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authorBastien Montagne <montagne29@wanadoo.fr>2012-01-17 17:30:20 +0400
committerBastien Montagne <montagne29@wanadoo.fr>2012-01-17 17:30:20 +0400
commit25e3b647b198d3eeb14345ccbeb6ce96e23c2cf9 (patch)
tree1fac56629855ca2e27b461c4f2a3782358922f64 /source/blender/blenkernel/intern/armature.c
parentf3e39fc8c9d83fff1e4d591b27073586d855bdc6 (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! ----- 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.c332
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 */