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authorLukas Steiblys <imbusy@imbusy.org>2009-10-02 02:29:15 +0400
committerLukas Steiblys <imbusy@imbusy.org>2009-10-02 02:29:15 +0400
commit0677398a649b6b8c293df3ce3c6668f0a3be3bc8 (patch)
tree9d510a5bd23559bf4fae670ed04d7e5d6c12578c /source/blender/ikplugin
parent59248e9f62006ba05e3098e4d213f3dcb23fe711 (diff)
parentbc942eceacb638735dc4f4f68252c4c207147a70 (diff)
merge from 23153 to 23595soc-2009-imbusy
Diffstat (limited to 'source/blender/ikplugin')
-rw-r--r--source/blender/ikplugin/BIK_api.h93
-rw-r--r--source/blender/ikplugin/CMakeLists.txt35
-rw-r--r--source/blender/ikplugin/Makefile31
-rw-r--r--source/blender/ikplugin/SConscript9
-rw-r--r--source/blender/ikplugin/intern/Makefile51
-rw-r--r--source/blender/ikplugin/intern/ikplugin_api.c138
-rw-r--r--source/blender/ikplugin/intern/ikplugin_api.h60
-rw-r--r--source/blender/ikplugin/intern/iksolver_plugin.c530
-rw-r--r--source/blender/ikplugin/intern/iksolver_plugin.h47
-rw-r--r--source/blender/ikplugin/intern/itasc_plugin.cpp1777
-rw-r--r--source/blender/ikplugin/intern/itasc_plugin.h52
11 files changed, 2823 insertions, 0 deletions
diff --git a/source/blender/ikplugin/BIK_api.h b/source/blender/ikplugin/BIK_api.h
new file mode 100644
index 00000000000..a259d0aa62a
--- /dev/null
+++ b/source/blender/ikplugin/BIK_api.h
@@ -0,0 +1,93 @@
+/**
+ * $Id$
+ * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Original author: Benoit Bolsee
+ * Contributor(s):
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef BIK_API_H
+#define BIK_API_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct Object;
+struct bPoseChannel;
+struct bPose;
+struct bArmature;
+struct Scene;
+struct bConstraint;
+
+enum BIK_ParamType {
+ BIK_PARAM_TYPE_FLOAT = 0,
+ BIK_PARAM_TYPE_INT,
+ BIK_PARAM_TYPE_STRING,
+};
+
+struct BIK_ParamValue {
+ short type; /* BIK_PARAM_TYPE_.. */
+ short length; /* for string, does not include terminating 0 */
+ union {
+ float f[8];
+ int i[8];
+ char s[32];
+ } value;
+};
+typedef struct BIK_ParamValue BIK_ParamValue;
+
+void BIK_initialize_tree(struct Scene *scene, struct Object *ob, float ctime);
+void BIK_execute_tree(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime);
+void BIK_release_tree(struct Scene *scene, struct Object *ob, float ctime);
+void BIK_clear_data(struct bPose *pose);
+void BIK_clear_cache(struct bPose *pose);
+void BIK_update_param(struct bPose *pose);
+void BIK_test_constraint(struct Object *ob, struct bConstraint *cons);
+// not yet implemented
+int BIK_get_constraint_param(struct bPose *pose, struct bConstraint *cons, int id, BIK_ParamValue *value);
+int BIK_get_channel_param(struct bPose *pose, struct bPoseChannel *pchan, int id, BIK_ParamValue *value);
+int BIK_get_solver_param(struct bPose *pose, struct bPoseChannel *pchan, int id, BIK_ParamValue *value);
+
+// number of solver available
+// 0 = iksolver
+// 1 = iTaSC
+#define BIK_SOLVER_COUNT 2
+
+/* for use in BIK_get_constraint_param */
+#define BIK_PARAM_CONSTRAINT_ERROR 0
+
+/* for use in BIK_get_channel_param */
+#define BIK_PARAM_CHANNEL_JOINT 0
+
+/* for use in BIK_get_solver_param */
+#define BIK_PARAM_SOLVER_RANK 0
+#define BIK_PARAM_SOLVER_ITERATION 1
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // BIK_API_H
+
diff --git a/source/blender/ikplugin/CMakeLists.txt b/source/blender/ikplugin/CMakeLists.txt
new file mode 100644
index 00000000000..5790d4ef12f
--- /dev/null
+++ b/source/blender/ikplugin/CMakeLists.txt
@@ -0,0 +1,35 @@
+# $Id: CMakeLists.txt 20156 2009-05-11 16:31:30Z ben2610 $
+# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# The Original Code is Copyright (C) 2006, Blender Foundation
+# All rights reserved.
+#
+# The Original Code is: all of this file.
+#
+# Contributor(s): Jacques Beaurain.
+#
+# ***** END GPL LICENSE BLOCK *****
+
+FILE(GLOB SRC intern/*.c intern/*.cpp)
+
+SET(INC
+ ../../../intern/guardedalloc ../../../intern/iksolver/extern
+ ../../../intern/itasc ../../../extern/Eigen2
+ ../blenlib ../makesdna ../blenkernel ../include ../ikplugin
+)
+
+BLENDERLIB(bf_ikplugin "${SRC}" "${INC}")
diff --git a/source/blender/ikplugin/Makefile b/source/blender/ikplugin/Makefile
new file mode 100644
index 00000000000..370ed418464
--- /dev/null
+++ b/source/blender/ikplugin/Makefile
@@ -0,0 +1,31 @@
+# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+# All rights reserved.
+#
+# The Original Code is: all of this file.
+#
+# Contributor(s): none yet.
+#
+# ***** END GPL LICENSE BLOCK *****
+#
+# Bounces make to subdirectories.
+
+SOURCEDIR = source/blender/ikplugin
+DIRS = intern
+
+include nan_subdirs.mk
diff --git a/source/blender/ikplugin/SConscript b/source/blender/ikplugin/SConscript
new file mode 100644
index 00000000000..a745a93077a
--- /dev/null
+++ b/source/blender/ikplugin/SConscript
@@ -0,0 +1,9 @@
+#!/usr/bin/python
+Import ('env')
+
+sources = env.Glob('intern/*.c') + env.Glob('intern/*.cpp')
+
+incs = '#/intern/guardedalloc #/intern/iksolver/extern ../makesdna ../blenlib'
+incs += ' ../blenkernel ../include ../ikplugin #/intern/itasc #/extern/Eigen2'
+
+env.BlenderLib ( 'bf_ikplugin', sources, Split(incs), [], libtype=['core','player'], priority=[180, 190] )
diff --git a/source/blender/ikplugin/intern/Makefile b/source/blender/ikplugin/intern/Makefile
new file mode 100644
index 00000000000..0c54e5d1264
--- /dev/null
+++ b/source/blender/ikplugin/intern/Makefile
@@ -0,0 +1,51 @@
+# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+# All rights reserved.
+#
+# The Original Code is: all of this file.
+#
+# Contributor(s): none yet.
+#
+# ***** END GPL LICENSE BLOCK *****
+#
+#
+
+LIBNAME = ikplugin
+DIR = $(OCGDIR)/blender/ikplugin
+
+include nan_compile.mk
+
+CFLAGS += $(LEVEL_1_C_WARNINGS)
+CFLAGS += -I$(NAN_GUARDEDALLOC)/include
+CFLAGS += -I../../makesdna
+CFLAGS += -I../../blenkernel
+CFLAGS += -I../../blenlib
+CFLAGS += -I../../include
+CFLAGS += -I../../../../intern/itasc
+CFLAGS += -I../../../../extern/Eigen2
+CFLAGS += -I..
+
+CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
+CPPFLAGS += -I$(NAN_IKSOLVER)/include
+CPPFLAGS += -I../../makesdna
+CPPFLAGS += -I../../blenkernel
+CPPFLAGS += -I../../blenlib
+CPPFLAGS += -I../../include
+CPPFLAGS += -I../../../../intern/itasc
+CPPFLAGS += -I../../../../extern/Eigen2
+CPPFLAGS += -I..
diff --git a/source/blender/ikplugin/intern/ikplugin_api.c b/source/blender/ikplugin/intern/ikplugin_api.c
new file mode 100644
index 00000000000..f106302dbaf
--- /dev/null
+++ b/source/blender/ikplugin/intern/ikplugin_api.c
@@ -0,0 +1,138 @@
+/**
+ * $Id$
+ * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Original author: Benoit Bolsee
+ * Contributor(s):
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BIK_api.h"
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+
+#include "BKE_armature.h"
+#include "BKE_utildefines.h"
+#include "DNA_object_types.h"
+#include "DNA_action_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_armature_types.h"
+
+#include "ikplugin_api.h"
+#include "iksolver_plugin.h"
+#include "itasc_plugin.h"
+
+
+static IKPlugin ikplugin_tab[BIK_SOLVER_COUNT] = {
+ /* Legacy IK solver */
+ {
+ iksolver_initialize_tree,
+ iksolver_execute_tree,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ },
+ /* iTaSC IK solver */
+ {
+ itasc_initialize_tree,
+ itasc_execute_tree,
+ itasc_release_tree,
+ itasc_clear_data,
+ itasc_clear_cache,
+ itasc_update_param,
+ itasc_test_constraint,
+ }
+};
+
+
+static IKPlugin *get_plugin(bPose *pose)
+{
+ if (!pose || pose->iksolver < 0 || pose->iksolver >= BIK_SOLVER_COUNT)
+ return NULL;
+
+ return &ikplugin_tab[pose->iksolver];
+}
+
+/*----------------------------------------*/
+/* Plugin API */
+
+void BIK_initialize_tree(Scene *scene, Object *ob, float ctime)
+{
+ IKPlugin *plugin = get_plugin(ob->pose);
+
+ if (plugin && plugin->initialize_tree_func)
+ plugin->initialize_tree_func(scene, ob, ctime);
+}
+
+void BIK_execute_tree(struct Scene *scene, Object *ob, bPoseChannel *pchan, float ctime)
+{
+ IKPlugin *plugin = get_plugin(ob->pose);
+
+ if (plugin && plugin->execute_tree_func)
+ plugin->execute_tree_func(scene, ob, pchan, ctime);
+}
+
+void BIK_release_tree(struct Scene *scene, Object *ob, float ctime)
+{
+ IKPlugin *plugin = get_plugin(ob->pose);
+
+ if (plugin && plugin->release_tree_func)
+ plugin->release_tree_func(scene, ob, ctime);
+}
+
+void BIK_clear_data(struct bPose *pose)
+{
+ IKPlugin *plugin = get_plugin(pose);
+
+ if (plugin && plugin->remove_armature_func)
+ plugin->remove_armature_func(pose);
+}
+
+void BIK_clear_cache(struct bPose *pose)
+{
+ IKPlugin *plugin = get_plugin(pose);
+
+ if (plugin && plugin->clear_cache)
+ plugin->clear_cache(pose);
+}
+
+void BIK_update_param(struct bPose *pose)
+{
+ IKPlugin *plugin = get_plugin(pose);
+
+ if (plugin && plugin->update_param)
+ plugin->update_param(pose);
+}
+
+void BIK_test_constraint(struct Object *ob, struct bConstraint *cons)
+{
+ IKPlugin *plugin = get_plugin(ob->pose);
+
+ if (plugin && plugin->test_constraint)
+ plugin->test_constraint(ob, cons);
+}
diff --git a/source/blender/ikplugin/intern/ikplugin_api.h b/source/blender/ikplugin/intern/ikplugin_api.h
new file mode 100644
index 00000000000..cc4dff4ec75
--- /dev/null
+++ b/source/blender/ikplugin/intern/ikplugin_api.h
@@ -0,0 +1,60 @@
+/**
+ * $Id$
+ * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Original author: Benoit Bolsee
+ * Contributor(s):
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef IKPLUGIN_API_H
+#define IKPLUGIN_API_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct Object;
+struct bPoseChannel;
+struct bArmature;
+struct Scene;
+
+
+struct IKPlugin {
+ void (*initialize_tree_func)(struct Scene *scene, struct Object *ob, float ctime);
+ void (*execute_tree_func)(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime);
+ void (*release_tree_func)(struct Scene *scene, struct Object *ob, float ctime);
+ void (*remove_armature_func)(struct bPose *pose);
+ void (*clear_cache)(struct bPose *pose);
+ void (*update_param)(struct bPose *pose);
+ void (*test_constraint)(struct Object *ob, struct bConstraint *cons);
+};
+
+typedef struct IKPlugin IKPlugin;
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // IKPLUGIN_API_H
+
diff --git a/source/blender/ikplugin/intern/iksolver_plugin.c b/source/blender/ikplugin/intern/iksolver_plugin.c
new file mode 100644
index 00000000000..68afbcd0db2
--- /dev/null
+++ b/source/blender/ikplugin/intern/iksolver_plugin.c
@@ -0,0 +1,530 @@
+/**
+ * $Id$
+ * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Original author: Benoit Bolsee
+ * Contributor(s):
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BIK_api.h"
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+
+#include "BKE_armature.h"
+#include "BKE_constraint.h"
+#include "BKE_utildefines.h"
+#include "DNA_object_types.h"
+#include "DNA_action_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_armature_types.h"
+
+#include "IK_solver.h"
+#include "iksolver_plugin.h"
+
+#include <string.h> /* memcpy */
+
+/* ********************** THE IK SOLVER ******************* */
+
+/* allocates PoseTree, and links that to root bone/channel */
+/* Note: detecting the IK chain is duplicate code... in drawarmature.c and in transform_conversions.c */
+static void initialize_posetree(struct Object *ob, bPoseChannel *pchan_tip)
+{
+ bPoseChannel *curchan, *pchan_root=NULL, *chanlist[256], **oldchan;
+ PoseTree *tree;
+ PoseTarget *target;
+ bConstraint *con;
+ bKinematicConstraint *data;
+ int a, segcount= 0, size, newsize, *oldparent, parent;
+
+ /* find IK constraint, and validate it */
+ for(con= pchan_tip->constraints.first; con; con= con->next) {
+ if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
+ data=(bKinematicConstraint*)con->data;
+ if (data->flag & CONSTRAINT_IK_AUTO) break;
+ if (data->tar==NULL) continue;
+ if (data->tar->type==OB_ARMATURE && data->subtarget[0]==0) continue;
+ if ((con->flag & (CONSTRAINT_DISABLE|CONSTRAINT_OFF))==0 && (con->enforce!=0.0)) break;
+ }
+ }
+ if(con==NULL) return;
+
+ /* exclude tip from chain? */
+ if(!(data->flag & CONSTRAINT_IK_TIP))
+ pchan_tip= pchan_tip->parent;
+
+ /* Find the chain's root & count the segments needed */
+ for (curchan = pchan_tip; curchan; curchan=curchan->parent){
+ pchan_root = curchan;
+
+ curchan->flag |= POSE_CHAIN; // don't forget to clear this
+ chanlist[segcount]=curchan;
+ segcount++;
+
+ if(segcount==data->rootbone || segcount>255) break; // 255 is weak
+ }
+ if (!segcount) return;
+
+ /* setup the chain data */
+
+ /* we make tree-IK, unless all existing targets are in this chain */
+ for(tree= pchan_root->iktree.first; tree; tree= tree->next) {
+ for(target= tree->targets.first; target; target= target->next) {
+ curchan= tree->pchan[target->tip];
+ if(curchan->flag & POSE_CHAIN)
+ curchan->flag &= ~POSE_CHAIN;
+ else
+ break;
+ }
+ if(target) break;
+ }
+
+ /* create a target */
+ target= MEM_callocN(sizeof(PoseTarget), "posetarget");
+ target->con= con;
+ pchan_tip->flag &= ~POSE_CHAIN;
+
+ if(tree==NULL) {
+ /* make new tree */
+ tree= MEM_callocN(sizeof(PoseTree), "posetree");
+
+ tree->iterations= data->iterations;
+ tree->totchannel= segcount;
+ tree->stretch = (data->flag & CONSTRAINT_IK_STRETCH);
+
+ tree->pchan= MEM_callocN(segcount*sizeof(void*), "ik tree pchan");
+ tree->parent= MEM_callocN(segcount*sizeof(int), "ik tree parent");
+ for(a=0; a<segcount; a++) {
+ tree->pchan[a]= chanlist[segcount-a-1];
+ tree->parent[a]= a-1;
+ }
+ target->tip= segcount-1;
+
+ /* AND! link the tree to the root */
+ BLI_addtail(&pchan_root->iktree, tree);
+ }
+ else {
+ tree->iterations= MAX2(data->iterations, tree->iterations);
+ tree->stretch= tree->stretch && !(data->flag & CONSTRAINT_IK_STRETCH);
+
+ /* skip common pose channels and add remaining*/
+ size= MIN2(segcount, tree->totchannel);
+ for(a=0; a<size && tree->pchan[a]==chanlist[segcount-a-1]; a++);
+ parent= a-1;
+
+ segcount= segcount-a;
+ target->tip= tree->totchannel + segcount - 1;
+
+ if (segcount > 0) {
+ /* resize array */
+ newsize= tree->totchannel + segcount;
+ oldchan= tree->pchan;
+ oldparent= tree->parent;
+
+ tree->pchan= MEM_callocN(newsize*sizeof(void*), "ik tree pchan");
+ tree->parent= MEM_callocN(newsize*sizeof(int), "ik tree parent");
+ memcpy(tree->pchan, oldchan, sizeof(void*)*tree->totchannel);
+ memcpy(tree->parent, oldparent, sizeof(int)*tree->totchannel);
+ MEM_freeN(oldchan);
+ MEM_freeN(oldparent);
+
+ /* add new pose channels at the end, in reverse order */
+ for(a=0; a<segcount; a++) {
+ tree->pchan[tree->totchannel+a]= chanlist[segcount-a-1];
+ tree->parent[tree->totchannel+a]= tree->totchannel+a-1;
+ }
+ tree->parent[tree->totchannel]= parent;
+
+ tree->totchannel= newsize;
+ }
+
+ /* move tree to end of list, for correct evaluation order */
+ BLI_remlink(&pchan_root->iktree, tree);
+ BLI_addtail(&pchan_root->iktree, tree);
+ }
+
+ /* add target to the tree */
+ BLI_addtail(&tree->targets, target);
+ /* mark root channel having an IK tree */
+ pchan_root->flag |= POSE_IKTREE;
+}
+
+
+/* transform from bone(b) to bone(b+1), store in chan_mat */
+static void make_dmats(bPoseChannel *pchan)
+{
+ if (pchan->parent) {
+ float iR_parmat[4][4];
+ Mat4Invert(iR_parmat, pchan->parent->pose_mat);
+ Mat4MulMat4(pchan->chan_mat, pchan->pose_mat, iR_parmat); // delta mat
+ }
+ else Mat4CpyMat4(pchan->chan_mat, pchan->pose_mat);
+}
+
+/* applies IK matrix to pchan, IK is done separated */
+/* formula: pose_mat(b) = pose_mat(b-1) * diffmat(b-1, b) * ik_mat(b) */
+/* to make this work, the diffmats have to be precalculated! Stored in chan_mat */
+static void where_is_ik_bone(bPoseChannel *pchan, float ik_mat[][3]) // nr = to detect if this is first bone
+{
+ float vec[3], ikmat[4][4];
+
+ Mat4CpyMat3(ikmat, ik_mat);
+
+ if (pchan->parent)
+ Mat4MulSerie(pchan->pose_mat, pchan->parent->pose_mat, pchan->chan_mat, ikmat, NULL, NULL, NULL, NULL, NULL);
+ else
+ Mat4MulMat4(pchan->pose_mat, ikmat, pchan->chan_mat);
+
+ /* calculate head */
+ VECCOPY(pchan->pose_head, pchan->pose_mat[3]);
+ /* calculate tail */
+ VECCOPY(vec, pchan->pose_mat[1]);
+ VecMulf(vec, pchan->bone->length);
+ VecAddf(pchan->pose_tail, pchan->pose_head, vec);
+
+ pchan->flag |= POSE_DONE;
+}
+
+
+/* called from within the core where_is_pose loop, all animsystems and constraints
+were executed & assigned. Now as last we do an IK pass */
+static void execute_posetree(Object *ob, PoseTree *tree)
+{
+ float R_parmat[3][3], identity[3][3];
+ float iR_parmat[3][3];
+ float R_bonemat[3][3];
+ float goalrot[3][3], goalpos[3];
+ float rootmat[4][4], imat[4][4];
+ float goal[4][4], goalinv[4][4];
+ float irest_basis[3][3], full_basis[3][3];
+ float end_pose[4][4], world_pose[4][4];
+ float length, basis[3][3], rest_basis[3][3], start[3], *ikstretch=NULL;
+ float resultinf=0.0f;
+ int a, flag, hasstretch=0, resultblend=0;
+ bPoseChannel *pchan;
+ IK_Segment *seg, *parent, **iktree, *iktarget;
+ IK_Solver *solver;
+ PoseTarget *target;
+ bKinematicConstraint *data, *poleangledata=NULL;
+ Bone *bone;
+
+ if (tree->totchannel == 0)
+ return;
+
+ iktree= MEM_mallocN(sizeof(void*)*tree->totchannel, "ik tree");
+
+ for(a=0; a<tree->totchannel; a++) {
+ pchan= tree->pchan[a];
+ bone= pchan->bone;
+
+ /* set DoF flag */
+ flag= 0;
+ if(!(pchan->ikflag & BONE_IK_NO_XDOF) && !(pchan->ikflag & BONE_IK_NO_XDOF_TEMP))
+ flag |= IK_XDOF;
+ if(!(pchan->ikflag & BONE_IK_NO_YDOF) && !(pchan->ikflag & BONE_IK_NO_YDOF_TEMP))
+ flag |= IK_YDOF;
+ if(!(pchan->ikflag & BONE_IK_NO_ZDOF) && !(pchan->ikflag & BONE_IK_NO_ZDOF_TEMP))
+ flag |= IK_ZDOF;
+
+ if(tree->stretch && (pchan->ikstretch > 0.0)) {
+ flag |= IK_TRANS_YDOF;
+ hasstretch = 1;
+ }
+
+ seg= iktree[a]= IK_CreateSegment(flag);
+
+ /* find parent */
+ if(a == 0)
+ parent= NULL;
+ else
+ parent= iktree[tree->parent[a]];
+
+ IK_SetParent(seg, parent);
+
+ /* get the matrix that transforms from prevbone into this bone */
+ Mat3CpyMat4(R_bonemat, pchan->pose_mat);
+
+ /* gather transformations for this IK segment */
+
+ if (pchan->parent)
+ Mat3CpyMat4(R_parmat, pchan->parent->pose_mat);
+ else
+ Mat3One(R_parmat);
+
+ /* bone offset */
+ if (pchan->parent && (a > 0))
+ VecSubf(start, pchan->pose_head, pchan->parent->pose_tail);
+ else
+ /* only root bone (a = 0) has no parent */
+ start[0]= start[1]= start[2]= 0.0f;
+
+ /* change length based on bone size */
+ length= bone->length*VecLength(R_bonemat[1]);
+
+ /* compute rest basis and its inverse */
+ Mat3CpyMat3(rest_basis, bone->bone_mat);
+ Mat3CpyMat3(irest_basis, bone->bone_mat);
+ Mat3Transp(irest_basis);
+
+ /* compute basis with rest_basis removed */
+ Mat3Inv(iR_parmat, R_parmat);
+ Mat3MulMat3(full_basis, iR_parmat, R_bonemat);
+ Mat3MulMat3(basis, irest_basis, full_basis);
+
+ /* basis must be pure rotation */
+ Mat3Ortho(basis);
+
+ /* transform offset into local bone space */
+ Mat3Ortho(iR_parmat);
+ Mat3MulVecfl(iR_parmat, start);
+
+ IK_SetTransform(seg, start, rest_basis, basis, length);
+
+ if (pchan->ikflag & BONE_IK_XLIMIT)
+ IK_SetLimit(seg, IK_X, pchan->limitmin[0], pchan->limitmax[0]);
+ if (pchan->ikflag & BONE_IK_YLIMIT)
+ IK_SetLimit(seg, IK_Y, pchan->limitmin[1], pchan->limitmax[1]);
+ if (pchan->ikflag & BONE_IK_ZLIMIT)
+ IK_SetLimit(seg, IK_Z, pchan->limitmin[2], pchan->limitmax[2]);
+
+ IK_SetStiffness(seg, IK_X, pchan->stiffness[0]);
+ IK_SetStiffness(seg, IK_Y, pchan->stiffness[1]);
+ IK_SetStiffness(seg, IK_Z, pchan->stiffness[2]);
+
+ if(tree->stretch && (pchan->ikstretch > 0.0)) {
+ float ikstretch = pchan->ikstretch*pchan->ikstretch;
+ IK_SetStiffness(seg, IK_TRANS_Y, MIN2(1.0-ikstretch, 0.99));
+ IK_SetLimit(seg, IK_TRANS_Y, 0.001, 1e10);
+ }
+ }
+
+ solver= IK_CreateSolver(iktree[0]);
+
+ /* set solver goals */
+
+ /* first set the goal inverse transform, assuming the root of tree was done ok! */
+ pchan= tree->pchan[0];
+ if (pchan->parent)
+ /* transform goal by parent mat, so this rotation is not part of the
+ segment's basis. otherwise rotation limits do not work on the
+ local transform of the segment itself. */
+ Mat4CpyMat4(rootmat, pchan->parent->pose_mat);
+ else
+ Mat4One(rootmat);
+ VECCOPY(rootmat[3], pchan->pose_head);
+
+ Mat4MulMat4 (imat, rootmat, ob->obmat);
+ Mat4Invert (goalinv, imat);
+
+ for (target=tree->targets.first; target; target=target->next) {
+ float polepos[3];
+ int poleconstrain= 0;
+
+ data= (bKinematicConstraint*)target->con->data;
+
+ /* 1.0=ctime, we pass on object for auto-ik (owner-type here is object, even though
+ * strictly speaking, it is a posechannel)
+ */
+ get_constraint_target_matrix(target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
+
+ /* and set and transform goal */
+ Mat4MulMat4(goal, rootmat, goalinv);
+
+ VECCOPY(goalpos, goal[3]);
+ Mat3CpyMat4(goalrot, goal);
+
+ /* same for pole vector target */
+ if(data->poletar) {
+ get_constraint_target_matrix(target->con, 1, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
+
+ if(data->flag & CONSTRAINT_IK_SETANGLE) {
+ /* don't solve IK when we are setting the pole angle */
+ break;
+ }
+ else {
+ Mat4MulMat4(goal, rootmat, goalinv);
+ VECCOPY(polepos, goal[3]);
+ poleconstrain= 1;
+
+ /* for pole targets, we blend the result of the ik solver
+ * instead of the target position, otherwise we can't get
+ * a smooth transition */
+ resultblend= 1;
+ resultinf= target->con->enforce;
+
+ if(data->flag & CONSTRAINT_IK_GETANGLE) {
+ poleangledata= data;
+ data->flag &= ~CONSTRAINT_IK_GETANGLE;
+ }
+ }
+ }
+
+ /* do we need blending? */
+ if (!resultblend && target->con->enforce!=1.0) {
+ float q1[4], q2[4], q[4];
+ float fac= target->con->enforce;
+ float mfac= 1.0-fac;
+
+ pchan= tree->pchan[target->tip];
+
+ /* end effector in world space */
+ Mat4CpyMat4(end_pose, pchan->pose_mat);
+ VECCOPY(end_pose[3], pchan->pose_tail);
+ Mat4MulSerie(world_pose, goalinv, ob->obmat, end_pose, 0, 0, 0, 0, 0);
+
+ /* blend position */
+ goalpos[0]= fac*goalpos[0] + mfac*world_pose[3][0];
+ goalpos[1]= fac*goalpos[1] + mfac*world_pose[3][1];
+ goalpos[2]= fac*goalpos[2] + mfac*world_pose[3][2];
+
+ /* blend rotation */
+ Mat3ToQuat(goalrot, q1);
+ Mat4ToQuat(world_pose, q2);
+ QuatInterpol(q, q1, q2, mfac);
+ QuatToMat3(q, goalrot);
+ }
+
+ iktarget= iktree[target->tip];
+
+ if(data->weight != 0.0) {
+ if(poleconstrain)
+ IK_SolverSetPoleVectorConstraint(solver, iktarget, goalpos,
+ polepos, data->poleangle*M_PI/180, (poleangledata == data));
+ IK_SolverAddGoal(solver, iktarget, goalpos, data->weight);
+ }
+ if((data->flag & CONSTRAINT_IK_ROT) && (data->orientweight != 0.0))
+ if((data->flag & CONSTRAINT_IK_AUTO)==0)
+ IK_SolverAddGoalOrientation(solver, iktarget, goalrot,
+ data->orientweight);
+ }
+
+ /* solve */
+ IK_Solve(solver, 0.0f, tree->iterations);
+
+ if(poleangledata)
+ poleangledata->poleangle= IK_SolverGetPoleAngle(solver)*180/M_PI;
+
+ IK_FreeSolver(solver);
+
+ /* gather basis changes */
+ tree->basis_change= MEM_mallocN(sizeof(float[3][3])*tree->totchannel, "ik basis change");
+ if(hasstretch)
+ ikstretch= MEM_mallocN(sizeof(float)*tree->totchannel, "ik stretch");
+
+ for(a=0; a<tree->totchannel; a++) {
+ IK_GetBasisChange(iktree[a], tree->basis_change[a]);
+
+ if(hasstretch) {
+ /* have to compensate for scaling received from parent */
+ float parentstretch, stretch;
+
+ pchan= tree->pchan[a];
+ parentstretch= (tree->parent[a] >= 0)? ikstretch[tree->parent[a]]: 1.0;
+
+ if(tree->stretch && (pchan->ikstretch > 0.0)) {
+ float trans[3], length;
+
+ IK_GetTranslationChange(iktree[a], trans);
+ length= pchan->bone->length*VecLength(pchan->pose_mat[1]);
+
+ ikstretch[a]= (length == 0.0)? 1.0: (trans[1]+length)/length;
+ }
+ else
+ ikstretch[a] = 1.0;
+
+ stretch= (parentstretch == 0.0)? 1.0: ikstretch[a]/parentstretch;
+
+ VecMulf(tree->basis_change[a][0], stretch);
+ VecMulf(tree->basis_change[a][1], stretch);
+ VecMulf(tree->basis_change[a][2], stretch);
+ }
+
+ if(resultblend && resultinf!=1.0f) {
+ Mat3One(identity);
+ Mat3BlendMat3(tree->basis_change[a], identity,
+ tree->basis_change[a], resultinf);
+ }
+
+ IK_FreeSegment(iktree[a]);
+ }
+
+ MEM_freeN(iktree);
+ if(ikstretch) MEM_freeN(ikstretch);
+}
+
+static void free_posetree(PoseTree *tree)
+{
+ BLI_freelistN(&tree->targets);
+ if(tree->pchan) MEM_freeN(tree->pchan);
+ if(tree->parent) MEM_freeN(tree->parent);
+ if(tree->basis_change) MEM_freeN(tree->basis_change);
+ MEM_freeN(tree);
+}
+
+///----------------------------------------
+/// Plugin API for legacy iksolver
+
+void iksolver_initialize_tree(struct Scene *scene, struct Object *ob, float ctime)
+{
+ bPoseChannel *pchan;
+
+ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if(pchan->constflag & PCHAN_HAS_IK) // flag is set on editing constraints
+ initialize_posetree(ob, pchan); // will attach it to root!
+ }
+ ob->pose->flag &= ~POSE_WAS_REBUILT;
+}
+
+void iksolver_execute_tree(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime)
+{
+ while(pchan->iktree.first) {
+ PoseTree *tree= pchan->iktree.first;
+ int a;
+
+ /* 4. walk over the tree for regular solving */
+ for(a=0; a<tree->totchannel; a++) {
+ if(!(tree->pchan[a]->flag & POSE_DONE)) // successive trees can set the flag
+ where_is_pose_bone(scene, ob, tree->pchan[a], ctime);
+ // tell blender that this channel was controlled by IK, it's cleared on each where_is_pose()
+ tree->pchan[a]->flag |= POSE_CHAIN;
+ }
+ /* 5. execute the IK solver */
+ execute_posetree(ob, tree);
+
+ /* 6. apply the differences to the channels,
+ we need to calculate the original differences first */
+ for(a=0; a<tree->totchannel; a++)
+ make_dmats(tree->pchan[a]);
+
+ for(a=0; a<tree->totchannel; a++)
+ /* sets POSE_DONE */
+ where_is_ik_bone(tree->pchan[a], tree->basis_change[a]);
+
+ /* 7. and free */
+ BLI_remlink(&pchan->iktree, tree);
+ free_posetree(tree);
+ }
+}
+
diff --git a/source/blender/ikplugin/intern/iksolver_plugin.h b/source/blender/ikplugin/intern/iksolver_plugin.h
new file mode 100644
index 00000000000..d5d1d9a77da
--- /dev/null
+++ b/source/blender/ikplugin/intern/iksolver_plugin.h
@@ -0,0 +1,47 @@
+/**
+ * $Id$
+ * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Original author: Benoit Bolsee
+ * Contributor(s):
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef IKSOLVER_PLUGIN_H
+#define IKSOLVER_PLUGIN_H
+
+#include "ikplugin_api.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+void iksolver_initialize_tree(struct Scene *scene, struct Object *ob, float ctime);
+void iksolver_execute_tree(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // IKSOLVER_PLUGIN_H
+
diff --git a/source/blender/ikplugin/intern/itasc_plugin.cpp b/source/blender/ikplugin/intern/itasc_plugin.cpp
new file mode 100644
index 00000000000..dc0c2c4c12f
--- /dev/null
+++ b/source/blender/ikplugin/intern/itasc_plugin.cpp
@@ -0,0 +1,1777 @@
+/**
+ * $Id$
+ * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Original author: Benoit Bolsee
+ * Contributor(s):
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <stdlib.h>
+#include <string.h>
+#include <vector>
+
+// iTaSC headers
+#include "Armature.hpp"
+#include "MovingFrame.hpp"
+#include "CopyPose.hpp"
+#include "WSDLSSolver.hpp"
+#include "WDLSSolver.hpp"
+#include "Scene.hpp"
+#include "Cache.hpp"
+#include "Distance.hpp"
+
+#include "MEM_guardedalloc.h"
+
+extern "C" {
+#include "BIK_api.h"
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+
+#include "BKE_global.h"
+#include "BKE_armature.h"
+#include "BKE_action.h"
+#include "BKE_utildefines.h"
+#include "BKE_constraint.h"
+#include "DNA_object_types.h"
+#include "DNA_action_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_scene_types.h"
+};
+
+#include "itasc_plugin.h"
+
+// default parameters
+bItasc DefIKParam;
+
+// in case of animation mode, feedback and timestep is fixed
+#define ANIM_TIMESTEP 1.0
+#define ANIM_FEEDBACK 0.8
+#define ANIM_QMAX 0.52
+
+
+// Structure pointed by bPose.ikdata
+// It contains everything needed to simulate the armatures
+// There can be several simulation islands independent to each other
+struct IK_Data
+{
+ struct IK_Scene* first;
+};
+
+typedef float Vector3[3];
+typedef float Vector4[4];
+struct IK_Target;
+typedef void (*ErrorCallback)(const iTaSC::ConstraintValues* values, unsigned int nvalues, IK_Target* iktarget);
+// For some reason, gcc doesn't find the declaration of this function in linux
+void KDL::SetToZero(JntArray& array);
+
+// one structure for each target in the scene
+struct IK_Target
+{
+ iTaSC::MovingFrame* target;
+ iTaSC::ConstraintSet* constraint;
+ struct bConstraint* blenderConstraint;
+ struct bPoseChannel* rootChannel;
+ Object* owner; //for auto IK
+ ErrorCallback errorCallback;
+ std::string targetName;
+ std::string constraintName;
+ unsigned short controlType;
+ short channel; //index in IK channel array of channel on which this target is defined
+ short ee; //end effector number
+ bool simulation; //true when simulation mode is used (update feedback)
+ bool eeBlend; //end effector affected by enforce blending
+ float eeRest[4][4]; //end effector initial pose relative to armature
+
+ IK_Target() {
+ target = NULL;
+ constraint = NULL;
+ blenderConstraint = NULL;
+ rootChannel = NULL;
+ owner = NULL;
+ controlType = 0;
+ channel = 0;
+ ee = 0;
+ eeBlend = true;
+ simulation = true;
+ targetName.reserve(32);
+ constraintName.reserve(32);
+ }
+ ~IK_Target() {
+ if (constraint)
+ delete constraint;
+ if (target)
+ delete target;
+ }
+};
+
+struct IK_Channel {
+ bPoseChannel* pchan; // channel where we must copy matrix back
+ KDL::Frame frame; // frame of the bone relative to object base, not armature base
+ std::string tail; // segment name of the joint from which we get the bone tail
+ std::string head; // segment name of the joint from which we get the bone head
+ int parent; // index in this array of the parent channel
+ short jointType; // type of joint, combination of IK_SegmentFlag
+ char ndof; // number of joint angles for this channel
+ char jointValid; // set to 1 when jointValue has been computed
+ // for joint constraint
+ Object* owner; // for pose and IK param
+ double jointValue[4]; // computed joint value
+
+ IK_Channel() {
+ pchan = NULL;
+ parent = -1;
+ jointType = 0;
+ ndof = 0;
+ jointValid = 0;
+ owner = NULL;
+ jointValue[0] = 0.0;
+ jointValue[1] = 0.0;
+ jointValue[2] = 0.0;
+ jointValue[3] = 0.0;
+ }
+};
+
+struct IK_Scene
+{
+ IK_Scene* next;
+ int numchan; // number of channel in pchan
+ int numjoint; // number of joint in jointArray
+ // array of bone information, one per channel in the tree
+ IK_Channel* channels;
+ iTaSC::Armature* armature;
+ iTaSC::Cache* cache;
+ iTaSC::Scene* scene;
+ iTaSC::MovingFrame* base; // armature base object
+ KDL::Frame baseFrame; // frame of armature base relative to blArmature
+ KDL::JntArray jointArray; // buffer for storing temporary joint array
+ iTaSC::Solver* solver;
+ Object* blArmature;
+ struct bConstraint* polarConstraint;
+ std::vector<IK_Target*> targets;
+
+ IK_Scene() {
+ next = NULL;
+ channels = NULL;
+ armature = NULL;
+ cache = NULL;
+ scene = NULL;
+ base = NULL;
+ solver = NULL;
+ blArmature = NULL;
+ numchan = 0;
+ numjoint = 0;
+ polarConstraint = NULL;
+ }
+
+ ~IK_Scene() {
+ // delete scene first
+ if (scene)
+ delete scene;
+ for(std::vector<IK_Target*>::iterator it = targets.begin(); it != targets.end(); ++it)
+ delete (*it);
+ targets.clear();
+ if (channels)
+ delete [] channels;
+ if (solver)
+ delete solver;
+ if (armature)
+ delete armature;
+ if (base)
+ delete base;
+ // delete cache last
+ if (cache)
+ delete cache;
+ }
+};
+
+// type of IK joint, can be combined to list the joints corresponding to a bone
+enum IK_SegmentFlag {
+ IK_XDOF = 1,
+ IK_YDOF = 2,
+ IK_ZDOF = 4,
+ IK_SWING = 8,
+ IK_REVOLUTE = 16,
+ IK_TRANSY = 32,
+};
+
+enum IK_SegmentAxis {
+ IK_X = 0,
+ IK_Y = 1,
+ IK_Z = 2,
+ IK_TRANS_X = 3,
+ IK_TRANS_Y = 4,
+ IK_TRANS_Z = 5
+};
+
+static int initialize_chain(Object *ob, bPoseChannel *pchan_tip, bConstraint *con)
+{
+ bPoseChannel *curchan, *pchan_root=NULL, *chanlist[256], **oldchan;
+ PoseTree *tree;
+ PoseTarget *target;
+ bKinematicConstraint *data;
+ int a, t, segcount= 0, size, newsize, *oldparent, parent, rootbone, treecount;
+
+ data=(bKinematicConstraint*)con->data;
+
+ /* exclude tip from chain? */
+ if(!(data->flag & CONSTRAINT_IK_TIP))
+ pchan_tip= pchan_tip->parent;
+
+ rootbone = data->rootbone;
+ /* Find the chain's root & count the segments needed */
+ for (curchan = pchan_tip; curchan; curchan=curchan->parent){
+ pchan_root = curchan;
+
+ if (++segcount > 255) // 255 is weak
+ break;
+
+ if(segcount==rootbone){
+ // reached this end of the chain but if the chain is overlapping with a
+ // previous one, we must go back up to the root of the other chain
+ if ((curchan->flag & POSE_CHAIN) && curchan->iktree.first == NULL){
+ rootbone++;
+ continue;
+ }
+ break;
+ }
+
+ if (curchan->iktree.first != NULL)
+ // Oh oh, there is already a chain starting from this channel and our chain is longer...
+ // Should handle this by moving the previous chain up to the begining of our chain
+ // For now we just stop here
+ break;
+ }
+ if (!segcount) return 0;
+ // we reached a limit and still not the end of a previous chain, quit
+ if ((pchan_root->flag & POSE_CHAIN) && pchan_root->iktree.first == NULL) return 0;
+
+ // now that we know how many segment we have, set the flag
+ for (rootbone = segcount, segcount = 0, curchan = pchan_tip; segcount < rootbone; segcount++, curchan=curchan->parent) {
+ chanlist[segcount]=curchan;
+ curchan->flag |= POSE_CHAIN;
+ }
+
+ /* setup the chain data */
+ /* create a target */
+ target= (PoseTarget*)MEM_callocN(sizeof(PoseTarget), "posetarget");
+ target->con= con;
+ // by contruction there can be only one tree per channel and each channel can be part of at most one tree.
+ tree = (PoseTree*)pchan_root->iktree.first;
+
+ if(tree==NULL) {
+ /* make new tree */
+ tree= (PoseTree*)MEM_callocN(sizeof(PoseTree), "posetree");
+
+ tree->iterations= data->iterations;
+ tree->totchannel= segcount;
+ tree->stretch = (data->flag & CONSTRAINT_IK_STRETCH);
+
+ tree->pchan= (bPoseChannel**)MEM_callocN(segcount*sizeof(void*), "ik tree pchan");
+ tree->parent= (int*)MEM_callocN(segcount*sizeof(int), "ik tree parent");
+ for(a=0; a<segcount; a++) {
+ tree->pchan[a]= chanlist[segcount-a-1];
+ tree->parent[a]= a-1;
+ }
+ target->tip= segcount-1;
+
+ /* AND! link the tree to the root */
+ BLI_addtail(&pchan_root->iktree, tree);
+ // new tree
+ treecount = 1;
+ }
+ else {
+ tree->iterations= MAX2(data->iterations, tree->iterations);
+ tree->stretch= tree->stretch && !(data->flag & CONSTRAINT_IK_STRETCH);
+
+ /* skip common pose channels and add remaining*/
+ size= MIN2(segcount, tree->totchannel);
+ a = t = 0;
+ while (a<size && t<tree->totchannel) {
+ // locate first matching channel
+ for (;t<tree->totchannel && tree->pchan[t]!=chanlist[segcount-a-1];t++);
+ if (t>=tree->totchannel)
+ break;
+ for(; a<size && t<tree->totchannel && tree->pchan[t]==chanlist[segcount-a-1]; a++, t++);
+ }
+ parent= a-1;
+ segcount= segcount-a;
+ target->tip= tree->totchannel + segcount - 1;
+
+ if (segcount > 0) {
+ /* resize array */
+ newsize= tree->totchannel + segcount;
+ oldchan= tree->pchan;
+ oldparent= tree->parent;
+
+ tree->pchan= (bPoseChannel**)MEM_callocN(newsize*sizeof(void*), "ik tree pchan");
+ tree->parent= (int*)MEM_callocN(newsize*sizeof(int), "ik tree parent");
+ memcpy(tree->pchan, oldchan, sizeof(void*)*tree->totchannel);
+ memcpy(tree->parent, oldparent, sizeof(int)*tree->totchannel);
+ MEM_freeN(oldchan);
+ MEM_freeN(oldparent);
+
+ /* add new pose channels at the end, in reverse order */
+ for(a=0; a<segcount; a++) {
+ tree->pchan[tree->totchannel+a]= chanlist[segcount-a-1];
+ tree->parent[tree->totchannel+a]= tree->totchannel+a-1;
+ }
+ tree->parent[tree->totchannel]= parent;
+
+ tree->totchannel= newsize;
+ }
+ // reusing tree
+ treecount = 0;
+ }
+
+ /* add target to the tree */
+ BLI_addtail(&tree->targets, target);
+ /* mark root channel having an IK tree */
+ pchan_root->flag |= POSE_IKTREE;
+ return treecount;
+}
+
+static bool is_cartesian_constraint(bConstraint *con)
+{
+ //bKinematicConstraint* data=(bKinematicConstraint*)con->data;
+
+ return true;
+}
+
+static bool constraint_valid(bConstraint *con)
+{
+ bKinematicConstraint* data=(bKinematicConstraint*)con->data;
+
+ if (data->flag & CONSTRAINT_IK_AUTO)
+ return true;
+ if (con->flag & CONSTRAINT_DISABLE)
+ return false;
+ if (is_cartesian_constraint(con)) {
+ /* cartesian space constraint */
+ if (data->tar==NULL)
+ return false;
+ if (data->tar->type==OB_ARMATURE && data->subtarget[0]==0)
+ return false;
+ }
+ return true;
+}
+
+int initialize_scene(Object *ob, bPoseChannel *pchan_tip)
+{
+ bConstraint *con;
+ int treecount;
+
+ /* find all IK constraints and validate them */
+ treecount = 0;
+ for(con= (bConstraint *)pchan_tip->constraints.first; con; con= (bConstraint *)con->next) {
+ if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
+ if (constraint_valid(con))
+ treecount += initialize_chain(ob, pchan_tip, con);
+ }
+ }
+ return treecount;
+}
+
+static IK_Data* get_ikdata(bPose *pose)
+{
+ if (pose->ikdata)
+ return (IK_Data*)pose->ikdata;
+ pose->ikdata = MEM_callocN(sizeof(IK_Data), "iTaSC ikdata");
+ // here init ikdata if needed
+ // now that we have scene, make sure the default param are initialized
+ if (!DefIKParam.iksolver)
+ init_pose_itasc(&DefIKParam);
+
+ return (IK_Data*)pose->ikdata;
+}
+static double EulerAngleFromMatrix(const KDL::Rotation& R, int axis)
+{
+ double t = KDL::sqrt(R(0,0)*R(0,0) + R(0,1)*R(0,1));
+
+ if (t > 16.0*KDL::epsilon) {
+ if (axis == 0) return -KDL::atan2(R(1,2), R(2,2));
+ else if(axis == 1) return KDL::atan2(-R(0,2), t);
+ else return -KDL::atan2(R(0,1), R(0,0));
+ } else {
+ if (axis == 0) return -KDL::atan2(-R(2,1), R(1,1));
+ else if(axis == 1) return KDL::atan2(-R(0,2), t);
+ else return 0.0f;
+ }
+}
+
+static double ComputeTwist(const KDL::Rotation& R)
+{
+ // qy and qw are the y and w components of the quaternion from R
+ double qy = R(0,2) - R(2,0);
+ double qw = R(0,0) + R(1,1) + R(2,2) + 1;
+
+ double tau = 2*KDL::atan2(qy, qw);
+
+ return tau;
+}
+
+static void RemoveEulerAngleFromMatrix(KDL::Rotation& R, double angle, int axis)
+{
+ // compute twist parameter
+ KDL::Rotation T;
+ switch (axis) {
+ case 0:
+ T = KDL::Rotation::RotX(-angle);
+ break;
+ case 1:
+ T = KDL::Rotation::RotY(-angle);
+ break;
+ case 2:
+ T = KDL::Rotation::RotZ(-angle);
+ break;
+ default:
+ return;
+ }
+ // remove angle
+ R = R*T;
+}
+
+#if 0
+static void GetEulerXZY(const KDL::Rotation& R, double& X,double& Z,double& Y)
+{
+ if (fabs(R(0,1)) > 1.0 - KDL::epsilon ) {
+ X = -KDL::sign(R(0,1)) * KDL::atan2(R(1,2), R(1,0));
+ Z = -KDL::sign(R(0,1)) * KDL::PI / 2;
+ Y = 0.0 ;
+ } else {
+ X = KDL::atan2(R(2,1), R(1,1));
+ Z = KDL::atan2(-R(0,1), KDL::sqrt( KDL::sqr(R(0,0)) + KDL::sqr(R(0,2))));
+ Y = KDL::atan2(R(0,2), R(0,0));
+ }
+}
+
+static void GetEulerXYZ(const KDL::Rotation& R, double& X,double& Y,double& Z)
+{
+ if (fabs(R(0,2)) > 1.0 - KDL::epsilon ) {
+ X = KDL::sign(R(0,2)) * KDL::atan2(-R(1,0), R(1,1));
+ Y = KDL::sign(R(0,2)) * KDL::PI / 2;
+ Z = 0.0 ;
+ } else {
+ X = KDL::atan2(-R(1,2), R(2,2));
+ Y = KDL::atan2(R(0,2), KDL::sqrt( KDL::sqr(R(0,0)) + KDL::sqr(R(0,1))));
+ Z = KDL::atan2(-R(0,1), R(0,0));
+ }
+}
+#endif
+
+static void GetJointRotation(KDL::Rotation& boneRot, int type, double* rot)
+{
+ switch (type & ~IK_TRANSY)
+ {
+ default:
+ // fixed bone, no joint
+ break;
+ case IK_XDOF:
+ // RX only, get the X rotation
+ rot[0] = EulerAngleFromMatrix(boneRot, 0);
+ break;
+ case IK_YDOF:
+ // RY only, get the Y rotation
+ rot[0] = ComputeTwist(boneRot);
+ break;
+ case IK_ZDOF:
+ // RZ only, get the Z rotation
+ rot[0] = EulerAngleFromMatrix(boneRot, 2);
+ break;
+ case IK_XDOF|IK_YDOF:
+ rot[1] = ComputeTwist(boneRot);
+ RemoveEulerAngleFromMatrix(boneRot, rot[1], 1);
+ rot[0] = EulerAngleFromMatrix(boneRot, 0);
+ break;
+ case IK_SWING:
+ // RX+RZ
+ boneRot.GetXZRot().GetValue(rot);
+ break;
+ case IK_YDOF|IK_ZDOF:
+ // RZ+RY
+ rot[1] = ComputeTwist(boneRot);
+ RemoveEulerAngleFromMatrix(boneRot, rot[1], 1);
+ rot[0] = EulerAngleFromMatrix(boneRot, 2);
+ break;
+ case IK_SWING|IK_YDOF:
+ rot[2] = ComputeTwist(boneRot);
+ RemoveEulerAngleFromMatrix(boneRot, rot[2], 1);
+ boneRot.GetXZRot().GetValue(rot);
+ break;
+ case IK_REVOLUTE:
+ boneRot.GetRot().GetValue(rot);
+ break;
+ }
+}
+
+static bool target_callback(const iTaSC::Timestamp& timestamp, const iTaSC::Frame& current, iTaSC::Frame& next, void *param)
+{
+ IK_Target* target = (IK_Target*)param;
+ // compute next target position
+ // get target matrix from constraint.
+ bConstraint* constraint = (bConstraint*)target->blenderConstraint;
+ float tarmat[4][4];
+
+ get_constraint_target_matrix(constraint, 0, CONSTRAINT_OBTYPE_OBJECT, target->owner, tarmat, 1.0);
+
+ // rootmat contains the target pose in world coordinate
+ // if enforce is != 1.0, blend the target position with the end effector position
+ // if the armature was in rest position. This information is available in eeRest
+ if (constraint->enforce != 1.0f && target->eeBlend) {
+ // eeRest is relative to the reference frame of the IK root
+ // get this frame in world reference
+ float restmat[4][4];
+ bPoseChannel* pchan = target->rootChannel;
+ if (pchan->parent) {
+ pchan = pchan->parent;
+ float chanmat[4][4];
+ Mat4CpyMat4(chanmat, pchan->pose_mat);
+ VECCOPY(chanmat[3], pchan->pose_tail);
+ Mat4MulSerie(restmat, target->owner->obmat, chanmat, target->eeRest, NULL, NULL, NULL, NULL, NULL);
+ }
+ else {
+ Mat4MulMat4(restmat, target->eeRest, target->owner->obmat);
+ }
+ // blend the target
+ Mat4BlendMat4(tarmat, restmat, tarmat, constraint->enforce);
+ }
+ next.setValue(&tarmat[0][0]);
+ return true;
+}
+
+static bool base_callback(const iTaSC::Timestamp& timestamp, const iTaSC::Frame& current, iTaSC::Frame& next, void *param)
+{
+ IK_Scene* ikscene = (IK_Scene*)param;
+ // compute next armature base pose
+ // algorithm:
+ // ikscene->pchan[0] is the root channel of the tree
+ // if it has a parent, get the pose matrix from it and replace [3] by parent pchan->tail
+ // then multiply by the armature matrix to get ikscene->armature base position
+ bPoseChannel* pchan = ikscene->channels[0].pchan;
+ float rootmat[4][4];
+ if (pchan->parent) {
+ pchan = pchan->parent;
+ float chanmat[4][4];
+ Mat4CpyMat4(chanmat, pchan->pose_mat);
+ VECCOPY(chanmat[3], pchan->pose_tail);
+ // save the base as a frame too so that we can compute deformation
+ // after simulation
+ ikscene->baseFrame.setValue(&chanmat[0][0]);
+ Mat4MulMat4(rootmat, chanmat, ikscene->blArmature->obmat);
+ }
+ else {
+ Mat4CpyMat4(rootmat, ikscene->blArmature->obmat);
+ ikscene->baseFrame = iTaSC::F_identity;
+ }
+ next.setValue(&rootmat[0][0]);
+ // if there is a polar target (only during solving otherwise we don't have end efffector)
+ if (ikscene->polarConstraint && timestamp.update) {
+ // compute additional rotation of base frame so that armature follows the polar target
+ float imat[4][4]; // IK tree base inverse matrix
+ float polemat[4][4]; // polar target in IK tree base frame
+ float goalmat[4][4]; // target in IK tree base frame
+ float mat[4][4]; // temp matrix
+ bKinematicConstraint* poledata = (bKinematicConstraint*)ikscene->polarConstraint->data;
+
+ Mat4Invert(imat, rootmat);
+ // polar constraint imply only one target
+ IK_Target *iktarget = ikscene->targets[0];
+ // root channel from which we take the bone initial orientation
+ IK_Channel &rootchan = ikscene->channels[0];
+
+ // get polar target matrix in world space
+ get_constraint_target_matrix(ikscene->polarConstraint, 1, CONSTRAINT_OBTYPE_OBJECT, ikscene->blArmature, mat, 1.0);
+ // convert to armature space
+ Mat4MulMat4(polemat, mat, imat);
+ // get the target in world space (was computed before as target object are defined before base object)
+ iktarget->target->getPose().getValue(mat[0]);
+ // convert to armature space
+ Mat4MulMat4(goalmat, mat, imat);
+ // take position of target, polar target, end effector, in armature space
+ KDL::Vector goalpos(goalmat[3]);
+ KDL::Vector polepos(polemat[3]);
+ KDL::Vector endpos = ikscene->armature->getPose(iktarget->ee).p;
+ // get root bone orientation
+ KDL::Frame rootframe;
+ ikscene->armature->getRelativeFrame(rootframe, rootchan.tail);
+ KDL::Vector rootx = rootframe.M.UnitX();
+ KDL::Vector rootz = rootframe.M.UnitZ();
+ // and compute root bone head
+ double q_rest[3], q[3], length;
+ const KDL::Joint* joint;
+ const KDL::Frame* tip;
+ ikscene->armature->getSegment(rootchan.tail, 3, joint, q_rest[0], q[0], tip);
+ length = (joint->getType() == KDL::Joint::TransY) ? q[0] : tip->p(1);
+ KDL::Vector rootpos = rootframe.p - length*rootframe.M.UnitY();
+
+ // compute main directions
+ KDL::Vector dir = KDL::Normalize(endpos - rootpos);
+ KDL::Vector poledir = KDL::Normalize(goalpos-rootpos);
+ // compute up directions
+ KDL::Vector poleup = KDL::Normalize(polepos-rootpos);
+ KDL::Vector up = rootx*KDL::cos(poledata->poleangle) + rootz*KDL::sin(poledata->poleangle);
+ // from which we build rotation matrix
+ KDL::Rotation endrot, polerot;
+ // for the armature, using the root bone orientation
+ KDL::Vector x = KDL::Normalize(dir*up);
+ endrot.UnitX(x);
+ endrot.UnitY(KDL::Normalize(x*dir));
+ endrot.UnitZ(-dir);
+ // for the polar target
+ x = KDL::Normalize(poledir*poleup);
+ polerot.UnitX(x);
+ polerot.UnitY(KDL::Normalize(x*poledir));
+ polerot.UnitZ(-poledir);
+ // the difference between the two is the rotation we want to apply
+ KDL::Rotation result(polerot*endrot.Inverse());
+ // apply on base frame as this is an artificial additional rotation
+ next.M = next.M*result;
+ ikscene->baseFrame.M = ikscene->baseFrame.M*result;
+ }
+ return true;
+}
+
+static bool copypose_callback(const iTaSC::Timestamp& timestamp, iTaSC::ConstraintValues* const _values, unsigned int _nvalues, void* _param)
+{
+ IK_Target* iktarget =(IK_Target*)_param;
+ bKinematicConstraint *condata = (bKinematicConstraint *)iktarget->blenderConstraint->data;
+ iTaSC::ConstraintValues* values = _values;
+ bItasc* ikparam = (bItasc*) iktarget->owner->pose->ikparam;
+
+ // we need default parameters
+ if (!ikparam)
+ ikparam = &DefIKParam;
+
+ if (iktarget->blenderConstraint->flag & CONSTRAINT_OFF) {
+ if (iktarget->controlType & iTaSC::CopyPose::CTL_POSITION) {
+ values->alpha = 0.0;
+ values->action = iTaSC::ACT_ALPHA;
+ values++;
+ }
+ if (iktarget->controlType & iTaSC::CopyPose::CTL_ROTATION) {
+ values->alpha = 0.0;
+ values->action = iTaSC::ACT_ALPHA;
+ values++;
+ }
+ } else {
+ if (iktarget->controlType & iTaSC::CopyPose::CTL_POSITION) {
+ // update error
+ values->alpha = condata->weight;
+ values->action = iTaSC::ACT_ALPHA|iTaSC::ACT_FEEDBACK;
+ values->feedback = (iktarget->simulation) ? ikparam->feedback : ANIM_FEEDBACK;
+ values++;
+ }
+ if (iktarget->controlType & iTaSC::CopyPose::CTL_ROTATION) {
+ // update error
+ values->alpha = condata->orientweight;
+ values->action = iTaSC::ACT_ALPHA|iTaSC::ACT_FEEDBACK;
+ values->feedback = (iktarget->simulation) ? ikparam->feedback : ANIM_FEEDBACK;
+ values++;
+ }
+ }
+ return true;
+}
+
+static void copypose_error(const iTaSC::ConstraintValues* values, unsigned int nvalues, IK_Target* iktarget)
+{
+ iTaSC::ConstraintSingleValue* value;
+ double error;
+ int i;
+
+ if (iktarget->controlType & iTaSC::CopyPose::CTL_POSITION) {
+ // update error
+ for (i=0, error=0.0, value=values->values; i<values->number; ++i, ++value)
+ error += KDL::sqr(value->y - value->yd);
+ iktarget->blenderConstraint->lin_error = (float)KDL::sqrt(error);
+ values++;
+ }
+ if (iktarget->controlType & iTaSC::CopyPose::CTL_ROTATION) {
+ // update error
+ for (i=0, error=0.0, value=values->values; i<values->number; ++i, ++value)
+ error += KDL::sqr(value->y - value->yd);
+ iktarget->blenderConstraint->rot_error = (float)KDL::sqrt(error);
+ values++;
+ }
+}
+
+static bool distance_callback(const iTaSC::Timestamp& timestamp, iTaSC::ConstraintValues* const _values, unsigned int _nvalues, void* _param)
+{
+ IK_Target* iktarget =(IK_Target*)_param;
+ bKinematicConstraint *condata = (bKinematicConstraint *)iktarget->blenderConstraint->data;
+ iTaSC::ConstraintValues* values = _values;
+ bItasc* ikparam = (bItasc*) iktarget->owner->pose->ikparam;
+ // we need default parameters
+ if (!ikparam)
+ ikparam = &DefIKParam;
+
+ // update weight according to mode
+ if (iktarget->blenderConstraint->flag & CONSTRAINT_OFF) {
+ values->alpha = 0.0;
+ } else {
+ switch (condata->mode) {
+ case LIMITDIST_INSIDE:
+ values->alpha = (values->values[0].y > condata->dist) ? condata->weight : 0.0;
+ break;
+ case LIMITDIST_OUTSIDE:
+ values->alpha = (values->values[0].y < condata->dist) ? condata->weight : 0.0;
+ break;
+ default:
+ values->alpha = condata->weight;
+ break;
+ }
+ if (!timestamp.substep) {
+ // only update value on first timestep
+ switch (condata->mode) {
+ case LIMITDIST_INSIDE:
+ values->values[0].yd = condata->dist*0.95;
+ break;
+ case LIMITDIST_OUTSIDE:
+ values->values[0].yd = condata->dist*1.05;
+ break;
+ default:
+ values->values[0].yd = condata->dist;
+ break;
+ }
+ values->values[0].action = iTaSC::ACT_VALUE|iTaSC::ACT_FEEDBACK;
+ values->feedback = (iktarget->simulation) ? ikparam->feedback : ANIM_FEEDBACK;
+ }
+ }
+ values->action |= iTaSC::ACT_ALPHA;
+ return true;
+}
+
+static void distance_error(const iTaSC::ConstraintValues* values, unsigned int _nvalues, IK_Target* iktarget)
+{
+ iktarget->blenderConstraint->lin_error = (float)(values->values[0].y - values->values[0].yd);
+}
+
+static bool joint_callback(const iTaSC::Timestamp& timestamp, iTaSC::ConstraintValues* const _values, unsigned int _nvalues, void* _param)
+{
+ IK_Channel* ikchan = (IK_Channel*)_param;
+ bItasc* ikparam = (bItasc*)ikchan->owner->pose->ikparam;
+ bPoseChannel* chan = ikchan->pchan;
+ int dof;
+
+ // a channel can be splitted into multiple joints, so we get called multiple
+ // times for one channel (this callback is only for 1 joint in the armature)
+ // the IK_JointTarget structure is shared between multiple joint constraint
+ // and the target joint values is computed only once, remember this in jointValid
+ // Don't forget to reset it before each frame
+ if (!ikchan->jointValid) {
+ float rmat[3][3];
+
+ if (chan->rotmode > 0) {
+ /* euler rotations (will cause gimble lock, but this can be alleviated a bit with rotation orders) */
+ EulOToMat3(chan->eul, chan->rotmode, rmat);
+ }
+ else if (chan->rotmode == ROT_MODE_AXISANGLE) {
+ /* axis-angle - stored in quaternion data, but not really that great for 3D-changing orientations */
+ AxisAngleToMat3(&chan->quat[1], chan->quat[0], rmat);
+ }
+ else {
+ /* quats are normalised before use to eliminate scaling issues */
+ NormalQuat(chan->quat);
+ QuatToMat3(chan->quat, rmat);
+ }
+ KDL::Rotation jointRot(
+ rmat[0][0], rmat[1][0], rmat[2][0],
+ rmat[0][1], rmat[1][1], rmat[2][1],
+ rmat[0][2], rmat[1][2], rmat[2][2]);
+ GetJointRotation(jointRot, ikchan->jointType, ikchan->jointValue);
+ ikchan->jointValid = 1;
+ }
+ // determine which part of jointValue is used for this joint
+ // closely related to the way the joints are defined
+ switch (ikchan->jointType & ~IK_TRANSY)
+ {
+ case IK_XDOF:
+ case IK_YDOF:
+ case IK_ZDOF:
+ dof = 0;
+ break;
+ case IK_XDOF|IK_YDOF:
+ // X + Y
+ dof = (_values[0].id == iTaSC::Armature::ID_JOINT_RX) ? 0 : 1;
+ break;
+ case IK_SWING:
+ // XZ
+ dof = 0;
+ break;
+ case IK_YDOF|IK_ZDOF:
+ // Z + Y
+ dof = (_values[0].id == iTaSC::Armature::ID_JOINT_RZ) ? 0 : 1;
+ break;
+ case IK_SWING|IK_YDOF:
+ // XZ + Y
+ dof = (_values[0].id == iTaSC::Armature::ID_JOINT_RY) ? 2 : 0;
+ break;
+ case IK_REVOLUTE:
+ dof = 0;
+ break;
+ default:
+ dof = -1;
+ break;
+ }
+ if (dof >= 0) {
+ for (unsigned int i=0; i<_nvalues; i++, dof++) {
+ _values[i].values[0].yd = ikchan->jointValue[dof];
+ _values[i].alpha = chan->ikrotweight;
+ _values[i].feedback = ikparam->feedback;
+ }
+ }
+ return true;
+}
+
+// build array of joint corresponding to IK chain
+static int convert_channels(IK_Scene *ikscene, PoseTree *tree)
+{
+ IK_Channel *ikchan;
+ bPoseChannel *pchan;
+ Bone *bone;
+ int a, flag, njoint;
+
+ njoint = 0;
+ for(a=0, ikchan = ikscene->channels; a<ikscene->numchan; ++a, ++ikchan) {
+ pchan= tree->pchan[a];
+ bone= pchan->bone;
+ ikchan->pchan = pchan;
+ ikchan->parent = (a>0) ? tree->parent[a] : -1;
+ ikchan->owner = ikscene->blArmature;
+
+ /* set DoF flag */
+ flag = 0;
+ if(!(pchan->ikflag & BONE_IK_NO_XDOF) && !(pchan->ikflag & BONE_IK_NO_XDOF_TEMP) &&
+ (!(pchan->ikflag & BONE_IK_XLIMIT) || pchan->limitmin[0]<0.f || pchan->limitmax[0]>0.f))
+ flag |= IK_XDOF;
+ if(!(pchan->ikflag & BONE_IK_NO_YDOF) && !(pchan->ikflag & BONE_IK_NO_YDOF_TEMP) &&
+ (!(pchan->ikflag & BONE_IK_YLIMIT) || pchan->limitmin[1]<0.f || pchan->limitmax[1]>0.f))
+ flag |= IK_YDOF;
+ if(!(pchan->ikflag & BONE_IK_NO_ZDOF) && !(pchan->ikflag & BONE_IK_NO_ZDOF_TEMP) &&
+ (!(pchan->ikflag & BONE_IK_ZLIMIT) || pchan->limitmin[2]<0.f || pchan->limitmax[2]>0.f))
+ flag |= IK_ZDOF;
+
+ if(tree->stretch && (pchan->ikstretch > 0.0)) {
+ flag |= IK_TRANSY;
+ }
+ /*
+ Logic to create the segments:
+ RX,RY,RZ = rotational joints with no length
+ RY(tip) = rotational joints with a fixed length arm = (0,length,0)
+ TY = translational joint on Y axis
+ F(pos) = fixed joint with an arm at position pos
+ Conversion rule of the above flags:
+ - ==> F(tip)
+ X ==> RX(tip)
+ Y ==> RY(tip)
+ Z ==> RZ(tip)
+ XY ==> RX+RY(tip)
+ XZ ==> RX+RZ(tip)
+ YZ ==> RZ+RY(tip)
+ XYZ ==> full spherical unless there are limits, in which case RX+RZ+RY(tip)
+ In case of stretch, tip=(0,0,0) and there is an additional TY joint
+ The frame at last of these joints represents the tail of the bone.
+ The head is computed by a reverse translation on Y axis of the bone length
+ or in case of TY joint, by the frame at previous joint.
+ In case of separation of bones, there is an additional F(head) joint
+
+ Computing rest pose and length is complicated: the solver works in world space
+ Here is the logic:
+ rest position is computed only from bone->bone_mat.
+ bone length is computed from bone->length multiplied by the scaling factor of
+ the armature. Non-uniform scaling will give bad result!
+
+ */
+ switch (flag & (IK_XDOF|IK_YDOF|IK_ZDOF))
+ {
+ default:
+ ikchan->jointType = 0;
+ ikchan->ndof = 0;
+ break;
+ case IK_XDOF:
+ // RX only, get the X rotation
+ ikchan->jointType = IK_XDOF;
+ ikchan->ndof = 1;
+ break;
+ case IK_YDOF:
+ // RY only, get the Y rotation
+ ikchan->jointType = IK_YDOF;
+ ikchan->ndof = 1;
+ break;
+ case IK_ZDOF:
+ // RZ only, get the Zz rotation
+ ikchan->jointType = IK_ZDOF;
+ ikchan->ndof = 1;
+ break;
+ case IK_XDOF|IK_YDOF:
+ ikchan->jointType = IK_XDOF|IK_YDOF;
+ ikchan->ndof = 2;
+ break;
+ case IK_XDOF|IK_ZDOF:
+ // RX+RZ
+ ikchan->jointType = IK_SWING;
+ ikchan->ndof = 2;
+ break;
+ case IK_YDOF|IK_ZDOF:
+ // RZ+RY
+ ikchan->jointType = IK_ZDOF|IK_YDOF;
+ ikchan->ndof = 2;
+ break;
+ case IK_XDOF|IK_YDOF|IK_ZDOF:
+ // spherical joint
+ if (pchan->ikflag & (BONE_IK_XLIMIT|BONE_IK_YLIMIT|BONE_IK_ZLIMIT))
+ // decompose in a Swing+RotY joint
+ ikchan->jointType = IK_SWING|IK_YDOF;
+ else
+ ikchan->jointType = IK_REVOLUTE;
+ ikchan->ndof = 3;
+ break;
+ }
+ if (flag & IK_TRANSY) {
+ ikchan->jointType |= IK_TRANSY;
+ ikchan->ndof++;
+ }
+ njoint += ikchan->ndof;
+ }
+ // njoint is the joint coordinate, create the Joint Array
+ ikscene->jointArray.resize(njoint);
+ ikscene->numjoint = njoint;
+ return njoint;
+}
+
+// compute array of joint value corresponding to current pose
+static void convert_pose(IK_Scene *ikscene)
+{
+ KDL::Rotation boneRot;
+ bPoseChannel *pchan;
+ IK_Channel *ikchan;
+ Bone *bone;
+ float rmat[4][4]; // rest pose of bone with parent taken into account
+ float bmat[4][4]; // difference
+ float scale;
+ double *rot;
+ int a, joint;
+
+ // assume uniform scaling and take Y scale as general scale for the armature
+ scale = VecLength(ikscene->blArmature->obmat[1]);
+ rot = &ikscene->jointArray(0);
+ for(joint=a=0, ikchan = ikscene->channels; a<ikscene->numchan && joint<ikscene->numjoint; ++a, ++ikchan) {
+ pchan= ikchan->pchan;
+ bone= pchan->bone;
+
+ if (pchan->parent) {
+ Mat4One(bmat);
+ Mat4MulMat43(bmat, pchan->parent->pose_mat, bone->bone_mat);
+ } else {
+ Mat4CpyMat4(bmat, bone->arm_mat);
+ }
+ Mat4Invert(rmat, bmat);
+ Mat4MulMat4(bmat, pchan->pose_mat, rmat);
+ Mat4Ortho(bmat);
+ boneRot.setValue(bmat[0]);
+ GetJointRotation(boneRot, ikchan->jointType, rot);
+ if (ikchan->jointType & IK_TRANSY) {
+ // compute actual length
+ rot[ikchan->ndof-1] = VecLenf(pchan->pose_tail, pchan->pose_head) * scale;
+ }
+ rot += ikchan->ndof;
+ joint += ikchan->ndof;
+ }
+}
+
+// compute array of joint value corresponding to current pose
+static void rest_pose(IK_Scene *ikscene)
+{
+ bPoseChannel *pchan;
+ IK_Channel *ikchan;
+ Bone *bone;
+ float scale;
+ double *rot;
+ int a, joint;
+
+ // assume uniform scaling and take Y scale as general scale for the armature
+ scale = VecLength(ikscene->blArmature->obmat[1]);
+ // rest pose is 0
+ KDL::SetToZero(ikscene->jointArray);
+ // except for transY joints
+ rot = &ikscene->jointArray(0);
+ for(joint=a=0, ikchan = ikscene->channels; a<ikscene->numchan && joint<ikscene->numjoint; ++a, ++ikchan) {
+ pchan= ikchan->pchan;
+ bone= pchan->bone;
+
+ if (ikchan->jointType & IK_TRANSY)
+ rot[ikchan->ndof-1] = bone->length*scale;
+ rot += ikchan->ndof;
+ joint += ikchan->ndof;
+ }
+}
+
+static IK_Scene* convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan)
+{
+ PoseTree *tree = (PoseTree*)pchan->iktree.first;
+ PoseTarget *target;
+ bKinematicConstraint *condata;
+ bConstraint *polarcon;
+ bItasc *ikparam;
+ iTaSC::Armature* arm;
+ iTaSC::Scene* scene;
+ IK_Scene* ikscene;
+ IK_Channel* ikchan;
+ KDL::Frame initPose;
+ KDL::Rotation boneRot;
+ Bone *bone;
+ int a, numtarget;
+ unsigned int t;
+ float length;
+ bool ret = true, ingame;
+ double *rot;
+
+ if (tree->totchannel == 0)
+ return NULL;
+
+ ikscene = new IK_Scene;
+ arm = new iTaSC::Armature();
+ scene = new iTaSC::Scene();
+ ikscene->channels = new IK_Channel[tree->totchannel];
+ ikscene->numchan = tree->totchannel;
+ ikscene->armature = arm;
+ ikscene->scene = scene;
+ ikparam = (bItasc*)ob->pose->ikparam;
+ ingame = (ob->pose->flag & POSE_GAME_ENGINE);
+ if (!ikparam) {
+ // you must have our own copy
+ ikparam = &DefIKParam;
+ } else if (ingame) {
+ // tweak the param when in game to have efficient stepping
+ // using fixed substep is not effecient since frames in the GE are often
+ // shorter than in animation => move to auto step automatically and set
+ // the target substep duration via min/max
+ if (!(ikparam->flag & ITASC_AUTO_STEP)) {
+ float timestep = blscene->r.frs_sec_base/blscene->r.frs_sec;
+ if (ikparam->numstep > 0)
+ timestep /= ikparam->numstep;
+ // with equal min and max, the algorythm will take this step and the indicative substep most of the time
+ ikparam->minstep = ikparam->maxstep = timestep;
+ ikparam->flag |= ITASC_AUTO_STEP;
+ }
+ }
+ if ((ikparam->flag & ITASC_SIMULATION) && !ingame)
+ // no cache in animation mode
+ ikscene->cache = new iTaSC::Cache();
+
+ switch (ikparam->solver) {
+ case ITASC_SOLVER_SDLS:
+ ikscene->solver = new iTaSC::WSDLSSolver();
+ break;
+ case ITASC_SOLVER_DLS:
+ ikscene->solver = new iTaSC::WDLSSolver();
+ break;
+ default:
+ delete ikscene;
+ return NULL;
+ }
+ ikscene->blArmature = ob;
+
+ std::string joint;
+ std::string root("root");
+ std::string parent;
+ std::vector<double> weights;
+ double weight[3];
+ // assume uniform scaling and take Y scale as general scale for the armature
+ float scale = VecLength(ob->obmat[1]);
+ // build the array of joints corresponding to the IK chain
+ convert_channels(ikscene, tree);
+ if (ingame) {
+ // in the GE, set the initial joint angle to match the current pose
+ // this will update the jointArray in ikscene
+ convert_pose(ikscene);
+ } else {
+ // in Blender, the rest pose is always 0 for joints
+ rest_pose(ikscene);
+ }
+ rot = &ikscene->jointArray(0);
+ for(a=0, ikchan = ikscene->channels; a<tree->totchannel; ++a, ++ikchan) {
+ pchan= ikchan->pchan;
+ bone= pchan->bone;
+
+ KDL::Frame tip(iTaSC::F_identity);
+ Vector3 *fl = bone->bone_mat;
+ KDL::Frame head(KDL::Rotation(
+ fl[0][0], fl[1][0], fl[2][0],
+ fl[0][1], fl[1][1], fl[2][1],
+ fl[0][2], fl[1][2], fl[2][2]),
+ KDL::Vector(bone->head[0], bone->head[1], bone->head[2])*scale);
+
+ // rest pose length of the bone taking scaling into account
+ length= bone->length*scale;
+ parent = (a > 0) ? ikscene->channels[tree->parent[a]].tail : root;
+ // first the fixed segment to the bone head
+ if (head.p.Norm() > KDL::epsilon || head.M.GetRot().Norm() > KDL::epsilon) {
+ joint = bone->name;
+ joint += ":H";
+ ret = arm->addSegment(joint, parent, KDL::Joint::None, 0.0, head);
+ parent = joint;
+ }
+ if (!(ikchan->jointType & IK_TRANSY)) {
+ // fixed length, put it in tip
+ tip.p[1] = length;
+ }
+ joint = bone->name;
+ weight[0] = (1.0-pchan->stiffness[0]);
+ weight[1] = (1.0-pchan->stiffness[1]);
+ weight[2] = (1.0-pchan->stiffness[2]);
+ switch (ikchan->jointType & ~IK_TRANSY)
+ {
+ case 0:
+ // fixed bone
+ if (!(ikchan->jointType & IK_TRANSY)) {
+ joint += ":F";
+ ret = arm->addSegment(joint, parent, KDL::Joint::None, 0.0, tip);
+ }
+ break;
+ case IK_XDOF:
+ // RX only, get the X rotation
+ joint += ":RX";
+ ret = arm->addSegment(joint, parent, KDL::Joint::RotX, rot[0], tip);
+ weights.push_back(weight[0]);
+ break;
+ case IK_YDOF:
+ // RY only, get the Y rotation
+ joint += ":RY";
+ ret = arm->addSegment(joint, parent, KDL::Joint::RotY, rot[0], tip);
+ weights.push_back(weight[1]);
+ break;
+ case IK_ZDOF:
+ // RZ only, get the Zz rotation
+ joint += ":RZ";
+ ret = arm->addSegment(joint, parent, KDL::Joint::RotZ, rot[0], tip);
+ weights.push_back(weight[2]);
+ break;
+ case IK_XDOF|IK_YDOF:
+ joint += ":RX";
+ ret = arm->addSegment(joint, parent, KDL::Joint::RotX, rot[0]);
+ weights.push_back(weight[0]);
+ if (ret) {
+ parent = joint;
+ joint = bone->name;
+ joint += ":RY";
+ ret = arm->addSegment(joint, parent, KDL::Joint::RotY, rot[1], tip);
+ weights.push_back(weight[1]);
+ }
+ break;
+ case IK_SWING:
+ joint += ":SW";
+ ret = arm->addSegment(joint, parent, KDL::Joint::Swing, rot[0], tip);
+ weights.push_back(weight[0]);
+ weights.push_back(weight[2]);
+ break;
+ case IK_YDOF|IK_ZDOF:
+ // RZ+RY
+ joint += ":RZ";
+ ret = arm->addSegment(joint, parent, KDL::Joint::RotZ, rot[0]);
+ weights.push_back(weight[2]);
+ if (ret) {
+ parent = joint;
+ joint = bone->name;
+ joint += ":RY";
+ ret = arm->addSegment(joint, parent, KDL::Joint::RotY, rot[1], tip);
+ weights.push_back(weight[1]);
+ }
+ break;
+ case IK_SWING|IK_YDOF:
+ // decompose in a Swing+RotY joint
+ joint += ":SW";
+ ret = arm->addSegment(joint, parent, KDL::Joint::Swing, rot[0]);
+ weights.push_back(weight[0]);
+ weights.push_back(weight[2]);
+ if (ret) {
+ parent = joint;
+ joint = bone->name;
+ joint += ":RY";
+ ret = arm->addSegment(joint, parent, KDL::Joint::RotY, rot[2], tip);
+ weights.push_back(weight[1]);
+ }
+ break;
+ case IK_REVOLUTE:
+ joint += ":SJ";
+ ret = arm->addSegment(joint, parent, KDL::Joint::Sphere, rot[0], tip);
+ weights.push_back(weight[0]);
+ weights.push_back(weight[1]);
+ weights.push_back(weight[2]);
+ break;
+ }
+ if (ret && (ikchan->jointType & IK_TRANSY)) {
+ parent = joint;
+ joint = bone->name;
+ joint += ":TY";
+ ret = arm->addSegment(joint, parent, KDL::Joint::TransY, rot[ikchan->ndof-1]);
+ float ikstretch = pchan->ikstretch*pchan->ikstretch;
+ weight[1] = (1.0-MIN2(1.0-ikstretch, 0.99));
+ weights.push_back(weight[1]);
+ }
+ if (!ret)
+ // error making the armature??
+ break;
+ // joint points to the segment that correspond to the bone per say
+ ikchan->tail = joint;
+ ikchan->head = parent;
+ // in case of error
+ ret = false;
+ if ((ikchan->jointType & IK_XDOF) && (pchan->ikflag & (BONE_IK_XLIMIT|BONE_IK_ROTCTL))) {
+ joint = bone->name;
+ joint += ":RX";
+ if (pchan->ikflag & BONE_IK_XLIMIT) {
+ if (arm->addLimitConstraint(joint, 0, pchan->limitmin[0], pchan->limitmax[0]) < 0)
+ break;
+ }
+ if (pchan->ikflag & BONE_IK_ROTCTL) {
+ if (arm->addConstraint(joint, joint_callback, ikchan, false, false) < 0)
+ break;
+ }
+ }
+ if ((ikchan->jointType & IK_YDOF) && (pchan->ikflag & (BONE_IK_YLIMIT|BONE_IK_ROTCTL))) {
+ joint = bone->name;
+ joint += ":RY";
+ if (pchan->ikflag & BONE_IK_YLIMIT) {
+ if (arm->addLimitConstraint(joint, 0, pchan->limitmin[1], pchan->limitmax[1]) < 0)
+ break;
+ }
+ if (pchan->ikflag & BONE_IK_ROTCTL) {
+ if (arm->addConstraint(joint, joint_callback, ikchan, false, false) < 0)
+ break;
+ }
+ }
+ if ((ikchan->jointType & IK_ZDOF) && (pchan->ikflag & (BONE_IK_ZLIMIT|BONE_IK_ROTCTL))) {
+ joint = bone->name;
+ joint += ":RZ";
+ if (pchan->ikflag & BONE_IK_ZLIMIT) {
+ if (arm->addLimitConstraint(joint, 0, pchan->limitmin[2], pchan->limitmax[2]) < 0)
+ break;
+ }
+ if (pchan->ikflag & BONE_IK_ROTCTL) {
+ if (arm->addConstraint(joint, joint_callback, ikchan, false, false) < 0)
+ break;
+ }
+ }
+ if ((ikchan->jointType & IK_SWING) && (pchan->ikflag & (BONE_IK_XLIMIT|BONE_IK_ZLIMIT|BONE_IK_ROTCTL))) {
+ joint = bone->name;
+ joint += ":SW";
+ if (pchan->ikflag & BONE_IK_XLIMIT) {
+ if (arm->addLimitConstraint(joint, 0, pchan->limitmin[0], pchan->limitmax[0]) < 0)
+ break;
+ }
+ if (pchan->ikflag & BONE_IK_ZLIMIT) {
+ if (arm->addLimitConstraint(joint, 1, pchan->limitmin[2], pchan->limitmax[2]) < 0)
+ break;
+ }
+ if (pchan->ikflag & BONE_IK_ROTCTL) {
+ if (arm->addConstraint(joint, joint_callback, ikchan, false, false) < 0)
+ break;
+ }
+ }
+ if ((ikchan->jointType & IK_REVOLUTE) && (pchan->ikflag & BONE_IK_ROTCTL)) {
+ joint = bone->name;
+ joint += ":SJ";
+ if (arm->addConstraint(joint, joint_callback, ikchan, false, false) < 0)
+ break;
+ }
+ // no error, so restore
+ ret = true;
+ rot += ikchan->ndof;
+ }
+ if (!ret) {
+ delete ikscene;
+ return NULL;
+ }
+ // for each target, we need to add an end effector in the armature
+ for (numtarget=0, polarcon=NULL, ret = true, target=(PoseTarget*)tree->targets.first; target; target=(PoseTarget*)target->next) {
+ condata= (bKinematicConstraint*)target->con->data;
+ pchan = tree->pchan[target->tip];
+
+ if (is_cartesian_constraint(target->con)) {
+ // add the end effector
+ IK_Target* iktarget = new IK_Target();
+ ikscene->targets.push_back(iktarget);
+ iktarget->ee = arm->addEndEffector(ikscene->channels[target->tip].tail);
+ if (iktarget->ee == -1) {
+ ret = false;
+ break;
+ }
+ // initialize all the fields that we can set at this time
+ iktarget->blenderConstraint = target->con;
+ iktarget->channel = target->tip;
+ iktarget->simulation = (ikparam->flag & ITASC_SIMULATION);
+ iktarget->rootChannel = ikscene->channels[0].pchan;
+ iktarget->owner = ob;
+ iktarget->targetName = pchan->bone->name;
+ iktarget->targetName += ":T:";
+ iktarget->targetName += target->con->name;
+ iktarget->constraintName = pchan->bone->name;
+ iktarget->constraintName += ":C:";
+ iktarget->constraintName += target->con->name;
+ numtarget++;
+ if (condata->poletar)
+ // this constraint has a polar target
+ polarcon = target->con;
+ }
+ }
+ // deal with polar target if any
+ if (numtarget == 1 && polarcon) {
+ ikscene->polarConstraint = polarcon;
+ }
+ // we can now add the armature
+ // the armature is based on a moving frame.
+ // initialize with the correct position in case there is no cache
+ base_callback(iTaSC::Timestamp(), iTaSC::F_identity, initPose, ikscene);
+ ikscene->base = new iTaSC::MovingFrame(initPose);
+ ikscene->base->setCallback(base_callback, ikscene);
+ std::string armname;
+ armname = ob->id.name;
+ armname += ":B";
+ ret = scene->addObject(armname, ikscene->base);
+ armname = ob->id.name;
+ armname += ":AR";
+ if (ret)
+ ret = scene->addObject(armname, ikscene->armature, ikscene->base);
+ if (!ret) {
+ delete ikscene;
+ return NULL;
+ }
+ // set the weight
+ e_matrix& Wq = arm->getWq();
+ assert(Wq.cols() == (int)weights.size());
+ for (int q=0; q<Wq.cols(); q++)
+ Wq(q,q)=weights[q];
+ // get the inverse rest pose frame of the base to compute relative rest pose of end effectors
+ // this is needed to handle the enforce parameter
+ // ikscene->pchan[0] is the root channel of the tree
+ // if it has no parent, then it's just the identify Frame
+ float invBaseFrame[4][4];
+ pchan = ikscene->channels[0].pchan;
+ if (pchan->parent) {
+ // it has a parent, get the pose matrix from it
+ float baseFrame[4][4];
+ pchan = pchan->parent;
+ Mat4CpyMat4(baseFrame, pchan->bone->arm_mat);
+ // move to the tail and scale to get rest pose of armature base
+ VecCopyf(baseFrame[3], pchan->bone->arm_tail);
+ Mat4Invert(invBaseFrame, baseFrame);
+ } else {
+ Mat4One(invBaseFrame);
+ }
+ // finally add the constraint
+ for (t=0; t<ikscene->targets.size(); t++) {
+ IK_Target* iktarget = ikscene->targets[t];
+ condata= (bKinematicConstraint*)iktarget->blenderConstraint->data;
+ pchan = tree->pchan[iktarget->channel];
+ unsigned int controltype, bonecnt;
+ double bonelen;
+ float mat[4][4];
+
+ // add the end effector
+ // estimate the average bone length, used to clamp feedback error
+ for (bonecnt=0, bonelen=0.f, a=iktarget->channel; a>=0; a=tree->parent[a], bonecnt++)
+ bonelen += scale*tree->pchan[a]->bone->length;
+ bonelen /= bonecnt;
+
+ // store the rest pose of the end effector to compute enforce target
+ Mat4CpyMat4(mat, pchan->bone->arm_mat);
+ VecCopyf(mat[3], pchan->bone->arm_tail);
+ // get the rest pose relative to the armature base
+ Mat4MulMat4(iktarget->eeRest, mat, invBaseFrame);
+ iktarget->eeBlend = (!ikscene->polarConstraint && condata->type==CONSTRAINT_IK_COPYPOSE) ? true : false;
+ // use target_callback to make sure the initPose includes enforce coefficient
+ target_callback(iTaSC::Timestamp(), iTaSC::F_identity, initPose, iktarget);
+ iktarget->target = new iTaSC::MovingFrame(initPose);
+ iktarget->target->setCallback(target_callback, iktarget);
+ ret = scene->addObject(iktarget->targetName, iktarget->target);
+ if (!ret)
+ break;
+
+ switch (condata->type) {
+ case CONSTRAINT_IK_COPYPOSE:
+ controltype = 0;
+ if ((condata->flag & CONSTRAINT_IK_ROT) && (condata->orientweight != 0.0))
+ controltype |= iTaSC::CopyPose::CTL_ROTATION;
+ if ((condata->weight != 0.0))
+ controltype |= iTaSC::CopyPose::CTL_POSITION;
+ if (controltype) {
+ iktarget->constraint = new iTaSC::CopyPose(controltype, controltype, bonelen);
+ // set the gain
+ if (controltype & iTaSC::CopyPose::CTL_POSITION)
+ iktarget->constraint->setControlParameter(iTaSC::CopyPose::ID_POSITION, iTaSC::ACT_ALPHA, condata->weight);
+ if (controltype & iTaSC::CopyPose::CTL_ROTATION)
+ iktarget->constraint->setControlParameter(iTaSC::CopyPose::ID_ROTATION, iTaSC::ACT_ALPHA, condata->orientweight);
+ iktarget->constraint->registerCallback(copypose_callback, iktarget);
+ iktarget->errorCallback = copypose_error;
+ iktarget->controlType = controltype;
+ // add the constraint
+ ret = scene->addConstraintSet(iktarget->constraintName, iktarget->constraint, armname, iktarget->targetName, ikscene->channels[iktarget->channel].tail);
+ }
+ break;
+ case CONSTRAINT_IK_DISTANCE:
+ iktarget->constraint = new iTaSC::Distance(bonelen);
+ iktarget->constraint->setControlParameter(iTaSC::Distance::ID_DISTANCE, iTaSC::ACT_VALUE, condata->dist);
+ iktarget->constraint->registerCallback(distance_callback, iktarget);
+ iktarget->errorCallback = distance_error;
+ // we can update the weight on each substep
+ iktarget->constraint->substep(true);
+ // add the constraint
+ ret = scene->addConstraintSet(iktarget->constraintName, iktarget->constraint, armname, iktarget->targetName, ikscene->channels[iktarget->channel].tail);
+ break;
+ }
+ if (!ret)
+ break;
+ }
+ if (!ret ||
+ !scene->addCache(ikscene->cache) ||
+ !scene->addSolver(ikscene->solver) ||
+ !scene->initialize()) {
+ delete ikscene;
+ ikscene = NULL;
+ }
+ return ikscene;
+}
+
+static void create_scene(Scene *scene, Object *ob)
+{
+ bPoseChannel *pchan;
+
+ // create the IK scene
+ for(pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= (bPoseChannel *)pchan->next) {
+ // by construction there is only one tree
+ PoseTree *tree = (PoseTree*)pchan->iktree.first;
+ if (tree) {
+ IK_Data* ikdata = get_ikdata(ob->pose);
+ // convert tree in iTaSC::Scene
+ IK_Scene* ikscene = convert_tree(scene, ob, pchan);
+ if (ikscene) {
+ ikscene->next = ikdata->first;
+ ikdata->first = ikscene;
+ }
+ // delete the trees once we are done
+ while(tree) {
+ BLI_remlink(&pchan->iktree, tree);
+ BLI_freelistN(&tree->targets);
+ if(tree->pchan) MEM_freeN(tree->pchan);
+ if(tree->parent) MEM_freeN(tree->parent);
+ if(tree->basis_change) MEM_freeN(tree->basis_change);
+ MEM_freeN(tree);
+ tree = (PoseTree*)pchan->iktree.first;
+ }
+ }
+ }
+}
+
+static void init_scene(Object *ob)
+{
+ if (ob->pose->ikdata) {
+ for(IK_Scene* scene = ((IK_Data*)ob->pose->ikdata)->first;
+ scene != NULL;
+ scene = scene->next) {
+ scene->channels[0].pchan->flag |= POSE_IKTREE;
+ }
+ }
+}
+
+static void execute_scene(Scene* blscene, IK_Scene* ikscene, bItasc* ikparam, float ctime, float frtime)
+{
+ int i;
+ IK_Channel* ikchan;
+ if (ikparam->flag & ITASC_SIMULATION) {
+ for (i=0, ikchan=ikscene->channels; i<ikscene->numchan; i++, ++ikchan) {
+ // In simulation mode we don't allow external contraint to change our bones, mark the channel done
+ // also tell Blender that this channel is part of IK tree (cleared on each where_is_pose()
+ ikchan->pchan->flag |= (POSE_DONE|POSE_CHAIN);
+ ikchan->jointValid = 0;
+ }
+ } else {
+ // in animation mode, we must get the bone position from action and constraints
+ for(i=0, ikchan=ikscene->channels; i<ikscene->numchan; i++, ++ikchan) {
+ if (!(ikchan->pchan->flag & POSE_DONE))
+ where_is_pose_bone(blscene, ikscene->blArmature, ikchan->pchan, ctime);
+ // tell blender that this channel was controlled by IK, it's cleared on each where_is_pose()
+ ikchan->pchan->flag |= (POSE_DONE|POSE_CHAIN);
+ ikchan->jointValid = 0;
+ }
+ }
+ // only run execute the scene if at least one of our target is enabled
+ for (i=ikscene->targets.size(); i > 0; --i) {
+ IK_Target* iktarget = ikscene->targets[i-1];
+ if (!(iktarget->blenderConstraint->flag & CONSTRAINT_OFF))
+ break;
+ }
+ if (i == 0 && ikscene->armature->getNrOfConstraints() == 0)
+ // all constraint disabled
+ return;
+
+ // compute timestep
+ double timestamp = ctime * frtime + 2147483.648;
+ double timestep = frtime;
+ bool reiterate = (ikparam->flag & ITASC_REITERATION) ? true : false;
+ int numstep = (ikparam->flag & ITASC_AUTO_STEP) ? 0 : ikparam->numstep;
+ bool simulation = true;
+
+ if (ikparam->flag & ITASC_SIMULATION) {
+ ikscene->solver->setParam(iTaSC::Solver::DLS_QMAX, ikparam->maxvel);
+ }
+ else {
+ // in animation mode we start from the pose after action and constraint
+ convert_pose(ikscene);
+ ikscene->armature->setJointArray(ikscene->jointArray);
+ // and we don't handle velocity
+ reiterate = true;
+ simulation = false;
+ // time is virtual, so take fixed value for velocity parameters (see itasc_update_param)
+ // and choose 1s timestep to allow having velocity parameters in radiant
+ timestep = 1.0;
+ // use auto setup to let the solver test the variation of the joints
+ numstep = 0;
+ }
+
+ if (ikscene->cache && !reiterate && simulation) {
+ iTaSC::CacheTS sts, cts;
+ sts = cts = (iTaSC::CacheTS)(timestamp*1000.0+0.5);
+ if (ikscene->cache->getPreviousCacheItem(ikscene->armature, 0, &cts) == NULL || cts == 0) {
+ // the cache is empty before this time, reiterate
+ if (ikparam->flag & ITASC_INITIAL_REITERATION)
+ reiterate = true;
+ } else {
+ // can take the cache as a start point.
+ sts -= cts;
+ timestep = sts/1000.0;
+ }
+ }
+ // don't cache if we are reiterating because we don't want to distroy the cache unnecessarily
+ ikscene->scene->update(timestamp, timestep, numstep, false, !reiterate, simulation);
+ if (reiterate) {
+ // how many times do we reiterate?
+ for (i=0; i<ikparam->numiter; i++) {
+ if (ikscene->armature->getMaxJointChange() < ikparam->precision ||
+ ikscene->armature->getMaxEndEffectorChange() < ikparam->precision)
+ break;
+ ikscene->scene->update(timestamp, timestep, numstep, true, false, simulation);
+ }
+ if (simulation) {
+ // one more fake iteration to cache
+ ikscene->scene->update(timestamp, 0.0, 1, true, true, true);
+ }
+ }
+ // compute constraint error
+ for (i=ikscene->targets.size(); i > 0; --i) {
+ IK_Target* iktarget = ikscene->targets[i-1];
+ if (!(iktarget->blenderConstraint->flag & CONSTRAINT_OFF)) {
+ unsigned int nvalues;
+ const iTaSC::ConstraintValues* values;
+ values = iktarget->constraint->getControlParameters(&nvalues);
+ iktarget->errorCallback(values, nvalues, iktarget);
+ }
+ }
+ // Apply result to bone:
+ // walk the ikscene->channels
+ // for each, get the Frame of the joint corresponding to the bone relative to its parent
+ // combine the parent and the joint frame to get the frame relative to armature
+ // a backward translation of the bone length gives the head
+ // if TY, compute the scale as the ratio of the joint length with rest pose length
+ iTaSC::Armature* arm = ikscene->armature;
+ KDL::Frame frame;
+ double q_rest[3], q[3];
+ const KDL::Joint* joint;
+ const KDL::Frame* tip;
+ bPoseChannel* pchan;
+ float scale;
+ float length;
+ float yaxis[3];
+ for (i=0, ikchan=ikscene->channels; i<ikscene->numchan; ++i, ++ikchan) {
+ if (i == 0) {
+ if (!arm->getRelativeFrame(frame, ikchan->tail))
+ break;
+ // this frame is relative to base, make it relative to object
+ ikchan->frame = ikscene->baseFrame * frame;
+ }
+ else {
+ if (!arm->getRelativeFrame(frame, ikchan->tail, ikscene->channels[ikchan->parent].tail))
+ break;
+ // combine with parent frame to get frame relative to object
+ ikchan->frame = ikscene->channels[ikchan->parent].frame * frame;
+ }
+ // ikchan->frame is the tail frame relative to object
+ // get bone length
+ if (!arm->getSegment(ikchan->tail, 3, joint, q_rest[0], q[0], tip))
+ break;
+ if (joint->getType() == KDL::Joint::TransY) {
+ // stretch bones have a TY joint, compute the scale
+ scale = (float)(q[0]/q_rest[0]);
+ // the length is the joint itself
+ length = (float)q[0];
+ }
+ else {
+ scale = 1.0f;
+ // for fixed bone, the length is in the tip (always along Y axis)
+ length = tip->p(1);
+ }
+ // ready to compute the pose mat
+ pchan = ikchan->pchan;
+ // tail mat
+ ikchan->frame.getValue(&pchan->pose_mat[0][0]);
+ VECCOPY(pchan->pose_tail, pchan->pose_mat[3]);
+ // shift to head
+ VECCOPY(yaxis, pchan->pose_mat[1]);
+ VecMulf(yaxis, length);
+ VecSubf(pchan->pose_mat[3], pchan->pose_mat[3], yaxis);
+ VECCOPY(pchan->pose_head, pchan->pose_mat[3]);
+ // add scale
+ VecMulf(pchan->pose_mat[0], scale);
+ VecMulf(pchan->pose_mat[1], scale);
+ VecMulf(pchan->pose_mat[2], scale);
+ }
+ if (i<ikscene->numchan) {
+ // big problem
+ ;
+ }
+}
+
+//---------------------------------------------------
+// plugin interface
+//
+void itasc_initialize_tree(struct Scene *scene, Object *ob, float ctime)
+{
+ bPoseChannel *pchan;
+ int count = 0;
+
+ if (ob->pose->ikdata != NULL && !(ob->pose->flag & POSE_WAS_REBUILT)) {
+ init_scene(ob);
+ return;
+ }
+ // first remove old scene
+ itasc_clear_data(ob->pose);
+ // we should handle all the constraint and mark them all disabled
+ // for blender but we'll start with the IK constraint alone
+ for(pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= (bPoseChannel *)pchan->next) {
+ if(pchan->constflag & PCHAN_HAS_IK)
+ count += initialize_scene(ob, pchan);
+ }
+ // if at least one tree, create the scenes from the PoseTree stored in the channels
+ if (count)
+ create_scene(scene, ob);
+ itasc_update_param(ob->pose);
+ // make sure we don't rebuilt until the user changes something important
+ ob->pose->flag &= ~POSE_WAS_REBUILT;
+}
+
+void itasc_execute_tree(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime)
+{
+ if (ob->pose->ikdata) {
+ IK_Data* ikdata = (IK_Data*)ob->pose->ikdata;
+ bItasc* ikparam = (bItasc*) ob->pose->ikparam;
+ // we need default parameters
+ if (!ikparam) ikparam = &DefIKParam;
+
+ for (IK_Scene* ikscene = ikdata->first; ikscene; ikscene = ikscene->next) {
+ if (ikscene->channels[0].pchan == pchan) {
+ float timestep = scene->r.frs_sec_base/scene->r.frs_sec;
+ if (ob->pose->flag & POSE_GAME_ENGINE) {
+ timestep = ob->pose->ctime;
+ // limit the timestep to avoid excessive number of iteration
+ if (timestep > 0.2f)
+ timestep = 0.2f;
+ }
+ execute_scene(scene, ikscene, ikparam, ctime, timestep);
+ break;
+ }
+ }
+ }
+}
+
+void itasc_release_tree(struct Scene *scene, struct Object *ob, float ctime)
+{
+ // not used for iTaSC
+}
+
+void itasc_clear_data(struct bPose *pose)
+{
+ if (pose->ikdata) {
+ IK_Data* ikdata = (IK_Data*)pose->ikdata;
+ for (IK_Scene* scene = ikdata->first; scene; scene = ikdata->first) {
+ ikdata->first = scene->next;
+ delete scene;
+ }
+ MEM_freeN(ikdata);
+ pose->ikdata = NULL;
+ }
+}
+
+void itasc_clear_cache(struct bPose *pose)
+{
+ if (pose->ikdata) {
+ IK_Data* ikdata = (IK_Data*)pose->ikdata;
+ for (IK_Scene* scene = ikdata->first; scene; scene = scene->next) {
+ if (scene->cache)
+ // clear all cache but leaving the timestamp 0 (=rest pose)
+ scene->cache->clearCacheFrom(NULL, 1);
+ }
+ }
+}
+
+void itasc_update_param(struct bPose *pose)
+{
+ if (pose->ikdata && pose->ikparam) {
+ IK_Data* ikdata = (IK_Data*)pose->ikdata;
+ bItasc* ikparam = (bItasc*)pose->ikparam;
+ for (IK_Scene* ikscene = ikdata->first; ikscene; ikscene = ikscene->next) {
+ double armlength = ikscene->armature->getArmLength();
+ ikscene->solver->setParam(iTaSC::Solver::DLS_LAMBDA_MAX, ikparam->dampmax*armlength);
+ ikscene->solver->setParam(iTaSC::Solver::DLS_EPSILON, ikparam->dampeps*armlength);
+ if (ikparam->flag & ITASC_SIMULATION) {
+ ikscene->scene->setParam(iTaSC::Scene::MIN_TIMESTEP, ikparam->minstep);
+ ikscene->scene->setParam(iTaSC::Scene::MAX_TIMESTEP, ikparam->maxstep);
+ ikscene->solver->setParam(iTaSC::Solver::DLS_QMAX, ikparam->maxvel);
+ ikscene->armature->setControlParameter(CONSTRAINT_ID_ALL, iTaSC::Armature::ID_JOINT, iTaSC::ACT_FEEDBACK, ikparam->feedback);
+ } else {
+ // in animation mode timestep is 1s by convention =>
+ // qmax becomes radiant and feedback becomes fraction of error gap corrected in one iteration
+ ikscene->scene->setParam(iTaSC::Scene::MIN_TIMESTEP, 1.0);
+ ikscene->scene->setParam(iTaSC::Scene::MAX_TIMESTEP, 1.0);
+ ikscene->solver->setParam(iTaSC::Solver::DLS_QMAX, 0.52);
+ ikscene->armature->setControlParameter(CONSTRAINT_ID_ALL, iTaSC::Armature::ID_JOINT, iTaSC::ACT_FEEDBACK, 0.8);
+ }
+ }
+ }
+}
+
+void itasc_test_constraint(struct Object *ob, struct bConstraint *cons)
+{
+ struct bKinematicConstraint *data = (struct bKinematicConstraint *)cons->data;
+
+ /* only for IK constraint */
+ if (cons->type != CONSTRAINT_TYPE_KINEMATIC || data == NULL)
+ return;
+
+ switch (data->type) {
+ case CONSTRAINT_IK_COPYPOSE:
+ case CONSTRAINT_IK_DISTANCE:
+ /* cartesian space constraint */
+ break;
+ }
+}
+
diff --git a/source/blender/ikplugin/intern/itasc_plugin.h b/source/blender/ikplugin/intern/itasc_plugin.h
new file mode 100644
index 00000000000..25e48965a52
--- /dev/null
+++ b/source/blender/ikplugin/intern/itasc_plugin.h
@@ -0,0 +1,52 @@
+/**
+ * $Id$
+ * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Original author: Benoit Bolsee
+ * Contributor(s):
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef ITASC_PLUGIN_H
+#define ITASC_PLUGIN_H
+
+#include "ikplugin_api.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+void itasc_initialize_tree(struct Scene *scene, struct Object *ob, float ctime);
+void itasc_execute_tree(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime);
+void itasc_release_tree(struct Scene *scene, struct Object *ob, float ctime);
+void itasc_clear_data(struct bPose *pose);
+void itasc_clear_cache(struct bPose *pose);
+void itasc_update_param(struct bPose *pose);
+void itasc_test_constraint(struct Object *ob, struct bConstraint *cons);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // ITASC_PLUGIN_H
+