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-rw-r--r--source/blender/editors/transform/transform_generics.c4
-rw-r--r--source/blender/ikplugin/intern/itasc_plugin.cpp55
-rw-r--r--source/blender/makesrna/intern/rna_pose.c4
3 files changed, 51 insertions, 12 deletions
diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c
index 8f1d6a7b46e..2591c61c5ab 100644
--- a/source/blender/editors/transform/transform_generics.c
+++ b/source/blender/editors/transform/transform_generics.c
@@ -61,6 +61,8 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "BIK_api.h"
+
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_armature.h"
@@ -847,6 +849,8 @@ static void recalcData_view3d(TransInfo *t)
/* old optimize trick... this enforces to bypass the depgraph */
if (!(arm->flag & ARM_DELAYDEFORM)) {
DAG_id_tag_update(&ob->id, OB_RECALC_DATA); /* sets recalc flags */
+ /* transformation of pose may affect IK tree, make sure it is rebuilt */
+ BIK_clear_data(ob->pose);
}
else
BKE_pose_where_is(t->scene, ob);
diff --git a/source/blender/ikplugin/intern/itasc_plugin.cpp b/source/blender/ikplugin/intern/itasc_plugin.cpp
index f940d2635dc..e1ef7d92bd0 100644
--- a/source/blender/ikplugin/intern/itasc_plugin.cpp
+++ b/source/blender/ikplugin/intern/itasc_plugin.cpp
@@ -864,7 +864,7 @@ static bool joint_callback(const iTaSC::Timestamp& timestamp, iTaSC::ConstraintV
}
// build array of joint corresponding to IK chain
-static int convert_channels(IK_Scene *ikscene, PoseTree *tree)
+static int convert_channels(IK_Scene *ikscene, PoseTree *tree, float ctime)
{
IK_Channel *ikchan;
bPoseChannel *pchan;
@@ -877,6 +877,14 @@ static int convert_channels(IK_Scene *ikscene, PoseTree *tree)
ikchan->parent = (a > 0) ? tree->parent[a] : -1;
ikchan->owner = ikscene->blArmature;
+ // the constraint and channels must be applied before we build the iTaSC scene,
+ // this is because some of the pose data (e.g. pose head) don't have corresponding
+ // joint angles and can't be applied to the iTaSC armature dynamically
+ if (!(pchan->flag & POSE_DONE))
+ BKE_pose_where_is_bone(ikscene->blscene, ikscene->blArmature, pchan, ctime, 1);
+ // tell blender that this channel was controlled by IK, it's cleared on each BKE_pose_where_is()
+ pchan->flag |= (POSE_DONE | POSE_CHAIN);
+
/* set DoF flag */
flag = 0;
if (!(pchan->ikflag & BONE_IK_NO_XDOF) && !(pchan->ikflag & BONE_IK_NO_XDOF_TEMP) &&
@@ -1049,7 +1057,7 @@ static void BKE_pose_rest(IK_Scene *ikscene)
}
}
-static IK_Scene *convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan)
+static IK_Scene *convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan, float ctime)
{
PoseTree *tree = (PoseTree *)pchan->iktree.first;
PoseTarget *target;
@@ -1068,6 +1076,7 @@ static IK_Scene *convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan)
float length;
bool ret = true, ingame;
double *rot;
+ float start[3];
if (tree->totchannel == 0)
return NULL;
@@ -1126,7 +1135,7 @@ static IK_Scene *convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan)
std::vector<double> weights;
double weight[3];
// build the array of joints corresponding to the IK chain
- convert_channels(ikscene, tree);
+ convert_channels(ikscene, tree, ctime);
if (ingame) {
// in the GE, set the initial joint angle to match the current pose
// this will update the jointArray in ikscene
@@ -1137,17 +1146,37 @@ static IK_Scene *convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan)
BKE_pose_rest(ikscene);
}
rot = ikscene->jointArray(0);
+
for (a = 0, ikchan = ikscene->channels; a < tree->totchannel; ++a, ++ikchan) {
pchan = ikchan->pchan;
bone = pchan->bone;
KDL::Frame tip(iTaSC::F_identity);
+ // compute the position and rotation of the head from previous segment
Vector3 *fl = bone->bone_mat;
KDL::Rotation brot(
fl[0][0], fl[1][0], fl[2][0],
fl[0][1], fl[1][1], fl[2][1],
fl[0][2], fl[1][2], fl[2][2]);
- KDL::Vector bpos(bone->head[0], bone->head[1], bone->head[2]);
+ // if the bone is disconnected, the head is movable in pose mode
+ // take that into account by using pose matrix instead of bone
+ // Note that pose is expressed in armature space, convert to previous bone space
+ {
+ float R_parmat[3][3];
+ float iR_parmat[3][3];
+ if (pchan->parent)
+ copy_m3_m4(R_parmat, pchan->parent->pose_mat);
+ else
+ unit_m3(R_parmat);
+ if (pchan->parent)
+ sub_v3_v3v3(start, pchan->pose_head, pchan->parent->pose_tail);
+ else
+ start[0] = start[1] = start[2] = 0.0f;
+ invert_m3_m3(iR_parmat, R_parmat);
+ normalize_m3(iR_parmat);
+ mul_m3_v3(iR_parmat, start);
+ }
+ KDL::Vector bpos(start[0], start[1], start[2]);
bpos *= ikscene->blScale;
KDL::Frame head(brot, bpos);
@@ -1155,7 +1184,7 @@ static IK_Scene *convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan)
length = bone->length * ikscene->blScale;
parent = (a > 0) ? ikscene->channels[tree->parent[a]].tail : root;
// first the fixed segment to the bone head
- if (head.p.Norm() > KDL::epsilon || head.M.GetRot().Norm() > KDL::epsilon) {
+ if (!(ikchan->pchan->bone->flag & BONE_CONNECTED) || head.M.GetRot().Norm() > KDL::epsilon) {
joint = bone->name;
joint += ":H";
ret = arm->addSegment(joint, parent, KDL::Joint::None, 0.0, head);
@@ -1497,7 +1526,7 @@ static IK_Scene *convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan)
return ikscene;
}
-static void create_scene(Scene *scene, Object *ob)
+static void create_scene(Scene *scene, Object *ob, float ctime)
{
bPoseChannel *pchan;
@@ -1508,7 +1537,7 @@ static void create_scene(Scene *scene, Object *ob)
if (tree) {
IK_Data *ikdata = get_ikdata(ob->pose);
// convert tree in iTaSC::Scene
- IK_Scene *ikscene = convert_tree(scene, ob, pchan);
+ IK_Scene *ikscene = convert_tree(scene, ob, pchan, ctime);
if (ikscene) {
ikscene->next = ikdata->first;
ikdata->first = ikscene;
@@ -1732,15 +1761,21 @@ void itasc_initialize_tree(struct Scene *scene, Object *ob, float ctime)
count += initialize_scene(ob, pchan);
}
// if at least one tree, create the scenes from the PoseTree stored in the channels
- if (count)
- create_scene(scene, ob);
- itasc_update_param(ob->pose);
+ // postpone until execute_tree: this way the pose constraint are included
+ //if (count)
+ // create_scene(scene, ob, ctime);
+ //itasc_update_param(ob->pose);
// make sure we don't rebuilt until the user changes something important
ob->pose->flag &= ~POSE_WAS_REBUILT;
}
void itasc_execute_tree(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime)
{
+ if (!ob->pose->ikdata) {
+ // IK tree not yet created, no it now
+ create_scene(scene, ob, ctime);
+ itasc_update_param(ob->pose);
+ }
if (ob->pose->ikdata) {
IK_Data *ikdata = (IK_Data *)ob->pose->ikdata;
bItasc *ikparam = (bItasc *) ob->pose->ikparam;
diff --git a/source/blender/makesrna/intern/rna_pose.c b/source/blender/makesrna/intern/rna_pose.c
index 87ef3c983aa..23f61282b78 100644
--- a/source/blender/makesrna/intern/rna_pose.c
+++ b/source/blender/makesrna/intern/rna_pose.c
@@ -786,14 +786,14 @@ static void rna_def_pose_channel(BlenderRNA *brna)
RNA_def_property_editable_array_func(prop, "rna_PoseChannel_location_editable");
RNA_def_property_ui_text(prop, "Location", "");
RNA_def_property_ui_range(prop, -FLT_MAX, FLT_MAX, 1, RNA_TRANSLATION_PREC_DEFAULT);
- RNA_def_property_update(prop, NC_OBJECT | ND_POSE, "rna_Pose_update");
+ RNA_def_property_update(prop, NC_OBJECT | ND_POSE, "rna_Pose_IK_update");
prop = RNA_def_property(srna, "scale", PROP_FLOAT, PROP_XYZ);
RNA_def_property_float_sdna(prop, NULL, "size");
RNA_def_property_editable_array_func(prop, "rna_PoseChannel_scale_editable");
RNA_def_property_float_array_default(prop, default_scale);
RNA_def_property_ui_text(prop, "Scale", "");
- RNA_def_property_update(prop, NC_OBJECT | ND_POSE, "rna_Pose_update");
+ RNA_def_property_update(prop, NC_OBJECT | ND_POSE, "rna_Pose_IK_update");
prop = RNA_def_property(srna, "rotation_quaternion", PROP_FLOAT, PROP_QUATERNION);
RNA_def_property_float_sdna(prop, NULL, "quat");