diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-05-12 10:50:24 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-05-12 14:06:36 +0300 |
commit | dbbe721c2afda4a3b5c8ea7e60cf3f2b011cc857 (patch) | |
tree | 5ebab38550265a62a2d62a923950eb6037caf9c5 /source/blender/blenkernel/intern/armature_update.c | |
parent | ae00e42bc291c5ff3914ff604892f3d79eaa999c (diff) |
Depsgraph: Move update-related functions into own files
Currently it is just moving existing functions into a new file,
but in the future those new files will be grown much more due
to upcoming more granular scene updates.
Should be no functional changes.
Diffstat (limited to 'source/blender/blenkernel/intern/armature_update.c')
-rw-r--r-- | source/blender/blenkernel/intern/armature_update.c | 549 |
1 files changed, 549 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/armature_update.c b/source/blender/blenkernel/intern/armature_update.c new file mode 100644 index 00000000000..f7aee3fa2d4 --- /dev/null +++ b/source/blender/blenkernel/intern/armature_update.c @@ -0,0 +1,549 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2015 Blender Foundation. + * All rights reserved. + * + * Original Author: Joshua Leung + * Contributor(s): None Yet + * + * ***** END GPL LICENSE BLOCK ***** + * + * Defines and code for core node types + */ + +#include "MEM_guardedalloc.h" + +#include "BLI_utildefines.h" +#include "BLI_listbase.h" +#include "BLI_math.h" + +#include "DNA_armature_types.h" +#include "DNA_constraint_types.h" +#include "DNA_object_types.h" +#include "DNA_scene_types.h" + +#include "BKE_action.h" +#include "BKE_anim.h" +#include "BKE_armature.h" +#include "BKE_curve.h" +#include "BKE_depsgraph.h" +#include "BKE_displist.h" +#include "BKE_fcurve.h" +#include "BKE_scene.h" + +#include "BIK_api.h" + +#include "BKE_global.h" +#include "BKE_main.h" + +/* ********************** 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_mallocN(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; + } + + /* disallow negative values (happens with float precision) */ + CLAMP_MIN(ikData->points[segcount], 0.0f); + + /* 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_mallocN(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_INVERSE: + { + /* old 'volume preservation' method using the inverse scale */ + 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; + } + case CONSTRAINT_SPLINEIK_XZS_VOLUMETRIC: + { + /* improved volume preservation based on the Stretch To constraint */ + float final_scale; + + /* as the basis for volume preservation, we use the inverse scale factor... */ + if (fabsf(scaleFac) != 0.0f) { + /* NOTE: The method here is taken wholesale from the Stretch To constraint */ + float bulge = powf(1.0f / fabsf(scaleFac), ikData->bulge); + + if (bulge > 1.0f) { + if (ikData->flag & CONSTRAINT_SPLINEIK_USE_BULGE_MAX) { + float bulge_max = max_ff(ikData->bulge_max, 1.0f); + float hard = min_ff(bulge, bulge_max); + + float range = bulge_max - 1.0f; + float scale = (range > 0.0f) ? 1.0f / range : 0.0f; + float soft = 1.0f + range * atanf((bulge - 1.0f) * scale) / (float)M_PI_2; + + bulge = interpf(soft, hard, ikData->bulge_smooth); + } + } + if (bulge < 1.0f) { + if (ikData->flag & CONSTRAINT_SPLINEIK_USE_BULGE_MIN) { + float bulge_min = CLAMPIS(ikData->bulge_min, 0.0f, 1.0f); + float hard = max_ff(bulge, bulge_min); + + float range = 1.0f - bulge_min; + float scale = (range > 0.0f) ? 1.0f / range : 0.0f; + float soft = 1.0f - range * atanf((1.0f - bulge) * scale) / (float)M_PI_2; + + bulge = interpf(soft, hard, ikData->bulge_smooth); + } + } + + /* compute scale factor for xz axes from this value */ + final_scale = sqrtf(bulge); + } + else { + /* no scaling, so scale factor is simple */ + final_scale = 1.0f; + } + + /* apply the scaling (assuming normalised scale) */ + mul_v3_fl(poseMat[0], final_scale); + mul_v3_fl(poseMat[2], final_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); + } +} + +void BKE_pose_splineik_init_tree(Scene *scene, Object *ob, float ctime) +{ + splineik_init_tree(scene, ob, ctime); +} + +void BKE_splineik_execute_tree(Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime) +{ + splineik_execute_tree(scene, ob, pchan_root, ctime); +} |