diff options
author | Bastien Montagne <montagne29@wanadoo.fr> | 2012-02-22 19:35:42 +0400 |
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committer | Bastien Montagne <montagne29@wanadoo.fr> | 2012-02-22 19:35:42 +0400 |
commit | b06beb6f35a4e2842fa21eeb059bf1beba4a8e01 (patch) | |
tree | 744526b7f5db9ca60d91f4ce694e50701ace8e21 /source | |
parent | 3eaa46e80d8f3d7c09983438fe5c06e8cd92b397 (diff) |
Style code cleanup and consistancy (mainly spaces around assignements, C++ comments to C, and misc spaces/tabs cleanup). No functional change.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/blenkernel/intern/armature.c | 1707 |
1 files changed, 857 insertions, 850 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c index 036116c54da..7acb3120a3b 100644 --- a/source/blender/blenkernel/intern/armature.c +++ b/source/blender/blenkernel/intern/armature.c @@ -4,7 +4,7 @@ * 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. + * 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 @@ -73,84 +73,87 @@ #include "BIK_api.h" #include "BKE_sketch.h" -/* **************** Generic Functions, data level *************** */ +/* **************** Generic Functions, data level *************** */ bArmature *add_armature(const char *name) { bArmature *arm; - - arm= alloc_libblock (&G.main->armature, ID_AR, name); + + arm = alloc_libblock (&G.main->armature, ID_AR, name); arm->deformflag = ARM_DEF_VGROUP|ARM_DEF_ENVELOPE; arm->flag = ARM_COL_CUSTOM; /* custom bone-group colors */ - arm->layer= 1; + arm->layer = 1; return arm; } bArmature *get_armature(Object *ob) { - if(ob->type==OB_ARMATURE) + if(ob->type == OB_ARMATURE) return (bArmature *)ob->data; return NULL; } -void free_bonelist (ListBase *lb) +void free_bonelist(ListBase *lb) { Bone *bone; - for(bone=lb->first; bone; bone=bone->next) { + for(bone = lb->first; bone; bone = bone->next) { if(bone->prop) { IDP_FreeProperty(bone->prop); MEM_freeN(bone->prop); } free_bonelist(&bone->childbase); } - + BLI_freelistN(lb); } void free_armature(bArmature *arm) { - if (arm) { + if(arm) { free_bonelist(&arm->bonebase); - + /* free editmode data */ - if (arm->edbo) { + if(arm->edbo) { BLI_freelistN(arm->edbo); - + MEM_freeN(arm->edbo); - arm->edbo= NULL; + arm->edbo = NULL; } /* free sketch */ - if (arm->sketch) { + if(arm->sketch) { freeSketch(arm->sketch); arm->sketch = NULL; } - + /* free animation data */ - if (arm->adt) { + if(arm->adt) { BKE_free_animdata(&arm->id); - arm->adt= NULL; + arm->adt = NULL; } } } void make_local_armature(bArmature *arm) { - Main *bmain= G.main; - int is_local= FALSE, is_lib= FALSE; + Main *bmain = G.main; + int is_local = FALSE, is_lib = FALSE; Object *ob; - if (arm->id.lib==NULL) return; - if (arm->id.us==1) { + if(arm->id.lib == NULL) + return; + if(arm->id.us == 1) { id_clear_lib_data(bmain, &arm->id); return; } - for(ob= bmain->object.first; ob && ELEM(0, is_lib, is_local); ob= ob->id.next) { + for(ob = bmain->object.first; ob && ELEM(0, is_lib, is_local); ob = ob->id.next) { if(ob->data == arm) { - if(ob->id.lib) is_lib= TRUE; - else is_local= TRUE; + if(ob->id.lib) + is_lib = TRUE; + else + is_local = TRUE; } } @@ -158,16 +161,16 @@ void make_local_armature(bArmature *arm) id_clear_lib_data(bmain, &arm->id); } else if(is_local && is_lib) { - bArmature *arm_new= copy_armature(arm); - arm_new->id.us= 0; + bArmature *arm_new = copy_armature(arm); + arm_new->id.us = 0; /* Remap paths of new ID using old library as base. */ BKE_id_lib_local_paths(bmain, arm->id.lib, &arm_new->id); - for(ob= bmain->object.first; ob; ob= ob->id.next) { + for(ob = bmain->object.first; ob; ob = ob->id.next) { if(ob->data == arm) { - if(ob->id.lib==NULL) { - ob->data= arm_new; + if(ob->id.lib == NULL) { + ob->data = arm_new; arm_new->id.us++; arm->id.us--; } @@ -176,105 +179,104 @@ void make_local_armature(bArmature *arm) } } -static void copy_bonechildren (Bone* newBone, Bone* oldBone, Bone* actBone, Bone **newActBone) +static void copy_bonechildren(Bone* newBone, Bone* oldBone, Bone* actBone, Bone **newActBone) { - Bone *curBone, *newChildBone; - + Bone *curBone, *newChildBone; + if(oldBone == actBone) - *newActBone= newBone; + *newActBone = newBone; if(oldBone->prop) - newBone->prop= IDP_CopyProperty(oldBone->prop); + newBone->prop = IDP_CopyProperty(oldBone->prop); - /* Copy this bone's list*/ + /* Copy this bone's list */ BLI_duplicatelist(&newBone->childbase, &oldBone->childbase); - - /* For each child in the list, update it's children*/ - newChildBone=newBone->childbase.first; - for (curBone=oldBone->childbase.first;curBone;curBone=curBone->next){ - newChildBone->parent=newBone; + + /* For each child in the list, update it's children */ + newChildBone = newBone->childbase.first; + for(curBone = oldBone->childbase.first; curBone; curBone = curBone->next){ + newChildBone->parent = newBone; copy_bonechildren(newChildBone, curBone, actBone, newActBone); - newChildBone=newChildBone->next; + newChildBone = newChildBone->next; } } bArmature *copy_armature(bArmature *arm) { bArmature *newArm; - Bone *oldBone, *newBone; - Bone *newActBone= NULL; - - newArm= copy_libblock(&arm->id); + Bone *oldBone, *newBone; + Bone *newActBone= NULL; + + newArm = copy_libblock(&arm->id); BLI_duplicatelist(&newArm->bonebase, &arm->bonebase); - - /* Duplicate the childrens' lists*/ - newBone=newArm->bonebase.first; - for (oldBone=arm->bonebase.first;oldBone;oldBone=oldBone->next){ - newBone->parent=NULL; - copy_bonechildren (newBone, oldBone, arm->act_bone, &newActBone); - newBone=newBone->next; - }; - - newArm->act_bone= newActBone; - - newArm->edbo= NULL; - newArm->act_edbone= NULL; - newArm->sketch= NULL; + + /* Duplicate the childrens' lists*/ + newBone = newArm->bonebase.first; + for(oldBone = arm->bonebase.first; oldBone; oldBone = oldBone->next) { + newBone->parent = NULL; + copy_bonechildren(newBone, oldBone, arm->act_bone, &newActBone); + newBone = newBone->next; + } + + newArm->act_bone = newActBone; + + newArm->edbo = NULL; + newArm->act_edbone = NULL; + newArm->sketch = NULL; return newArm; } -static Bone *get_named_bone_bonechildren (Bone *bone, const char *name) +static Bone *get_named_bone_bonechildren(Bone *bone, const char *name) { Bone *curBone, *rbone; - - if (!strcmp (bone->name, name)) + + if(!strcmp(bone->name, name)) return bone; - - for (curBone=bone->childbase.first; curBone; curBone=curBone->next){ - rbone=get_named_bone_bonechildren (curBone, name); - if (rbone) + + for(curBone = bone->childbase.first; curBone; curBone = curBone->next) { + rbone = get_named_bone_bonechildren(curBone, name); + if(rbone) return rbone; } - + return NULL; } -Bone *get_named_bone (bArmature *arm, const char *name) -/* - Walk the list until the bone is found - */ +/* Walk the list until the bone is found */ +Bone *get_named_bone(bArmature *arm, const char *name) { - Bone *bone=NULL, *curBone; - - if (!arm) return NULL; - - for (curBone=arm->bonebase.first; curBone; curBone=curBone->next){ - bone = get_named_bone_bonechildren (curBone, name); - if (bone) + Bone *bone = NULL, *curBone; + + if(!arm) + return NULL; + + for(curBone = arm->bonebase.first; curBone; curBone = curBone->next) { + bone = get_named_bone_bonechildren(curBone, name); + if(bone) return bone; } - + return bone; } -/* Finds the best possible extension to the name on a particular axis. (For renaming, check for unique names afterwards) - * strip_number: removes number extensions (TODO: not used) - * axis: the axis to name on - * head/tail: the head/tail co-ordinate of the bone on the specified axis - */ -int bone_autoside_name (char name[MAXBONENAME], int UNUSED(strip_number), short axis, float head, float tail) +/* Finds the best possible extension to the name on a particular axis. (For renaming, check for + * unique names afterwards) strip_number: removes number extensions (TODO: not used) + * axis: the axis to name on + * head/tail: the head/tail co-ordinate of the bone on the specified axis */ +int bone_autoside_name(char name[MAXBONENAME], int UNUSED(strip_number), short axis, float head, float tail) { unsigned int len; - char basename[MAXBONENAME]= ""; - char extension[5]= ""; + char basename[MAXBONENAME] = ""; + char extension[5] = ""; - len= strlen(name); - if (len == 0) return 0; + len = strlen(name); + if(len == 0) + return 0; BLI_strncpy(basename, name, sizeof(basename)); - - /* Figure out extension to append: + + /* Figure out extension to append: * - The extension to append is based upon the axis that we are working on. * - If head happens to be on 0, then we must consider the tail position as well to decide * which side the bone is on @@ -282,31 +284,31 @@ int bone_autoside_name (char name[MAXBONENAME], int UNUSED(strip_number), short * -> Otherwise, extension is added from perspective of object based on which side tail goes to * - If head is non-zero, extension is added from perspective of object based on side head is on */ - if (axis == 2) { + if(axis == 2) { /* z-axis - vertical (top/bottom) */ - if (IS_EQ(head, 0)) { - if (tail < 0) + if(IS_EQ(head, 0)) { + if(tail < 0) strcpy(extension, "Bot"); - else if (tail > 0) + else if(tail > 0) strcpy(extension, "Top"); } else { - if (head < 0) + if(head < 0) strcpy(extension, "Bot"); else strcpy(extension, "Top"); } } - else if (axis == 1) { + else if(axis == 1) { /* y-axis - depth (front/back) */ - if (IS_EQ(head, 0)) { - if (tail < 0) + if(IS_EQ(head, 0)) { + if(tail < 0) strcpy(extension, "Fr"); - else if (tail > 0) + else if(tail > 0) strcpy(extension, "Bk"); } else { - if (head < 0) + if(head < 0) strcpy(extension, "Fr"); else strcpy(extension, "Bk"); @@ -314,55 +316,58 @@ int bone_autoside_name (char name[MAXBONENAME], int UNUSED(strip_number), short } else { /* x-axis - horizontal (left/right) */ - if (IS_EQ(head, 0)) { - if (tail < 0) + if(IS_EQ(head, 0)) { + if(tail < 0) strcpy(extension, "R"); - else if (tail > 0) + else if(tail > 0) strcpy(extension, "L"); } else { - if (head < 0) + if(head < 0) strcpy(extension, "R"); - else if (head > 0) + /* XXX Shouldn't this be simple else, as for z and y axes? */ + else if(head > 0) strcpy(extension, "L"); } } - /* Simple name truncation + /* Simple name truncation * - truncate if there is an extension and it wouldn't be able to fit * - otherwise, just append to end */ - if (extension[0]) { + if(extension[0]) { int change = 1; - - while (change) { /* remove extensions */ + + while(change) { /* remove extensions */ change = 0; - if (len > 2 && basename[len-2]=='.') { - if (basename[len-1]=='L' || basename[len-1] == 'R' ) { /* L R */ + if(len > 2 && basename[len-2] == '.') { + if(basename[len-1] == 'L' || basename[len-1] == 'R') { /* L R */ basename[len-2] = '\0'; - len-=2; - change= 1; + len -= 2; + change = 1; } - } else if (len > 3 && basename[len-3]=='.') { - if ( (basename[len-2]=='F' && basename[len-1] == 'r') || /* Fr */ - (basename[len-2]=='B' && basename[len-1] == 'k') /* Bk */ - ) { + } + else if(len > 3 && basename[len-3] == '.') { + if((basename[len-2] == 'F' && basename[len-1] == 'r') || /* Fr */ + (basename[len-2] == 'B' && basename[len-1] == 'k')) /* Bk */ + { basename[len-3] = '\0'; - len-=3; - change= 1; + len -= 3; + change = 1; } - } else if (len > 4 && basename[len-4]=='.') { - if ( (basename[len-3]=='T' && basename[len-2]=='o' && basename[len-1] == 'p') || /* Top */ - (basename[len-3]=='B' && basename[len-2]=='o' && basename[len-1] == 't') /* Bot */ - ) { + } + else if(len > 4 && basename[len-4] == '.') { + if((basename[len-3] == 'T' && basename[len-2] == 'o' && basename[len-1] == 'p') || /* Top */ + (basename[len-3] == 'B' && basename[len-2] == 'o' && basename[len-1] == 't')) /* Bot */ + { basename[len-4] = '\0'; - len-=4; - change= 1; + len -= 4; + change = 1; } } } - if ((MAXBONENAME - len) < strlen(extension) + 1) { /* add 1 for the '.' */ + if((MAXBONENAME - len) < strlen(extension) + 1) { /* add 1 for the '.' */ strncpy(name, basename, len-strlen(extension)); } @@ -371,9 +376,8 @@ int bone_autoside_name (char name[MAXBONENAME], int UNUSED(strip_number), short return 1; } - else { + else return 0; - } } /* ************* B-Bone support ******************* */ @@ -387,37 +391,35 @@ static void equalize_bezier(float *data, int desired) float pdist[MAX_BBONE_SUBDIV+1]; float temp[MAX_BBONE_SUBDIV+1][4]; int a, nr; - - pdist[0]= 0.0f; - for(a=0, fp= data; a<MAX_BBONE_SUBDIV; a++, fp+=4) { + + pdist[0] = 0.0f; + for(a = 0, fp = data; a < MAX_BBONE_SUBDIV; a++, fp += 4) { copy_qt_qt(temp[a], fp); - pdist[a+1]= pdist[a]+len_v3v3(fp, fp+4); + pdist[a+1] = pdist[a] + len_v3v3(fp, fp+4); } /* do last point */ copy_qt_qt(temp[a], fp); - totdist= pdist[a]; - + totdist = pdist[a]; + /* go over distances and calculate new points */ - ddist= totdist/((float)desired); - nr= 1; - for(a=1, fp= data+4; a<desired; a++, fp+=4) { - - dist= ((float)a)*ddist; - + ddist = totdist/((float)desired); + nr = 1; + for(a = 1, fp = data+4; a < desired; a++, fp += 4) { + dist = ((float)a)*ddist; + /* we're looking for location (distance) 'dist' in the array */ - while((dist>= pdist[nr]) && nr<MAX_BBONE_SUBDIV) { + while((dist >= pdist[nr]) && nr < MAX_BBONE_SUBDIV) nr++; - } - - fac1= pdist[nr]- pdist[nr-1]; - fac2= pdist[nr]-dist; - fac1= fac2/fac1; - fac2= 1.0f-fac1; - - fp[0]= fac1*temp[nr-1][0]+ fac2*temp[nr][0]; - fp[1]= fac1*temp[nr-1][1]+ fac2*temp[nr][1]; - fp[2]= fac1*temp[nr-1][2]+ fac2*temp[nr][2]; - fp[3]= fac1*temp[nr-1][3]+ fac2*temp[nr][3]; + + fac1 = pdist[nr] - pdist[nr-1]; + fac2 = pdist[nr] - dist; + fac1 = fac2 / fac1; + fac2 = 1.0f - fac1; + + fp[0] = fac1*temp[nr-1][0] + fac2*temp[nr][0]; + fp[1] = fac1*temp[nr-1][1] + fac2*temp[nr][1]; + fp[2] = fac1*temp[nr-1][2] + fac2*temp[nr][2]; + fp[3] = fac1*temp[nr-1][3] + fac2*temp[nr][3]; } /* set last point, needed for orientation calculus */ copy_qt_qt(fp, temp[MAX_BBONE_SUBDIV]); @@ -429,49 +431,48 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan, int rest) { static Mat4 bbone_array[MAX_BBONE_SUBDIV]; static Mat4 bbone_rest_array[MAX_BBONE_SUBDIV]; - Mat4 *result_array= (rest)? bbone_rest_array: bbone_array; + Mat4 *result_array = (rest) ? bbone_rest_array : bbone_array; bPoseChannel *next, *prev; - Bone *bone= pchan->bone; - float h1[3], h2[3], scale[3], length, hlength1, hlength2, roll1=0.0f, roll2; + Bone *bone = pchan->bone; + float h1[3], h2[3], scale[3], length, hlength1, hlength2, roll1 = 0.0f, roll2; float mat3[3][3], imat[4][4], posemat[4][4], scalemat[4][4], iscalemat[4][4]; float data[MAX_BBONE_SUBDIV+1][4], *fp; - int a, doscale= 0; + int a, doscale = 0; - length= bone->length; + length = bone->length; if(!rest) { /* check if we need to take non-uniform bone scaling into account */ - scale[0]= len_v3(pchan->pose_mat[0]); - scale[1]= len_v3(pchan->pose_mat[1]); - scale[2]= len_v3(pchan->pose_mat[2]); + scale[0] = len_v3(pchan->pose_mat[0]); + scale[1] = len_v3(pchan->pose_mat[1]); + scale[2] = len_v3(pchan->pose_mat[2]); if(fabsf(scale[0] - scale[1]) > 1e-6f || fabsf(scale[1] - scale[2]) > 1e-6f) { unit_m4(scalemat); - scalemat[0][0]= scale[0]; - scalemat[1][1]= scale[1]; - scalemat[2][2]= scale[2]; + scalemat[0][0] = scale[0]; + scalemat[1][1] = scale[1]; + scalemat[2][2] = scale[2]; invert_m4_m4(iscalemat, scalemat); length *= scale[1]; doscale = 1; } } - - hlength1= bone->ease1*length*0.390464f; // 0.5*sqrt(2)*kappa, the handle length for near-perfect circles - hlength2= bone->ease2*length*0.390464f; - + + hlength1 = bone->ease1*length*0.390464f; /* 0.5*sqrt(2)*kappa, the handle length for near-perfect circles */ + hlength2 = bone->ease2*length*0.390464f; + /* evaluate next and prev bones */ if(bone->flag & BONE_CONNECTED) - prev= pchan->parent; + prev = pchan->parent; else - prev= NULL; - - next= pchan->child; - - /* find the handle points, since this is inside bone space, the - first point = (0,0,0) - last point = (0, length, 0) */ - + prev = NULL; + + next = pchan->child; + + /* find the handle points, since this is inside bone space, the + * first point = (0,0,0) + * last point = (0, length, 0) */ if(rest) { invert_m4_m4(imat, pchan->bone->arm_mat); } @@ -482,7 +483,7 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan, int rest) } else invert_m4_m4(imat, pchan->pose_mat); - + if(prev) { float difmat[4][4], result[3][3], imat3[3][3]; @@ -495,162 +496,168 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan, int rest) if(prev->bone->segments>1) { /* if previous bone is B-bone too, use average handle direction */ - h1[1]-= length; - roll1= 0.0f; + h1[1] -= length; + roll1 = 0.0f; } normalize_v3(h1); mul_v3_fl(h1, -hlength1); - if(prev->bone->segments==1) { + if(prev->bone->segments == 1) { /* find the previous roll to interpolate */ if(rest) mult_m4_m4m4(difmat, imat, prev->bone->arm_mat); else mult_m4_m4m4(difmat, imat, prev->pose_mat); - copy_m3_m4(result, difmat); // the desired rotation at beginning of next bone - - vec_roll_to_mat3(h1, 0.0f, mat3); // the result of vec_roll without roll - + copy_m3_m4(result, difmat); /* the desired rotation at beginning of next bone */ + + vec_roll_to_mat3(h1, 0.0f, mat3); /* the result of vec_roll without roll */ + invert_m3_m3(imat3, mat3); - mul_m3_m3m3(mat3, result, imat3); // the matrix transforming vec_roll to desired roll - - roll1= (float)atan2(mat3[2][0], mat3[2][2]); + mul_m3_m3m3(mat3, result, imat3); /* the matrix transforming vec_roll to desired roll */ + + roll1 = (float)atan2(mat3[2][0], mat3[2][2]); } } else { - h1[0]= 0.0f; h1[1]= hlength1; h1[2]= 0.0f; - roll1= 0.0f; + h1[0] = 0.0f; h1[1] = hlength1; h1[2] = 0.0f; + roll1 = 0.0f; } if(next) { float difmat[4][4], result[3][3], imat3[3][3]; - + /* transform next point inside this bone space */ if(rest) copy_v3_v3(h2, next->bone->arm_tail); else copy_v3_v3(h2, next->pose_tail); mul_m4_v3(imat, h2); + /* if next bone is B-bone too, use average handle direction */ - if(next->bone->segments>1); - else h2[1]-= length; + if(next->bone->segments>1) + ; + else + h2[1]-= length; normalize_v3(h2); - + /* find the next roll to interpolate as well */ if(rest) mult_m4_m4m4(difmat, imat, next->bone->arm_mat); else mult_m4_m4m4(difmat, imat, next->pose_mat); - copy_m3_m4(result, difmat); // the desired rotation at beginning of next bone - - vec_roll_to_mat3(h2, 0.0f, mat3); // the result of vec_roll without roll - + copy_m3_m4(result, difmat); /* the desired rotation at beginning of next bone */ + + vec_roll_to_mat3(h2, 0.0f, mat3); /* the result of vec_roll without roll */ + invert_m3_m3(imat3, mat3); - mul_m3_m3m3(mat3, imat3, result); // the matrix transforming vec_roll to desired roll - - roll2= (float)atan2(mat3[2][0], mat3[2][2]); - + mul_m3_m3m3(mat3, imat3, result); /* the matrix transforming vec_roll to desired roll */ + + roll2 = (float)atan2(mat3[2][0], mat3[2][2]); + /* and only now negate handle */ mul_v3_fl(h2, -hlength2); } else { - h2[0]= 0.0f; h2[1]= -hlength2; h2[2]= 0.0f; - roll2= 0.0; + h2[0] = 0.0f; h2[1] = -hlength2; h2[2] = 0.0f; + roll2 = 0.0; } /* make curve */ if(bone->segments > MAX_BBONE_SUBDIV) - bone->segments= MAX_BBONE_SUBDIV; - - forward_diff_bezier(0.0, h1[0], h2[0], 0.0, data[0], MAX_BBONE_SUBDIV, 4*sizeof(float)); - forward_diff_bezier(0.0, h1[1], length + h2[1], length, data[0]+1, MAX_BBONE_SUBDIV, 4*sizeof(float)); - forward_diff_bezier(0.0, h1[2], h2[2], 0.0, data[0]+2, MAX_BBONE_SUBDIV, 4*sizeof(float)); - forward_diff_bezier(roll1, roll1 + 0.390464f*(roll2-roll1), roll2 - 0.390464f*(roll2-roll1), roll2, data[0]+3, MAX_BBONE_SUBDIV, 4*sizeof(float)); - - equalize_bezier(data[0], bone->segments); // note: does stride 4! - + bone->segments = MAX_BBONE_SUBDIV; + + forward_diff_bezier(0.0, h1[0], h2[0], 0.0, data[0], + MAX_BBONE_SUBDIV, 4*sizeof(float)); + forward_diff_bezier(0.0, h1[1], length + h2[1], length, data[0]+1, + MAX_BBONE_SUBDIV, 4*sizeof(float)); + forward_diff_bezier(0.0, h1[2], h2[2], 0.0, data[0]+2, + MAX_BBONE_SUBDIV, 4*sizeof(float)); + forward_diff_bezier(roll1, roll1 + 0.390464f*(roll2-roll1), roll2 - 0.390464f*(roll2-roll1), roll2, data[0]+3, + MAX_BBONE_SUBDIV, 4*sizeof(float)); + + equalize_bezier(data[0], bone->segments); /* note: does stride 4! */ + /* make transformation matrices for the segments for drawing */ - for(a=0, fp= data[0]; a<bone->segments; a++, fp+=4) { + for(a = 0, fp = data[0]; a < bone->segments; a++, fp += 4) { sub_v3_v3v3(h1, fp+4, fp); - vec_roll_to_mat3(h1, fp[3], mat3); // fp[3] is roll + vec_roll_to_mat3(h1, fp[3], mat3); /* fp[3] is roll */ copy_m4_m3(result_array[a].mat, mat3); copy_v3_v3(result_array[a].mat[3], fp); if(doscale) { /* correct for scaling when this matrix is used in scaled space */ - mul_serie_m4(result_array[a].mat, iscalemat, result_array[a].mat, - scalemat, NULL, NULL, NULL, NULL, NULL); + mul_serie_m4(result_array[a].mat, iscalemat, result_array[a].mat, scalemat, NULL, NULL, NULL, NULL, NULL); } } - + return result_array; } /* ************ Armature Deform ******************* */ typedef struct bPoseChanDeform { - Mat4 *b_bone_mats; - DualQuat *dual_quat; - DualQuat *b_bone_dual_quats; + Mat4 *b_bone_mats; + DualQuat *dual_quat; + DualQuat *b_bone_dual_quats; } bPoseChanDeform; static void pchan_b_bone_defmats(bPoseChannel *pchan, bPoseChanDeform *pdef_info, int use_quaternion) { - Bone *bone= pchan->bone; - Mat4 *b_bone= b_bone_spline_setup(pchan, 0); - Mat4 *b_bone_rest= b_bone_spline_setup(pchan, 1); + Bone *bone = pchan->bone; + Mat4 *b_bone = b_bone_spline_setup(pchan, 0); + Mat4 *b_bone_rest = b_bone_spline_setup(pchan, 1); Mat4 *b_bone_mats; - DualQuat *b_bone_dual_quats= NULL; - float tmat[4][4]= MAT4_UNITY; + DualQuat *b_bone_dual_quats = NULL; + float tmat[4][4] = MAT4_UNITY; int a; - + /* allocate b_bone matrices and dual quats */ - b_bone_mats= MEM_mallocN((1+bone->segments)*sizeof(Mat4), "BBone defmats"); - pdef_info->b_bone_mats= b_bone_mats; + b_bone_mats = MEM_mallocN((1+bone->segments)*sizeof(Mat4), "BBone defmats"); + pdef_info->b_bone_mats = b_bone_mats; if(use_quaternion) { - b_bone_dual_quats= MEM_mallocN((bone->segments)*sizeof(DualQuat), "BBone dqs"); - pdef_info->b_bone_dual_quats= b_bone_dual_quats; + b_bone_dual_quats = MEM_mallocN((bone->segments)*sizeof(DualQuat), "BBone dqs"); + pdef_info->b_bone_dual_quats = b_bone_dual_quats; } - + /* first matrix is the inverse arm_mat, to bring points in local bone space - for finding out which segment it belongs to */ + * for finding out which segment it belongs to */ invert_m4_m4(b_bone_mats[0].mat, bone->arm_mat); /* then we make the b_bone_mats: - - first transform to local bone space - - translate over the curve to the bbone mat space - - transform with b_bone matrix - - transform back into global space */ + * - first transform to local bone space + * - translate over the curve to the bbone mat space + * - transform with b_bone matrix + * - transform back into global space */ - for(a=0; a<bone->segments; a++) { + for(a = 0; a < bone->segments; a++) { invert_m4_m4(tmat, b_bone_rest[a].mat); - mul_serie_m4(b_bone_mats[a+1].mat, pchan->chan_mat, bone->arm_mat, - b_bone[a].mat, tmat, b_bone_mats[0].mat, NULL, NULL, NULL); + mul_serie_m4(b_bone_mats[a+1].mat, pchan->chan_mat, bone->arm_mat, b_bone[a].mat, tmat, b_bone_mats[0].mat, + NULL, NULL, NULL); if(use_quaternion) - mat4_to_dquat( &b_bone_dual_quats[a],bone->arm_mat, b_bone_mats[a+1].mat); + mat4_to_dquat(&b_bone_dual_quats[a], bone->arm_mat, b_bone_mats[a+1].mat); } } static void b_bone_deform(bPoseChanDeform *pdef_info, Bone *bone, float *co, DualQuat *dq, float defmat[][3]) { - Mat4 *b_bone= pdef_info->b_bone_mats; - float (*mat)[4]= b_bone[0].mat; + Mat4 *b_bone = pdef_info->b_bone_mats; + float (*mat)[4] = b_bone[0].mat; float segment, y; int a; - + /* need to transform co back to bonespace, only need y */ - y= mat[0][1]*co[0] + mat[1][1]*co[1] + mat[2][1]*co[2] + mat[3][1]; - + y = mat[0][1]*co[0] + mat[1][1]*co[1] + mat[2][1]*co[2] + mat[3][1]; + /* now calculate which of the b_bones are deforming this */ - segment= bone->length/((float)bone->segments); - a= (int)(y/segment); - + segment = bone->length/((float)bone->segments); + a = (int)(y/segment); + /* note; by clamping it extends deform at endpoints, goes best with - straight joints in restpos. */ + * straight joints in restpos. */ CLAMP(a, 0, bone->segments-1); if(dq) { @@ -667,46 +674,47 @@ static void b_bone_deform(bPoseChanDeform *pdef_info, Bone *bone, float *co, Dua /* using vec with dist to bone b1 - b2 */ float distfactor_to_bone(const float vec[3], const float b1[3], const float b2[3], float rad1, float rad2, float rdist) { - float dist=0.0f; + float dist = 0.0f; float bdelta[3]; float pdelta[3]; float hsqr, a, l, rad; - + sub_v3_v3v3(bdelta, b2, b1); l = normalize_v3(bdelta); - + sub_v3_v3v3(pdelta, vec, b1); - + a = dot_v3v3(bdelta, pdelta); hsqr = dot_v3v3(pdelta, pdelta); - - if (a < 0.0f) { + + if(a < 0.0f) { /* If we're past the end of the bone, do a spherical field attenuation thing */ dist = len_squared_v3v3(b1, vec); - rad= rad1; + rad = rad1; } - else if (a > l) { + else if(a > l) { /* If we're past the end of the bone, do a spherical field attenuation thing */ dist = len_squared_v3v3(b2, vec); rad = rad2; } else { - dist= (hsqr - (a*a)); - - if(l!=0.0f) { - rad= a/l; - rad= rad*rad2 + (1.0f-rad)*rad1; + dist = (hsqr - (a*a)); + + if(l != 0.0f) { + rad = a/l; + rad = rad*rad2 + (1.0f-rad)*rad1; } - else rad= rad1; + else + rad = rad1; } - - a= rad*rad; - if(dist < a) + + a = rad*rad; + if(dist < a) return 1.0f; else { - l= rad+rdist; - l*= l; - if(rdist==0.0f || dist >= l) + l = rad+rdist; + l *= l; + if(rdist == 0.0f || dist >= l) return 0.0f; else { a = sqrtf(dist)-rad; @@ -719,7 +727,7 @@ static void pchan_deform_mat_add(bPoseChannel *pchan, float weight, float bbonem { float wmat[3][3]; - if(pchan->bone->segments>1) + if(pchan->bone->segments > 1) copy_m3_m3(wmat, bbonemat); else copy_m3_m4(wmat, pchan->chan_mat); @@ -728,32 +736,33 @@ static void pchan_deform_mat_add(bPoseChannel *pchan, float weight, float bbonem add_m3_m3m3(mat, mat, wmat); } -static float dist_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, float *vec, DualQuat *dq, float mat[][3], float *co) +static float dist_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, float *vec, DualQuat *dq, + float mat[][3], float *co) { - Bone *bone= pchan->bone; - float fac, contrib=0.0; + Bone *bone = pchan->bone; + float fac, contrib = 0.0; float cop[3], bbonemat[3][3]; DualQuat bbonedq; - if(bone==NULL) return 0.0f; - + if(bone == NULL) + return 0.0f; + copy_v3_v3(cop, co); - fac= distfactor_to_bone(cop, bone->arm_head, bone->arm_tail, bone->rad_head, bone->rad_tail, bone->dist); - - if (fac > 0.0f) { - - fac*=bone->weight; - contrib= fac; + fac = distfactor_to_bone(cop, bone->arm_head, bone->arm_tail, bone->rad_head, bone->rad_tail, bone->dist); + + if(fac > 0.0f) { + fac *= bone->weight; + contrib = fac; if(contrib > 0.0f) { if(vec) { - if(bone->segments>1) - // applies on cop and bbonemat - b_bone_deform(pdef_info, bone, cop, NULL, (mat)?bbonemat:NULL); + if(bone->segments > 1) + /* applies on cop and bbonemat */ + b_bone_deform(pdef_info, bone, cop, NULL, (mat) ? bbonemat : NULL); else mul_m4_v3(pchan->chan_mat, cop); - // Make this a delta from the base position + /* Make this a delta from the base position */ sub_v3_v3(cop, co); madd_v3_v3fl(vec, cop, fac); @@ -761,7 +770,7 @@ static float dist_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, f pchan_deform_mat_add(pchan, fac, bbonemat, mat); } else { - if(bone->segments>1) { + if(bone->segments > 1) { b_bone_deform(pdef_info, bone, cop, &bbonedq, NULL); add_weighted_dq_dq(dq, &bbonedq, fac); } @@ -770,36 +779,37 @@ static float dist_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, f } } } - + return contrib; } -static void pchan_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, float weight, float *vec, DualQuat *dq, float mat[][3], float *co, float *contrib) +static void pchan_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, float weight, float *vec, DualQuat *dq, + float mat[][3], float *co, float *contrib) { float cop[3], bbonemat[3][3]; DualQuat bbonedq; - if (!weight) + if(!weight) return; copy_v3_v3(cop, co); if(vec) { if(pchan->bone->segments>1) - // applies on cop and bbonemat - b_bone_deform(pdef_info, pchan->bone, cop, NULL, (mat)?bbonemat:NULL); + /* applies on cop and bbonemat */ + b_bone_deform(pdef_info, pchan->bone, cop, NULL, (mat) ? bbonemat : NULL); else mul_m4_v3(pchan->chan_mat, cop); - - vec[0]+=(cop[0]-co[0])*weight; - vec[1]+=(cop[1]-co[1])*weight; - vec[2]+=(cop[2]-co[2])*weight; + + vec[0] += (cop[0]-co[0])*weight; + vec[1] += (cop[1]-co[1])*weight; + vec[2] += (cop[2]-co[2])*weight; if(mat) pchan_deform_mat_add(pchan, weight, bbonemat, mat); } else { - if(pchan->bone->segments>1) { + if(pchan->bone->segments > 1) { b_bone_deform(pdef_info, pchan->bone, cop, &bbonedq, NULL); add_weighted_dq_dq(dq, &bbonedq, weight); } @@ -807,84 +817,83 @@ static void pchan_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, f add_weighted_dq_dq(dq, pdef_info->dual_quat, weight); } - (*contrib)+=weight; + (*contrib) += weight; } -void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm, - float (*vertexCos)[3], float (*defMats)[3][3], - int numVerts, int deformflag, - float (*prevCos)[3], const char *defgrp_name) +void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm, float (*vertexCos)[3], + float (*defMats)[3][3], int numVerts, int deformflag, + float (*prevCos)[3], const char *defgrp_name) { bPoseChanDeform *pdef_info_array; - bPoseChanDeform *pdef_info= NULL; - bArmature *arm= armOb->data; + bPoseChanDeform *pdef_info = NULL; + bArmature *arm = armOb->data; bPoseChannel *pchan, **defnrToPC = NULL; - int *defnrToPCIndex= NULL; + int *defnrToPCIndex = NULL; MDeformVert *dverts = NULL; bDeformGroup *dg; - DualQuat *dualquats= NULL; + DualQuat *dualquats = NULL; float obinv[4][4], premat[4][4], postmat[4][4]; const short use_envelope = deformflag & ARM_DEF_ENVELOPE; const short use_quaternion = deformflag & ARM_DEF_QUATERNION; - const short invert_vgroup= deformflag & ARM_DEF_INVERT_VGROUP; - int defbase_tot = 0; /* safety for vertexgroup index overflow */ - int i, target_totvert = 0; /* safety for vertexgroup overflow */ + const short invert_vgroup = deformflag & ARM_DEF_INVERT_VGROUP; + int defbase_tot = 0; /* safety for vertexgroup index overflow */ + int i, target_totvert = 0; /* safety for vertexgroup overflow */ int use_dverts = 0; int armature_def_nr; int totchan; if(arm->edbo) return; - + invert_m4_m4(obinv, target->obmat); copy_m4_m4(premat, target->obmat); mult_m4_m4m4(postmat, obinv, armOb->obmat); invert_m4_m4(premat, postmat); /* bone defmats are already in the channels, chan_mat */ - + /* initialize B_bone matrices and dual quaternions */ - totchan= BLI_countlist(&armOb->pose->chanbase); + totchan = BLI_countlist(&armOb->pose->chanbase); if(use_quaternion) { - dualquats= MEM_callocN(sizeof(DualQuat)*totchan, "dualquats"); + dualquats = MEM_callocN(sizeof(DualQuat)*totchan, "dualquats"); } - - pdef_info_array= MEM_callocN(sizeof(bPoseChanDeform)*totchan, "bPoseChanDeform"); - totchan= 0; - pdef_info= pdef_info_array; - for(pchan= armOb->pose->chanbase.first; pchan; pchan= pchan->next, pdef_info++) { + pdef_info_array = MEM_callocN(sizeof(bPoseChanDeform)*totchan, "bPoseChanDeform"); + + totchan = 0; + pdef_info = pdef_info_array; + for(pchan = armOb->pose->chanbase.first; pchan; pchan = pchan->next, pdef_info++) { if(!(pchan->bone->flag & BONE_NO_DEFORM)) { if(pchan->bone->segments > 1) pchan_b_bone_defmats(pchan, pdef_info, use_quaternion); if(use_quaternion) { - pdef_info->dual_quat= &dualquats[totchan++]; - mat4_to_dquat( pdef_info->dual_quat,pchan->bone->arm_mat, pchan->chan_mat); + pdef_info->dual_quat = &dualquats[totchan++]; + mat4_to_dquat(pdef_info->dual_quat, pchan->bone->arm_mat, pchan->chan_mat); } } } /* get the def_nr for the overall armature vertex group if present */ - armature_def_nr= defgroup_name_index(target, defgrp_name); - + armature_def_nr = defgroup_name_index(target, defgrp_name); + if(ELEM(target->type, OB_MESH, OB_LATTICE)) { defbase_tot = BLI_countlist(&target->defbase); - - if(target->type==OB_MESH) { - Mesh *me= target->data; + + if(target->type == OB_MESH) { + Mesh *me = target->data; dverts = me->dvert; if(dverts) target_totvert = me->totvert; } else { - Lattice *lt= target->data; + Lattice *lt = target->data; dverts = lt->dvert; if(dverts) target_totvert = lt->pntsu*lt->pntsv*lt->pntsw; } } - + /* get a vertex-deform-index to posechannel array */ if(deformflag & ARM_DEF_VGROUP) { if(ELEM(target->type, OB_MESH, OB_LATTICE)) { @@ -898,16 +907,15 @@ void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm, if(use_dverts) { defnrToPC = MEM_callocN(sizeof(*defnrToPC) * defbase_tot, "defnrToBone"); defnrToPCIndex = MEM_callocN(sizeof(*defnrToPCIndex) * defbase_tot, "defnrToIndex"); - for(i = 0, dg = target->defbase.first; dg; - i++, dg = dg->next) { + for(i = 0, dg = target->defbase.first; dg; i++, dg = dg->next) { defnrToPC[i] = get_pose_channel(armOb->pose, dg->name); /* exclude non-deforming bones */ if(defnrToPC[i]) { if(defnrToPC[i]->bone->flag & BONE_NO_DEFORM) { - defnrToPC[i]= NULL; + defnrToPC[i] = NULL; } else { - defnrToPCIndex[i]= BLI_findindex(&armOb->pose->chanbase, defnrToPC[i]); + defnrToPCIndex[i] = BLI_findindex(&armOb->pose->chanbase, defnrToPC[i]); } } } @@ -922,16 +930,16 @@ void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm, float sumvec[3], summat[3][3]; float *vec = NULL, (*smat)[3] = NULL; float contrib = 0.0f; - float armature_weight = 1.0f; /* default to 1 if no overall def group */ - float prevco_weight = 1.0f; /* weight for optional cached vertexcos */ + float armature_weight = 1.0f; /* default to 1 if no overall def group */ + float prevco_weight = 1.0f; /* weight for optional cached vertexcos */ if(use_quaternion) { memset(&sumdq, 0, sizeof(DualQuat)); - dq= &sumdq; + dq = &sumdq; } else { sumvec[0] = sumvec[1] = sumvec[2] = 0.0f; - vec= sumvec; + vec = sumvec; if(defMats) { zero_m3(summat); @@ -940,75 +948,73 @@ void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm, } if(use_dverts || armature_def_nr >= 0) { - if(dm) dvert = dm->getVertData(dm, i, CD_MDEFORMVERT); - else if(dverts && i < target_totvert) dvert = dverts + i; - else dvert = NULL; - } else + if(dm) + dvert = dm->getVertData(dm, i, CD_MDEFORMVERT); + else if(dverts && i < target_totvert) + dvert = dverts + i; + else + dvert = NULL; + } + else dvert = NULL; if(armature_def_nr >= 0 && dvert) { - armature_weight= defvert_find_weight(dvert, armature_def_nr); + armature_weight = defvert_find_weight(dvert, armature_def_nr); - if(invert_vgroup) { - armature_weight= 1.0f-armature_weight; - } + if(invert_vgroup) + armature_weight = 1.0f-armature_weight; /* hackish: the blending factor can be used for blending with prevCos too */ if(prevCos) { - prevco_weight= armature_weight; - armature_weight= 1.0f; + prevco_weight = armature_weight; + armature_weight = 1.0f; } } /* check if there's any point in calculating for this vert */ - if(armature_weight == 0.0f) continue; - + if(armature_weight == 0.0f) + continue; + /* get the coord we work on */ - co= prevCos?prevCos[i]:vertexCos[i]; - + co = prevCos ? prevCos[i] : vertexCos[i]; + /* Apply the object's matrix */ mul_m4_v3(premat, co); - - if(use_dverts && dvert && dvert->totweight) { // use weight groups ? - MDeformWeight *dw= dvert->dw; + + if(use_dverts && dvert && dvert->totweight) { /* use weight groups ? */ + MDeformWeight *dw = dvert->dw; int deformed = 0; unsigned int j; - - for (j= dvert->totweight; j != 0; j--, dw++) { + + for(j = dvert->totweight; j != 0; j--, dw++) { const int index = dw->def_nr; - if(index < defbase_tot && (pchan= defnrToPC[index])) { + if(index < defbase_tot && (pchan = defnrToPC[index])) { float weight = dw->weight; - Bone *bone= pchan->bone; - pdef_info= pdef_info_array + defnrToPCIndex[index]; + Bone *bone = pchan->bone; + pdef_info = pdef_info_array + defnrToPCIndex[index]; deformed = 1; - + if(bone && bone->flag & BONE_MULT_VG_ENV) { - weight *= distfactor_to_bone(co, bone->arm_head, - bone->arm_tail, - bone->rad_head, - bone->rad_tail, - bone->dist); + weight *= distfactor_to_bone(co, bone->arm_head, bone->arm_tail, + bone->rad_head, bone->rad_tail, bone->dist); } pchan_bone_deform(pchan, pdef_info, weight, vec, dq, smat, co, &contrib); } } /* if there are vertexgroups but not groups with bones - * (like for softbody groups) - */ + * (like for softbody groups) */ if(deformed == 0 && use_envelope) { - pdef_info= pdef_info_array; - for(pchan= armOb->pose->chanbase.first; pchan; - pchan= pchan->next, pdef_info++) { + pdef_info = pdef_info_array; + for(pchan = armOb->pose->chanbase.first; pchan; pchan = pchan->next, pdef_info++) { if(!(pchan->bone->flag & BONE_NO_DEFORM)) contrib += dist_bone_deform(pchan, pdef_info, vec, dq, smat, co); } } } else if(use_envelope) { - pdef_info= pdef_info_array; - for(pchan = armOb->pose->chanbase.first; pchan; - pchan = pchan->next, pdef_info++) { + pdef_info = pdef_info_array; + for(pchan = armOb->pose->chanbase.first; pchan; pchan = pchan->next, pdef_info++) { if(!(pchan->bone->flag & BONE_NO_DEFORM)) contrib += dist_bone_deform(pchan, pdef_info, vec, dq, smat, co); } @@ -1021,13 +1027,13 @@ void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm, if(armature_weight != 1.0f) { copy_v3_v3(dco, co); - mul_v3m3_dq( dco, (defMats)? summat: NULL,dq); + mul_v3m3_dq( dco, (defMats) ? summat : NULL,dq); sub_v3_v3(dco, co); mul_v3_fl(dco, armature_weight); add_v3_v3(co, dco); } else - mul_v3m3_dq( co, (defMats)? summat: NULL,dq); + mul_v3m3_dq( co, (defMats) ? summat : NULL,dq); smat = summat; } @@ -1046,37 +1052,36 @@ void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm, if(!use_quaternion) /* quaternion already is scale corrected */ mul_m3_fl(smat, armature_weight/contrib); - mul_serie_m3(defMats[i], tmpmat, pre, smat, post, - NULL, NULL, NULL, NULL); + mul_serie_m3(defMats[i], tmpmat, pre, smat, post, NULL, NULL, NULL, NULL); } } - + /* always, check above code */ mul_m4_v3(postmat, co); - - + /* interpolate with previous modifier position using weight group */ if(prevCos) { - float mw= 1.0f - prevco_weight; - vertexCos[i][0]= prevco_weight*vertexCos[i][0] + mw*co[0]; - vertexCos[i][1]= prevco_weight*vertexCos[i][1] + mw*co[1]; - vertexCos[i][2]= prevco_weight*vertexCos[i][2] + mw*co[2]; + float mw = 1.0f - prevco_weight; + vertexCos[i][0] = prevco_weight*vertexCos[i][0] + mw*co[0]; + vertexCos[i][1] = prevco_weight*vertexCos[i][1] + mw*co[1]; + vertexCos[i][2] = prevco_weight*vertexCos[i][2] + mw*co[2]; } } - if(dualquats) MEM_freeN(dualquats); - if(defnrToPC) MEM_freeN(defnrToPC); - if(defnrToPCIndex) MEM_freeN(defnrToPCIndex); + if(dualquats) + MEM_freeN(dualquats); + if(defnrToPC) + MEM_freeN(defnrToPC); + if(defnrToPCIndex) + MEM_freeN(defnrToPCIndex); /* free B_bone matrices */ - pdef_info= pdef_info_array; + pdef_info = pdef_info_array; for(pchan = armOb->pose->chanbase.first; pchan; pchan = pchan->next, pdef_info++) { - if(pdef_info->b_bone_mats) { + if(pdef_info->b_bone_mats) MEM_freeN(pdef_info->b_bone_mats); - } - if(pdef_info->b_bone_dual_quats) { + if(pdef_info->b_bone_dual_quats) MEM_freeN(pdef_info->b_bone_dual_quats); - } } MEM_freeN(pdef_info_array); @@ -1084,7 +1089,8 @@ void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm, /* ************ END Armature Deform ******************* */ -void get_objectspace_bone_matrix (struct Bone* bone, float M_accumulatedMatrix[][4], int UNUSED(root), int UNUSED(posed)) +void get_objectspace_bone_matrix(struct Bone* bone, float M_accumulatedMatrix[][4], int UNUSED(root), + int UNUSED(posed)) { copy_m4_m4(M_accumulatedMatrix, bone->arm_mat); } @@ -1092,29 +1098,29 @@ void get_objectspace_bone_matrix (struct Bone* bone, float M_accumulatedMatrix[] /* **************** Space to Space API ****************** */ /* Convert World-Space Matrix to Pose-Space Matrix */ -void armature_mat_world_to_pose(Object *ob, float inmat[][4], float outmat[][4]) +void armature_mat_world_to_pose(Object *ob, float inmat[][4], float outmat[][4]) { float obmat[4][4]; - + /* prevent crashes */ - if (ob==NULL) return; - + if(ob == NULL) + return; + /* get inverse of (armature) object's matrix */ invert_m4_m4(obmat, ob->obmat); - + /* multiply given matrix by object's-inverse to find pose-space matrix */ mult_m4_m4m4(outmat, inmat, obmat); } /* Convert Wolrd-Space Location to Pose-Space Location * NOTE: this cannot be used to convert to pose-space location of the supplied - * pose-channel into its local space (i.e. 'visual'-keyframing) - */ -void armature_loc_world_to_pose(Object *ob, float *inloc, float *outloc) + * pose-channel into its local space (i.e. 'visual'-keyframing) */ +void armature_loc_world_to_pose(Object *ob, float *inloc, float *outloc) { - float xLocMat[4][4]= MAT4_UNITY; + float xLocMat[4][4] = MAT4_UNITY; float nLocMat[4][4]; - + /* build matrix for location */ copy_v3_v3(xLocMat[3], inloc); @@ -1146,9 +1152,9 @@ void pchan_to_pose_mat(bPoseChannel *pchan, float rotscale_mat[][4], float loc_m bPoseChannel *parchan; /* set up variables for quicker access below */ - bone= pchan->bone; - parbone= bone->parent; - parchan= pchan->parent; + bone = pchan->bone; + parbone = bone->parent; + parchan = pchan->parent; if(parchan) { float offs_bone[4][4]; /* yoffs(b-1) + root(b) + bonemat(b). */ @@ -1160,7 +1166,7 @@ void pchan_to_pose_mat(bPoseChannel *pchan, float rotscale_mat[][4], float loc_m copy_v3_v3(offs_bone[3], bone->head); /* Get the length translation of parent (length along y axis). */ - offs_bone[3][1]+= parbone->length; + offs_bone[3][1] += parbone->length; /* Compose the rotscale matrix for this bone. */ if((bone->flag & BONE_HINGE) && (bone->flag & BONE_NO_SCALE)) { @@ -1288,8 +1294,7 @@ void pchan_to_pose_mat(bPoseChannel *pchan, float rotscale_mat[][4], float loc_m /* Convert Pose-Space Matrix to Bone-Space Matrix. * NOTE: this cannot be used to convert to pose-space transforms of the supplied - * pose-channel into its local space (i.e. 'visual'-keyframing) - */ + * pose-channel into its local space (i.e. 'visual'-keyframing) */ void armature_mat_pose_to_bone(bPoseChannel *pchan, float inmat[][4], float outmat[][4]) { float rotscale_mat[4][4], loc_mat[4][4]; @@ -1315,13 +1320,12 @@ void armature_mat_bone_to_pose(bPoseChannel *pchan, float inmat[][4], float outm /* Convert Pose-Space Location to Bone-Space Location * NOTE: this cannot be used to convert to pose-space location of the supplied - * pose-channel into its local space (i.e. 'visual'-keyframing) - */ -void armature_loc_pose_to_bone(bPoseChannel *pchan, float *inloc, float *outloc) + * pose-channel into its local space (i.e. 'visual'-keyframing) */ +void armature_loc_pose_to_bone(bPoseChannel *pchan, float *inloc, float *outloc) { - float xLocMat[4][4]= MAT4_UNITY; + float xLocMat[4][4] = MAT4_UNITY; float nLocMat[4][4]; - + /* build matrix for location */ copy_v3_v3(xLocMat[3], inloc); @@ -1351,21 +1355,22 @@ void armature_mat_pose_to_bone_ex(Object *ob, bPoseChannel *pchan, float inmat[] void pchan_mat3_to_rot(bPoseChannel *pchan, float mat[][3], short use_compat) { switch(pchan->rotmode) { - case ROT_MODE_QUAT: - mat3_to_quat(pchan->quat, mat); - break; - case ROT_MODE_AXISANGLE: - mat3_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, mat); - break; - default: /* euler */ - if(use_compat) mat3_to_compatible_eulO(pchan->eul, pchan->eul, pchan->rotmode, mat); - else mat3_to_eulO(pchan->eul, pchan->rotmode, mat); + case ROT_MODE_QUAT: + mat3_to_quat(pchan->quat, mat); + break; + case ROT_MODE_AXISANGLE: + mat3_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, mat); + break; + default: /* euler */ + if(use_compat) + mat3_to_compatible_eulO(pchan->eul, pchan->eul, pchan->rotmode, mat); + else + mat3_to_eulO(pchan->eul, pchan->rotmode, mat); } } /* Apply a 4x4 matrix to the pose bone, - * similar to object_apply_mat4() - */ + * similar to object_apply_mat4() */ void pchan_apply_mat4(bPoseChannel *pchan, float mat[][4], short use_compat) { float rot[3][3]; @@ -1375,12 +1380,11 @@ void pchan_apply_mat4(bPoseChannel *pchan, float mat[][4], short use_compat) /* Remove rest-position effects from pose-transform for obtaining * 'visual' transformation of pose-channel. - * (used by the Visual-Keyframing stuff) - */ + * (used by the Visual-Keyframing stuff) */ void armature_mat_pose_to_delta(float delta_mat[][4], float pose_mat[][4], float arm_mat[][4]) { float imat[4][4]; - + invert_m4_m4(imat, arm_mat); mult_m4_m4m4(delta_mat, imat, pose_mat); } @@ -1388,104 +1392,103 @@ void armature_mat_pose_to_delta(float delta_mat[][4], float pose_mat[][4], float /* **************** Rotation Mode Conversions ****************************** */ /* Used for Objects and Pose Channels, since both can have multiple rotation representations */ -/* Called from RNA when rotation mode changes - * - the result should be that the rotations given in the provided pointers have had conversions - * applied (as appropriate), such that the rotation of the element hasn't 'visually' changed - */ +/* Called from RNA when rotation mode changes + * - the result should be that the rotations given in the provided pointers have had conversions + * applied (as appropriate), such that the rotation of the element hasn't 'visually' changed */ void BKE_rotMode_change_values (float quat[4], float eul[3], float axis[3], float *angle, short oldMode, short newMode) { /* check if any change - if so, need to convert data */ - if (newMode > 0) { /* to euler */ - if (oldMode == ROT_MODE_AXISANGLE) { + if(newMode > 0) { /* to euler */ + if(oldMode == ROT_MODE_AXISANGLE) { /* axis-angle to euler */ axis_angle_to_eulO( eul, newMode,axis, *angle); } - else if (oldMode == ROT_MODE_QUAT) { + else if(oldMode == ROT_MODE_QUAT) { /* quat to euler */ normalize_qt(quat); - quat_to_eulO( eul, newMode,quat); + quat_to_eulO(eul, newMode,quat); } /* else { no conversion needed } */ } - else if (newMode == ROT_MODE_QUAT) { /* to quat */ - if (oldMode == ROT_MODE_AXISANGLE) { + else if(newMode == ROT_MODE_QUAT) { /* to quat */ + if(oldMode == ROT_MODE_AXISANGLE) { /* axis angle to quat */ axis_angle_to_quat(quat, axis, *angle); } - else if (oldMode > 0) { + else if(oldMode > 0) { /* euler to quat */ - eulO_to_quat( quat,eul, oldMode); + eulO_to_quat(quat, eul, oldMode); } /* else { no conversion needed } */ } - else if (newMode == ROT_MODE_AXISANGLE) { /* to axis-angle */ - if (oldMode > 0) { + else if(newMode == ROT_MODE_AXISANGLE) { /* to axis-angle */ + if(oldMode > 0) { /* euler to axis angle */ - eulO_to_axis_angle( axis, angle,eul, oldMode); + eulO_to_axis_angle(axis, angle, eul, oldMode); } - else if (oldMode == ROT_MODE_QUAT) { + else if(oldMode == ROT_MODE_QUAT) { /* quat to axis angle */ normalize_qt(quat); - quat_to_axis_angle( axis, angle,quat); + quat_to_axis_angle(axis, angle, quat); } - + /* when converting to axis-angle, we need a special exception for the case when there is no axis */ - if (IS_EQF(axis[0], axis[1]) && IS_EQF(axis[1], axis[2])) { + if(IS_EQF(axis[0], axis[1]) && IS_EQF(axis[1], axis[2])) { /* for now, rotate around y-axis then (so that it simply becomes the roll) */ - axis[1]= 1.0f; + axis[1] = 1.0f; } } } -/* **************** The new & simple (but OK!) armature evaluation ********* */ - -/* ****************** And how it works! **************************************** - - This is the bone transformation trick; they're hierarchical so each bone(b) - is in the coord system of bone(b-1): - - arm_mat(b)= arm_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) - - -> yoffs is just the y axis translation in parent's coord system - -> d_root is the translation of the bone root, also in parent's coord system - - pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b) - - we then - in init deform - store the deform in chan_mat, such that: +/* **************** The new & simple (but OK!) armature evaluation ********* */ - pose_mat(b)= arm_mat(b) * chan_mat(b) - - *************************************************************************** */ -/* Computes vector and roll based on a rotation. "mat" must - contain only a rotation, and no scaling. */ -void mat3_to_vec_roll(float mat[][3], float *vec, float *roll) +/* ****************** And how it works! **************************************** + * + * This is the bone transformation trick; they're hierarchical so each bone(b) + * is in the coord system of bone(b-1): + * + * arm_mat(b)= arm_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) + * + * -> yoffs is just the y axis translation in parent's coord system + * -> d_root is the translation of the bone root, also in parent's coord system + * + * pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b) + * + * we then - in init deform - store the deform in chan_mat, such that: + * + * pose_mat(b)= arm_mat(b) * chan_mat(b) + * + * *************************************************************************** */ +/* Computes vector and roll based on a rotation. + * "mat" must contain only a rotation, and no scaling. */ +void mat3_to_vec_roll(float mat[][3], float *vec, float *roll) { - if (vec) + if(vec) copy_v3_v3(vec, mat[1]); - if (roll) { + if(roll) { float vecmat[3][3], vecmatinv[3][3], rollmat[3][3]; vec_roll_to_mat3(mat[1], 0.0f, vecmat); invert_m3_m3(vecmatinv, vecmat); mul_m3_m3m3(rollmat, vecmatinv, mat); - *roll= (float)atan2(rollmat[2][0], rollmat[2][2]); + *roll = (float)atan2(rollmat[2][0], rollmat[2][2]); } } -/* Calculates the rest matrix of a bone based - On its vector and a roll around that vector */ +/* Calculates the rest matrix of a bone based + * On its vector and a roll around that vector */ void vec_roll_to_mat3(float *vec, float roll, float mat[][3]) { - float nor[3], axis[3], target[3]={0,1,0}; - float theta; - float rMatrix[3][3], bMatrix[3][3]; + float nor[3], axis[3], target[3] = {0, 1, 0}; + float theta; + float rMatrix[3][3], bMatrix[3][3]; normalize_v3_v3(nor, vec); - - /* Find Axis & Amount for bone matrix*/ - cross_v3_v3v3(axis,target,nor); + + /* Find Axis & Amount for bone matrix */ + cross_v3_v3v3(axis, target, nor); /* was 0.0000000000001, caused bug [#23954], smaller values give unstable * roll when toggling editmode. @@ -1493,32 +1496,32 @@ void vec_roll_to_mat3(float *vec, float roll, float mat[][3]) * was 0.00001, causes bug [#27675], with 0.00000495, * so a value inbetween these is needed. */ - if (dot_v3v3(axis,axis) > 0.000001f) { + if(dot_v3v3(axis,axis) > 0.000001f) { /* if nor is *not* a multiple of target ... */ normalize_v3(axis); - - theta= angle_normalized_v3v3(target, nor); - - /* Make Bone matrix*/ - vec_rot_to_mat3( bMatrix,axis, theta); + + theta = angle_normalized_v3v3(target, nor); + + /* Make Bone matrix*/ + vec_rot_to_mat3(bMatrix, axis, theta); } else { /* if nor is a multiple of target ... */ float updown; - + /* point same direction, or opposite? */ - updown = ( dot_v3v3(target,nor) > 0 ) ? 1.0f : -1.0f; - - /* I think this should work ... */ - bMatrix[0][0]=updown; bMatrix[0][1]=0.0; bMatrix[0][2]=0.0; - bMatrix[1][0]=0.0; bMatrix[1][1]=updown; bMatrix[1][2]=0.0; - bMatrix[2][0]=0.0; bMatrix[2][1]=0.0; bMatrix[2][2]=1.0; - } - - /* Make Roll matrix*/ - vec_rot_to_mat3( rMatrix,nor, roll); - - /* Combine and output result*/ + updown = (dot_v3v3(target,nor) > 0) ? 1.0f : -1.0f; + + /* I think this should work... */ + bMatrix[0][0] = updown; bMatrix[0][1] = 0.0; bMatrix[0][2] = 0.0; + bMatrix[1][0] = 0.0; bMatrix[1][1] = updown; bMatrix[1][2] = 0.0; + bMatrix[2][0] = 0.0; bMatrix[2][1] = 0.0; bMatrix[2][2] = 1.0; + } + + /* Make Roll matrix */ + vec_rot_to_mat3(rMatrix, nor, roll); + + /* Combine and output result */ mul_m3_m3m3(mat, rMatrix, bMatrix); } @@ -1528,32 +1531,32 @@ void vec_roll_to_mat3(float *vec, float roll, float mat[][3]) void where_is_armature_bone(Bone *bone, Bone *prevbone) { float vec[3]; - + /* Bone Space */ sub_v3_v3v3(vec, bone->tail, bone->head); vec_roll_to_mat3(vec, bone->roll, bone->bone_mat); - bone->length= len_v3v3(bone->head, bone->tail); - + bone->length = len_v3v3(bone->head, bone->tail); + /* this is called on old file reading too... */ - if(bone->xwidth==0.0f) { - bone->xwidth= 0.1f; - bone->zwidth= 0.1f; - bone->segments= 1; + if(bone->xwidth == 0.0f) { + bone->xwidth = 0.1f; + bone->zwidth = 0.1f; + bone->segments = 1; } - + if(prevbone) { - float offs_bone[4][4]; // yoffs(b-1) + root(b) + bonemat(b) - + float offs_bone[4][4]; /* yoffs(b-1) + root(b) + bonemat(b) */ + /* bone transform itself */ copy_m4_m3(offs_bone, bone->bone_mat); - + /* The bone's root offset (is in the parent's coordinate system) */ copy_v3_v3(offs_bone[3], bone->head); /* Get the length translation of parent (length along y axis) */ - offs_bone[3][1]+= prevbone->length; - + offs_bone[3][1] += prevbone->length; + /* Compose the matrix for this bone */ mult_m4_m4m4(bone->arm_mat, prevbone->arm_mat, offs_bone); } @@ -1561,22 +1564,22 @@ void where_is_armature_bone(Bone *bone, Bone *prevbone) copy_m4_m3(bone->arm_mat, bone->bone_mat); copy_v3_v3(bone->arm_mat[3], bone->head); } - + /* and the kiddies */ - prevbone= bone; - for(bone= bone->childbase.first; bone; bone= bone->next) { + prevbone = bone; + for(bone = bone->childbase.first; bone; bone = bone->next) { where_is_armature_bone(bone, prevbone); } } -/* updates vectors and matrices on rest-position level, only needed +/* updates vectors and matrices on rest-position level, only needed after editing armature itself, now only on reading file */ -void where_is_armature (bArmature *arm) +void where_is_armature(bArmature *arm) { Bone *bone; - + /* hierarchical from root to children */ - for(bone= arm->bonebase.first; bone; bone= bone->next) { + for(bone = arm->bonebase.first; bone; bone = bone->next) { where_is_armature_bone(bone, NULL); } } @@ -1585,19 +1588,21 @@ void where_is_armature (bArmature *arm) * when used with linked libraries this copies from the linked pose into the local pose */ static void pose_proxy_synchronize(Object *ob, Object *from, int layer_protected) { - bPose *pose= ob->pose, *frompose= from->pose; + bPose *pose = ob->pose, *frompose = from->pose; bPoseChannel *pchan, *pchanp, pchanw; bConstraint *con; int error = 0; - - if (frompose==NULL) return; + + if(frompose == NULL) + return; /* in some cases when rigs change, we cant synchronize * to avoid crashing check for possible errors here */ - for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) { - if (pchan->bone->layer & layer_protected) { + for(pchan = pose->chanbase.first; pchan; pchan = pchan->next) { + if(pchan->bone->layer & layer_protected) { if(get_pose_channel(frompose, pchan->name) == NULL) { - printf("failed to sync proxy armature because '%s' is missing pose channel '%s'\n", from->id.name, pchan->name); + printf("failed to sync proxy armature because '%s' is missing pose channel '%s'\n", + from->id.name, pchan->name); error = 1; } } @@ -1605,35 +1610,35 @@ static void pose_proxy_synchronize(Object *ob, Object *from, int layer_protected if(error) return; - + /* clear all transformation values from library */ rest_pose(frompose); - + /* copy over all of the proxy's bone groups */ - /* TODO for later - implement 'local' bone groups as for constraints - * Note: this isn't trivial, as bones reference groups by index not by pointer, - * so syncing things correctly needs careful attention - */ + /* TODO for later + * - implement 'local' bone groups as for constraints + * Note: this isn't trivial, as bones reference groups by index not by pointer, + * so syncing things correctly needs careful attention */ BLI_freelistN(&pose->agroups); BLI_duplicatelist(&pose->agroups, &frompose->agroups); - pose->active_group= frompose->active_group; - - for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) { - pchanp= get_pose_channel(frompose, pchan->name); + pose->active_group = frompose->active_group; + + for(pchan = pose->chanbase.first; pchan; pchan = pchan->next) { + pchanp = get_pose_channel(frompose, pchan->name); - if (pchan->bone->layer & layer_protected) { + if(pchan->bone->layer & layer_protected) { ListBase proxylocal_constraints = {NULL, NULL}; - + /* copy posechannel to temp, but restore important pointers */ - pchanw= *pchanp; - pchanw.prev= pchan->prev; - pchanw.next= pchan->next; - pchanw.parent= pchan->parent; - pchanw.child= pchan->child; - + pchanw = *pchanp; + pchanw.prev = pchan->prev; + pchanw.next = pchan->next; + pchanw.parent = pchan->parent; + pchanw.child = pchan->child; + /* this is freed so copy a copy, else undo crashes */ if(pchanw.prop) { - pchanw.prop= IDP_CopyProperty(pchanw.prop); + pchanw.prop = IDP_CopyProperty(pchanw.prop); /* use the values from the the existing props */ if(pchan->prop) { @@ -1641,61 +1646,61 @@ static void pose_proxy_synchronize(Object *ob, Object *from, int layer_protected } } - /* constraints - proxy constraints are flushed... local ones are added after - * 1. extract constraints not from proxy (CONSTRAINT_PROXY_LOCAL) from pchan's constraints - * 2. copy proxy-pchan's constraints on-to new - * 3. add extracted local constraints back on top + /* constraints - proxy constraints are flushed... local ones are added after + * 1. extract constraints not from proxy (CONSTRAINT_PROXY_LOCAL) from pchan's constraints + * 2. copy proxy-pchan's constraints on-to new + * 3. add extracted local constraints back on top * - * note for copy_constraints: when copying constraints, disable 'do_extern' otherwise we get the libs direct linked in this blend. - */ + * Note for copy_constraints: when copying constraints, disable 'do_extern' otherwise + * we get the libs direct linked in this blend. */ extract_proxylocal_constraints(&proxylocal_constraints, &pchan->constraints); copy_constraints(&pchanw.constraints, &pchanp->constraints, FALSE); BLI_movelisttolist(&pchanw.constraints, &proxylocal_constraints); - + /* constraints - set target ob pointer to own object */ - for (con= pchanw.constraints.first; con; con= con->next) { - bConstraintTypeInfo *cti= constraint_get_typeinfo(con); + for(con = pchanw.constraints.first; con; con = con->next) { + bConstraintTypeInfo *cti = constraint_get_typeinfo(con); ListBase targets = {NULL, NULL}; bConstraintTarget *ct; - - if (cti && cti->get_constraint_targets) { + + if(cti && cti->get_constraint_targets) { cti->get_constraint_targets(con, &targets); - - for (ct= targets.first; ct; ct= ct->next) { - if (ct->tar == from) + + for(ct = targets.first; ct; ct = ct->next) { + if(ct->tar == from) ct->tar = ob; } - - if (cti->flush_constraint_targets) + + if(cti->flush_constraint_targets) cti->flush_constraint_targets(con, &targets, 0); } } - + /* free stuff from current channel */ free_pose_channel(pchan); - + /* the final copy */ - *pchan= pchanw; + *pchan = pchanw; } else { /* always copy custom shape */ - pchan->custom= pchanp->custom; - pchan->custom_tx= pchanp->custom_tx; + pchan->custom = pchanp->custom; + pchan->custom_tx = pchanp->custom_tx; /* ID-Property Syncing */ { - IDProperty *prop_orig= pchan->prop; + IDProperty *prop_orig = pchan->prop; if(pchanp->prop) { - pchan->prop= IDP_CopyProperty(pchanp->prop); + pchan->prop = IDP_CopyProperty(pchanp->prop); if(prop_orig) { /* copy existing values across when types match */ IDP_SyncGroupValues(pchan->prop, prop_orig); } } else { - pchan->prop= NULL; + pchan->prop = NULL; } - if (prop_orig) { + if(prop_orig) { IDP_FreeProperty(prop_orig); MEM_freeN(prop_orig); } @@ -1706,20 +1711,20 @@ static void pose_proxy_synchronize(Object *ob, Object *from, int layer_protected static int rebuild_pose_bone(bPose *pose, Bone *bone, bPoseChannel *parchan, int counter) { - bPoseChannel *pchan = verify_pose_channel (pose, bone->name); // verify checks and/or adds + bPoseChannel *pchan = verify_pose_channel(pose, bone->name); /* verify checks and/or adds */ + + pchan->bone = bone; + pchan->parent = parchan; - pchan->bone= bone; - pchan->parent= parchan; - counter++; - - for(bone= bone->childbase.first; bone; bone= bone->next) { - counter= rebuild_pose_bone(pose, bone, pchan, counter); + + for(bone = bone->childbase.first; bone; bone = bone->next) { + counter = rebuild_pose_bone(pose, bone, pchan, counter); /* for quick detecting of next bone in chain, only b-bone uses it now */ if(bone->flag & BONE_CONNECTED) - pchan->child= get_pose_channel(pose, bone->name); + pchan->child = get_pose_channel(pose, bone->name); } - + return counter; } @@ -1730,52 +1735,52 @@ void armature_rebuild_pose(Object *ob, bArmature *arm) Bone *bone; bPose *pose; bPoseChannel *pchan, *next; - int counter=0; - + int counter = 0; + /* only done here */ - if(ob->pose==NULL) { + if(ob->pose == NULL) { /* create new pose */ - ob->pose= MEM_callocN(sizeof(bPose), "new pose"); - + ob->pose = MEM_callocN(sizeof(bPose), "new pose"); + /* set default settings for animviz */ animviz_settings_init(&ob->pose->avs); } - pose= ob->pose; - + pose = ob->pose; + /* clear */ - for(pchan= pose->chanbase.first; pchan; pchan= pchan->next) { - pchan->bone= NULL; - pchan->child= NULL; + for(pchan = pose->chanbase.first; pchan; pchan = pchan->next) { + pchan->bone = NULL; + pchan->child = NULL; } - + /* first step, check if all channels are there */ - for(bone= arm->bonebase.first; bone; bone= bone->next) { - counter= rebuild_pose_bone(pose, bone, NULL, counter); + for(bone = arm->bonebase.first; bone; bone = bone->next) { + counter = rebuild_pose_bone(pose, bone, NULL, counter); } /* and a check for garbage */ - for(pchan= pose->chanbase.first; pchan; pchan= next) { - next= pchan->next; - if(pchan->bone==NULL) { + for(pchan = pose->chanbase.first; pchan; pchan = next) { + next = pchan->next; + if(pchan->bone == NULL) { free_pose_channel(pchan); free_pose_channels_hash(pose); BLI_freelinkN(&pose->chanbase, pchan); } } - // printf("rebuild pose %s, %d bones\n", ob->id.name, counter); - + /* printf("rebuild pose %s, %d bones\n", ob->id.name, counter); */ + /* synchronize protected layers with proxy */ if(ob->proxy) { object_copy_proxy_drivers(ob, ob->proxy); pose_proxy_synchronize(ob, ob->proxy, arm->layer_protected); } - - update_pose_constraint_flags(ob->pose); // for IK detection for example - + + update_pose_constraint_flags(ob->pose); /* for IK detection for example */ + /* the sorting */ if(counter>1) DAG_pose_sort(ob); - + ob->pose->flag &= ~POSE_RECALC; ob->pose->flag |= POSE_WAS_REBUILT; @@ -1788,19 +1793,19 @@ void armature_rebuild_pose(Object *ob, bArmature *arm) /* Temporary evaluation tree data used for Spline IK */ typedef struct tSplineIK_Tree { struct tSplineIK_Tree *next, *prev; - - int type; /* type of IK that this serves (CONSTRAINT_TYPE_KINEMATIC or ..._SPLINEIK) */ - - short free_points; /* free the point positions array */ - short chainlen; /* number of bones in the chain */ - - float *points; /* parametric positions for the joints along the curve */ - bPoseChannel **chain; /* chain of bones to affect using Spline IK (ordered from the tip) */ - - bPoseChannel *root; /* bone that is the root node of the chain */ - - bConstraint *con; /* constraint for this chain */ - bSplineIKConstraint *ikData; /* constraint settings for this chain */ + + int type; /* type of IK that this serves (CONSTRAINT_TYPE_KINEMATIC or ..._SPLINEIK) */ + + short free_points; /* free the point positions array */ + short chainlen; /* number of bones in the chain */ + + float *points; /* parametric positions for the joints along the curve */ + bPoseChannel **chain; /* chain of bones to affect using Spline IK (ordered from the tip) */ + + bPoseChannel *root; /* bone that is the root node of the chain */ + + bConstraint *con; /* constraint for this chain */ + bSplineIKConstraint *ikData; /* constraint settings for this chain */ } tSplineIK_Tree; /* ----------- */ @@ -1808,7 +1813,7 @@ typedef struct tSplineIK_Tree { /* Tag the bones in the chain formed by the given bone for IK */ static void splineik_init_tree_from_pchan(Scene *scene, Object *UNUSED(ob), bPoseChannel *pchan_tip) { - bPoseChannel *pchan, *pchanRoot=NULL; + bPoseChannel *pchan, *pchanRoot = NULL; bPoseChannel *pchanChain[255]; bConstraint *con = NULL; bSplineIKConstraint *ikData = NULL; @@ -1816,157 +1821,156 @@ static void splineik_init_tree_from_pchan(Scene *scene, Object *UNUSED(ob), bPos float totLength = 0.0f; short free_joints = 0; int segcount = 0; - + /* find the SplineIK constraint */ - for (con= pchan_tip->constraints.first; con; con= con->next) { - if (con->type == CONSTRAINT_TYPE_SPLINEIK) { - ikData= con->data; - + for(con = pchan_tip->constraints.first; con; con = con->next) { + if(con->type == CONSTRAINT_TYPE_SPLINEIK) { + ikData = con->data; + /* target can only be curve */ - if ((ikData->tar == NULL) || (ikData->tar->type != OB_CURVE)) + if((ikData->tar == NULL) || (ikData->tar->type != OB_CURVE)) continue; /* skip if disabled */ - if ( (con->enforce == 0.0f) || (con->flag & (CONSTRAINT_DISABLE|CONSTRAINT_OFF)) ) + if((con->enforce == 0.0f) || (con->flag & (CONSTRAINT_DISABLE|CONSTRAINT_OFF))) continue; - + /* otherwise, constraint is ok... */ break; } } - if (con == NULL) + if(con == NULL) return; - - /* make sure that the constraint targets are ok - * - this is a workaround for a depsgraph bug... + + /* make sure that the constraint targets are ok + * - this is a workaround for a depsgraph bug... */ - if (ikData->tar) { - Curve *cu= ikData->tar->data; - + if(ikData->tar) { + Curve *cu = ikData->tar->data; + /* note: when creating constraints that follow path, the curve gets the CU_PATH set now, - * currently for paths to work it needs to go through the bevlist/displist system (ton) + * currently for paths to work it needs to go through the bevlist/displist system (ton) */ - + /* only happens on reload file, but violates depsgraph still... fix! */ - if ((cu->path==NULL) || (cu->path->data==NULL)) + if((cu->path == NULL) || (cu->path->data == NULL)) makeDispListCurveTypes(scene, ikData->tar, 0); } - - /* find the root bone and the chain of bones from the root to the tip - * NOTE: this assumes that the bones are connected, but that may not be true... - */ - for (pchan= pchan_tip; pchan && (segcount < ikData->chainlen); pchan= pchan->parent, segcount++) { + + /* find the root bone and the chain of bones from the root to the tip + * NOTE: this assumes that the bones are connected, but that may not be true... */ + for(pchan = pchan_tip; pchan && (segcount < ikData->chainlen); pchan = pchan->parent, segcount++) { /* store this segment in the chain */ - pchanChain[segcount]= pchan; - + pchanChain[segcount] = pchan; + /* if performing rebinding, calculate the length of the bone */ - boneLengths[segcount]= pchan->bone->length; + boneLengths[segcount] = pchan->bone->length; totLength += boneLengths[segcount]; } - - if (segcount == 0) + + if(segcount == 0) return; else - pchanRoot= pchanChain[segcount-1]; - + pchanRoot = pchanChain[segcount-1]; + /* perform binding step if required */ - if ((ikData->flag & CONSTRAINT_SPLINEIK_BOUND) == 0) { - float segmentLen= (1.0f / (float)segcount); + if((ikData->flag & CONSTRAINT_SPLINEIK_BOUND) == 0) { + float segmentLen = (1.0f / (float)segcount); int i; - + /* setup new empty array for the points list */ - if (ikData->points) + if(ikData->points) MEM_freeN(ikData->points); - ikData->numpoints= ikData->chainlen+1; - ikData->points= MEM_callocN(sizeof(float)*ikData->numpoints, "Spline IK Binding"); - + ikData->numpoints = ikData->chainlen+1; + ikData->points = MEM_callocN(sizeof(float)*ikData->numpoints, "Spline IK Binding"); + /* bind 'tip' of chain (i.e. first joint = tip of bone with the Spline IK Constraint) */ ikData->points[0] = 1.0f; - - /* perform binding of the joints to parametric positions along the curve based + + /* perform binding of the joints to parametric positions along the curve based * proportion of the total length that each bone occupies */ - for (i = 0; i < segcount; i++) { + for(i = 0; i < segcount; i++) { /* 'head' joints, travelling towards the root of the chain - * - 2 methods; the one chosen depends on whether we've got usable lengths + * - 2 methods; the one chosen depends on whether we've got usable lengths */ - if ((ikData->flag & CONSTRAINT_SPLINEIK_EVENSPLITS) || (totLength == 0.0f)) { + if((ikData->flag & CONSTRAINT_SPLINEIK_EVENSPLITS) || (totLength == 0.0f)) { /* 1) equi-spaced joints */ - ikData->points[i+1]= ikData->points[i] - segmentLen; + ikData->points[i+1] = ikData->points[i] - segmentLen; } else { - /* 2) to find this point on the curve, we take a step from the previous joint - * a distance given by the proportion that this bone takes + /* 2) to find this point on the curve, we take a step from the previous joint + * a distance given by the proportion that this bone takes */ - ikData->points[i+1]= ikData->points[i] - (boneLengths[i] / totLength); + ikData->points[i+1] = ikData->points[i] - (boneLengths[i] / totLength); } } - + /* spline has now been bound */ ikData->flag |= CONSTRAINT_SPLINEIK_BOUND; } - + /* apply corrections for sensitivity to scaling on a copy of the bind points, * since it's easier to determine the positions of all the joints beforehand this way */ - if ((ikData->flag & CONSTRAINT_SPLINEIK_SCALE_LIMITED) && (totLength != 0.0f)) { - Curve *cu= (Curve *)ikData->tar->data; + if((ikData->flag & CONSTRAINT_SPLINEIK_SCALE_LIMITED) && (totLength != 0.0f)) { + Curve *cu = (Curve *)ikData->tar->data; float splineLen, maxScale; int i; - - /* make a copy of the points array, that we'll store in the tree - * - although we could just multiply the points on the fly, this approach means that - * we can introduce per-segment stretchiness later if it is necessary + + /* make a copy of the points array, that we'll store in the tree + * - although we could just multiply the points on the fly, this approach means that + * we can introduce per-segment stretchiness later if it is necessary */ - jointPoints= MEM_dupallocN(ikData->points); - free_joints= 1; - + jointPoints = MEM_dupallocN(ikData->points); + free_joints = 1; + /* get the current length of the curve */ - // NOTE: this is assumed to be correct even after the curve was resized - splineLen= cu->path->totdist; - - /* calculate the scale factor to multiply all the path values by so that the + /* NOTE: this is assumed to be correct even after the curve was resized */ + splineLen = cu->path->totdist; + + /* calculate the scale factor to multiply all the path values by so that the * bone chain retains its current length, such that - * maxScale * splineLen = totLength + * maxScale * splineLen = totLength */ maxScale = totLength / splineLen; - + /* apply scaling correction to all of the temporary points */ - // TODO: this is really not adequate enough on really short chains - for (i = 0; i < segcount; i++) + /* TODO: this is really not adequate enough on really short chains */ + for(i = 0; i < segcount; i++) jointPoints[i] *= maxScale; } else { /* just use the existing points array */ - jointPoints= ikData->points; - free_joints= 0; + jointPoints = ikData->points; + free_joints = 0; } - + /* make a new Spline-IK chain, and store it in the IK chains */ - // TODO: we should check if there is already an IK chain on this, since that would take presidence... + /* TODO: we should check if there is already an IK chain on this, since that would take presidence... */ { /* make new tree */ - tSplineIK_Tree *tree= MEM_callocN(sizeof(tSplineIK_Tree), "SplineIK Tree"); - tree->type= CONSTRAINT_TYPE_SPLINEIK; - - tree->chainlen= segcount; - + tSplineIK_Tree *tree = MEM_callocN(sizeof(tSplineIK_Tree), "SplineIK Tree"); + tree->type = CONSTRAINT_TYPE_SPLINEIK; + + tree->chainlen = segcount; + /* copy over the array of links to bones in the chain (from tip to root) */ - tree->chain= MEM_callocN(sizeof(bPoseChannel*)*segcount, "SplineIK Chain"); + tree->chain = MEM_callocN(sizeof(bPoseChannel*)*segcount, "SplineIK Chain"); memcpy(tree->chain, pchanChain, sizeof(bPoseChannel*)*segcount); - + /* store reference to joint position array */ - tree->points= jointPoints; - tree->free_points= free_joints; - + tree->points = jointPoints; + tree->free_points = free_joints; + /* store references to different parts of the chain */ - tree->root= pchanRoot; - tree->con= con; - tree->ikData= ikData; - + tree->root = pchanRoot; + tree->con = con; + tree->ikData = ikData; + /* AND! link the tree to the root */ BLI_addtail(&pchanRoot->siktree, tree); } - + /* mark root channel having an IK tree */ pchanRoot->flag |= POSE_IKSPLINE; } @@ -1975,10 +1979,10 @@ static void splineik_init_tree_from_pchan(Scene *scene, Object *UNUSED(ob), bPos static void splineik_init_tree(Scene *scene, Object *ob, float UNUSED(ctime)) { bPoseChannel *pchan; - + /* find the tips of Spline IK chains, which are simply the bones which have been tagged as such */ - for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { - if (pchan->constflag & PCHAN_HAS_SPLINEIK) + for(pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { + if(pchan->constflag & PCHAN_HAS_SPLINEIK) splineik_init_tree_from_pchan(scene, ob, pchan); } } @@ -1986,81 +1990,82 @@ static void splineik_init_tree(Scene *scene, Object *ob, float UNUSED(ctime)) /* ----------- */ /* Evaluate spline IK for a given bone */ -static void splineik_evaluate_bone(tSplineIK_Tree *tree, Scene *scene, Object *ob, bPoseChannel *pchan, int index, float ctime) +static void splineik_evaluate_bone(tSplineIK_Tree *tree, Scene *scene, Object *ob, bPoseChannel *pchan, + int index, float ctime) { - bSplineIKConstraint *ikData= tree->ikData; - float poseHead[3], poseTail[3], poseMat[4][4]; - float splineVec[3], scaleFac, radius=1.0f; - + bSplineIKConstraint *ikData = tree->ikData; + float poseHead[3], poseTail[3], poseMat[4][4]; + float splineVec[3], scaleFac, radius =1.0f; + /* firstly, calculate the bone matrix the standard way, since this is needed for roll control */ where_is_pose_bone(scene, ob, pchan, ctime, 1); - + copy_v3_v3(poseHead, pchan->pose_head); copy_v3_v3(poseTail, pchan->pose_tail); - + /* step 1: determine the positions for the endpoints of the bone */ { float vec[4], dir[3], rad; - float tailBlendFac= 1.0f; - + float tailBlendFac = 1.0f; + /* determine if the bone should still be affected by SplineIK */ - if (tree->points[index+1] >= 1.0f) { + if(tree->points[index+1] >= 1.0f) { /* spline doesn't affect the bone anymore, so done... */ pchan->flag |= POSE_DONE; return; } - else if ((tree->points[index] >= 1.0f) && (tree->points[index+1] < 1.0f)) { + else if((tree->points[index] >= 1.0f) && (tree->points[index+1] < 1.0f)) { /* blending factor depends on the amount of the bone still left on the chain */ - tailBlendFac= (1.0f - tree->points[index+1]) / (tree->points[index] - tree->points[index+1]); + tailBlendFac = (1.0f - tree->points[index+1]) / (tree->points[index] - tree->points[index+1]); } - + /* tail endpoint */ - if ( where_on_path(ikData->tar, tree->points[index], vec, dir, NULL, &rad, NULL) ) { - /* apply curve's object-mode transforms to the position + if(where_on_path(ikData->tar, tree->points[index], vec, dir, NULL, &rad, NULL)) { + /* apply curve's object-mode transforms to the position * unless the option to allow curve to be positioned elsewhere is activated (i.e. no root) */ - if ((ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT) == 0) + if((ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT) == 0) mul_m4_v3(ikData->tar->obmat, vec); - + /* convert the position to pose-space, then store it */ mul_m4_v3(ob->imat, vec); interp_v3_v3v3(poseTail, pchan->pose_tail, vec, tailBlendFac); - + /* set the new radius */ - radius= rad; + radius = rad; } - + /* head endpoint */ - if ( where_on_path(ikData->tar, tree->points[index+1], vec, dir, NULL, &rad, NULL) ) { - /* apply curve's object-mode transforms to the position + if(where_on_path(ikData->tar, tree->points[index+1], vec, dir, NULL, &rad, NULL)) { + /* apply curve's object-mode transforms to the position * unless the option to allow curve to be positioned elsewhere is activated (i.e. no root) */ - if ((ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT) == 0) + if((ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT) == 0) mul_m4_v3(ikData->tar->obmat, vec); - + /* store the position, and convert it to pose space */ mul_m4_v3(ob->imat, vec); copy_v3_v3(poseHead, vec); - + /* set the new radius (it should be the average value) */ radius = (radius+rad) / 2; } } - - /* step 2: determine the implied transform from these endpoints - * - splineVec: the vector direction that the spline applies on the bone - * - scaleFac: the factor that the bone length is scaled by to get the desired amount + + /* step 2: determine the implied transform from these endpoints + * - splineVec: the vector direction that the spline applies on the bone + * - scaleFac: the factor that the bone length is scaled by to get the desired amount */ sub_v3_v3v3(splineVec, poseTail, poseHead); - scaleFac= len_v3(splineVec) / pchan->bone->length; - - /* step 3: compute the shortest rotation needed to map from the bone rotation to the current axis - * - this uses the same method as is used for the Damped Track Constraint (see the code there for details) + scaleFac = len_v3(splineVec) / pchan->bone->length; + + /* step 3: compute the shortest rotation needed to map from the bone rotation to the current axis + * - this uses the same method as is used for the Damped Track Constraint (see the code there for details) */ { float dmat[3][3], rmat[3][3], tmat[3][3]; float raxis[3], rangle; - + /* compute the raw rotation matrix from the bone's current matrix by extracting only the * orientation-relevant axes, and normalising them */ @@ -2068,53 +2073,53 @@ static void splineik_evaluate_bone(tSplineIK_Tree *tree, Scene *scene, Object *o copy_v3_v3(rmat[1], pchan->pose_mat[1]); copy_v3_v3(rmat[2], pchan->pose_mat[2]); normalize_m3(rmat); - + /* also, normalise the orientation imposed by the bone, now that we've extracted the scale factor */ normalize_v3(splineVec); - + /* calculate smallest axis-angle rotation necessary for getting from the * current orientation of the bone, to the spline-imposed direction */ cross_v3_v3v3(raxis, rmat[1], splineVec); - - rangle= dot_v3v3(rmat[1], splineVec); - rangle= acos( MAX2(-1.0f, MIN2(1.0f, rangle)) ); - - /* multiply the magnitude of the angle by the influence of the constraint to - * control the influence of the SplineIK effect + + rangle = dot_v3v3(rmat[1], splineVec); + rangle = acos(MAX2(-1.0f, MIN2(1.0f, rangle))); + + /* multiply the magnitude of the angle by the influence of the constraint to + * control the influence of the SplineIK effect */ rangle *= tree->con->enforce; - - /* construct rotation matrix from the axis-angle rotation found above + + /* construct rotation matrix from the axis-angle rotation found above * - this call takes care to make sure that the axis provided is a unit vector first */ axis_angle_to_mat3(dmat, raxis, rangle); - + /* combine these rotations so that the y-axis of the bone is now aligned as the spline dictates, * while still maintaining roll control from the existing bone animation */ - mul_m3_m3m3(tmat, dmat, rmat); // m1, m3, m2 + mul_m3_m3m3(tmat, dmat, rmat); /* m1, m3, m2 */ normalize_m3(tmat); /* attempt to reduce shearing, though I doubt this'll really help too much now... */ copy_m4_m3(poseMat, tmat); } - + /* step 4: set the scaling factors for the axes */ { /* only multiply the y-axis by the scaling factor to get nice volume-preservation */ mul_v3_fl(poseMat[1], scaleFac); - + /* set the scaling factors of the x and z axes from... */ switch (ikData->xzScaleMode) { case CONSTRAINT_SPLINEIK_XZS_ORIGINAL: { /* original scales get used */ float scale; - + /* x-axis scale */ - scale= len_v3(pchan->pose_mat[0]); + scale = len_v3(pchan->pose_mat[0]); mul_v3_fl(poseMat[0], scale); /* z-axis scale */ - scale= len_v3(pchan->pose_mat[2]); + scale = len_v3(pchan->pose_mat[2]); mul_v3_fl(poseMat[2], scale); } break; @@ -2122,65 +2127,65 @@ static void splineik_evaluate_bone(tSplineIK_Tree *tree, Scene *scene, Object *o { /* 'volume preservation' */ float scale; - - /* calculate volume preservation factor which is - * basically the inverse of the y-scaling factor + + /* calculate volume preservation factor which is + * basically the inverse of the y-scaling factor */ - if (fabsf(scaleFac) != 0.0f) { - scale= 1.0f / fabsf(scaleFac); - + if(fabsf(scaleFac) != 0.0f) { + scale = 1.0f / fabsf(scaleFac); + /* we need to clamp this within sensible values */ - // NOTE: these should be fine for now, but should get sanitised in future + /* NOTE: these should be fine for now, but should get sanitised in future */ CLAMP(scale, 0.0001f, 100000.0f); } else - scale= 1.0f; - + scale = 1.0f; + /* apply the scaling */ mul_v3_fl(poseMat[0], scale); mul_v3_fl(poseMat[2], scale); } break; } - - /* finally, multiply the x and z scaling by the radius of the curve too, + + /* finally, multiply the x and z scaling by the radius of the curve too, * to allow automatic scales to get tweaked still */ - if ((ikData->flag & CONSTRAINT_SPLINEIK_NO_CURVERAD) == 0) { + if((ikData->flag & CONSTRAINT_SPLINEIK_NO_CURVERAD) == 0) { mul_v3_fl(poseMat[0], radius); mul_v3_fl(poseMat[2], radius); } } - + /* step 5: set the location of the bone in the matrix */ - if (ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT) { + if(ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT) { /* when the 'no-root' option is affected, the chain can retain * the shape but be moved elsewhere */ copy_v3_v3(poseHead, pchan->pose_head); } - else if (tree->con->enforce < 1.0f) { + else if(tree->con->enforce < 1.0f) { /* when the influence is too low * - blend the positions for the 'root' bone * - stick to the parent for any other */ - if (pchan->parent) { + if(pchan->parent) { copy_v3_v3(poseHead, pchan->pose_head); } else { - // FIXME: this introduces popping artifacts when we reach 0.0 + /* FIXME: this introduces popping artifacts when we reach 0.0 */ interp_v3_v3v3(poseHead, pchan->pose_head, poseHead, tree->con->enforce); } } copy_v3_v3(poseMat[3], poseHead); - + /* finally, store the new transform */ copy_m4_m4(pchan->pose_mat, poseMat); copy_v3_v3(pchan->pose_head, poseHead); - + /* recalculate tail, as it's now outdated after the head gets adjusted above! */ where_is_pose_bone_tail(pchan); - + /* done! */ pchan->flag |= POSE_DONE; } @@ -2189,24 +2194,26 @@ static void splineik_evaluate_bone(tSplineIK_Tree *tree, Scene *scene, Object *o static void splineik_execute_tree(Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime) { tSplineIK_Tree *tree; - + /* for each pose-tree, execute it if it is spline, otherwise just free it */ - while ((tree = pchan_root->siktree.first) != NULL) { + while((tree = pchan_root->siktree.first) != NULL) { int i; - + /* walk over each bone in the chain, calculating the effects of spline IK - * - the chain is traversed in the opposite order to storage order (i.e. parent to children) - * so that dependencies are correct + * - the chain is traversed in the opposite order to storage order (i.e. parent to children) + * so that dependencies are correct */ - for (i= tree->chainlen-1; i >= 0; i--) { - bPoseChannel *pchan= tree->chain[i]; + for(i = tree->chainlen-1; i >= 0; i--) { + bPoseChannel *pchan = tree->chain[i]; splineik_evaluate_bone(tree, scene, ob, pchan, i, ctime); } - + /* free the tree info specific to SplineIK trees now */ - if (tree->chain) MEM_freeN(tree->chain); - if (tree->free_points) MEM_freeN(tree->points); - + if(tree->chain) + MEM_freeN(tree->chain); + if(tree->free_points) + MEM_freeN(tree->points); + /* free this tree */ BLI_freelinkN(&pchan_root->siktree, tree); } @@ -2220,38 +2227,38 @@ void pchan_to_mat4(bPoseChannel *pchan, float chan_mat[4][4]) float smat[3][3]; float rmat[3][3]; float tmat[3][3]; - + /* get scaling matrix */ size_to_mat3(smat, pchan->size); - + /* rotations may either be quats, eulers (with various rotation orders), or axis-angle */ - if (pchan->rotmode > 0) { + if(pchan->rotmode > 0) { /* euler rotations (will cause gimble lock, but this can be alleviated a bit with rotation orders) */ eulO_to_mat3(rmat, pchan->eul, pchan->rotmode); } - else if (pchan->rotmode == ROT_MODE_AXISANGLE) { + else if(pchan->rotmode == ROT_MODE_AXISANGLE) { /* axis-angle - not really that great for 3D-changing orientations */ axis_angle_to_mat3(rmat, pchan->rotAxis, pchan->rotAngle); } else { /* quats are normalised before use to eliminate scaling issues */ float quat[4]; - + /* NOTE: we now don't normalise the stored values anymore, since this was kindof evil in some cases - * but if this proves to be too problematic, switch back to the old system of operating directly on + * but if this proves to be too problematic, switch back to the old system of operating directly on * the stored copy */ normalize_qt_qt(quat, pchan->quat); quat_to_mat3(rmat, quat); } - + /* calculate matrix of bone (as 3x3 matrix, but then copy the 4x4) */ mul_m3_m3m3(tmat, rmat, smat); copy_m4_m3(chan_mat, tmat); - + /* prevent action channels breaking chains */ /* need to check for bone here, CONSTRAINT_TYPE_ACTION uses this call */ - if ((pchan->bone==NULL) || !(pchan->bone->flag & BONE_CONNECTED)) { + if((pchan->bone == NULL) || !(pchan->bone->flag & BONE_CONNECTED)) { copy_v3_v3(chan_mat[3], pchan->loc); } } @@ -2260,7 +2267,7 @@ void pchan_to_mat4(bPoseChannel *pchan, float chan_mat[4][4]) /* used in constraint.c too */ void pchan_calc_mat(bPoseChannel *pchan) { - /* this is just a wrapper around the copy of this function which calculates the matrix + /* this is just a wrapper around the copy of this function which calculates the matrix * and stores the result in any given channel */ pchan_to_mat4(pchan, pchan->chan_mat); @@ -2278,26 +2285,26 @@ static void do_strip_modifiers(Scene *scene, Object *armob, Bone *bone, bPoseCha for (strip=armob->nlastrips.first; strip; strip=strip->next) { do_modif=0; - + if (scene_cfra>=strip->start && scene_cfra<=strip->end) do_modif=1; - + if ((scene_cfra > strip->end) && (strip->flag & ACTSTRIP_HOLDLASTFRAME)) { do_modif=1; - - /* if there are any other strips active, ignore modifiers for this strip - - * 'hold' option should only hold action modifiers if there are + + /* if there are any other strips active, ignore modifiers for this strip - + * 'hold' option should only hold action modifiers if there are * no other active strips */ for (strip2=strip->next; strip2; strip2=strip2->next) { if (strip2 == strip) continue; - + if (scene_cfra>=strip2->start && scene_cfra<=strip2->end) { if (!(strip2->flag & ACTSTRIP_MUTE)) do_modif=0; } } - - /* if there are any later, activated, strips with 'hold' set, they take precedence, + + /* if there are any later, activated, strips with 'hold' set, they take precedence, * so ignore modifiers for this strip */ for (strip2=strip->next; strip2; strip2=strip2->next) { if (scene_cfra < strip2->start) continue; @@ -2306,54 +2313,54 @@ static void do_strip_modifiers(Scene *scene, Object *armob, Bone *bone, bPoseCha } } } - + if (do_modif) { /* temporal solution to prevent 2 strips accumulating */ if(scene_cfra==strip->end && strip->next && strip->next->start==scene_cfra) continue; - + for(amod= strip->modifiers.first; amod; amod= amod->next) { switch (amod->type) { case ACTSTRIP_MOD_DEFORM: { /* validate first */ if(amod->ob && amod->ob->type==OB_CURVE && amod->channel[0]) { - + if( strcmp(pchan->name, amod->channel)==0 ) { float mat4[4][4], mat3[3][3]; - + curve_deform_vector(scene, amod->ob, armob, bone->arm_mat[3], pchan->pose_mat[3], mat3, amod->no_rot_axis); copy_m4_m4(mat4, pchan->pose_mat); mul_m4_m3m4(pchan->pose_mat, mat3, mat4); - + } } } break; - case ACTSTRIP_MOD_NOISE: + case ACTSTRIP_MOD_NOISE: { if( strcmp(pchan->name, amod->channel)==0 ) { float nor[3], loc[3], ofs; float eul[3], size[3], eulo[3], sizeo[3]; - + /* calculate turbulance */ ofs = amod->turbul / 200.0f; - + /* make a copy of starting conditions */ copy_v3_v3(loc, pchan->pose_mat[3]); mat4_to_eul( eul,pchan->pose_mat); mat4_to_size( size,pchan->pose_mat); copy_v3_v3(eulo, eul); copy_v3_v3(sizeo, size); - + /* apply noise to each set of channels */ if (amod->channels & 4) { /* for scaling */ nor[0] = BLI_gNoise(amod->noisesize, size[0]+ofs, size[1], size[2], 0, 0) - ofs; - nor[1] = BLI_gNoise(amod->noisesize, size[0], size[1]+ofs, size[2], 0, 0) - ofs; + nor[1] = BLI_gNoise(amod->noisesize, size[0], size[1]+ofs, size[2], 0, 0) - ofs; nor[2] = BLI_gNoise(amod->noisesize, size[0], size[1], size[2]+ofs, 0, 0) - ofs; add_v3_v3(size, nor); - + if (sizeo[0] != 0) mul_v3_fl(pchan->pose_mat[0], size[0] / sizeo[0]); if (sizeo[1] != 0) @@ -2364,21 +2371,21 @@ static void do_strip_modifiers(Scene *scene, Object *armob, Bone *bone, bPoseCha if (amod->channels & 2) { /* for rotation */ nor[0] = BLI_gNoise(amod->noisesize, eul[0]+ofs, eul[1], eul[2], 0, 0) - ofs; - nor[1] = BLI_gNoise(amod->noisesize, eul[0], eul[1]+ofs, eul[2], 0, 0) - ofs; + nor[1] = BLI_gNoise(amod->noisesize, eul[0], eul[1]+ofs, eul[2], 0, 0) - ofs; nor[2] = BLI_gNoise(amod->noisesize, eul[0], eul[1], eul[2]+ofs, 0, 0) - ofs; - + compatible_eul(nor, eulo); add_v3_v3(eul, nor); compatible_eul(eul, eulo); - + loc_eul_size_to_mat4(pchan->pose_mat, loc, eul, size); } if (amod->channels & 1) { /* for location */ nor[0] = BLI_gNoise(amod->noisesize, loc[0]+ofs, loc[1], loc[2], 0, 0) - ofs; - nor[1] = BLI_gNoise(amod->noisesize, loc[0], loc[1]+ofs, loc[2], 0, 0) - ofs; + nor[1] = BLI_gNoise(amod->noisesize, loc[0], loc[1]+ofs, loc[2], 0, 0) - ofs; nor[2] = BLI_gNoise(amod->noisesize, loc[0], loc[1], loc[2]+ofs, 0, 0) - ofs; - + add_v3_v3v3(pchan->pose_mat[3], loc, nor); } } @@ -2396,7 +2403,7 @@ static void do_strip_modifiers(Scene *scene, Object *armob, Bone *bone, bPoseCha void where_is_pose_bone_tail(bPoseChannel *pchan) { float vec[3]; - + copy_v3_v3(vec, pchan->pose_mat[1]); mul_v3_fl(vec, pchan->bone->length); add_v3_v3v3(pchan->pose_tail, pchan->pose_head, vec); @@ -2415,7 +2422,7 @@ void where_is_pose_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float cti unit_m4(pchan->chan_mat); /* Construct the posemat based on PoseChannels, that we do before applying constraints. */ - /* pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b) */ + /* pose_mat(b) = pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b) */ armature_mat_bone_to_pose(pchan, pchan->chan_mat, pchan->pose_mat); #if 0 /* XXX Old code, will remove this later. */ { @@ -2436,14 +2443,13 @@ void where_is_pose_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float cti } if(do_extra) { - #if 0 /* XXX OLD ANIMSYS, NLASTRIPS ARE NO LONGER USED */ /* do NLA strip modifiers - i.e. curve follow */ do_strip_modifiers(scene, ob, bone, pchan); #endif /* Do constraints */ - if (pchan->constraints.first) { + if(pchan->constraints.first) { bConstraintOb *cob; float vec[3]; @@ -2453,10 +2459,10 @@ void where_is_pose_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float cti /* prepare PoseChannel for Constraint solving * - makes a copy of matrix, and creates temporary struct to use */ - cob= constraints_make_evalob(scene, ob, pchan, CONSTRAINT_OBTYPE_BONE); + cob = constraints_make_evalob(scene, ob, pchan, CONSTRAINT_OBTYPE_BONE); /* Solve PoseChannel's Constraints */ - solve_constraints(&pchan->constraints, cob, ctime); // ctime doesnt alter objects + solve_constraints(&pchan->constraints, cob, ctime); /* ctime doesnt alter objects */ /* cleanup after Constraint Solving * - applies matrix back to pchan, and frees temporary struct used @@ -2485,21 +2491,22 @@ void where_is_pose (Scene *scene, Object *ob) bPoseChannel *pchan; float imat[4][4]; float ctime; - - if(ob->type!=OB_ARMATURE) return; + + if(ob->type != OB_ARMATURE) + return; arm = ob->data; - - if(ELEM(NULL, arm, scene)) return; - if((ob->pose==NULL) || (ob->pose->flag & POSE_RECALC)) + + if(ELEM(NULL, arm, scene)) + return; + if((ob->pose == NULL) || (ob->pose->flag & POSE_RECALC)) armature_rebuild_pose(ob, arm); - - ctime= BKE_curframe(scene); /* not accurate... */ - + + ctime = BKE_curframe(scene); /* not accurate... */ + /* In editmode or restposition we read the data from the bones */ if(arm->edbo || (arm->flag & ARM_RESTPOS)) { - - for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { - bone= pchan->bone; + for(pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { + bone = pchan->bone; if(bone) { copy_m4_m4(pchan->pose_mat, bone->arm_mat); copy_v3_v3(pchan->pose_head, bone->arm_head); @@ -2508,24 +2515,24 @@ void where_is_pose (Scene *scene, Object *ob) } } else { - invert_m4_m4(ob->imat, ob->obmat); // imat is needed - + invert_m4_m4(ob->imat, ob->obmat); /* imat is needed */ + /* 1. clear flags */ - for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { + for(pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { pchan->flag &= ~(POSE_DONE|POSE_CHAIN|POSE_IKTREE|POSE_IKSPLINE); } - + /* 2a. construct the IK tree (standard IK) */ BIK_initialize_tree(scene, ob, ctime); - - /* 2b. construct the Spline IK trees + + /* 2b. construct the Spline IK trees * - this is not integrated as an IK plugin, since it should be able * to function in conjunction with standard IK */ splineik_init_tree(scene, ob, ctime); - + /* 3. the main loop, channels are already hierarchical sorted from root to children */ - for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { + for(pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { /* 4a. if we find an IK root, we handle it separated */ if(pchan->flag & POSE_IKTREE) { BIK_execute_tree(scene, ob, pchan, ctime); @@ -2542,9 +2549,9 @@ void where_is_pose (Scene *scene, Object *ob) /* 6. release the IK tree */ BIK_release_tree(scene, ob, ctime); } - + /* calculating deform matrices */ - for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { + for(pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { if(pchan->bone) { invert_m4_m4(imat, pchan->bone->arm_mat); mult_m4_m4m4(pchan->chan_mat, pchan->pose_mat, imat); @@ -2559,19 +2566,19 @@ int get_selected_defgroups(Object *ob, char *dg_selection, int defbase_tot) { bDeformGroup *defgroup; unsigned int i; - Object *armob= object_pose_armature_get(ob); - int dg_flags_sel_tot= 0; + Object *armob = object_pose_armature_get(ob); + int dg_flags_sel_tot = 0; if(armob) { - bPose *pose= armob->pose; - for (i= 0, defgroup= ob->defbase.first; i < defbase_tot && defgroup; defgroup = defgroup->next, i++) { - bPoseChannel *pchan= get_pose_channel(pose, defgroup->name); + bPose *pose = armob->pose; + for(i = 0, defgroup = ob->defbase.first; i < defbase_tot && defgroup; defgroup = defgroup->next, i++) { + bPoseChannel *pchan = get_pose_channel(pose, defgroup->name); if(pchan && (pchan->bone->flag & BONE_SELECTED)) { - dg_selection[i]= TRUE; + dg_selection[i] = TRUE; dg_flags_sel_tot++; } else { - dg_selection[i]= FALSE; + dg_selection[i] = FALSE; } } } |