diff options
author | Bastien Montagne <montagne29@wanadoo.fr> | 2012-01-17 17:30:20 +0400 |
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committer | Bastien Montagne <montagne29@wanadoo.fr> | 2012-01-17 17:30:20 +0400 |
commit | 25e3b647b198d3eeb14345ccbeb6ce96e23c2cf9 (patch) | |
tree | 1fac56629855ca2e27b461c4f2a3782358922f64 /source/blender/blenkernel/intern/armature.c | |
parent | f3e39fc8c9d83fff1e4d591b27073586d855bdc6 (diff) |
New pchan to pose matrices computes. Fixes [#27898] Bone snap to cursor fails and [#29461] Selection-to-Cursor works strange with bones with TrackTo constraint. Also fixes some inconsistant behavior of no Inherit Rotation/Scale options.
WARNING: This commits modifies how translated unconnected child bones with *no Inherit Rotation option* are positionned. This means that if you open a posed/animated armature using such (corner-case) setup, you'll have to adjust manually the locations of such bones: now, disabling Inherit Rotation/Scale will no more move the bone, only affecting its rotation/scale.
Many thanks to Bassam Kurdali (slikdigit) for his advices and tests of the patch!
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Dev notesĀ : the pchan_to_pose_mat() func was added to BKE_armature.h, which computes two matrices to get the pose transformations (pchan) of the bone directly in pose (i.e. armature object) space. The first matrix is the rotation/scaling parts, the second one is for location.
That new function is used by (hence deduplicating and simplifying their code):
* The pose evaluation code (where_is_pose_bone()).
* The interactive transformation code (add_pose_transdata(), in transform_conversion.c).
* The snap to cursor/grid code (through armature_loc_pose_to_bone()/armature_mat_pose_to_bone()).
Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r-- | source/blender/blenkernel/intern/armature.c | 332 |
1 files changed, 191 insertions, 141 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c index ae04b7760c2..4f83bcf7e7f 100644 --- a/source/blender/blenkernel/intern/armature.c +++ b/source/blender/blenkernel/intern/armature.c @@ -590,7 +590,7 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan, int rest) /* ************ Armature Deform ******************* */ typedef struct bPoseChanDeform { - Mat4 *b_bone_mats; + Mat4 *b_bone_mats; DualQuat *dual_quat; DualQuat *b_bone_dual_quats; } bPoseChanDeform; @@ -1123,66 +1123,183 @@ void armature_loc_world_to_pose(Object *ob, float *inloc, float *outloc) copy_v3_v3(outloc, nLocMat[3]); } -/* Convert Pose-Space Matrix to Bone-Space Matrix - * NOTE: this cannot be used to convert to pose-space transforms of the supplied - * pose-channel into its local space (i.e. 'visual'-keyframing) +/* Construct the matrices (rot/scale and loc) to apply the PoseChannels into the armature (object) space. + * I.e. (roughly) the "pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b)" in the + * pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b) + * ...function. + * + * This allows to get the transformations of a bone in its object space, *before* constraints (and IK) + * get applied (used by pose evaluation code). + * And reverse: to find pchan transformations needed to place a bone at a given loc/rot/scale + * in object space (used by interactive transform, and snapping code). + * + * Note that, with the HINGE/NO_SCALE/NO_LOCAL_LOCATION options, the location matrix + * will differ from the rotation/scale matrix... + * + * NOTE: This cannot be used to convert to pose-space transforms of the supplied + * pose-channel into its local space (i.e. 'visual'-keyframing). + * (note: I don't understand that, so I keep it :p --mont29). */ -void armature_mat_pose_to_bone(bPoseChannel *pchan, float inmat[][4], float outmat[][4]) +void pchan_to_pose_mat(bPoseChannel *pchan, float rotscale_mat[][4], float loc_mat[][4]) { - float pc_trans[4][4], inv_trans[4][4]; - float pc_posemat[4][4], inv_posemat[4][4]; - float pose_mat[4][4]; - - /* paranoia: prevent crashes with no pose-channel supplied */ - if (pchan==NULL) return; - - /* default flag */ - if((pchan->bone->flag & BONE_NO_LOCAL_LOCATION)==0) { - /* get the inverse matrix of the pchan's transforms */ - switch(pchan->rotmode) { - case ROT_MODE_QUAT: - loc_quat_size_to_mat4(pc_trans, pchan->loc, pchan->quat, pchan->size); - break; - case ROT_MODE_AXISANGLE: - loc_axisangle_size_to_mat4(pc_trans, pchan->loc, pchan->rotAxis, pchan->rotAngle, pchan->size); - break; - default: /* euler */ - loc_eul_size_to_mat4(pc_trans, pchan->loc, pchan->eul, pchan->size); + Bone *bone, *parbone; + bPoseChannel *parchan; + + /* set up variables for quicker access below */ + bone= pchan->bone; + parbone= bone->parent; + parchan= pchan->parent; + + if(parchan) { + float offs_bone[4][4]; /* yoffs(b-1) + root(b) + bonemat(b). */ + + /* Bone transform itself. */ + copy_m4_m3(offs_bone, bone->bone_mat); + + /* The bone's root offset (is in the parent's coordinate system). */ + copy_v3_v3(offs_bone[3], bone->head); + + /* Get the length translation of parent (length along y axis). */ + offs_bone[3][1]+= parbone->length; + + /* Compose the rotscale matrix for this bone. */ + if((bone->flag & BONE_HINGE) && (bone->flag & BONE_NO_SCALE)) { + /* Parent rest rotation and scale. */ + mult_m4_m4m4(rotscale_mat, parbone->arm_mat, offs_bone); } + else if(bone->flag & BONE_HINGE) { + /* Parent rest rotation and pose scale. */ + float tmat[4][4], tscale[3]; - copy_m4_m4(pose_mat, pchan->pose_mat); - } - else { - /* local location, this is not default, different calculation - * note: only tested for location with pose bone snapping. - * If this is not useful in other cases the BONE_NO_LOCAL_LOCATION - * case may have to be split into its own function. */ - unit_m4(pc_trans); - copy_v3_v3(pc_trans[3], pchan->loc); + /* Extract the scale of the parent pose matrix. */ + mat4_to_size(tscale, parchan->pose_mat); + size_to_mat4(tmat, tscale); + + /* Applies the parent pose scale to the rest matrix. */ + mult_m4_m4m4(tmat, tmat, parbone->arm_mat); + + mult_m4_m4m4(rotscale_mat, tmat, offs_bone); + } + else if(bone->flag & BONE_NO_SCALE) { + /* Parent pose rotation and rest scale (i.e. no scaling). */ + float tmat[4][4]; + copy_m4_m4(tmat, parchan->pose_mat); + normalize_m4(tmat); + mult_m4_m4m4(rotscale_mat, tmat, offs_bone); + } + else + mult_m4_m4m4(rotscale_mat, parchan->pose_mat, offs_bone); + +# if 1 + /* Compose the loc matrix for this bone. */ + /* NOTE: That version deos not modify bone's loc when HINGE/NO_SCALE options are set. */ - /* use parents rotation/scale space + own absolute position */ - if(pchan->parent) copy_m4_m4(pose_mat, pchan->parent->pose_mat); - else unit_m4(pose_mat); + /* In this case, use the object's space *orientation*. */ + if(bone->flag & BONE_NO_LOCAL_LOCATION) { + /* XXX I'm sure that code can be simplified! */ + float bone_loc[4][4], bone_rotscale[3][3], tmat4[4][4], tmat3[3][3]; + unit_m4(bone_loc); + unit_m4(loc_mat); + unit_m4(tmat4); + + mul_v3_m4v3(bone_loc[3], parchan->pose_mat, offs_bone[3]); + + unit_m3(bone_rotscale); + copy_m3_m4(tmat3, parchan->pose_mat); + mul_m3_m3m3(bone_rotscale, tmat3, bone_rotscale); + + copy_m4_m3(tmat4, bone_rotscale); + mult_m4_m4m4(loc_mat, bone_loc, tmat4); + } + /* Those flags do not affect position, use plain parent transform space! */ + else if(bone->flag & (BONE_HINGE|BONE_NO_SCALE)) { + mult_m4_m4m4(loc_mat, parchan->pose_mat, offs_bone); + } + /* Else (i.e. default, usual case), just use the same matrix for rotation/scaling, and location. */ + else + copy_m4_m4(loc_mat, rotscale_mat); +# endif +# if 0 + /* Compose the loc matrix for this bone. */ + /* NOTE: That version modifies bone's loc when HINGE/NO_SCALE options are set. */ + + /* In these cases we need to compute location separately */ + if(bone->flag & (BONE_HINGE|BONE_NO_SCALE|BONE_NO_LOCAL_LOCATION)) { + float bone_loc[4][4], bone_rotscale[3][3], tmat4[4][4], tmat3[3][3]; + unit_m4(bone_loc); + unit_m4(loc_mat); + unit_m4(tmat4); + + mul_v3_m4v3(bone_loc[3], parchan->pose_mat, offs_bone[3]); + + /* "No local location" is not transformed by bone matrix. */ + /* This only affects orientations (rotations), as scale is always 1.0 here. */ + if(bone->flag & BONE_NO_LOCAL_LOCATION) + unit_m3(bone_rotscale); + else + /* We could also use bone->bone_mat directly, here... */ + copy_m3_m4(bone_rotscale, offs_bone); + + if(bone->flag & BONE_HINGE) { + copy_m3_m4(tmat3, parbone->arm_mat); + /* for hinge-only, we use armature *rotation*, but pose mat *scale*! */ + if(!(bone->flag & BONE_NO_SCALE)) { + float size[3], tsmat[3][3]; + mat4_to_size(size, parchan->pose_mat); + size_to_mat3(tsmat, size); + mul_m3_m3m3(tmat3, tsmat, tmat3); + } + mul_m3_m3m3(bone_rotscale, tmat3, bone_rotscale); + } + else if(bone->flag & BONE_NO_SCALE) { + /* For no-scale only, normalized parent pose mat is enough! */ + copy_m3_m4(tmat3, parchan->pose_mat); + normalize_m3(tmat3); + mul_m3_m3m3(bone_rotscale, tmat3, bone_rotscale); + } + /* NO_LOCAL_LOCATION only. */ + else { + copy_m3_m4(tmat3, parchan->pose_mat); + mul_m3_m3m3(bone_rotscale, tmat3, bone_rotscale); + } - copy_v3_v3(pose_mat[3], pchan->pose_mat[3]); + copy_m4_m3(tmat4, bone_rotscale); + mult_m4_m4m4(loc_mat, bone_loc, tmat4); + } + /* Else, just use the same matrix for rotation/scaling, and location. */ + else + copy_m4_m4(loc_mat, rotscale_mat); +# endif } + /* Root bones. */ + else { + /* Rotation/scaling. */ + copy_m4_m4(rotscale_mat, pchan->bone->arm_mat); + /* Translation. */ + if(pchan->bone->flag & BONE_NO_LOCAL_LOCATION) { + /* Translation of arm_mat, without the rotation. */ + unit_m4(loc_mat); + copy_v3_v3(loc_mat[3], pchan->bone->arm_mat[3]); + } + else + copy_m4_m4(loc_mat, rotscale_mat); + } +} + +/* Convert Pose-Space Matrix to Bone-Space Matrix. + * NOTE: this cannot be used to convert to pose-space transforms of the supplied + * pose-channel into its local space (i.e. 'visual'-keyframing) + */ +void armature_mat_pose_to_bone(bPoseChannel *pchan, float inmat[][4], float outmat[][4]) +{ + float rotscale_mat[4][4], loc_mat[4][4]; + pchan_to_pose_mat(pchan, rotscale_mat, loc_mat); + invert_m4(rotscale_mat); + invert_m4(loc_mat); - invert_m4_m4(inv_trans, pc_trans); - - /* Remove the pchan's transforms from it's pose_mat. - * This should leave behind the effects of restpose + - * parenting + constraints - */ - mult_m4_m4m4(pc_posemat, pose_mat, inv_trans); - - /* get the inverse of the leftovers so that we can remove - * that component from the supplied matrix - */ - invert_m4_m4(inv_posemat, pc_posemat); - - /* get the new matrix */ - mult_m4_m4m4(outmat, inv_posemat, inmat); + mult_m4_m4m4(outmat, rotscale_mat, inmat); + mul_v3_m4v3(outmat[3], loc_mat, inmat[3]); } /* Convert Pose-Space Location to Bone-Space Location @@ -2263,98 +2380,30 @@ void where_is_pose_bone_tail(bPoseChannel *pchan) */ void where_is_pose_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float ctime, int do_extra) { - Bone *bone, *parbone; - bPoseChannel *parchan; - float vec[3]; - - /* set up variables for quicker access below */ - bone= pchan->bone; - parbone= bone->parent; - parchan= pchan->parent; - - /* this gives a chan_mat with actions (ipos) results */ - if(do_extra) pchan_calc_mat(pchan); - else unit_m4(pchan->chan_mat); + /* This gives a chan_mat with actions (ipos) results. */ + if(do_extra) + pchan_calc_mat(pchan); + else + unit_m4(pchan->chan_mat); - /* construct the posemat based on PoseChannels, that we do before applying constraints */ + /* Construct the posemat based on PoseChannels, that we do before applying constraints. */ /* pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b) */ - - if(parchan) { - float offs_bone[4][4]; // yoffs(b-1) + root(b) + bonemat(b) - - /* bone transform itself */ - copy_m4_m3(offs_bone, bone->bone_mat); - - /* The bone's root offset (is in the parent's coordinate system) */ - copy_v3_v3(offs_bone[3], bone->head); - - /* Get the length translation of parent (length along y axis) */ - offs_bone[3][1]+= parbone->length; - - /* Compose the matrix for this bone */ - if((bone->flag & BONE_HINGE) && (bone->flag & BONE_NO_SCALE)) { // uses restposition rotation, but actual position - float tmat[4][4]; - /* the rotation of the parent restposition */ - copy_m4_m4(tmat, parbone->arm_mat); - mul_serie_m4(pchan->pose_mat, tmat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL); - } - else if(bone->flag & BONE_HINGE) { // same as above but apply parent scale - float tmat[4][4]; - - /* apply the parent matrix scale */ - float tsmat[4][4], tscale[3]; - - /* the rotation of the parent restposition */ - copy_m4_m4(tmat, parbone->arm_mat); - - /* extract the scale of the parent matrix */ - mat4_to_size(tscale, parchan->pose_mat); - size_to_mat4(tsmat, tscale); - mult_m4_m4m4(tmat, tsmat, tmat); - - mul_serie_m4(pchan->pose_mat, tmat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL); - } - else if(bone->flag & BONE_NO_SCALE) { - float orthmat[4][4]; - - /* do transform, with an ortho-parent matrix */ - copy_m4_m4(orthmat, parchan->pose_mat); - normalize_m4(orthmat); - mul_serie_m4(pchan->pose_mat, orthmat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL); - } - else - mul_serie_m4(pchan->pose_mat, parchan->pose_mat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL); - - /* in these cases we need to compute location separately */ - if(bone->flag & (BONE_HINGE|BONE_NO_SCALE|BONE_NO_LOCAL_LOCATION)) { - float bone_loc[3], chan_loc[3]; - - mul_v3_m4v3(bone_loc, parchan->pose_mat, offs_bone[3]); - copy_v3_v3(chan_loc, pchan->chan_mat[3]); - - /* no local location is not transformed by bone matrix */ - if(!(bone->flag & BONE_NO_LOCAL_LOCATION)) - mul_mat3_m4_v3(offs_bone, chan_loc); - - /* for hinge we use armature instead of pose mat */ - if(bone->flag & BONE_HINGE) mul_mat3_m4_v3(parbone->arm_mat, chan_loc); - else mul_mat3_m4_v3(parchan->pose_mat, chan_loc); - - add_v3_v3v3(pchan->pose_mat[3], bone_loc, chan_loc); - } - } - else { - mult_m4_m4m4(pchan->pose_mat, bone->arm_mat, pchan->chan_mat); - - /* optional location without arm_mat rotation */ - if(bone->flag & BONE_NO_LOCAL_LOCATION) - add_v3_v3v3(pchan->pose_mat[3], bone->arm_mat[3], pchan->chan_mat[3]); - - /* only rootbones get the cyclic offset (unless user doesn't want that) */ - if ((bone->flag & BONE_NO_CYCLICOFFSET) == 0) + { + float rotscale_mat[4][4], loc_mat[4][4]; + pchan_to_pose_mat(pchan, rotscale_mat, loc_mat); + /* Rotation and scale. */ + mult_m4_m4m4(pchan->pose_mat, rotscale_mat, pchan->chan_mat); + /* Location. */ + mul_v3_m4v3(pchan->pose_mat[3], loc_mat, pchan->chan_mat[3]); + } + + /* Only rootbones get the cyclic offset (unless user doesn't want that). */ + /* XXX That could be a problem for snapping and other "reverse transform" features... */ + if(!pchan->parent) { + if((pchan->bone->flag & BONE_NO_CYCLICOFFSET) == 0) add_v3_v3(pchan->pose_mat[3], ob->pose->cyclic_offset); } - + if(do_extra) { #if 0 /* XXX OLD ANIMSYS, NLASTRIPS ARE NO LONGER USED */ @@ -2365,6 +2414,7 @@ void where_is_pose_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float cti /* Do constraints */ if (pchan->constraints.first) { bConstraintOb *cob; + float vec[3]; /* make a copy of location of PoseChannel for later */ copy_v3_v3(vec, pchan->pose_mat[3]); @@ -2388,7 +2438,7 @@ void where_is_pose_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float cti } } } - + /* calculate head */ copy_v3_v3(pchan->pose_head, pchan->pose_mat[3]); /* calculate tail */ |