint (see the code there for details)
- */
- {
- float dmat[3][3], rmat[3][3], tmat[3][3];
- float raxis[3], rangle;
-
- /* compute the raw rotation matrix from the bone's current matrix by extracting only the
- * orientation-relevant axes, and normalizing them
- */
- copy_v3_v3(rmat[0], pchan->pose_mat[0]);
- copy_v3_v3(rmat[1], pchan->pose_mat[1]);
- copy_v3_v3(rmat[2], pchan->pose_mat[2]);
- normalize_m3(rmat);
-
- /* also, normalize the orientation imposed by the bone, now that we've extracted the scale factor */
- normalize_v3(splineVec);
-
- /* calculate smallest axis-angle rotation necessary for getting from the
- * current orientation of the bone, to the spline-imposed direction
- */
- cross_v3_v3v3(raxis, rmat[1], splineVec);
-
- rangle = dot_v3v3(rmat[1], splineVec);
- CLAMP(rangle, -1.0f, 1.0f);
- rangle = acosf(rangle);
-
- /* multiply the magnitude of the angle by the influence of the constraint to
- * control the influence of the SplineIK effect
- */
- rangle *= tree->con->enforce;
-
- /* construct rotation matrix from the axis-angle rotation found above
- * - this call takes care to make sure that the axis provided is a unit vector first
- */
- axis_angle_to_mat3(dmat, raxis, rangle);
-
- /* combine these rotations so that the y-axis of the bone is now aligned as the spline dictates,
- * while still maintaining roll control from the existing bone animation
- */
- mul_m3_m3m3(tmat, dmat, rmat); /* m1, m3, m2 */
- normalize_m3(tmat); /* attempt to reduce shearing, though I doubt this'll really help too much now... */
- copy_m4_m3(poseMat, tmat);
- }
-
- /* step 4: set the scaling factors for the axes */
- {
- /* only multiply the y-axis by the scaling factor to get nice volume-preservation */
- mul_v3_fl(poseMat[1], scaleFac);
-
- /* set the scaling factors of the x and z axes from... */
- switch (ikData->xzScaleMode) {
- case CONSTRAINT_SPLINEIK_XZS_ORIGINAL:
- {
- /* original scales get used */
- float scale;
-
- /* x-axis scale */
- scale = len_v3(pchan->pose_mat[0]);
- mul_v3_fl(poseMat[0], scale);
- /* z-axis scale */
- scale = len_v3(pchan->pose_mat[2]);
- mul_v3_fl(poseMat[2], scale);
- break;
- }
- case CONSTRAINT_SPLINEIK_XZS_VOLUMETRIC:
- {
- /* 'volume preservation' */
- float scale;
-
- /* calculate volume preservation factor which is
- * basically the inverse of the y-scaling factor
- */
- if (fabsf(scaleFac) != 0.0f) {
- scale = 1.0f / fabsf(scaleFac);
-
- /* we need to clamp this within sensible values */
- /* NOTE: these should be fine for now, but should get sanitised in future */
- CLAMP(scale, 0.0001f, 100000.0f);
- }
- else
- scale = 1.0f;
-
- /* apply the scaling */
- mul_v3_fl(poseMat[0], scale);
- mul_v3_fl(poseMat[2], scale);
- break;
- }
- }
-
- /* finally, multiply the x and z scaling by the radius of the curve too,
- * to allow automatic scales to get tweaked still
- */
- if ((ikData->flag & CONSTRAINT_SPLINEIK_NO_CURVERAD) == 0) {
- mul_v3_fl(poseMat[0], radius);
- mul_v3_fl(poseMat[2], radius);
- }
- }
-
- /* step 5: set the location of the bone in the matrix */
- if (ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT) {
- /* when the 'no-root' option is affected, the chain can retain
- * the shape but be moved elsewhere
- */
- copy_v3_v3(poseHead, pchan->pose_head);
- }
- else if (tree->con->enforce < 1.0f) {
- /* when the influence is too low
- * - blend the positions for the 'root' bone
- * - stick to the parent for any other
- */
- if (pchan->parent) {
- copy_v3_v3(poseHead, pchan->pose_head);
- }
- else {
- /* FIXME: this introduces popping artifacts when we reach 0.0 */
- interp_v3_v3v3(poseHead, pchan->pose_head, poseHead, tree->con->enforce);
- }
- }
- copy_v3_v3(poseMat[3], poseHead);
-
- /* finally, store the new transform */
- copy_m4_m4(pchan->pose_mat, poseMat);
- copy_v3_v3(pchan->pose_head, poseHead);
-
- /* recalculate tail, as it's now outdated after the head gets adjusted above! */
- BKE_pose_where_is_bone_tail(pchan);
-
- /* done! */
- pchan->flag |= POSE_DONE;
-}
-
-/* Evaluate the chain starting from the nominated bone */
-static void splineik_execute_tree(Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime)
-{
- tSplineIK_Tree *tree;
-
- /* for each pose-tree, execute it if it is spline, otherwise just free it */
- while ((tree = pchan_root->siktree.first) != NULL) {
- int i;
-
- /* walk over each bone in the chain, calculating the effects of spline IK
- * - the chain is traversed in the opposite order to storage order (i.e. parent to children)
- * so that dependencies are correct
- */
- for (i = tree->chainlen - 1; i >= 0; i--) {
- bPoseChannel *pchan = tree->chain[i];
- splineik_evaluate_bone(tree, scene, ob, pchan, i, ctime);
- }
-
- /* free the tree info specific to SplineIK trees now */
- if (tree->chain)
- MEM_freeN(tree->chain);
- if (tree->free_points)
- MEM_freeN(tree->points);
-
- /* free this tree */
- BLI_freelinkN(&pchan_root->siktree, tree);
- }
-}
-
/* ********************** THE POSE SOLVER ******************* */
/* loc/rot/size to given mat4 */
@@ -2361,7 +1947,7 @@ static void do_strip_modifiers(Scene *scene, Object *armob, Bone *bone, bPoseCha
/* validate first */
if (amod->ob && amod->ob->type == OB_CURVE && amod->channel[0]) {
- if (strcmp(pchan->name, amod->channel) == 0) {
+ if (STREQ(pchan->name, amod->channel)) {
float mat4[4][4], mat3[3][3];
curve_deform_vector(scene, amod->ob, armob, bone->arm_mat[3], pchan->pose_mat[3], mat3, amod->no_rot_axis);
@@ -2374,7 +1960,7 @@ static void do_strip_modifiers(Scene *scene, Object *armob, Bone *bone, bPoseCha
break;
case ACTSTRIP_MOD_NOISE:
{
- if (strcmp(pchan->name, amod->channel) == 0) {
+ if (STREQ(pchan->name, amod->channel)) {
float nor[3], loc[3], ofs;
float eul[3], size[3], eulo[3], sizeo[3];
@@ -2554,7 +2140,7 @@ void BKE_pose_where_is(Scene *scene, Object *ob)
* - this is not integrated as an IK plugin, since it should be able
* to function in conjunction with standard IK
*/
- splineik_init_tree(scene, ob, ctime);
+ BKE_pose_splineik_init_tree(scene, ob, ctime);
/* 3. the main loop, channels are already hierarchical sorted from root to children */
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
@@ -2564,7 +2150,7 @@ void BKE_pose_where_is(Scene *scene, Object *ob)
}
/* 4b. if we find a Spline IK root, we handle it separated too */
else if (pchan->flag & POSE_IKSPLINE) {
- splineik_execute_tree(scene, ob, pchan, ctime);
+ BKE_splineik_execute_tree(scene, ob, pchan, ctime);
}
/* 5. otherwise just call the normal solver */
else if (!(pchan->flag & POSE_DONE)) {
@@ -2598,39 +2184,110 @@ static int minmax_armature(Object *ob, float r_min[3], float r_max[3])
return (BLI_listbase_is_empty(&ob->pose->chanbase) == false);
}
-static void boundbox_armature(Object *ob, float loc[3], float size[3])
+static void boundbox_armature(Object *ob)
{
BoundBox *bb;
float min[3], max[3];
- float mloc[3], msize[3];
if (ob->bb == NULL)
- ob->bb = MEM_callocN(sizeof(BoundBox), "Armature boundbox");
+ ob->bb = MEM_mallocN(sizeof(BoundBox), "Armature boundbox");
bb = ob->bb;
- if (!loc)
- loc = mloc;
- if (!size)
- size = msize;
-
INIT_MINMAX(min, max);
if (!minmax_armature(ob, min, max)) {
min[0] = min[1] = min[2] = -1.0f;
max[0] = max[1] = max[2] = 1.0f;
}
- mid_v3_v3v3(loc, min, max);
-
- size[0] = (max[0] - min[0]) / 2.0f;
- size[1] = (max[1] - min[1]) / 2.0f;
- size[2] = (max[2] - min[2]) / 2.0f;
-
BKE_boundbox_init_from_minmax(bb, min, max);
}
BoundBox *BKE_armature_boundbox_get(Object *ob)
{
- boundbox_armature(ob, NULL, NULL);
+ boundbox_armature(ob);
return ob->bb;
}
+
+bool BKE_pose_minmax(Object *ob, float r_min[3], float r_max[3], bool use_hidden, bool use_select)
+{
+ bool changed = false;
+
+ if (ob->pose) {
+ bArmature *arm = ob->data;
+ bPoseChannel *pchan;
+
+ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+ /* XXX pchan->bone may be NULL for duplicated bones, see duplicateEditBoneObjects() comment
+ * (editarmature.c:2592)... Skip in this case too! */
+ if (pchan->bone &&
+ (!((use_hidden == false) && (PBONE_VISIBLE(arm, pchan->bone) == false)) &&
+ !((use_select == true) && ((pchan->bone->flag & BONE_SELECTED) == 0))))
+ {
+ bPoseChannel *pchan_tx = (pchan->custom && pchan->custom_tx) ? pchan->custom_tx : pchan;
+ BoundBox *bb_custom = ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) ?
+ BKE_object_boundbox_get(pchan->custom) : NULL;
+ if (bb_custom) {
+ float mat[4][4], smat[4][4];
+ scale_m4_fl(smat, PCHAN_CUSTOM_DRAW_SIZE(pchan));
+ mul_m4_series(mat, ob->obmat, pchan_tx->pose_mat, smat);
+ BKE_boundbox_minmax(bb_custom, mat, r_min, r_max);
+ }
+ else {
+ float vec[3];
+ mul_v3_m4v3(vec, ob->obmat, pchan_tx->pose_head);
+ minmax_v3v3_v3(r_min, r_max, vec);
+ mul_v3_m4v3(vec, ob->obmat, pchan_tx->pose_tail);
+ minmax_v3v3_v3(r_min, r_max, vec);
+ }
+
+ changed = true;
+ }
+ }
+ }
+
+ return changed;
+}
+
+/************** Graph evaluation ********************/
+
+bPoseChannel *BKE_armature_ik_solver_find_root(
+ bPoseChannel *pchan,
+ bKinematicConstraint *data)
+{
+ bPoseChannel *rootchan = pchan;
+ if (!(data->flag & CONSTRAINT_IK_TIP)) {
+ /* Exclude tip from chain. */
+ rootchan = rootchan->parent;
+ }
+ if (rootchan != NULL) {
+ int segcount = 0;
+ while (rootchan->parent) {
+ /* Continue up chain, until we reach target number of items. */
+ segcount++;
+ if (segcount == data->rootbone) {
+ break;
+ }
+ rootchan = rootchan->parent;
+ }
+ }
+ return rootchan;
+}
+
+bPoseChannel *BKE_armature_splineik_solver_find_root(
+ bPoseChannel *pchan,
+ bSplineIKConstraint *data)
+{
+ bPoseChannel *rootchan = pchan;
+ int segcount = 0;
+ BLI_assert(rootchan != NULL);
+ while (rootchan->parent) {
+ /* Continue up chain, until we reach target number of items. */
+ segcount++;
+ if (segcount == data->chainlen) {
+ break;
+ }
+ rootchan = rootchan->parent;
+ }
+ return rootchan;
+}