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authorAlexander Gavrilov <angavrilov@gmail.com>2018-07-08 17:10:15 +0300
committerAlexander Gavrilov <angavrilov@gmail.com>2019-05-13 19:17:53 +0300
commit0264d8390fa28153e8a122ed419faba936944bd9 (patch)
tree18882a606ca9cbb119cc708d34852638748c3429 /source/blender/editors/armature
parent93cabce3a156a07a76c26d7f3e78c3bc3212f623 (diff)
Apply Pose as Rest Pose: implement an Only Selected bones option.
The most difficult part is handling parent-child relations correctly: when a parent is applied, the children should be moved accordingly, and when applying a child, it should not include transformation from unapplied parents. All this requires walking bones as a tree, instead of a flat list. Limitation: Applying bones with non-uniform scaling without also applying children will distort non-rest posing on said children for reasons related to T54159 (basically, non-uniform scale plus rotation creates shear, and Blender matrix decomposition utilities don't have tools to deal with it). Reviewers: campbellbarton, brecht, mont29 Differential Revision: https://developer.blender.org/D3775
Diffstat (limited to 'source/blender/editors/armature')
-rw-r--r--source/blender/editors/armature/pose_transform.c337
1 files changed, 270 insertions, 67 deletions
diff --git a/source/blender/editors/armature/pose_transform.c b/source/blender/editors/armature/pose_transform.c
index 6207d5412cf..49b66429515 100644
--- a/source/blender/editors/armature/pose_transform.c
+++ b/source/blender/editors/armature/pose_transform.c
@@ -59,6 +59,9 @@
#include "ED_screen.h"
#include "ED_util.h"
+#include "UI_interface.h"
+#include "UI_resources.h"
+
#include "armature_intern.h"
/* ********************************************** */
@@ -87,6 +90,229 @@ static void applyarmature_fix_boneparents(const bContext *C, Scene *scene, Objec
}
}
+/* Sets the bone head, tail and roll to match the supplied parameters. */
+static void applyarmature_set_edit_position(EditBone *curbone,
+ const float pose_mat[4][4],
+ const float new_tail[3],
+ float r_new_arm_mat[4][4])
+{
+ /* Simply copy the head/tail values from pchan over to curbone. */
+ copy_v3_v3(curbone->head, pose_mat[3]);
+ copy_v3_v3(curbone->tail, new_tail);
+
+ /* Fix roll:
+ * 1. find auto-calculated roll value for this bone now
+ * 2. remove this from the 'visual' y-rotation
+ */
+ {
+ float premat[3][3], pmat[3][3];
+ float delta[3];
+
+ /* Obtain new auto y-rotation. */
+ sub_v3_v3v3(delta, curbone->tail, curbone->head);
+
+ copy_m3_m4(pmat, pose_mat);
+ mat3_vec_to_roll(pmat, delta, &curbone->roll);
+
+ /* Compute new rest pose matrix if requested. */
+ if (r_new_arm_mat) {
+ vec_roll_to_mat3(delta, curbone->roll, premat);
+ copy_m4_m3(r_new_arm_mat, premat);
+ copy_v3_v3(r_new_arm_mat[3], pose_mat[3]);
+ }
+ }
+}
+
+/* Copy properties over from pchan to curbone and reset channels. */
+static void applyarmature_transfer_properties(EditBone *curbone,
+ bPoseChannel *pchan,
+ const bPoseChannel *pchan_eval)
+{
+ /* Combine pose and rest values for bendy bone settings,
+ * then clear the pchan values (so we don't get a double-up).
+ */
+ if (pchan->bone->segments > 1) {
+ /* Combine rest/pose values. */
+ curbone->curve_in_x += pchan_eval->curve_in_x;
+ curbone->curve_in_y += pchan_eval->curve_in_y;
+ curbone->curve_out_x += pchan_eval->curve_out_x;
+ curbone->curve_out_y += pchan_eval->curve_out_y;
+ curbone->roll1 += pchan_eval->roll1;
+ curbone->roll2 += pchan_eval->roll2;
+ curbone->ease1 += pchan_eval->ease1;
+ curbone->ease2 += pchan_eval->ease2;
+
+ curbone->scale_in_x *= pchan_eval->scale_in_x;
+ curbone->scale_in_y *= pchan_eval->scale_in_y;
+ curbone->scale_out_x *= pchan_eval->scale_out_x;
+ curbone->scale_out_y *= pchan_eval->scale_out_y;
+
+ /* Reset pose values. */
+ pchan->curve_in_x = pchan->curve_out_x = 0.0f;
+ pchan->curve_in_y = pchan->curve_out_y = 0.0f;
+ pchan->roll1 = pchan->roll2 = 0.0f;
+ pchan->ease1 = pchan->ease2 = 0.0f;
+ pchan->scale_in_x = pchan->scale_in_y = 1.0f;
+ pchan->scale_out_x = pchan->scale_out_y = 1.0f;
+ }
+
+ /* Clear transform values for pchan. */
+ zero_v3(pchan->loc);
+ zero_v3(pchan->eul);
+ unit_qt(pchan->quat);
+ unit_axis_angle(pchan->rotAxis, &pchan->rotAngle);
+ pchan->size[0] = pchan->size[1] = pchan->size[2] = 1.0f;
+
+ /* Set anim lock. */
+ curbone->flag |= BONE_UNKEYED;
+}
+
+/* Adjust the current edit position of the bone using the pose space matrix. */
+static void applyarmature_adjust_edit_position(bArmature *arm,
+ bPoseChannel *pchan,
+ const float delta_mat[4][4],
+ float r_new_arm_mat[4][4])
+{
+ EditBone *curbone = ED_armature_ebone_find_name(arm->edbo, pchan->name);
+ float delta[3], new_tail[3], premat[3][3], new_pose[4][4];
+
+ /* Current orientation matrix. */
+ sub_v3_v3v3(delta, curbone->tail, curbone->head);
+ vec_roll_to_mat3(delta, curbone->roll, premat);
+
+ /* New location and orientation. */
+ mul_m4_m4m3(new_pose, delta_mat, premat);
+ mul_v3_m4v3(new_pose[3], delta_mat, curbone->head);
+ mul_v3_m4v3(new_tail, delta_mat, curbone->tail);
+
+ applyarmature_set_edit_position(curbone, new_pose, new_tail, r_new_arm_mat);
+}
+
+/* Data about parent position for Apply To Selected mode. */
+typedef struct ApplyArmature_ParentState {
+ Bone *bone;
+
+ /* New rest position of the bone with scale included. */
+ float new_rest_mat[4][4];
+ /* New arm_mat of the bone == new_rest_mat without scale. */
+ float new_arm_mat[4][4];
+} ApplyArmature_ParentState;
+
+/* Recursive walk for Apply To Selected mode; pstate NULL unless child of an applied bone. */
+static void applyarmature_process_selected_rec(bArmature *arm,
+ bPose *pose,
+ bPose *pose_eval,
+ Bone *bone,
+ ListBase *selected,
+ ApplyArmature_ParentState *pstate)
+{
+ bPoseChannel *pchan = BKE_pose_channel_find_name(pose, bone->name);
+ const bPoseChannel *pchan_eval = BKE_pose_channel_find_name(pose_eval, bone->name);
+
+ if (!pchan || !pchan_eval)
+ return;
+
+ ApplyArmature_ParentState new_pstate = {.bone = bone};
+
+ if (BLI_findptr(selected, pchan, offsetof(CollectionPointerLink, ptr.data))) {
+ /* SELECTED BONE: Snap to final pose transform minus unapplied parent effects.
+ *
+ * I.e. bone position with accumulated parent effects but no local
+ * transformation will match the original final pose_mat.
+ *
+ * Pose channels are reset as expected.
+ */
+ EditBone *curbone = ED_armature_ebone_find_name(arm->edbo, pchan->name);
+ BoneParentTransform invparent;
+ float new_tail[3];
+
+ if (pchan->parent) {
+ BoneParentTransform old_bpt, new_bpt;
+ float offs_bone[4][4];
+
+ /* Parent effects on the bone transform that have to be removed. */
+ BKE_bone_offset_matrix_get(bone, offs_bone);
+ BKE_bone_parent_transform_calc_from_matrices(
+ bone->flag, offs_bone, bone->parent->arm_mat, pchan_eval->parent->pose_mat, &old_bpt);
+
+ /* Applied parent effects that have to be kept, if any. */
+ float(*new_parent_pose)[4] = pstate ? pstate->new_rest_mat : bone->parent->arm_mat;
+ BKE_bone_parent_transform_calc_from_matrices(
+ bone->flag, offs_bone, bone->parent->arm_mat, new_parent_pose, &new_bpt);
+
+ BKE_bone_parent_transform_invert(&old_bpt);
+ BKE_bone_parent_transform_combine(&new_bpt, &old_bpt, &invparent);
+ }
+ else {
+ BKE_bone_parent_transform_clear(&invparent);
+ }
+
+ /* Apply change without inherited unapplied parent transformations. */
+ BKE_bone_parent_transform_apply(&invparent, pchan_eval->pose_mat, new_pstate.new_rest_mat);
+
+ copy_v3_fl3(new_tail, 0.0, bone->length, 0.0);
+ mul_m4_v3(new_pstate.new_rest_mat, new_tail);
+
+ applyarmature_set_edit_position(
+ curbone, new_pstate.new_rest_mat, new_tail, new_pstate.new_arm_mat);
+ applyarmature_transfer_properties(curbone, pchan, pchan_eval);
+
+ pstate = &new_pstate;
+ }
+ else if (pstate) {
+ /* UNSELECTED CHILD OF SELECTED: Include applied parent effects.
+ *
+ * The inherited transform of applied (selected) bones is baked
+ * into the rest pose so that the final bone position doesn't
+ * change.
+ *
+ * Pose channels are not changed, with the exception of the inherited
+ * applied parent scale being baked into the location pose channel.
+ */
+ BoneParentTransform bpt;
+ float offs_bone[4][4], delta[4][4], old_chan_loc[3];
+
+ /* Include applied parent effects. */
+ BKE_bone_offset_matrix_get(bone, offs_bone);
+ BKE_bone_parent_transform_calc_from_matrices(
+ bone->flag, offs_bone, pstate->bone->arm_mat, pstate->new_rest_mat, &bpt);
+
+ unit_m4(new_pstate.new_rest_mat);
+ BKE_bone_parent_transform_apply(&bpt, new_pstate.new_rest_mat, new_pstate.new_rest_mat);
+
+ /* Bone location channel in pose space relative to bone head. */
+ mul_v3_mat3_m4v3(old_chan_loc, bpt.loc_mat, pchan_eval->loc);
+
+ /* Apply the change to the rest bone position. */
+ invert_m4_m4(delta, bone->arm_mat);
+ mul_m4_m4m4(delta, new_pstate.new_rest_mat, delta);
+
+ applyarmature_adjust_edit_position(arm, pchan, delta, new_pstate.new_arm_mat);
+
+ /* Location pose channel has to be updated, because it is affected
+ * by parent scaling, and the rest pose has no scale by definition. */
+ if (!(bone->flag & BONE_CONNECTED) && !is_zero_v3(old_chan_loc)) {
+ float inv_parent_arm[4][4];
+
+ /* Compute the channel coordinate space matrices for the new rest state. */
+ invert_m4_m4(inv_parent_arm, pstate->new_arm_mat);
+ mul_m4_m4m4(offs_bone, inv_parent_arm, new_pstate.new_arm_mat);
+ BKE_bone_parent_transform_calc_from_matrices(
+ bone->flag, offs_bone, pstate->new_arm_mat, pstate->new_arm_mat, &bpt);
+
+ /* Re-apply the location to keep the final effect. */
+ invert_m4(bpt.loc_mat);
+ mul_v3_mat3_m4v3(pchan->loc, bpt.loc_mat, old_chan_loc);
+ }
+
+ pstate = &new_pstate;
+ }
+
+ for (Bone *child = bone->childbase.first; child; child = child->next) {
+ applyarmature_process_selected_rec(arm, pose, pose_eval, child, selected, pstate);
+ }
+}
+
/* set the current pose as the restpose */
static int apply_armature_pose2bones_exec(bContext *C, wmOperator *op)
{
@@ -99,7 +325,9 @@ static int apply_armature_pose2bones_exec(bContext *C, wmOperator *op)
bArmature *arm = BKE_armature_from_object(ob);
bPose *pose;
bPoseChannel *pchan;
- EditBone *curbone;
+ ListBase selected_bones;
+
+ const bool use_selected = RNA_boolean_get(op->ptr, "selected");
/* don't check if editmode (should be done by caller) */
if (ob->type != OB_ARMATURE) {
@@ -119,80 +347,37 @@ static int apply_armature_pose2bones_exec(bContext *C, wmOperator *op)
"transforms stored are relative to the old rest pose");
}
+ /* Find selected bones before switching to edit mode. */
+ if (use_selected) {
+ CTX_data_selected_pose_bones(C, &selected_bones);
+
+ if (!selected_bones.first) {
+ return OPERATOR_CANCELLED;
+ }
+ }
+
/* Get editbones of active armature to alter */
ED_armature_to_edit(arm);
/* get pose of active object and move it out of posemode */
pose = ob->pose;
- for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
- const bPoseChannel *pchan_eval = BKE_pose_channel_find_name(ob_eval->pose, pchan->name);
- curbone = ED_armature_ebone_find_name(arm->edbo, pchan->name);
-
- /* simply copy the head/tail values from pchan over to curbone */
- copy_v3_v3(curbone->head, pchan_eval->pose_head);
- copy_v3_v3(curbone->tail, pchan_eval->pose_tail);
-
- /* fix roll:
- * 1. find auto-calculated roll value for this bone now
- * 2. remove this from the 'visual' y-rotation
- */
- {
- float premat[3][3], imat[3][3], pmat[3][3], tmat[3][3];
- float delta[3], eul[3];
-
- /* obtain new auto y-rotation */
- sub_v3_v3v3(delta, curbone->tail, curbone->head);
- vec_roll_to_mat3(delta, 0.0f, premat);
- invert_m3_m3(imat, premat);
-
- /* get pchan 'visual' matrix */
- copy_m3_m4(pmat, pchan_eval->pose_mat);
-
- /* remove auto from visual and get euler rotation */
- mul_m3_m3m3(tmat, imat, pmat);
- mat3_to_eul(eul, tmat);
-
- /* just use this euler-y as new roll value */
- curbone->roll = eul[1];
+ if (use_selected) {
+ /* The selected only mode requires a recursive walk to handle parent-child relations. */
+ for (Bone *bone = arm->bonebase.first; bone; bone = bone->next) {
+ applyarmature_process_selected_rec(arm, pose, ob_eval->pose, bone, &selected_bones, NULL);
}
- /* combine pose and rest values for bendy bone settings,
- * then clear the pchan values (so we don't get a double-up)
- */
- if (pchan->bone->segments > 1) {
- /* combine rest/pose values */
- curbone->curve_in_x += pchan_eval->curve_in_x;
- curbone->curve_in_y += pchan_eval->curve_in_y;
- curbone->curve_out_x += pchan_eval->curve_out_x;
- curbone->curve_out_y += pchan_eval->curve_out_y;
- curbone->roll1 += pchan_eval->roll1;
- curbone->roll2 += pchan_eval->roll2;
- curbone->ease1 += pchan_eval->ease1;
- curbone->ease2 += pchan_eval->ease2;
- curbone->scale_in_x *= pchan_eval->scale_in_x;
- curbone->scale_in_y *= pchan_eval->scale_in_y;
- curbone->scale_out_x *= pchan_eval->scale_out_x;
- curbone->scale_out_y *= pchan_eval->scale_out_y;
-
- /* reset pose values */
- pchan->curve_in_x = pchan->curve_out_x = 0.0f;
- pchan->curve_in_y = pchan->curve_out_y = 0.0f;
- pchan->roll1 = pchan->roll2 = 0.0f;
- pchan->ease1 = pchan->ease2 = 0.0f;
- pchan->scale_in_x = pchan->scale_in_y = 1.0f;
- pchan->scale_out_x = pchan->scale_out_y = 1.0f;
- }
-
- /* clear transform values for pchan */
- zero_v3(pchan->loc);
- zero_v3(pchan->eul);
- unit_qt(pchan->quat);
- unit_axis_angle(pchan->rotAxis, &pchan->rotAngle);
- pchan->size[0] = pchan->size[1] = pchan->size[2] = 1.0f;
+ BLI_freelistN(&selected_bones);
+ }
+ else {
+ for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
+ const bPoseChannel *pchan_eval = BKE_pose_channel_find_name(ob_eval->pose, pchan->name);
+ EditBone *curbone = ED_armature_ebone_find_name(arm->edbo, pchan->name);
- /* set anim lock */
- curbone->flag |= BONE_UNKEYED;
+ applyarmature_set_edit_position(curbone, pchan_eval->pose_mat, pchan_eval->pose_tail, NULL);
+ applyarmature_transfer_properties(curbone, pchan, pchan_eval);
+ }
}
/* convert editbones back to bones, and then free the edit-data */
@@ -212,6 +397,17 @@ static int apply_armature_pose2bones_exec(bContext *C, wmOperator *op)
return OPERATOR_FINISHED;
}
+static void apply_armature_pose2bones_ui(bContext *C, wmOperator *op)
+{
+ uiLayout *layout = op->layout;
+ wmWindowManager *wm = CTX_wm_manager(C);
+ PointerRNA ptr;
+
+ RNA_pointer_create(&wm->id, op->type->srna, op->properties, &ptr);
+
+ uiItemR(layout, &ptr, "selected", 0, NULL, ICON_NONE);
+}
+
void POSE_OT_armature_apply(wmOperatorType *ot)
{
/* identifiers */
@@ -222,9 +418,16 @@ void POSE_OT_armature_apply(wmOperatorType *ot)
/* callbacks */
ot->exec = apply_armature_pose2bones_exec;
ot->poll = ED_operator_posemode;
+ ot->ui = apply_armature_pose2bones_ui;
/* flags */
- ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO | OPTYPE_USE_EVAL_DATA;
+
+ RNA_def_boolean(ot->srna,
+ "selected",
+ false,
+ "Selected Only",
+ "Only apply the selected bones (with propagation to children)");
}
/* set the current pose as the restpose */