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authorCampbell Barton <ideasman42@gmail.com>2016-07-08 03:18:40 +0300
committerCampbell Barton <ideasman42@gmail.com>2016-07-08 03:28:07 +0300
commita92fc348f46755c34023eff4fc1d7f467241c616 (patch)
treee5fec5fc0a6ee29dcab4c203ba33a463f92c237f /source/blender/ikplugin
parent7a3ea87bbff7a250e035d35c59f3784eec51bc47 (diff)
Fix/Workaround non-uniform scaled bones failing w/ IK solver
Scaling a bone on the Y axis (for a stretch effect), wasn't supported by the IK solver. Support this by solving as uniform scaled bones by matching the X,Z axis to the Y. Requested by @pepeland, see D2088 for details.
Diffstat (limited to 'source/blender/ikplugin')
-rw-r--r--source/blender/ikplugin/intern/iksolver_plugin.c23
1 files changed, 23 insertions, 0 deletions
diff --git a/source/blender/ikplugin/intern/iksolver_plugin.c b/source/blender/ikplugin/intern/iksolver_plugin.c
index b3c83bffb3f..30dd5e45a2b 100644
--- a/source/blender/ikplugin/intern/iksolver_plugin.c
+++ b/source/blender/ikplugin/intern/iksolver_plugin.c
@@ -50,6 +50,8 @@
#include <string.h> /* memcpy */
+#define USE_NONUNIFORM_SCALE
+
/* ********************** THE IK SOLVER ******************* */
/* allocates PoseTree, and links that to root bone/channel */
@@ -542,6 +544,19 @@ void iksolver_execute_tree(struct Scene *scene, struct Object *ob, struct bPose
/* tell blender that this channel was controlled by IK, it's cleared on each BKE_pose_where_is() */
tree->pchan[a]->flag |= POSE_CHAIN;
}
+
+#ifdef USE_NONUNIFORM_SCALE
+ float (*pchan_scale_data)[3] = MEM_mallocN(sizeof(float[3]) * tree->totchannel, __func__);
+
+ for (a = 0; a < tree->totchannel; a++) {
+ mat4_to_size(pchan_scale_data[a], tree->pchan[a]->pose_mat);
+
+ /* make uniform at y scale since this controls the length */
+ normalize_v3_length(tree->pchan[a]->pose_mat[0], pchan_scale_data[a][1]);
+ normalize_v3_length(tree->pchan[a]->pose_mat[2], pchan_scale_data[a][1]);
+ }
+#endif
+
/* 5. execute the IK solver */
execute_posetree(scene, ob, tree);
@@ -556,6 +571,14 @@ void iksolver_execute_tree(struct Scene *scene, struct Object *ob, struct bPose
where_is_ik_bone(tree->pchan[a], tree->basis_change[a]);
}
+#ifdef USE_NONUNIFORM_SCALE
+ for (a = 0; a < tree->totchannel; a++) {
+ normalize_v3_length(pchan->pose_mat[0], pchan_scale_data[a][0]);
+ normalize_v3_length(pchan->pose_mat[2], pchan_scale_data[a][2]);
+ }
+ MEM_freeN(pchan_scale_data);
+#endif
+
/* 7. and free */
BLI_remlink(&pchan->iktree, tree);
free_posetree(tree);