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Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r--source/blender/blenkernel/intern/armature.c4088
1 files changed, 2093 insertions, 1995 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index 1b9e6dcdbc4..69721651a45 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -78,92 +78,94 @@ static CLG_LogRef LOG = {"bke.armature"};
bArmature *BKE_armature_add(Main *bmain, const char *name)
{
- bArmature *arm;
+ bArmature *arm;
- arm = BKE_libblock_alloc(bmain, ID_AR, name, 0);
- arm->deformflag = ARM_DEF_VGROUP | ARM_DEF_ENVELOPE;
- arm->flag = ARM_COL_CUSTOM; /* custom bone-group colors */
- arm->layer = 1;
- return arm;
+ arm = BKE_libblock_alloc(bmain, ID_AR, name, 0);
+ arm->deformflag = ARM_DEF_VGROUP | ARM_DEF_ENVELOPE;
+ arm->flag = ARM_COL_CUSTOM; /* custom bone-group colors */
+ arm->layer = 1;
+ return arm;
}
bArmature *BKE_armature_from_object(Object *ob)
{
- if (ob->type == OB_ARMATURE)
- return (bArmature *)ob->data;
- return NULL;
+ if (ob->type == OB_ARMATURE)
+ return (bArmature *)ob->data;
+ return NULL;
}
int BKE_armature_bonelist_count(ListBase *lb)
{
- int i = 0;
- for (Bone *bone = lb->first; bone; bone = bone->next) {
- i += 1 + BKE_armature_bonelist_count(&bone->childbase);
- }
+ int i = 0;
+ for (Bone *bone = lb->first; bone; bone = bone->next) {
+ i += 1 + BKE_armature_bonelist_count(&bone->childbase);
+ }
- return i;
+ return i;
}
void BKE_armature_bonelist_free(ListBase *lb)
{
- Bone *bone;
+ Bone *bone;
- for (bone = lb->first; bone; bone = bone->next) {
- if (bone->prop) {
- IDP_FreeProperty(bone->prop);
- MEM_freeN(bone->prop);
- }
- BKE_armature_bonelist_free(&bone->childbase);
- }
+ for (bone = lb->first; bone; bone = bone->next) {
+ if (bone->prop) {
+ IDP_FreeProperty(bone->prop);
+ MEM_freeN(bone->prop);
+ }
+ BKE_armature_bonelist_free(&bone->childbase);
+ }
- BLI_freelistN(lb);
+ BLI_freelistN(lb);
}
/** Free (or release) any data used by this armature (does not free the armature itself). */
void BKE_armature_free(bArmature *arm)
{
- BKE_animdata_free(&arm->id, false);
+ BKE_animdata_free(&arm->id, false);
- BKE_armature_bonelist_free(&arm->bonebase);
+ BKE_armature_bonelist_free(&arm->bonebase);
- /* free editmode data */
- if (arm->edbo) {
- BLI_freelistN(arm->edbo);
+ /* free editmode data */
+ if (arm->edbo) {
+ BLI_freelistN(arm->edbo);
- MEM_freeN(arm->edbo);
- arm->edbo = NULL;
- }
+ MEM_freeN(arm->edbo);
+ arm->edbo = NULL;
+ }
}
void BKE_armature_make_local(Main *bmain, bArmature *arm, const bool lib_local)
{
- BKE_id_make_local_generic(bmain, &arm->id, true, lib_local);
+ BKE_id_make_local_generic(bmain, &arm->id, true, lib_local);
}
-static void copy_bonechildren(
- Bone *bone_dst, const Bone *bone_src, const Bone *bone_src_act, Bone **r_bone_dst_act, const int flag)
+static void copy_bonechildren(Bone *bone_dst,
+ const Bone *bone_src,
+ const Bone *bone_src_act,
+ Bone **r_bone_dst_act,
+ const int flag)
{
- Bone *bone_src_child, *bone_dst_child;
+ Bone *bone_src_child, *bone_dst_child;
- if (bone_src == bone_src_act) {
- *r_bone_dst_act = bone_dst;
- }
+ if (bone_src == bone_src_act) {
+ *r_bone_dst_act = bone_dst;
+ }
- if (bone_src->prop) {
- bone_dst->prop = IDP_CopyProperty_ex(bone_src->prop, flag);
- }
+ if (bone_src->prop) {
+ bone_dst->prop = IDP_CopyProperty_ex(bone_src->prop, flag);
+ }
- /* Copy this bone's list */
- BLI_duplicatelist(&bone_dst->childbase, &bone_src->childbase);
+ /* Copy this bone's list */
+ BLI_duplicatelist(&bone_dst->childbase, &bone_src->childbase);
- /* For each child in the list, update it's children */
- for (bone_src_child = bone_src->childbase.first, bone_dst_child = bone_dst->childbase.first;
- bone_src_child;
- bone_src_child = bone_src_child->next, bone_dst_child = bone_dst_child->next)
- {
- bone_dst_child->parent = bone_dst;
- copy_bonechildren(bone_dst_child, bone_src_child, bone_src_act, r_bone_dst_act, flag);
- }
+ /* For each child in the list, update it's children */
+ for (bone_src_child = bone_src->childbase.first, bone_dst_child = bone_dst->childbase.first;
+ bone_src_child;
+ bone_src_child = bone_src_child->next, bone_dst_child = bone_dst_child->next) {
+ bone_dst_child->parent = bone_dst;
+ copy_bonechildren(bone_dst_child, bone_src_child, bone_src_act, r_bone_dst_act, flag);
+ }
}
/**
@@ -174,72 +176,74 @@ static void copy_bonechildren(
*
* \param flag: Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more).
*/
-void BKE_armature_copy_data(Main *UNUSED(bmain), bArmature *arm_dst, const bArmature *arm_src, const int flag)
+void BKE_armature_copy_data(Main *UNUSED(bmain),
+ bArmature *arm_dst,
+ const bArmature *arm_src,
+ const int flag)
{
- Bone *bone_src, *bone_dst;
- Bone *bone_dst_act = NULL;
+ Bone *bone_src, *bone_dst;
+ Bone *bone_dst_act = NULL;
- /* We never handle usercount here for own data. */
- const int flag_subdata = flag | LIB_ID_CREATE_NO_USER_REFCOUNT;
+ /* We never handle usercount here for own data. */
+ const int flag_subdata = flag | LIB_ID_CREATE_NO_USER_REFCOUNT;
- BLI_duplicatelist(&arm_dst->bonebase, &arm_src->bonebase);
+ BLI_duplicatelist(&arm_dst->bonebase, &arm_src->bonebase);
- /* Duplicate the childrens' lists */
- bone_dst = arm_dst->bonebase.first;
- for (bone_src = arm_src->bonebase.first; bone_src; bone_src = bone_src->next) {
- bone_dst->parent = NULL;
- copy_bonechildren(bone_dst, bone_src, arm_src->act_bone, &bone_dst_act, flag_subdata);
- bone_dst = bone_dst->next;
- }
+ /* Duplicate the childrens' lists */
+ bone_dst = arm_dst->bonebase.first;
+ for (bone_src = arm_src->bonebase.first; bone_src; bone_src = bone_src->next) {
+ bone_dst->parent = NULL;
+ copy_bonechildren(bone_dst, bone_src, arm_src->act_bone, &bone_dst_act, flag_subdata);
+ bone_dst = bone_dst->next;
+ }
- arm_dst->act_bone = bone_dst_act;
+ arm_dst->act_bone = bone_dst_act;
- arm_dst->edbo = NULL;
- arm_dst->act_edbone = NULL;
+ arm_dst->edbo = NULL;
+ arm_dst->act_edbone = NULL;
}
bArmature *BKE_armature_copy(Main *bmain, const bArmature *arm)
{
- bArmature *arm_copy;
- BKE_id_copy(bmain, &arm->id, (ID **)&arm_copy);
- return arm_copy;
+ bArmature *arm_copy;
+ BKE_id_copy(bmain, &arm->id, (ID **)&arm_copy);
+ return arm_copy;
}
static Bone *get_named_bone_bonechildren(ListBase *lb, const char *name)
{
- Bone *curBone, *rbone;
+ Bone *curBone, *rbone;
- for (curBone = lb->first; curBone; curBone = curBone->next) {
- if (STREQ(curBone->name, name))
- return curBone;
+ for (curBone = lb->first; curBone; curBone = curBone->next) {
+ if (STREQ(curBone->name, name))
+ return curBone;
- rbone = get_named_bone_bonechildren(&curBone->childbase, name);
- if (rbone)
- return rbone;
- }
+ rbone = get_named_bone_bonechildren(&curBone->childbase, name);
+ if (rbone)
+ return rbone;
+ }
- return NULL;
+ return NULL;
}
-
/**
* Walk the list until the bone is found (slow!),
* use #BKE_armature_bone_from_name_map for multiple lookups.
*/
Bone *BKE_armature_find_bone_name(bArmature *arm, const char *name)
{
- if (!arm)
- return NULL;
+ if (!arm)
+ return NULL;
- return get_named_bone_bonechildren(&arm->bonebase, name);
+ return get_named_bone_bonechildren(&arm->bonebase, name);
}
static void armature_bone_from_name_insert_recursive(GHash *bone_hash, ListBase *lb)
{
- for (Bone *bone = lb->first; bone; bone = bone->next) {
- BLI_ghash_insert(bone_hash, bone->name, bone);
- armature_bone_from_name_insert_recursive(bone_hash, &bone->childbase);
- }
+ for (Bone *bone = lb->first; bone; bone = bone->next) {
+ BLI_ghash_insert(bone_hash, bone->name, bone);
+ armature_bone_from_name_insert_recursive(bone_hash, &bone->childbase);
+ }
}
/**
@@ -250,1212 +254,1299 @@ static void armature_bone_from_name_insert_recursive(GHash *bone_hash, ListBase
*/
GHash *BKE_armature_bone_from_name_map(bArmature *arm)
{
- const int bones_count = BKE_armature_bonelist_count(&arm->bonebase);
- GHash *bone_hash = BLI_ghash_str_new_ex(__func__, bones_count);
- armature_bone_from_name_insert_recursive(bone_hash, &arm->bonebase);
- return bone_hash;
+ const int bones_count = BKE_armature_bonelist_count(&arm->bonebase);
+ GHash *bone_hash = BLI_ghash_str_new_ex(__func__, bones_count);
+ armature_bone_from_name_insert_recursive(bone_hash, &arm->bonebase);
+ return bone_hash;
}
bool BKE_armature_bone_flag_test_recursive(const Bone *bone, int flag)
{
- if (bone->flag & flag) {
- return true;
- }
- else if (bone->parent) {
- return BKE_armature_bone_flag_test_recursive(bone->parent, flag);
- }
- else {
- return false;
- }
+ if (bone->flag & flag) {
+ return true;
+ }
+ else if (bone->parent) {
+ return BKE_armature_bone_flag_test_recursive(bone->parent, flag);
+ }
+ else {
+ return false;
+ }
}
/* 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] = "";
-
- len = strlen(name);
- if (len == 0)
- return 0;
- BLI_strncpy(basename, name, sizeof(basename));
-
- /* 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
- * -> If tail is 0, then it's bone is considered to be on axis, so no extension should be added
- * -> 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) {
- /* z-axis - vertical (top/bottom) */
- if (IS_EQF(head, 0.0f)) {
- if (tail < 0)
- strcpy(extension, "Bot");
- else if (tail > 0)
- strcpy(extension, "Top");
- }
- else {
- if (head < 0)
- strcpy(extension, "Bot");
- else
- strcpy(extension, "Top");
- }
- }
- else if (axis == 1) {
- /* y-axis - depth (front/back) */
- if (IS_EQF(head, 0.0f)) {
- if (tail < 0)
- strcpy(extension, "Fr");
- else if (tail > 0)
- strcpy(extension, "Bk");
- }
- else {
- if (head < 0)
- strcpy(extension, "Fr");
- else
- strcpy(extension, "Bk");
- }
- }
- else {
- /* x-axis - horizontal (left/right) */
- if (IS_EQF(head, 0.0f)) {
- if (tail < 0)
- strcpy(extension, "R");
- else if (tail > 0)
- strcpy(extension, "L");
- }
- else {
- if (head < 0)
- strcpy(extension, "R");
- /* XXX Shouldn't this be simple else, as for z and y axes? */
- else if (head > 0)
- strcpy(extension, "L");
- }
- }
-
- /* 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]) {
- bool changed = true;
-
- while (changed) { /* remove extensions */
- changed = false;
- if (len > 2 && basename[len - 2] == '.') {
- if (basename[len - 1] == 'L' || basename[len - 1] == 'R') { /* L R */
- basename[len - 2] = '\0';
- len -= 2;
- changed = true;
- }
- }
- 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;
- changed = true;
- }
- }
- 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;
- changed = true;
- }
- }
- }
-
- if ((MAXBONENAME - len) < strlen(extension) + 1) { /* add 1 for the '.' */
- strncpy(name, basename, len - strlen(extension));
- }
-
- BLI_snprintf(name, MAXBONENAME, "%s.%s", basename, extension);
-
- return 1;
- }
-
- else
- return 0;
+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] = "";
+
+ len = strlen(name);
+ if (len == 0)
+ return 0;
+ BLI_strncpy(basename, name, sizeof(basename));
+
+ /* 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
+ * -> If tail is 0, then it's bone is considered to be on axis, so no extension should be added
+ * -> 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) {
+ /* z-axis - vertical (top/bottom) */
+ if (IS_EQF(head, 0.0f)) {
+ if (tail < 0)
+ strcpy(extension, "Bot");
+ else if (tail > 0)
+ strcpy(extension, "Top");
+ }
+ else {
+ if (head < 0)
+ strcpy(extension, "Bot");
+ else
+ strcpy(extension, "Top");
+ }
+ }
+ else if (axis == 1) {
+ /* y-axis - depth (front/back) */
+ if (IS_EQF(head, 0.0f)) {
+ if (tail < 0)
+ strcpy(extension, "Fr");
+ else if (tail > 0)
+ strcpy(extension, "Bk");
+ }
+ else {
+ if (head < 0)
+ strcpy(extension, "Fr");
+ else
+ strcpy(extension, "Bk");
+ }
+ }
+ else {
+ /* x-axis - horizontal (left/right) */
+ if (IS_EQF(head, 0.0f)) {
+ if (tail < 0)
+ strcpy(extension, "R");
+ else if (tail > 0)
+ strcpy(extension, "L");
+ }
+ else {
+ if (head < 0)
+ strcpy(extension, "R");
+ /* XXX Shouldn't this be simple else, as for z and y axes? */
+ else if (head > 0)
+ strcpy(extension, "L");
+ }
+ }
+
+ /* 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]) {
+ bool changed = true;
+
+ while (changed) { /* remove extensions */
+ changed = false;
+ if (len > 2 && basename[len - 2] == '.') {
+ if (basename[len - 1] == 'L' || basename[len - 1] == 'R') { /* L R */
+ basename[len - 2] = '\0';
+ len -= 2;
+ changed = true;
+ }
+ }
+ 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;
+ changed = true;
+ }
+ }
+ 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;
+ changed = true;
+ }
+ }
+ }
+
+ if ((MAXBONENAME - len) < strlen(extension) + 1) { /* add 1 for the '.' */
+ strncpy(name, basename, len - strlen(extension));
+ }
+
+ BLI_snprintf(name, MAXBONENAME, "%s.%s", basename, extension);
+
+ return 1;
+ }
+
+ else
+ return 0;
}
/* ************* B-Bone support ******************* */
/* Compute a set of bezier parameter values that produce approximately equally spaced points. */
-static void equalize_cubic_bezier(const float control[4][3], int temp_segments, int final_segments, float *r_t_points)
+static void equalize_cubic_bezier(const float control[4][3],
+ int temp_segments,
+ int final_segments,
+ float *r_t_points)
{
- float (*coords)[3] = BLI_array_alloca(coords, temp_segments + 1);
- float *pdist = BLI_array_alloca(pdist, temp_segments + 1);
+ float(*coords)[3] = BLI_array_alloca(coords, temp_segments + 1);
+ float *pdist = BLI_array_alloca(pdist, temp_segments + 1);
- /* Compute the first pass of bezier point coordinates. */
- for (int i = 0; i < 3; i++) {
- BKE_curve_forward_diff_bezier(
- control[0][i], control[1][i], control[2][i], control[3][i],
- &coords[0][i], temp_segments, sizeof(*coords)
- );
- }
+ /* Compute the first pass of bezier point coordinates. */
+ for (int i = 0; i < 3; i++) {
+ BKE_curve_forward_diff_bezier(control[0][i],
+ control[1][i],
+ control[2][i],
+ control[3][i],
+ &coords[0][i],
+ temp_segments,
+ sizeof(*coords));
+ }
- /* Calculate the length of the polyline at each point. */
- pdist[0] = 0.0f;
+ /* Calculate the length of the polyline at each point. */
+ pdist[0] = 0.0f;
- for (int i = 0; i < temp_segments; i++)
- pdist[i + 1] = pdist[i] + len_v3v3(coords[i], coords[i + 1]);
+ for (int i = 0; i < temp_segments; i++)
+ pdist[i + 1] = pdist[i] + len_v3v3(coords[i], coords[i + 1]);
- /* Go over distances and calculate new parameter values. */
- float dist_step = pdist[temp_segments] / final_segments;
+ /* Go over distances and calculate new parameter values. */
+ float dist_step = pdist[temp_segments] / final_segments;
- r_t_points[0] = 0.0f;
+ r_t_points[0] = 0.0f;
- for (int i = 1, nr = 1; i <= final_segments; i++) {
- float dist = i * dist_step;
+ for (int i = 1, nr = 1; i <= final_segments; i++) {
+ float dist = i * dist_step;
- /* We're looking for location (distance) 'dist' in the array. */
- while ((nr < temp_segments) && (dist >= pdist[nr]))
- nr++;
+ /* We're looking for location (distance) 'dist' in the array. */
+ while ((nr < temp_segments) && (dist >= pdist[nr]))
+ nr++;
- float fac = (pdist[nr] - dist) / (pdist[nr] - pdist[nr - 1]);
+ float fac = (pdist[nr] - dist) / (pdist[nr] - pdist[nr - 1]);
- r_t_points[i] = (nr - fac) / temp_segments;
- }
+ r_t_points[i] = (nr - fac) / temp_segments;
+ }
- r_t_points[final_segments] = 1.0f;
+ r_t_points[final_segments] = 1.0f;
}
/* Evaluate bezier position and tangent at a specific parameter value using the De Casteljau algorithm. */
-static void evaluate_cubic_bezier(const float control[4][3], float t, float r_pos[3], float r_tangent[3])
+static void evaluate_cubic_bezier(const float control[4][3],
+ float t,
+ float r_pos[3],
+ float r_tangent[3])
{
- float layer1[3][3];
- interp_v3_v3v3(layer1[0], control[0], control[1], t);
- interp_v3_v3v3(layer1[1], control[1], control[2], t);
- interp_v3_v3v3(layer1[2], control[2], control[3], t);
+ float layer1[3][3];
+ interp_v3_v3v3(layer1[0], control[0], control[1], t);
+ interp_v3_v3v3(layer1[1], control[1], control[2], t);
+ interp_v3_v3v3(layer1[2], control[2], control[3], t);
- float layer2[2][3];
- interp_v3_v3v3(layer2[0], layer1[0], layer1[1], t);
- interp_v3_v3v3(layer2[1], layer1[1], layer1[2], t);
+ float layer2[2][3];
+ interp_v3_v3v3(layer2[0], layer1[0], layer1[1], t);
+ interp_v3_v3v3(layer2[1], layer1[1], layer1[2], t);
- sub_v3_v3v3(r_tangent, layer2[1], layer2[0]);
- madd_v3_v3v3fl(r_pos, layer2[0], r_tangent, t);
+ sub_v3_v3v3(r_tangent, layer2[1], layer2[0]);
+ madd_v3_v3v3fl(r_pos, layer2[0], r_tangent, t);
}
/* Get "next" and "prev" bones - these are used for handle calculations. */
void BKE_pchan_bbone_handles_get(bPoseChannel *pchan, bPoseChannel **r_prev, bPoseChannel **r_next)
{
- if (pchan->bone->bbone_prev_type == BBONE_HANDLE_AUTO) {
- /* Use connected parent. */
- if (pchan->bone->flag & BONE_CONNECTED) {
- *r_prev = pchan->parent;
- }
- else {
- *r_prev = NULL;
- }
- }
- else {
- /* Use the provided bone as prev - leave blank to eliminate this effect altogether. */
- *r_prev = pchan->bbone_prev;
- }
-
- if (pchan->bone->bbone_next_type == BBONE_HANDLE_AUTO) {
- /* Use connected child. */
- *r_next = pchan->child;
- }
- else {
- /* Use the provided bone as next - leave blank to eliminate this effect altogether. */
- *r_next = pchan->bbone_next;
- }
+ if (pchan->bone->bbone_prev_type == BBONE_HANDLE_AUTO) {
+ /* Use connected parent. */
+ if (pchan->bone->flag & BONE_CONNECTED) {
+ *r_prev = pchan->parent;
+ }
+ else {
+ *r_prev = NULL;
+ }
+ }
+ else {
+ /* Use the provided bone as prev - leave blank to eliminate this effect altogether. */
+ *r_prev = pchan->bbone_prev;
+ }
+
+ if (pchan->bone->bbone_next_type == BBONE_HANDLE_AUTO) {
+ /* Use connected child. */
+ *r_next = pchan->child;
+ }
+ else {
+ /* Use the provided bone as next - leave blank to eliminate this effect altogether. */
+ *r_next = pchan->bbone_next;
+ }
}
/* Compute B-Bone spline parameters for the given channel. */
-void BKE_pchan_bbone_spline_params_get(struct bPoseChannel *pchan, const bool rest, struct BBoneSplineParameters *param)
-{
- bPoseChannel *next, *prev;
- Bone *bone = pchan->bone;
- float imat[4][4], posemat[4][4];
- float delta[3];
-
- memset(param, 0, sizeof(*param));
-
- param->segments = bone->segments;
- param->length = bone->length;
-
- if (!rest) {
- float scale[3];
-
- /* Check if we need to take non-uniform bone scaling into account. */
- mat4_to_size(scale, pchan->pose_mat);
-
- if (fabsf(scale[0] - scale[1]) > 1e-6f || fabsf(scale[1] - scale[2]) > 1e-6f) {
- param->do_scale = true;
- copy_v3_v3(param->scale, scale);
- }
- }
-
- BKE_pchan_bbone_handles_get(pchan, &prev, &next);
-
- /* 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);
- }
- else if (param->do_scale) {
- copy_m4_m4(posemat, pchan->pose_mat);
- normalize_m4(posemat);
- invert_m4_m4(imat, posemat);
- }
- else {
- invert_m4_m4(imat, pchan->pose_mat);
- }
-
- if (prev) {
- float h1[3];
- bool done = false;
-
- param->use_prev = true;
-
- /* Transform previous point inside this bone space. */
- if (bone->bbone_prev_type == BBONE_HANDLE_RELATIVE) {
- /* Use delta movement (from restpose), and apply this relative to the current bone's head. */
- if (rest) {
- /* In restpose, arm_head == pose_head */
- zero_v3(param->prev_h);
- done = true;
- }
- else {
- sub_v3_v3v3(delta, prev->pose_head, prev->bone->arm_head);
- sub_v3_v3v3(h1, pchan->pose_head, delta);
- }
- }
- else if (bone->bbone_prev_type == BBONE_HANDLE_TANGENT) {
- /* Use bone direction by offsetting so that its tail meets current bone's head */
- if (rest) {
- sub_v3_v3v3(delta, prev->bone->arm_tail, prev->bone->arm_head);
- sub_v3_v3v3(h1, bone->arm_head, delta);
- }
- else {
- sub_v3_v3v3(delta, prev->pose_tail, prev->pose_head);
- sub_v3_v3v3(h1, pchan->pose_head, delta);
- }
- }
- else {
- /* Apply special handling for smoothly joining B-Bone chains */
- param->prev_bbone = (prev->bone->segments > 1);
-
- /* Use bone head as absolute position. */
- copy_v3_v3(h1, rest ? prev->bone->arm_head : prev->pose_head);
- }
-
- if (!done) {
- mul_v3_m4v3(param->prev_h, imat, h1);
- }
-
- if (!param->prev_bbone) {
- /* Find the previous roll to interpolate. */
- mul_m4_m4m4(param->prev_mat, imat, rest ? prev->bone->arm_mat : prev->pose_mat);
- }
- }
-
- if (next) {
- float h2[3];
- bool done = false;
-
- param->use_next = true;
-
- /* Transform next point inside this bone space. */
- if (bone->bbone_next_type == BBONE_HANDLE_RELATIVE) {
- /* Use delta movement (from restpose), and apply this relative to the current bone's tail. */
- if (rest) {
- /* In restpose, arm_head == pose_head */
- copy_v3_fl3(param->next_h, 0.0f, param->length, 0.0);
- done = true;
- }
- else {
- sub_v3_v3v3(delta, next->pose_head, next->bone->arm_head);
- add_v3_v3v3(h2, pchan->pose_tail, delta);
- }
- }
- else if (bone->bbone_next_type == BBONE_HANDLE_TANGENT) {
- /* Use bone direction by offsetting so that its head meets current bone's tail */
- if (rest) {
- sub_v3_v3v3(delta, next->bone->arm_tail, next->bone->arm_head);
- add_v3_v3v3(h2, bone->arm_tail, delta);
- }
- else {
- sub_v3_v3v3(delta, next->pose_tail, next->pose_head);
- add_v3_v3v3(h2, pchan->pose_tail, delta);
- }
- }
- else {
- /* Apply special handling for smoothly joining B-Bone chains */
- param->next_bbone = (next->bone->segments > 1);
-
- /* Use bone tail as absolute position. */
- copy_v3_v3(h2, rest ? next->bone->arm_tail : next->pose_tail);
- }
-
- if (!done) {
- mul_v3_m4v3(param->next_h, imat, h2);
- }
-
- /* Find the next roll to interpolate as well. */
- mul_m4_m4m4(param->next_mat, imat, rest ? next->bone->arm_mat : next->pose_mat);
- }
-
- /* Add effects from bbone properties over the top
- * - These properties allow users to hand-animate the
- * bone curve/shape, without having to resort to using
- * extra bones
- * - The "bone" level offsets are for defining the restpose
- * shape of the bone (e.g. for curved eyebrows for example).
- * -> In the viewport, it's needed to define what the rest pose
- * looks like
- * -> For "rest == 0", we also still need to have it present
- * so that we can "cancel out" this restpose when it comes
- * time to deform some geometry, it won't cause double transforms.
- * - The "pchan" level offsets are the ones that animators actually
- * end up animating
- */
- {
- param->ease1 = bone->ease1 + (!rest ? pchan->ease1 : 0.0f);
- param->ease2 = bone->ease2 + (!rest ? pchan->ease2 : 0.0f);
-
- param->roll1 = bone->roll1 + (!rest ? pchan->roll1 : 0.0f);
- param->roll2 = bone->roll2 + (!rest ? pchan->roll2 : 0.0f);
-
- if (bone->flag & BONE_ADD_PARENT_END_ROLL) {
- if (prev) {
- if (prev->bone) {
- param->roll1 += prev->bone->roll2;
- }
-
- if (!rest) {
- param->roll1 += prev->roll2;
- }
- }
- }
-
- param->scaleIn = bone->scaleIn * (!rest ? pchan->scaleIn : 1.0f);
- param->scaleOut = bone->scaleOut * (!rest ? pchan->scaleOut : 1.0f);
-
- /* Extra curve x / y */
- param->curveInX = bone->curveInX + (!rest ? pchan->curveInX : 0.0f);
- param->curveInY = bone->curveInY + (!rest ? pchan->curveInY : 0.0f);
-
- param->curveOutX = bone->curveOutX + (!rest ? pchan->curveOutX : 0.0f);
- param->curveOutY = bone->curveOutY + (!rest ? pchan->curveOutY : 0.0f);
- }
+void BKE_pchan_bbone_spline_params_get(struct bPoseChannel *pchan,
+ const bool rest,
+ struct BBoneSplineParameters *param)
+{
+ bPoseChannel *next, *prev;
+ Bone *bone = pchan->bone;
+ float imat[4][4], posemat[4][4];
+ float delta[3];
+
+ memset(param, 0, sizeof(*param));
+
+ param->segments = bone->segments;
+ param->length = bone->length;
+
+ if (!rest) {
+ float scale[3];
+
+ /* Check if we need to take non-uniform bone scaling into account. */
+ mat4_to_size(scale, pchan->pose_mat);
+
+ if (fabsf(scale[0] - scale[1]) > 1e-6f || fabsf(scale[1] - scale[2]) > 1e-6f) {
+ param->do_scale = true;
+ copy_v3_v3(param->scale, scale);
+ }
+ }
+
+ BKE_pchan_bbone_handles_get(pchan, &prev, &next);
+
+ /* 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);
+ }
+ else if (param->do_scale) {
+ copy_m4_m4(posemat, pchan->pose_mat);
+ normalize_m4(posemat);
+ invert_m4_m4(imat, posemat);
+ }
+ else {
+ invert_m4_m4(imat, pchan->pose_mat);
+ }
+
+ if (prev) {
+ float h1[3];
+ bool done = false;
+
+ param->use_prev = true;
+
+ /* Transform previous point inside this bone space. */
+ if (bone->bbone_prev_type == BBONE_HANDLE_RELATIVE) {
+ /* Use delta movement (from restpose), and apply this relative to the current bone's head. */
+ if (rest) {
+ /* In restpose, arm_head == pose_head */
+ zero_v3(param->prev_h);
+ done = true;
+ }
+ else {
+ sub_v3_v3v3(delta, prev->pose_head, prev->bone->arm_head);
+ sub_v3_v3v3(h1, pchan->pose_head, delta);
+ }
+ }
+ else if (bone->bbone_prev_type == BBONE_HANDLE_TANGENT) {
+ /* Use bone direction by offsetting so that its tail meets current bone's head */
+ if (rest) {
+ sub_v3_v3v3(delta, prev->bone->arm_tail, prev->bone->arm_head);
+ sub_v3_v3v3(h1, bone->arm_head, delta);
+ }
+ else {
+ sub_v3_v3v3(delta, prev->pose_tail, prev->pose_head);
+ sub_v3_v3v3(h1, pchan->pose_head, delta);
+ }
+ }
+ else {
+ /* Apply special handling for smoothly joining B-Bone chains */
+ param->prev_bbone = (prev->bone->segments > 1);
+
+ /* Use bone head as absolute position. */
+ copy_v3_v3(h1, rest ? prev->bone->arm_head : prev->pose_head);
+ }
+
+ if (!done) {
+ mul_v3_m4v3(param->prev_h, imat, h1);
+ }
+
+ if (!param->prev_bbone) {
+ /* Find the previous roll to interpolate. */
+ mul_m4_m4m4(param->prev_mat, imat, rest ? prev->bone->arm_mat : prev->pose_mat);
+ }
+ }
+
+ if (next) {
+ float h2[3];
+ bool done = false;
+
+ param->use_next = true;
+
+ /* Transform next point inside this bone space. */
+ if (bone->bbone_next_type == BBONE_HANDLE_RELATIVE) {
+ /* Use delta movement (from restpose), and apply this relative to the current bone's tail. */
+ if (rest) {
+ /* In restpose, arm_head == pose_head */
+ copy_v3_fl3(param->next_h, 0.0f, param->length, 0.0);
+ done = true;
+ }
+ else {
+ sub_v3_v3v3(delta, next->pose_head, next->bone->arm_head);
+ add_v3_v3v3(h2, pchan->pose_tail, delta);
+ }
+ }
+ else if (bone->bbone_next_type == BBONE_HANDLE_TANGENT) {
+ /* Use bone direction by offsetting so that its head meets current bone's tail */
+ if (rest) {
+ sub_v3_v3v3(delta, next->bone->arm_tail, next->bone->arm_head);
+ add_v3_v3v3(h2, bone->arm_tail, delta);
+ }
+ else {
+ sub_v3_v3v3(delta, next->pose_tail, next->pose_head);
+ add_v3_v3v3(h2, pchan->pose_tail, delta);
+ }
+ }
+ else {
+ /* Apply special handling for smoothly joining B-Bone chains */
+ param->next_bbone = (next->bone->segments > 1);
+
+ /* Use bone tail as absolute position. */
+ copy_v3_v3(h2, rest ? next->bone->arm_tail : next->pose_tail);
+ }
+
+ if (!done) {
+ mul_v3_m4v3(param->next_h, imat, h2);
+ }
+
+ /* Find the next roll to interpolate as well. */
+ mul_m4_m4m4(param->next_mat, imat, rest ? next->bone->arm_mat : next->pose_mat);
+ }
+
+ /* Add effects from bbone properties over the top
+ * - These properties allow users to hand-animate the
+ * bone curve/shape, without having to resort to using
+ * extra bones
+ * - The "bone" level offsets are for defining the restpose
+ * shape of the bone (e.g. for curved eyebrows for example).
+ * -> In the viewport, it's needed to define what the rest pose
+ * looks like
+ * -> For "rest == 0", we also still need to have it present
+ * so that we can "cancel out" this restpose when it comes
+ * time to deform some geometry, it won't cause double transforms.
+ * - The "pchan" level offsets are the ones that animators actually
+ * end up animating
+ */
+ {
+ param->ease1 = bone->ease1 + (!rest ? pchan->ease1 : 0.0f);
+ param->ease2 = bone->ease2 + (!rest ? pchan->ease2 : 0.0f);
+
+ param->roll1 = bone->roll1 + (!rest ? pchan->roll1 : 0.0f);
+ param->roll2 = bone->roll2 + (!rest ? pchan->roll2 : 0.0f);
+
+ if (bone->flag & BONE_ADD_PARENT_END_ROLL) {
+ if (prev) {
+ if (prev->bone) {
+ param->roll1 += prev->bone->roll2;
+ }
+
+ if (!rest) {
+ param->roll1 += prev->roll2;
+ }
+ }
+ }
+
+ param->scaleIn = bone->scaleIn * (!rest ? pchan->scaleIn : 1.0f);
+ param->scaleOut = bone->scaleOut * (!rest ? pchan->scaleOut : 1.0f);
+
+ /* Extra curve x / y */
+ param->curveInX = bone->curveInX + (!rest ? pchan->curveInX : 0.0f);
+ param->curveInY = bone->curveInY + (!rest ? pchan->curveInY : 0.0f);
+
+ param->curveOutX = bone->curveOutX + (!rest ? pchan->curveOutX : 0.0f);
+ param->curveOutY = bone->curveOutY + (!rest ? pchan->curveOutY : 0.0f);
+ }
}
/* Fills the array with the desired amount of bone->segments elements.
* This calculation is done within unit bone space. */
-void BKE_pchan_bbone_spline_setup(bPoseChannel *pchan, const bool rest, const bool for_deform, Mat4 *result_array)
+void BKE_pchan_bbone_spline_setup(bPoseChannel *pchan,
+ const bool rest,
+ const bool for_deform,
+ Mat4 *result_array)
{
- BBoneSplineParameters param;
+ BBoneSplineParameters param;
- BKE_pchan_bbone_spline_params_get(pchan, rest, &param);
+ BKE_pchan_bbone_spline_params_get(pchan, rest, &param);
- pchan->bone->segments = BKE_pchan_bbone_spline_compute(&param, for_deform, result_array);
+ pchan->bone->segments = BKE_pchan_bbone_spline_compute(&param, for_deform, result_array);
}
/* Computes the bezier handle vectors and rolls coming from custom handles. */
-void BKE_pchan_bbone_handles_compute(const BBoneSplineParameters *param, float h1[3], float *r_roll1, float h2[3], float *r_roll2, bool ease, bool offsets)
-{
- float mat3[3][3];
- float length = param->length;
- float epsilon = 1e-5 * length;
-
- if (param->do_scale) {
- length *= param->scale[1];
- }
-
- *r_roll1 = *r_roll2 = 0.0f;
-
- if (param->use_prev) {
- copy_v3_v3(h1, param->prev_h);
-
- if (param->prev_bbone) {
- /* If previous bone is B-bone too, use average handle direction. */
- h1[1] -= length;
- }
-
- if (normalize_v3(h1) < epsilon)
- copy_v3_fl3(h1, 0.0f, -1.0f, 0.0f);
-
- negate_v3(h1);
-
- if (!param->prev_bbone) {
- /* Find the previous roll to interpolate. */
- copy_m3_m4(mat3, param->prev_mat);
- mat3_vec_to_roll(mat3, h1, r_roll1);
- }
- }
- else {
- h1[0] = 0.0f; h1[1] = 1.0; h1[2] = 0.0f;
- }
-
- if (param->use_next) {
- copy_v3_v3(h2, param->next_h);
-
- /* If next bone is B-bone too, use average handle direction. */
- if (param->next_bbone) {
- /* pass */
- }
- else {
- h2[1] -= length;
- }
-
- if (normalize_v3(h2) < epsilon)
- copy_v3_fl3(h2, 0.0f, 1.0f, 0.0f);
-
- /* Find the next roll to interpolate as well. */
- copy_m3_m4(mat3, param->next_mat);
- mat3_vec_to_roll(mat3, h2, r_roll2);
- }
- else {
- h2[0] = 0.0f; h2[1] = 1.0f; h2[2] = 0.0f;
- }
-
- if (ease) {
- const float circle_factor = length * (cubic_tangent_factor_circle_v3(h1, h2) / 0.75f);
-
- const float hlength1 = param->ease1 * circle_factor;
- const float hlength2 = param->ease2 * circle_factor;
-
- /* and only now negate h2 */
- mul_v3_fl(h1, hlength1);
- mul_v3_fl(h2, -hlength2);
- }
-
- /* Add effects from bbone properties over the top
- * - These properties allow users to hand-animate the
- * bone curve/shape, without having to resort to using
- * extra bones
- * - The "bone" level offsets are for defining the restpose
- * shape of the bone (e.g. for curved eyebrows for example).
- * -> In the viewport, it's needed to define what the rest pose
- * looks like
- * -> For "rest == 0", we also still need to have it present
- * so that we can "cancel out" this restpose when it comes
- * time to deform some geometry, it won't cause double transforms.
- * - The "pchan" level offsets are the ones that animators actually
- * end up animating
- */
- if (offsets) {
- /* Add extra rolls. */
- *r_roll1 += param->roll1;
- *r_roll2 += param->roll2;
-
- /* Extra curve x / y */
- /* NOTE: Scale correction factors here are to compensate for some random floating-point glitches
- * when scaling up the bone or it's parent by a factor of approximately 8.15/6, which results
- * in the bone length getting scaled up too (from 1 to 8), causing the curve to flatten out.
- */
- const float xscale_correction = (param->do_scale) ? param->scale[0] : 1.0f;
- const float yscale_correction = (param->do_scale) ? param->scale[2] : 1.0f;
-
- h1[0] += param->curveInX * xscale_correction;
- h1[2] += param->curveInY * yscale_correction;
-
- h2[0] += param->curveOutX * xscale_correction;
- h2[2] += param->curveOutY * yscale_correction;
- }
-}
-
-static void make_bbone_spline_matrix(
- BBoneSplineParameters *param, float scalemats[2][4][4],
- float pos[3], float axis[3], float roll, float scalefac,
- float result[4][4]
-) {
- float mat3[3][3];
-
- vec_roll_to_mat3(axis, roll, mat3);
-
- copy_m4_m3(result, mat3);
- copy_v3_v3(result[3], pos);
-
- if (param->do_scale) {
- /* Correct for scaling when this matrix is used in scaled space. */
- mul_m4_series(result, scalemats[0], result, scalemats[1]);
- }
-
- /* BBone scale... */
- mul_v3_fl(result[0], scalefac);
- mul_v3_fl(result[2], scalefac);
+void BKE_pchan_bbone_handles_compute(const BBoneSplineParameters *param,
+ float h1[3],
+ float *r_roll1,
+ float h2[3],
+ float *r_roll2,
+ bool ease,
+ bool offsets)
+{
+ float mat3[3][3];
+ float length = param->length;
+ float epsilon = 1e-5 * length;
+
+ if (param->do_scale) {
+ length *= param->scale[1];
+ }
+
+ *r_roll1 = *r_roll2 = 0.0f;
+
+ if (param->use_prev) {
+ copy_v3_v3(h1, param->prev_h);
+
+ if (param->prev_bbone) {
+ /* If previous bone is B-bone too, use average handle direction. */
+ h1[1] -= length;
+ }
+
+ if (normalize_v3(h1) < epsilon)
+ copy_v3_fl3(h1, 0.0f, -1.0f, 0.0f);
+
+ negate_v3(h1);
+
+ if (!param->prev_bbone) {
+ /* Find the previous roll to interpolate. */
+ copy_m3_m4(mat3, param->prev_mat);
+ mat3_vec_to_roll(mat3, h1, r_roll1);
+ }
+ }
+ else {
+ h1[0] = 0.0f;
+ h1[1] = 1.0;
+ h1[2] = 0.0f;
+ }
+
+ if (param->use_next) {
+ copy_v3_v3(h2, param->next_h);
+
+ /* If next bone is B-bone too, use average handle direction. */
+ if (param->next_bbone) {
+ /* pass */
+ }
+ else {
+ h2[1] -= length;
+ }
+
+ if (normalize_v3(h2) < epsilon)
+ copy_v3_fl3(h2, 0.0f, 1.0f, 0.0f);
+
+ /* Find the next roll to interpolate as well. */
+ copy_m3_m4(mat3, param->next_mat);
+ mat3_vec_to_roll(mat3, h2, r_roll2);
+ }
+ else {
+ h2[0] = 0.0f;
+ h2[1] = 1.0f;
+ h2[2] = 0.0f;
+ }
+
+ if (ease) {
+ const float circle_factor = length * (cubic_tangent_factor_circle_v3(h1, h2) / 0.75f);
+
+ const float hlength1 = param->ease1 * circle_factor;
+ const float hlength2 = param->ease2 * circle_factor;
+
+ /* and only now negate h2 */
+ mul_v3_fl(h1, hlength1);
+ mul_v3_fl(h2, -hlength2);
+ }
+
+ /* Add effects from bbone properties over the top
+ * - These properties allow users to hand-animate the
+ * bone curve/shape, without having to resort to using
+ * extra bones
+ * - The "bone" level offsets are for defining the restpose
+ * shape of the bone (e.g. for curved eyebrows for example).
+ * -> In the viewport, it's needed to define what the rest pose
+ * looks like
+ * -> For "rest == 0", we also still need to have it present
+ * so that we can "cancel out" this restpose when it comes
+ * time to deform some geometry, it won't cause double transforms.
+ * - The "pchan" level offsets are the ones that animators actually
+ * end up animating
+ */
+ if (offsets) {
+ /* Add extra rolls. */
+ *r_roll1 += param->roll1;
+ *r_roll2 += param->roll2;
+
+ /* Extra curve x / y */
+ /* NOTE: Scale correction factors here are to compensate for some random floating-point glitches
+ * when scaling up the bone or it's parent by a factor of approximately 8.15/6, which results
+ * in the bone length getting scaled up too (from 1 to 8), causing the curve to flatten out.
+ */
+ const float xscale_correction = (param->do_scale) ? param->scale[0] : 1.0f;
+ const float yscale_correction = (param->do_scale) ? param->scale[2] : 1.0f;
+
+ h1[0] += param->curveInX * xscale_correction;
+ h1[2] += param->curveInY * yscale_correction;
+
+ h2[0] += param->curveOutX * xscale_correction;
+ h2[2] += param->curveOutY * yscale_correction;
+ }
+}
+
+static void make_bbone_spline_matrix(BBoneSplineParameters *param,
+ float scalemats[2][4][4],
+ float pos[3],
+ float axis[3],
+ float roll,
+ float scalefac,
+ float result[4][4])
+{
+ float mat3[3][3];
+
+ vec_roll_to_mat3(axis, roll, mat3);
+
+ copy_m4_m3(result, mat3);
+ copy_v3_v3(result[3], pos);
+
+ if (param->do_scale) {
+ /* Correct for scaling when this matrix is used in scaled space. */
+ mul_m4_series(result, scalemats[0], result, scalemats[1]);
+ }
+
+ /* BBone scale... */
+ mul_v3_fl(result[0], scalefac);
+ mul_v3_fl(result[2], scalefac);
}
/* Fade from first to second derivative when the handle is very short. */
static void ease_handle_axis(const float deriv1[3], const float deriv2[3], float r_axis[3])
{
- const float gap = 0.1f;
+ const float gap = 0.1f;
- copy_v3_v3(r_axis, deriv1);
+ copy_v3_v3(r_axis, deriv1);
- float len1 = len_squared_v3(deriv1), len2 = len_squared_v3(deriv2);
- float ratio = len1 / len2;
+ float len1 = len_squared_v3(deriv1), len2 = len_squared_v3(deriv2);
+ float ratio = len1 / len2;
- if (ratio < gap * gap) {
- madd_v3_v3fl(r_axis, deriv2, gap - sqrtf(ratio));
- }
+ if (ratio < gap * gap) {
+ madd_v3_v3fl(r_axis, deriv2, gap - sqrtf(ratio));
+ }
}
/* Fills the array with the desired amount of bone->segments elements.
* This calculation is done within unit bone space. */
-int BKE_pchan_bbone_spline_compute(BBoneSplineParameters *param, const bool for_deform, Mat4 *result_array)
+int BKE_pchan_bbone_spline_compute(BBoneSplineParameters *param,
+ const bool for_deform,
+ Mat4 *result_array)
{
- float scalemats[2][4][4];
- float bezt_controls[4][3];
- float h1[3], roll1, h2[3], roll2, prev[3], cur[3], axis[3];
- float length = param->length;
+ float scalemats[2][4][4];
+ float bezt_controls[4][3];
+ float h1[3], roll1, h2[3], roll2, prev[3], cur[3], axis[3];
+ float length = param->length;
- if (param->do_scale) {
- size_to_mat4(scalemats[1], param->scale);
- invert_m4_m4(scalemats[0], scalemats[1]);
+ if (param->do_scale) {
+ size_to_mat4(scalemats[1], param->scale);
+ invert_m4_m4(scalemats[0], scalemats[1]);
- length *= param->scale[1];
- }
+ length *= param->scale[1];
+ }
- BKE_pchan_bbone_handles_compute(param, h1, &roll1, h2, &roll2, true, true);
+ BKE_pchan_bbone_handles_compute(param, h1, &roll1, h2, &roll2, true, true);
- /* Make curve. */
- CLAMP_MAX(param->segments, MAX_BBONE_SUBDIV);
+ /* Make curve. */
+ CLAMP_MAX(param->segments, MAX_BBONE_SUBDIV);
- copy_v3_fl3(bezt_controls[3], 0.0f, length, 0.0f);
- add_v3_v3v3(bezt_controls[2], bezt_controls[3], h2);
- copy_v3_v3(bezt_controls[1], h1);
- zero_v3(bezt_controls[0]);
+ copy_v3_fl3(bezt_controls[3], 0.0f, length, 0.0f);
+ add_v3_v3v3(bezt_controls[2], bezt_controls[3], h2);
+ copy_v3_v3(bezt_controls[1], h1);
+ zero_v3(bezt_controls[0]);
- float bezt_points[MAX_BBONE_SUBDIV + 1];
+ float bezt_points[MAX_BBONE_SUBDIV + 1];
- equalize_cubic_bezier(bezt_controls, MAX_BBONE_SUBDIV, param->segments, bezt_points);
+ equalize_cubic_bezier(bezt_controls, MAX_BBONE_SUBDIV, param->segments, bezt_points);
- /* Deformation uses N+1 matrices computed at points between the segments. */
- if (for_deform) {
- /* Bezier derivatives. */
- float bezt_deriv1[3][3], bezt_deriv2[2][3];
+ /* Deformation uses N+1 matrices computed at points between the segments. */
+ if (for_deform) {
+ /* Bezier derivatives. */
+ float bezt_deriv1[3][3], bezt_deriv2[2][3];
- for (int i = 0; i < 3; i++) {
- sub_v3_v3v3(bezt_deriv1[i], bezt_controls[i + 1], bezt_controls[i]);
- }
- for (int i = 0; i < 2; i++) {
- sub_v3_v3v3(bezt_deriv2[i], bezt_deriv1[i + 1], bezt_deriv1[i]);
- }
+ for (int i = 0; i < 3; i++) {
+ sub_v3_v3v3(bezt_deriv1[i], bezt_controls[i + 1], bezt_controls[i]);
+ }
+ for (int i = 0; i < 2; i++) {
+ sub_v3_v3v3(bezt_deriv2[i], bezt_deriv1[i + 1], bezt_deriv1[i]);
+ }
- /* End points require special handling to fix zero length handles. */
- ease_handle_axis(bezt_deriv1[0], bezt_deriv2[0], axis);
- make_bbone_spline_matrix(param, scalemats, bezt_controls[0], axis, roll1, param->scaleIn, result_array[0].mat);
+ /* End points require special handling to fix zero length handles. */
+ ease_handle_axis(bezt_deriv1[0], bezt_deriv2[0], axis);
+ make_bbone_spline_matrix(
+ param, scalemats, bezt_controls[0], axis, roll1, param->scaleIn, result_array[0].mat);
- for (int a = 1; a < param->segments; a++) {
- evaluate_cubic_bezier(bezt_controls, bezt_points[a], cur, axis);
+ for (int a = 1; a < param->segments; a++) {
+ evaluate_cubic_bezier(bezt_controls, bezt_points[a], cur, axis);
- float fac = ((float)a) / param->segments;
- float roll = interpf(roll2, roll1, fac);
- float scalefac = interpf(param->scaleOut, param->scaleIn, fac);
+ float fac = ((float)a) / param->segments;
+ float roll = interpf(roll2, roll1, fac);
+ float scalefac = interpf(param->scaleOut, param->scaleIn, fac);
- make_bbone_spline_matrix(param, scalemats, cur, axis, roll, scalefac, result_array[a].mat);
- }
+ make_bbone_spline_matrix(param, scalemats, cur, axis, roll, scalefac, result_array[a].mat);
+ }
- negate_v3(bezt_deriv2[1]);
- ease_handle_axis(bezt_deriv1[2], bezt_deriv2[1], axis);
- make_bbone_spline_matrix(param, scalemats, bezt_controls[3], axis, roll2, param->scaleOut, result_array[param->segments].mat);
- }
- /* Other code (e.g. display) uses matrices for the segments themselves. */
- else {
- zero_v3(prev);
+ negate_v3(bezt_deriv2[1]);
+ ease_handle_axis(bezt_deriv1[2], bezt_deriv2[1], axis);
+ make_bbone_spline_matrix(param,
+ scalemats,
+ bezt_controls[3],
+ axis,
+ roll2,
+ param->scaleOut,
+ result_array[param->segments].mat);
+ }
+ /* Other code (e.g. display) uses matrices for the segments themselves. */
+ else {
+ zero_v3(prev);
- for (int a = 0; a < param->segments; a++) {
- evaluate_cubic_bezier(bezt_controls, bezt_points[a + 1], cur, axis);
+ for (int a = 0; a < param->segments; a++) {
+ evaluate_cubic_bezier(bezt_controls, bezt_points[a + 1], cur, axis);
- sub_v3_v3v3(axis, cur, prev);
+ sub_v3_v3v3(axis, cur, prev);
- float fac = (a + 0.5f) / param->segments;
- float roll = interpf(roll2, roll1, fac);
- float scalefac = interpf(param->scaleOut, param->scaleIn, fac);
+ float fac = (a + 0.5f) / param->segments;
+ float roll = interpf(roll2, roll1, fac);
+ float scalefac = interpf(param->scaleOut, param->scaleIn, fac);
- make_bbone_spline_matrix(param, scalemats, prev, axis, roll, scalefac, result_array[a].mat);
- copy_v3_v3(prev, cur);
- }
- }
+ make_bbone_spline_matrix(param, scalemats, prev, axis, roll, scalefac, result_array[a].mat);
+ copy_v3_v3(prev, cur);
+ }
+ }
- return param->segments;
+ return param->segments;
}
/* ************ Armature Deform ******************* */
typedef struct bPoseChanDeform {
- DualQuat *dual_quat;
+ DualQuat *dual_quat;
} bPoseChanDeform;
/* Definition of cached object bbone deformations. */
typedef struct ObjectBBoneDeform {
- DualQuat *dualquats;
- bPoseChanDeform *pdef_info_array;
- int num_pchan;
+ DualQuat *dualquats;
+ bPoseChanDeform *pdef_info_array;
+ int num_pchan;
} ObjectBBoneDeform;
static void allocate_bbone_cache(bPoseChannel *pchan, int segments)
{
- bPoseChannel_Runtime *runtime = &pchan->runtime;
+ bPoseChannel_Runtime *runtime = &pchan->runtime;
- if (runtime->bbone_segments != segments) {
- if (runtime->bbone_segments != 0) {
- BKE_pose_channel_free_bbone_cache(pchan);
- }
+ if (runtime->bbone_segments != segments) {
+ if (runtime->bbone_segments != 0) {
+ BKE_pose_channel_free_bbone_cache(pchan);
+ }
- runtime->bbone_segments = segments;
- runtime->bbone_rest_mats = MEM_malloc_arrayN(sizeof(Mat4), 1 + (uint)segments, "bPoseChannel_Runtime::bbone_rest_mats");
- runtime->bbone_pose_mats = MEM_malloc_arrayN(sizeof(Mat4), 1 + (uint)segments, "bPoseChannel_Runtime::bbone_pose_mats");
- runtime->bbone_deform_mats = MEM_malloc_arrayN(sizeof(Mat4), 2 + (uint)segments, "bPoseChannel_Runtime::bbone_deform_mats");
- runtime->bbone_dual_quats = MEM_malloc_arrayN(sizeof(DualQuat), 1 + (uint)segments, "bPoseChannel_Runtime::bbone_dual_quats");
- }
+ runtime->bbone_segments = segments;
+ runtime->bbone_rest_mats = MEM_malloc_arrayN(
+ sizeof(Mat4), 1 + (uint)segments, "bPoseChannel_Runtime::bbone_rest_mats");
+ runtime->bbone_pose_mats = MEM_malloc_arrayN(
+ sizeof(Mat4), 1 + (uint)segments, "bPoseChannel_Runtime::bbone_pose_mats");
+ runtime->bbone_deform_mats = MEM_malloc_arrayN(
+ sizeof(Mat4), 2 + (uint)segments, "bPoseChannel_Runtime::bbone_deform_mats");
+ runtime->bbone_dual_quats = MEM_malloc_arrayN(
+ sizeof(DualQuat), 1 + (uint)segments, "bPoseChannel_Runtime::bbone_dual_quats");
+ }
}
/** Compute and cache the B-Bone shape in the channel runtime struct. */
void BKE_pchan_bbone_segments_cache_compute(bPoseChannel *pchan)
{
- bPoseChannel_Runtime *runtime = &pchan->runtime;
- Bone *bone = pchan->bone;
- int segments = bone->segments;
+ bPoseChannel_Runtime *runtime = &pchan->runtime;
+ Bone *bone = pchan->bone;
+ int segments = bone->segments;
- BLI_assert(segments > 1);
+ BLI_assert(segments > 1);
- /* Allocate the cache if needed. */
- allocate_bbone_cache(pchan, segments);
+ /* Allocate the cache if needed. */
+ allocate_bbone_cache(pchan, segments);
- /* Compute the shape. */
- Mat4 *b_bone = runtime->bbone_pose_mats;
- Mat4 *b_bone_rest = runtime->bbone_rest_mats;
- Mat4 *b_bone_mats = runtime->bbone_deform_mats;
- DualQuat *b_bone_dual_quats = runtime->bbone_dual_quats;
- int a;
+ /* Compute the shape. */
+ Mat4 *b_bone = runtime->bbone_pose_mats;
+ Mat4 *b_bone_rest = runtime->bbone_rest_mats;
+ Mat4 *b_bone_mats = runtime->bbone_deform_mats;
+ DualQuat *b_bone_dual_quats = runtime->bbone_dual_quats;
+ int a;
- BKE_pchan_bbone_spline_setup(pchan, false, true, b_bone);
- BKE_pchan_bbone_spline_setup(pchan, true, true, b_bone_rest);
+ BKE_pchan_bbone_spline_setup(pchan, false, true, b_bone);
+ BKE_pchan_bbone_spline_setup(pchan, true, true, b_bone_rest);
- /* Compute deform matrices. */
- /* first matrix is the inverse arm_mat, to bring points in local bone space
- * for finding out which segment it belongs to */
- invert_m4_m4(b_bone_mats[0].mat, bone->arm_mat);
+ /* Compute deform matrices. */
+ /* first matrix is the inverse arm_mat, to bring points in local bone space
+ * 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 */
+ /* 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 */
- for (a = 0; a <= bone->segments; a++) {
- float tmat[4][4];
+ for (a = 0; a <= bone->segments; a++) {
+ float tmat[4][4];
- invert_m4_m4(tmat, b_bone_rest[a].mat);
- mul_m4_series(b_bone_mats[a + 1].mat, pchan->chan_mat, bone->arm_mat, b_bone[a].mat, tmat, b_bone_mats[0].mat);
+ invert_m4_m4(tmat, b_bone_rest[a].mat);
+ mul_m4_series(b_bone_mats[a + 1].mat,
+ pchan->chan_mat,
+ bone->arm_mat,
+ b_bone[a].mat,
+ tmat,
+ b_bone_mats[0].mat);
- 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);
+ }
}
/** Copy cached B-Bone segments from one channel to another */
void BKE_pchan_bbone_segments_cache_copy(bPoseChannel *pchan, bPoseChannel *pchan_from)
{
- bPoseChannel_Runtime *runtime = &pchan->runtime;
- bPoseChannel_Runtime *runtime_from = &pchan_from->runtime;
- int segments = runtime_from->bbone_segments;
+ bPoseChannel_Runtime *runtime = &pchan->runtime;
+ bPoseChannel_Runtime *runtime_from = &pchan_from->runtime;
+ int segments = runtime_from->bbone_segments;
- if (segments <= 1) {
- BKE_pose_channel_free_bbone_cache(pchan);
- }
- else {
- allocate_bbone_cache(pchan, segments);
+ if (segments <= 1) {
+ BKE_pose_channel_free_bbone_cache(pchan);
+ }
+ else {
+ allocate_bbone_cache(pchan, segments);
- memcpy(runtime->bbone_rest_mats, runtime_from->bbone_rest_mats, sizeof(Mat4) * (1 + segments));
- memcpy(runtime->bbone_pose_mats, runtime_from->bbone_pose_mats, sizeof(Mat4) * (1 + segments));
- memcpy(runtime->bbone_deform_mats, runtime_from->bbone_deform_mats, sizeof(Mat4) * (2 + segments));
- memcpy(runtime->bbone_dual_quats, runtime_from->bbone_dual_quats, sizeof(DualQuat) * (1 + segments));
- }
+ memcpy(runtime->bbone_rest_mats, runtime_from->bbone_rest_mats, sizeof(Mat4) * (1 + segments));
+ memcpy(runtime->bbone_pose_mats, runtime_from->bbone_pose_mats, sizeof(Mat4) * (1 + segments));
+ memcpy(runtime->bbone_deform_mats,
+ runtime_from->bbone_deform_mats,
+ sizeof(Mat4) * (2 + segments));
+ memcpy(runtime->bbone_dual_quats,
+ runtime_from->bbone_dual_quats,
+ sizeof(DualQuat) * (1 + segments));
+ }
}
/** Calculate index and blend factor for the two B-Bone segment nodes affecting the point at 0 <= pos <= 1. */
-void BKE_pchan_bbone_deform_segment_index(const bPoseChannel *pchan, float pos, int *r_index, float *r_blend_next)
+void BKE_pchan_bbone_deform_segment_index(const bPoseChannel *pchan,
+ float pos,
+ int *r_index,
+ float *r_blend_next)
{
- int segments = pchan->bone->segments;
+ int segments = pchan->bone->segments;
- CLAMP(pos, 0.0f, 1.0f);
+ CLAMP(pos, 0.0f, 1.0f);
- /* Calculate the indices of the 2 affecting b_bone segments.
- * Integer part is the first segment's index.
- * Integer part plus 1 is the second segment's index.
- * Fractional part is the blend factor. */
- float pre_blend = pos * (float)segments;
+ /* Calculate the indices of the 2 affecting b_bone segments.
+ * Integer part is the first segment's index.
+ * Integer part plus 1 is the second segment's index.
+ * Fractional part is the blend factor. */
+ float pre_blend = pos * (float)segments;
- int index = (int)floorf(pre_blend);
- float blend = pre_blend - index;
+ int index = (int)floorf(pre_blend);
+ float blend = pre_blend - index;
- CLAMP(index, 0, segments);
- CLAMP(blend, 0.0f, 1.0f);
+ CLAMP(index, 0, segments);
+ CLAMP(blend, 0.0f, 1.0f);
- *r_index = index;
- *r_blend_next = blend;
+ *r_index = index;
+ *r_blend_next = blend;
}
/* Add the effect of one bone or B-Bone segment to the accumulated result. */
-static void pchan_deform_accumulate(
- const DualQuat *deform_dq, const float deform_mat[4][4], const float co_in[3], float weight,
- float co_accum[3], DualQuat *dq_accum, float mat_accum[3][3]
-) {
- if (weight == 0.0f)
- return;
+static void pchan_deform_accumulate(const DualQuat *deform_dq,
+ const float deform_mat[4][4],
+ const float co_in[3],
+ float weight,
+ float co_accum[3],
+ DualQuat *dq_accum,
+ float mat_accum[3][3])
+{
+ if (weight == 0.0f)
+ return;
- if (dq_accum) {
- BLI_assert(!co_accum);
+ if (dq_accum) {
+ BLI_assert(!co_accum);
- add_weighted_dq_dq(dq_accum, deform_dq, weight);
- }
- else {
- float tmp[3];
- mul_v3_m4v3(tmp, deform_mat, co_in);
+ add_weighted_dq_dq(dq_accum, deform_dq, weight);
+ }
+ else {
+ float tmp[3];
+ mul_v3_m4v3(tmp, deform_mat, co_in);
- sub_v3_v3(tmp, co_in);
- madd_v3_v3fl(co_accum, tmp, weight);
+ sub_v3_v3(tmp, co_in);
+ madd_v3_v3fl(co_accum, tmp, weight);
- if (mat_accum) {
- float tmpmat[3][3];
- copy_m3_m4(tmpmat, deform_mat);
+ if (mat_accum) {
+ float tmpmat[3][3];
+ copy_m3_m4(tmpmat, deform_mat);
- madd_m3_m3m3fl(mat_accum, mat_accum, tmpmat, weight);
- }
- }
+ madd_m3_m3m3fl(mat_accum, mat_accum, tmpmat, weight);
+ }
+ }
}
-static void b_bone_deform(const bPoseChannel *pchan, const float co[3], float weight, float vec[3], DualQuat *dq, float defmat[3][3])
+static void b_bone_deform(const bPoseChannel *pchan,
+ const float co[3],
+ float weight,
+ float vec[3],
+ DualQuat *dq,
+ float defmat[3][3])
{
- const DualQuat *quats = pchan->runtime.bbone_dual_quats;
- const Mat4 *mats = pchan->runtime.bbone_deform_mats;
- const float (*mat)[4] = mats[0].mat;
- float blend, y;
- int index;
+ const DualQuat *quats = pchan->runtime.bbone_dual_quats;
+ const Mat4 *mats = pchan->runtime.bbone_deform_mats;
+ const float(*mat)[4] = mats[0].mat;
+ float blend, y;
+ int index;
- /* Transform co to bone space and get its y component. */
- y = mat[0][1] * co[0] + mat[1][1] * co[1] + mat[2][1] * co[2] + mat[3][1];
+ /* Transform co to bone space and get its y component. */
+ y = mat[0][1] * co[0] + mat[1][1] * co[1] + mat[2][1] * co[2] + mat[3][1];
- /* Calculate the indices of the 2 affecting b_bone segments. */
- BKE_pchan_bbone_deform_segment_index(pchan, y / pchan->bone->length, &index, &blend);
+ /* Calculate the indices of the 2 affecting b_bone segments. */
+ BKE_pchan_bbone_deform_segment_index(pchan, y / pchan->bone->length, &index, &blend);
- pchan_deform_accumulate(&quats[index], mats[index + 1].mat, co, weight * (1.0f - blend), vec, dq, defmat);
- pchan_deform_accumulate(&quats[index + 1], mats[index + 2].mat, co, weight * blend, vec, dq, defmat);
+ pchan_deform_accumulate(
+ &quats[index], mats[index + 1].mat, co, weight * (1.0f - blend), vec, dq, defmat);
+ pchan_deform_accumulate(
+ &quats[index + 1], mats[index + 2].mat, co, weight * blend, vec, dq, defmat);
}
/* 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_sq;
- 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 = len_squared_v3(pdelta);
-
- if (a < 0.0f) {
- /* If we're past the end of the bone, do a spherical field attenuation thing */
- dist_sq = len_squared_v3v3(b1, vec);
- rad = rad1;
- }
- else if (a > l) {
- /* If we're past the end of the bone, do a spherical field attenuation thing */
- dist_sq = len_squared_v3v3(b2, vec);
- rad = rad2;
- }
- else {
- dist_sq = (hsqr - (a * a));
-
- if (l != 0.0f) {
- rad = a / l;
- rad = rad * rad2 + (1.0f - rad) * rad1;
- }
- else
- rad = rad1;
- }
-
- a = rad * rad;
- if (dist_sq < a)
- return 1.0f;
- else {
- l = rad + rdist;
- l *= l;
- if (rdist == 0.0f || dist_sq >= l)
- return 0.0f;
- else {
- a = sqrtf(dist_sq) - rad;
- return 1.0f - (a * a) / (rdist * rdist);
- }
- }
-}
-
-static float dist_bone_deform(bPoseChannel *pchan, const bPoseChanDeform *pdef_info, float vec[3], DualQuat *dq,
- float mat[3][3], const float co[3])
-{
- Bone *bone = pchan->bone;
- float fac, contrib = 0.0;
-
- if (bone == NULL)
- return 0.0f;
-
- fac = distfactor_to_bone(co, 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 (bone->segments > 1 && pchan->runtime.bbone_segments == bone->segments)
- b_bone_deform(pchan, co, fac, vec, dq, mat);
- else
- pchan_deform_accumulate(pdef_info->dual_quat, pchan->chan_mat, co, fac, vec, dq, mat);
- }
- }
-
- return contrib;
-}
-
-static void pchan_bone_deform(bPoseChannel *pchan, const bPoseChanDeform *pdef_info,
- float weight, float vec[3], DualQuat *dq,
- float mat[3][3], const float co[3], float *contrib)
-{
- Bone *bone = pchan->bone;
-
- if (!weight)
- return;
-
- if (bone->segments > 1 && pchan->runtime.bbone_segments == bone->segments)
- b_bone_deform(pchan, co, weight, vec, dq, mat);
- else
- pchan_deform_accumulate(pdef_info->dual_quat, pchan->chan_mat, co, weight, vec, dq, mat);
-
- (*contrib) += weight;
+float distfactor_to_bone(
+ const float vec[3], const float b1[3], const float b2[3], float rad1, float rad2, float rdist)
+{
+ float dist_sq;
+ 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 = len_squared_v3(pdelta);
+
+ if (a < 0.0f) {
+ /* If we're past the end of the bone, do a spherical field attenuation thing */
+ dist_sq = len_squared_v3v3(b1, vec);
+ rad = rad1;
+ }
+ else if (a > l) {
+ /* If we're past the end of the bone, do a spherical field attenuation thing */
+ dist_sq = len_squared_v3v3(b2, vec);
+ rad = rad2;
+ }
+ else {
+ dist_sq = (hsqr - (a * a));
+
+ if (l != 0.0f) {
+ rad = a / l;
+ rad = rad * rad2 + (1.0f - rad) * rad1;
+ }
+ else
+ rad = rad1;
+ }
+
+ a = rad * rad;
+ if (dist_sq < a)
+ return 1.0f;
+ else {
+ l = rad + rdist;
+ l *= l;
+ if (rdist == 0.0f || dist_sq >= l)
+ return 0.0f;
+ else {
+ a = sqrtf(dist_sq) - rad;
+ return 1.0f - (a * a) / (rdist * rdist);
+ }
+ }
+}
+
+static float dist_bone_deform(bPoseChannel *pchan,
+ const bPoseChanDeform *pdef_info,
+ float vec[3],
+ DualQuat *dq,
+ float mat[3][3],
+ const float co[3])
+{
+ Bone *bone = pchan->bone;
+ float fac, contrib = 0.0;
+
+ if (bone == NULL)
+ return 0.0f;
+
+ fac = distfactor_to_bone(
+ co, 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 (bone->segments > 1 && pchan->runtime.bbone_segments == bone->segments)
+ b_bone_deform(pchan, co, fac, vec, dq, mat);
+ else
+ pchan_deform_accumulate(pdef_info->dual_quat, pchan->chan_mat, co, fac, vec, dq, mat);
+ }
+ }
+
+ return contrib;
+}
+
+static void pchan_bone_deform(bPoseChannel *pchan,
+ const bPoseChanDeform *pdef_info,
+ float weight,
+ float vec[3],
+ DualQuat *dq,
+ float mat[3][3],
+ const float co[3],
+ float *contrib)
+{
+ Bone *bone = pchan->bone;
+
+ if (!weight)
+ return;
+
+ if (bone->segments > 1 && pchan->runtime.bbone_segments == bone->segments)
+ b_bone_deform(pchan, co, weight, vec, dq, mat);
+ else
+ pchan_deform_accumulate(pdef_info->dual_quat, pchan->chan_mat, co, weight, vec, dq, mat);
+
+ (*contrib) += weight;
}
typedef struct ArmatureBBoneDefmatsData {
- bPoseChanDeform *pdef_info_array;
- DualQuat *dualquats;
- bool use_quaternion;
+ bPoseChanDeform *pdef_info_array;
+ DualQuat *dualquats;
+ bool use_quaternion;
} ArmatureBBoneDefmatsData;
static void armature_bbone_defmats_cb(void *userdata, Link *iter, int index)
{
- ArmatureBBoneDefmatsData *data = userdata;
- bPoseChannel *pchan = (bPoseChannel *)iter;
-
- if (!(pchan->bone->flag & BONE_NO_DEFORM)) {
- bPoseChanDeform *pdef_info = &data->pdef_info_array[index];
- const bool use_quaternion = data->use_quaternion;
-
- if (use_quaternion) {
- pdef_info->dual_quat = &data->dualquats[index];
- mat4_to_dquat(pdef_info->dual_quat, pchan->bone->arm_mat, pchan->chan_mat);
- }
- }
-}
-
-void armature_deform_verts(
- Object *armOb, Object *target, const Mesh *mesh, float (*vertexCos)[3],
- float (*defMats)[3][3], int numVerts, int deformflag,
- float (*prevCos)[3], const char *defgrp_name, bGPDstroke *gps)
-{
- const bPoseChanDeform *pdef_info = NULL;
- bArmature *arm = armOb->data;
- bPoseChannel *pchan, **defnrToPC = NULL;
- int *defnrToPCIndex = NULL;
- MDeformVert *dverts = NULL;
- bDeformGroup *dg;
- float obinv[4][4], premat[4][4], postmat[4][4];
- const bool use_envelope = (deformflag & ARM_DEF_ENVELOPE) != 0;
- const bool use_quaternion = (deformflag & ARM_DEF_QUATERNION) != 0;
- const bool invert_vgroup = (deformflag & ARM_DEF_INVERT_VGROUP) != 0;
- int defbase_tot = 0; /* safety for vertexgroup index overflow */
- int i, target_totvert = 0; /* safety for vertexgroup overflow */
- bool use_dverts = false;
- int armature_def_nr;
-
- /* in editmode, or not an armature */
- if (arm->edbo || (armOb->pose == NULL)) {
- return;
- }
-
- if ((armOb->pose->flag & POSE_RECALC) != 0) {
- CLOG_ERROR(&LOG, "Trying to evaluate influence of armature '%s' which needs Pose recalc!", armOb->id.name);
- BLI_assert(0);
- }
-
- invert_m4_m4(obinv, target->obmat);
- copy_m4_m4(premat, target->obmat);
- mul_m4_m4m4(postmat, obinv, armOb->obmat);
- invert_m4_m4(premat, postmat);
-
- /* Use pre-calculated bbone deformation.
- *
- * TODO(sergey): Make this code robust somehow when there are dependency
- * cycles involved. */
- ObjectBBoneDeform *bbone_deform =
- BKE_armature_cached_bbone_deformation_get(armOb);
- if (bbone_deform == NULL || bbone_deform->pdef_info_array == NULL) {
- CLOG_ERROR(&LOG,
- "Armature does not have bbone cache %s, "
- "usually happens due to a dependency cycle.\n",
- armOb->id.name + 2);
- return;
- }
- const bPoseChanDeform *pdef_info_array = bbone_deform->pdef_info_array;
-
- /* get the def_nr for the overall armature vertex group if present */
- armature_def_nr = defgroup_name_index(target, defgrp_name);
-
- if (ELEM(target->type, OB_MESH, OB_LATTICE, OB_GPENCIL)) {
- defbase_tot = BLI_listbase_count(&target->defbase);
-
- if (target->type == OB_MESH) {
- Mesh *me = target->data;
- dverts = me->dvert;
- if (dverts)
- target_totvert = me->totvert;
- }
- else if (target->type == OB_LATTICE) {
- Lattice *lt = target->data;
- dverts = lt->dvert;
- if (dverts)
- target_totvert = lt->pntsu * lt->pntsv * lt->pntsw;
- }
- else if (target->type == OB_GPENCIL) {
- dverts = gps->dvert;
- if (dverts)
- target_totvert = gps->totpoints;
- }
- }
-
- /* get a vertex-deform-index to posechannel array */
- if (deformflag & ARM_DEF_VGROUP) {
- if (ELEM(target->type, OB_MESH, OB_LATTICE, OB_GPENCIL)) {
- /* if we have a Mesh, only use dverts if it has them */
- if (mesh) {
- use_dverts = (mesh->dvert != NULL);
- }
- else if (dverts) {
- use_dverts = true;
- }
-
- if (use_dverts) {
- defnrToPC = MEM_callocN(sizeof(*defnrToPC) * defbase_tot, "defnrToBone");
- defnrToPCIndex = MEM_callocN(sizeof(*defnrToPCIndex) * defbase_tot, "defnrToIndex");
- /* TODO(sergey): Some considerations here:
- *
- * - Make it more generic function, maybe even keep together with chanhash.
- * - Check whether keeping this consistent across frames gives speedup.
- * - Don't use hash for small armatures.
- */
- GHash *idx_hash = BLI_ghash_ptr_new("pose channel index by name");
- int pchan_index = 0;
- for (pchan = armOb->pose->chanbase.first; pchan != NULL; pchan = pchan->next, ++pchan_index) {
- BLI_ghash_insert(idx_hash, pchan, POINTER_FROM_INT(pchan_index));
- }
- for (i = 0, dg = target->defbase.first; dg; i++, dg = dg->next) {
- defnrToPC[i] = BKE_pose_channel_find_name(armOb->pose, dg->name);
- /* exclude non-deforming bones */
- if (defnrToPC[i]) {
- if (defnrToPC[i]->bone->flag & BONE_NO_DEFORM) {
- defnrToPC[i] = NULL;
- }
- else {
- defnrToPCIndex[i] = POINTER_AS_INT(BLI_ghash_lookup(idx_hash, defnrToPC[i]));
- }
- }
- }
- BLI_ghash_free(idx_hash, NULL, NULL);
- }
- }
- }
-
- for (i = 0; i < numVerts; i++) {
- MDeformVert *dvert;
- DualQuat sumdq, *dq = NULL;
- float *co, dco[3];
- 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 */
-
- if (use_quaternion) {
- memset(&sumdq, 0, sizeof(DualQuat));
- dq = &sumdq;
- }
- else {
- sumvec[0] = sumvec[1] = sumvec[2] = 0.0f;
- vec = sumvec;
-
- if (defMats) {
- zero_m3(summat);
- smat = summat;
- }
- }
-
- if (use_dverts || armature_def_nr != -1) {
- if (mesh) {
- BLI_assert(i < mesh->totvert);
- dvert = mesh->dvert + i;
- }
- else if (dverts && i < target_totvert)
- dvert = dverts + i;
- else
- dvert = NULL;
- }
- else
- dvert = NULL;
-
- if (armature_def_nr != -1 && dvert) {
- armature_weight = defvert_find_weight(dvert, armature_def_nr);
-
- 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;
- }
- }
-
- /* check if there's any point in calculating for this vert */
- if (armature_weight == 0.0f)
- continue;
-
- /* get the coord we work on */
- 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;
- int deformed = 0;
- unsigned int j;
- float acum_weight = 0;
- for (j = dvert->totweight; j != 0; j--, dw++) {
- const int index = dw->def_nr;
- if (index >= 0 && index < defbase_tot && (pchan = defnrToPC[index])) {
- float weight = dw->weight;
- 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);
- }
-
- /* check limit of weight */
- if (target->type == OB_GPENCIL) {
- if (acum_weight + weight >= 1.0f) {
- weight = 1.0f - acum_weight;
- }
- acum_weight += weight;
- }
-
- pchan_bone_deform(pchan, pdef_info, weight, vec, dq, smat, co, &contrib);
-
- /* if acumulated weight limit exceed, exit loop */
- if ((target->type == OB_GPENCIL) && (acum_weight >= 1.0f)) {
- break;
- }
- }
- }
- /* if there are vertexgroups but not groups with bones
- * (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++) {
- 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++) {
- if (!(pchan->bone->flag & BONE_NO_DEFORM))
- contrib += dist_bone_deform(pchan, pdef_info, vec, dq, smat, co);
- }
- }
-
- /* actually should be EPSILON? weight values and contrib can be like 10e-39 small */
- if (contrib > 0.0001f) {
- if (use_quaternion) {
- normalize_dq(dq, contrib);
-
- if (armature_weight != 1.0f) {
- copy_v3_v3(dco, co);
- 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);
-
- smat = summat;
- }
- else {
- mul_v3_fl(vec, armature_weight / contrib);
- add_v3_v3v3(co, vec, co);
- }
-
- if (defMats) {
- float pre[3][3], post[3][3], tmpmat[3][3];
-
- copy_m3_m4(pre, premat);
- copy_m3_m4(post, postmat);
- copy_m3_m3(tmpmat, defMats[i]);
-
- if (!use_quaternion) /* quaternion already is scale corrected */
- mul_m3_fl(smat, armature_weight / contrib);
-
- mul_m3_series(defMats[i], post, smat, pre, tmpmat);
- }
- }
-
- /* 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];
- }
- }
-
- if (defnrToPC)
- MEM_freeN(defnrToPC);
- if (defnrToPCIndex)
- MEM_freeN(defnrToPCIndex);
+ ArmatureBBoneDefmatsData *data = userdata;
+ bPoseChannel *pchan = (bPoseChannel *)iter;
+
+ if (!(pchan->bone->flag & BONE_NO_DEFORM)) {
+ bPoseChanDeform *pdef_info = &data->pdef_info_array[index];
+ const bool use_quaternion = data->use_quaternion;
+
+ if (use_quaternion) {
+ pdef_info->dual_quat = &data->dualquats[index];
+ mat4_to_dquat(pdef_info->dual_quat, pchan->bone->arm_mat, pchan->chan_mat);
+ }
+ }
+}
+
+void armature_deform_verts(Object *armOb,
+ Object *target,
+ const Mesh *mesh,
+ float (*vertexCos)[3],
+ float (*defMats)[3][3],
+ int numVerts,
+ int deformflag,
+ float (*prevCos)[3],
+ const char *defgrp_name,
+ bGPDstroke *gps)
+{
+ const bPoseChanDeform *pdef_info = NULL;
+ bArmature *arm = armOb->data;
+ bPoseChannel *pchan, **defnrToPC = NULL;
+ int *defnrToPCIndex = NULL;
+ MDeformVert *dverts = NULL;
+ bDeformGroup *dg;
+ float obinv[4][4], premat[4][4], postmat[4][4];
+ const bool use_envelope = (deformflag & ARM_DEF_ENVELOPE) != 0;
+ const bool use_quaternion = (deformflag & ARM_DEF_QUATERNION) != 0;
+ const bool invert_vgroup = (deformflag & ARM_DEF_INVERT_VGROUP) != 0;
+ int defbase_tot = 0; /* safety for vertexgroup index overflow */
+ int i, target_totvert = 0; /* safety for vertexgroup overflow */
+ bool use_dverts = false;
+ int armature_def_nr;
+
+ /* in editmode, or not an armature */
+ if (arm->edbo || (armOb->pose == NULL)) {
+ return;
+ }
+
+ if ((armOb->pose->flag & POSE_RECALC) != 0) {
+ CLOG_ERROR(&LOG,
+ "Trying to evaluate influence of armature '%s' which needs Pose recalc!",
+ armOb->id.name);
+ BLI_assert(0);
+ }
+
+ invert_m4_m4(obinv, target->obmat);
+ copy_m4_m4(premat, target->obmat);
+ mul_m4_m4m4(postmat, obinv, armOb->obmat);
+ invert_m4_m4(premat, postmat);
+
+ /* Use pre-calculated bbone deformation.
+ *
+ * TODO(sergey): Make this code robust somehow when there are dependency
+ * cycles involved. */
+ ObjectBBoneDeform *bbone_deform = BKE_armature_cached_bbone_deformation_get(armOb);
+ if (bbone_deform == NULL || bbone_deform->pdef_info_array == NULL) {
+ CLOG_ERROR(&LOG,
+ "Armature does not have bbone cache %s, "
+ "usually happens due to a dependency cycle.\n",
+ armOb->id.name + 2);
+ return;
+ }
+ const bPoseChanDeform *pdef_info_array = bbone_deform->pdef_info_array;
+
+ /* get the def_nr for the overall armature vertex group if present */
+ armature_def_nr = defgroup_name_index(target, defgrp_name);
+
+ if (ELEM(target->type, OB_MESH, OB_LATTICE, OB_GPENCIL)) {
+ defbase_tot = BLI_listbase_count(&target->defbase);
+
+ if (target->type == OB_MESH) {
+ Mesh *me = target->data;
+ dverts = me->dvert;
+ if (dverts)
+ target_totvert = me->totvert;
+ }
+ else if (target->type == OB_LATTICE) {
+ Lattice *lt = target->data;
+ dverts = lt->dvert;
+ if (dverts)
+ target_totvert = lt->pntsu * lt->pntsv * lt->pntsw;
+ }
+ else if (target->type == OB_GPENCIL) {
+ dverts = gps->dvert;
+ if (dverts)
+ target_totvert = gps->totpoints;
+ }
+ }
+
+ /* get a vertex-deform-index to posechannel array */
+ if (deformflag & ARM_DEF_VGROUP) {
+ if (ELEM(target->type, OB_MESH, OB_LATTICE, OB_GPENCIL)) {
+ /* if we have a Mesh, only use dverts if it has them */
+ if (mesh) {
+ use_dverts = (mesh->dvert != NULL);
+ }
+ else if (dverts) {
+ use_dverts = true;
+ }
+
+ if (use_dverts) {
+ defnrToPC = MEM_callocN(sizeof(*defnrToPC) * defbase_tot, "defnrToBone");
+ defnrToPCIndex = MEM_callocN(sizeof(*defnrToPCIndex) * defbase_tot, "defnrToIndex");
+ /* TODO(sergey): Some considerations here:
+ *
+ * - Make it more generic function, maybe even keep together with chanhash.
+ * - Check whether keeping this consistent across frames gives speedup.
+ * - Don't use hash for small armatures.
+ */
+ GHash *idx_hash = BLI_ghash_ptr_new("pose channel index by name");
+ int pchan_index = 0;
+ for (pchan = armOb->pose->chanbase.first; pchan != NULL;
+ pchan = pchan->next, ++pchan_index) {
+ BLI_ghash_insert(idx_hash, pchan, POINTER_FROM_INT(pchan_index));
+ }
+ for (i = 0, dg = target->defbase.first; dg; i++, dg = dg->next) {
+ defnrToPC[i] = BKE_pose_channel_find_name(armOb->pose, dg->name);
+ /* exclude non-deforming bones */
+ if (defnrToPC[i]) {
+ if (defnrToPC[i]->bone->flag & BONE_NO_DEFORM) {
+ defnrToPC[i] = NULL;
+ }
+ else {
+ defnrToPCIndex[i] = POINTER_AS_INT(BLI_ghash_lookup(idx_hash, defnrToPC[i]));
+ }
+ }
+ }
+ BLI_ghash_free(idx_hash, NULL, NULL);
+ }
+ }
+ }
+
+ for (i = 0; i < numVerts; i++) {
+ MDeformVert *dvert;
+ DualQuat sumdq, *dq = NULL;
+ float *co, dco[3];
+ 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 */
+
+ if (use_quaternion) {
+ memset(&sumdq, 0, sizeof(DualQuat));
+ dq = &sumdq;
+ }
+ else {
+ sumvec[0] = sumvec[1] = sumvec[2] = 0.0f;
+ vec = sumvec;
+
+ if (defMats) {
+ zero_m3(summat);
+ smat = summat;
+ }
+ }
+
+ if (use_dverts || armature_def_nr != -1) {
+ if (mesh) {
+ BLI_assert(i < mesh->totvert);
+ dvert = mesh->dvert + i;
+ }
+ else if (dverts && i < target_totvert)
+ dvert = dverts + i;
+ else
+ dvert = NULL;
+ }
+ else
+ dvert = NULL;
+
+ if (armature_def_nr != -1 && dvert) {
+ armature_weight = defvert_find_weight(dvert, armature_def_nr);
+
+ 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;
+ }
+ }
+
+ /* check if there's any point in calculating for this vert */
+ if (armature_weight == 0.0f)
+ continue;
+
+ /* get the coord we work on */
+ 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;
+ int deformed = 0;
+ unsigned int j;
+ float acum_weight = 0;
+ for (j = dvert->totweight; j != 0; j--, dw++) {
+ const int index = dw->def_nr;
+ if (index >= 0 && index < defbase_tot && (pchan = defnrToPC[index])) {
+ float weight = dw->weight;
+ 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);
+ }
+
+ /* check limit of weight */
+ if (target->type == OB_GPENCIL) {
+ if (acum_weight + weight >= 1.0f) {
+ weight = 1.0f - acum_weight;
+ }
+ acum_weight += weight;
+ }
+
+ pchan_bone_deform(pchan, pdef_info, weight, vec, dq, smat, co, &contrib);
+
+ /* if acumulated weight limit exceed, exit loop */
+ if ((target->type == OB_GPENCIL) && (acum_weight >= 1.0f)) {
+ break;
+ }
+ }
+ }
+ /* if there are vertexgroups but not groups with bones
+ * (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++) {
+ 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++) {
+ if (!(pchan->bone->flag & BONE_NO_DEFORM))
+ contrib += dist_bone_deform(pchan, pdef_info, vec, dq, smat, co);
+ }
+ }
+
+ /* actually should be EPSILON? weight values and contrib can be like 10e-39 small */
+ if (contrib > 0.0001f) {
+ if (use_quaternion) {
+ normalize_dq(dq, contrib);
+
+ if (armature_weight != 1.0f) {
+ copy_v3_v3(dco, co);
+ 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);
+
+ smat = summat;
+ }
+ else {
+ mul_v3_fl(vec, armature_weight / contrib);
+ add_v3_v3v3(co, vec, co);
+ }
+
+ if (defMats) {
+ float pre[3][3], post[3][3], tmpmat[3][3];
+
+ copy_m3_m4(pre, premat);
+ copy_m3_m4(post, postmat);
+ copy_m3_m3(tmpmat, defMats[i]);
+
+ if (!use_quaternion) /* quaternion already is scale corrected */
+ mul_m3_fl(smat, armature_weight / contrib);
+
+ mul_m3_series(defMats[i], post, smat, pre, tmpmat);
+ }
+ }
+
+ /* 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];
+ }
+ }
+
+ if (defnrToPC)
+ MEM_freeN(defnrToPC);
+ if (defnrToPCIndex)
+ MEM_freeN(defnrToPCIndex);
}
/* ************ END Armature Deform ******************* */
-void get_objectspace_bone_matrix(struct Bone *bone, float M_accumulatedMatrix[4][4], int UNUSED(root),
+void get_objectspace_bone_matrix(struct Bone *bone,
+ float M_accumulatedMatrix[4][4],
+ int UNUSED(root),
int UNUSED(posed))
{
- copy_m4_m4(M_accumulatedMatrix, bone->arm_mat);
+ copy_m4_m4(M_accumulatedMatrix, bone->arm_mat);
}
/* **************** Space to Space API ****************** */
@@ -1463,17 +1554,17 @@ void get_objectspace_bone_matrix(struct Bone *bone, float M_accumulatedMatrix[4]
/* Convert World-Space Matrix to Pose-Space Matrix */
void BKE_armature_mat_world_to_pose(Object *ob, float inmat[4][4], float outmat[4][4])
{
- float obmat[4][4];
+ float obmat[4][4];
- /* prevent crashes */
- if (ob == NULL)
- return;
+ /* prevent crashes */
+ if (ob == NULL)
+ return;
- /* get inverse of (armature) object's matrix */
- invert_m4_m4(obmat, ob->obmat);
+ /* 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 */
- mul_m4_m4m4(outmat, inmat, obmat);
+ /* multiply given matrix by object's-inverse to find pose-space matrix */
+ mul_m4_m4m4(outmat, inmat, obmat);
}
/* Convert World-Space Location to Pose-Space Location
@@ -1481,32 +1572,32 @@ void BKE_armature_mat_world_to_pose(Object *ob, float inmat[4][4], float outmat[
* pose-channel into its local space (i.e. 'visual'-keyframing) */
void BKE_armature_loc_world_to_pose(Object *ob, const float inloc[3], float outloc[3])
{
- float xLocMat[4][4];
- float nLocMat[4][4];
+ float xLocMat[4][4];
+ float nLocMat[4][4];
- /* build matrix for location */
- unit_m4(xLocMat);
- copy_v3_v3(xLocMat[3], inloc);
+ /* build matrix for location */
+ unit_m4(xLocMat);
+ copy_v3_v3(xLocMat[3], inloc);
- /* get bone-space cursor matrix and extract location */
- BKE_armature_mat_world_to_pose(ob, xLocMat, nLocMat);
- copy_v3_v3(outloc, nLocMat[3]);
+ /* get bone-space cursor matrix and extract location */
+ BKE_armature_mat_world_to_pose(ob, xLocMat, nLocMat);
+ copy_v3_v3(outloc, nLocMat[3]);
}
/* Simple helper, computes the offset bone matrix.
* offs_bone = yoffs(b-1) + root(b) + bonemat(b). */
void BKE_bone_offset_matrix_get(const Bone *bone, float offs_bone[4][4])
{
- BLI_assert(bone->parent != NULL);
+ BLI_assert(bone->parent != NULL);
- /* Bone transform itself. */
- copy_m4_m3(offs_bone, bone->bone_mat);
+ /* 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);
+ /* 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] += bone->parent->length;
+ /* Get the length translation of parent (length along y axis). */
+ offs_bone[3][1] += bone->parent->length;
}
/* Construct the matrices (rot/scale and loc) to apply the PoseChannels into the armature (object) space.
@@ -1526,26 +1617,28 @@ void BKE_bone_offset_matrix_get(const Bone *bone, float offs_bone[4][4])
* pose-channel into its local space (i.e. 'visual'-keyframing).
* (note: I don't understand that, so I keep it :p --mont29).
*/
-void BKE_bone_parent_transform_calc_from_pchan(const bPoseChannel *pchan, BoneParentTransform *r_bpt)
+void BKE_bone_parent_transform_calc_from_pchan(const bPoseChannel *pchan,
+ BoneParentTransform *r_bpt)
{
- const Bone *bone, *parbone;
- const bPoseChannel *parchan;
+ const Bone *bone, *parbone;
+ const bPoseChannel *parchan;
- /* set up variables for quicker access below */
- bone = pchan->bone;
- parbone = bone->parent;
- parchan = pchan->parent;
+ /* set up variables for quicker access below */
+ bone = pchan->bone;
+ parbone = bone->parent;
+ parchan = pchan->parent;
- if (parchan) {
- float offs_bone[4][4];
- /* yoffs(b-1) + root(b) + bonemat(b). */
- BKE_bone_offset_matrix_get(bone, offs_bone);
+ if (parchan) {
+ float offs_bone[4][4];
+ /* yoffs(b-1) + root(b) + bonemat(b). */
+ BKE_bone_offset_matrix_get(bone, offs_bone);
- BKE_bone_parent_transform_calc_from_matrices(bone->flag, offs_bone, parbone->arm_mat, parchan->pose_mat, r_bpt);
- }
- else {
- BKE_bone_parent_transform_calc_from_matrices(bone->flag, bone->arm_mat, NULL, NULL, r_bpt);
- }
+ BKE_bone_parent_transform_calc_from_matrices(
+ bone->flag, offs_bone, parbone->arm_mat, parchan->pose_mat, r_bpt);
+ }
+ else {
+ BKE_bone_parent_transform_calc_from_matrices(bone->flag, bone->arm_mat, NULL, NULL, r_bpt);
+ }
}
/* Compute the parent transform using data decoupled from specific data structures.
@@ -1554,110 +1647,114 @@ void BKE_bone_parent_transform_calc_from_pchan(const bPoseChannel *pchan, BonePa
* offs_bone: delta from parent to current arm_mat (or just arm_mat if no parent)
* parent_arm_mat, parent_pose_mat: arm_mat and pose_mat of parent, or NULL
* r_bpt: OUTPUT parent transform */
-void BKE_bone_parent_transform_calc_from_matrices(
- int bone_flag, const float offs_bone[4][4], const float parent_arm_mat[4][4], const float parent_pose_mat[4][4],
- BoneParentTransform *r_bpt)
-{
- if (parent_pose_mat) {
- /* Compose the rotscale matrix for this bone. */
- if ((bone_flag & BONE_HINGE) && (bone_flag & BONE_NO_SCALE)) {
- /* Parent rest rotation and scale. */
- mul_m4_m4m4(r_bpt->rotscale_mat, parent_arm_mat, offs_bone);
- }
- else if (bone_flag & BONE_HINGE) {
- /* Parent rest rotation and pose scale. */
- float tmat[4][4], tscale[3];
-
- /* Extract the scale of the parent pose matrix. */
- mat4_to_size(tscale, parent_pose_mat);
- size_to_mat4(tmat, tscale);
-
- /* Applies the parent pose scale to the rest matrix. */
- mul_m4_m4m4(tmat, tmat, parent_arm_mat);
-
- mul_m4_m4m4(r_bpt->rotscale_mat, tmat, offs_bone);
- }
- else if (bone_flag & BONE_NO_SCALE) {
- /* Parent pose rotation and rest scale (i.e. no scaling). */
- float tmat[4][4];
- copy_m4_m4(tmat, parent_pose_mat);
- normalize_m4(tmat);
- mul_m4_m4m4(r_bpt->rotscale_mat, tmat, offs_bone);
- }
- else
- mul_m4_m4m4(r_bpt->rotscale_mat, parent_pose_mat, offs_bone);
-
- /* Compose the loc matrix for this bone. */
- /* NOTE: That version does not modify bone's loc when HINGE/NO_SCALE options are set. */
-
- /* In this case, use the object's space *orientation*. */
- if (bone_flag & BONE_NO_LOCAL_LOCATION) {
- /* XXX I'm sure that code can be simplified! */
- float bone_loc[4][4], bone_rotscale[3][3], tmat4[4][4], tmat3[3][3];
- unit_m4(bone_loc);
- unit_m4(r_bpt->loc_mat);
- unit_m4(tmat4);
-
- mul_v3_m4v3(bone_loc[3], parent_pose_mat, offs_bone[3]);
-
- unit_m3(bone_rotscale);
- copy_m3_m4(tmat3, parent_pose_mat);
- mul_m3_m3m3(bone_rotscale, tmat3, bone_rotscale);
-
- copy_m4_m3(tmat4, bone_rotscale);
- mul_m4_m4m4(r_bpt->loc_mat, bone_loc, tmat4);
- }
- /* Those flags do not affect position, use plain parent transform space! */
- else if (bone_flag & (BONE_HINGE | BONE_NO_SCALE)) {
- mul_m4_m4m4(r_bpt->loc_mat, parent_pose_mat, offs_bone);
- }
- /* Else (i.e. default, usual case), just use the same matrix for rotation/scaling, and location. */
- else
- copy_m4_m4(r_bpt->loc_mat, r_bpt->rotscale_mat);
- }
- /* Root bones. */
- else {
- /* Rotation/scaling. */
- copy_m4_m4(r_bpt->rotscale_mat, offs_bone);
- /* Translation. */
- if (bone_flag & BONE_NO_LOCAL_LOCATION) {
- /* Translation of arm_mat, without the rotation. */
- unit_m4(r_bpt->loc_mat);
- copy_v3_v3(r_bpt->loc_mat[3], offs_bone[3]);
- }
- else
- copy_m4_m4(r_bpt->loc_mat, r_bpt->rotscale_mat);
- }
+void BKE_bone_parent_transform_calc_from_matrices(int bone_flag,
+ const float offs_bone[4][4],
+ const float parent_arm_mat[4][4],
+ const float parent_pose_mat[4][4],
+ BoneParentTransform *r_bpt)
+{
+ if (parent_pose_mat) {
+ /* Compose the rotscale matrix for this bone. */
+ if ((bone_flag & BONE_HINGE) && (bone_flag & BONE_NO_SCALE)) {
+ /* Parent rest rotation and scale. */
+ mul_m4_m4m4(r_bpt->rotscale_mat, parent_arm_mat, offs_bone);
+ }
+ else if (bone_flag & BONE_HINGE) {
+ /* Parent rest rotation and pose scale. */
+ float tmat[4][4], tscale[3];
+
+ /* Extract the scale of the parent pose matrix. */
+ mat4_to_size(tscale, parent_pose_mat);
+ size_to_mat4(tmat, tscale);
+
+ /* Applies the parent pose scale to the rest matrix. */
+ mul_m4_m4m4(tmat, tmat, parent_arm_mat);
+
+ mul_m4_m4m4(r_bpt->rotscale_mat, tmat, offs_bone);
+ }
+ else if (bone_flag & BONE_NO_SCALE) {
+ /* Parent pose rotation and rest scale (i.e. no scaling). */
+ float tmat[4][4];
+ copy_m4_m4(tmat, parent_pose_mat);
+ normalize_m4(tmat);
+ mul_m4_m4m4(r_bpt->rotscale_mat, tmat, offs_bone);
+ }
+ else
+ mul_m4_m4m4(r_bpt->rotscale_mat, parent_pose_mat, offs_bone);
+
+ /* Compose the loc matrix for this bone. */
+ /* NOTE: That version does not modify bone's loc when HINGE/NO_SCALE options are set. */
+
+ /* In this case, use the object's space *orientation*. */
+ if (bone_flag & BONE_NO_LOCAL_LOCATION) {
+ /* XXX I'm sure that code can be simplified! */
+ float bone_loc[4][4], bone_rotscale[3][3], tmat4[4][4], tmat3[3][3];
+ unit_m4(bone_loc);
+ unit_m4(r_bpt->loc_mat);
+ unit_m4(tmat4);
+
+ mul_v3_m4v3(bone_loc[3], parent_pose_mat, offs_bone[3]);
+
+ unit_m3(bone_rotscale);
+ copy_m3_m4(tmat3, parent_pose_mat);
+ mul_m3_m3m3(bone_rotscale, tmat3, bone_rotscale);
+
+ copy_m4_m3(tmat4, bone_rotscale);
+ mul_m4_m4m4(r_bpt->loc_mat, bone_loc, tmat4);
+ }
+ /* Those flags do not affect position, use plain parent transform space! */
+ else if (bone_flag & (BONE_HINGE | BONE_NO_SCALE)) {
+ mul_m4_m4m4(r_bpt->loc_mat, parent_pose_mat, offs_bone);
+ }
+ /* Else (i.e. default, usual case), just use the same matrix for rotation/scaling, and location. */
+ else
+ copy_m4_m4(r_bpt->loc_mat, r_bpt->rotscale_mat);
+ }
+ /* Root bones. */
+ else {
+ /* Rotation/scaling. */
+ copy_m4_m4(r_bpt->rotscale_mat, offs_bone);
+ /* Translation. */
+ if (bone_flag & BONE_NO_LOCAL_LOCATION) {
+ /* Translation of arm_mat, without the rotation. */
+ unit_m4(r_bpt->loc_mat);
+ copy_v3_v3(r_bpt->loc_mat[3], offs_bone[3]);
+ }
+ else
+ copy_m4_m4(r_bpt->loc_mat, r_bpt->rotscale_mat);
+ }
}
void BKE_bone_parent_transform_clear(struct BoneParentTransform *bpt)
{
- unit_m4(bpt->rotscale_mat);
- unit_m4(bpt->loc_mat);
+ unit_m4(bpt->rotscale_mat);
+ unit_m4(bpt->loc_mat);
}
void BKE_bone_parent_transform_invert(struct BoneParentTransform *bpt)
{
- invert_m4(bpt->rotscale_mat);
- invert_m4(bpt->loc_mat);
+ invert_m4(bpt->rotscale_mat);
+ invert_m4(bpt->loc_mat);
}
-void BKE_bone_parent_transform_combine(
- const struct BoneParentTransform *in1, const struct BoneParentTransform *in2,
- struct BoneParentTransform *result)
+void BKE_bone_parent_transform_combine(const struct BoneParentTransform *in1,
+ const struct BoneParentTransform *in2,
+ struct BoneParentTransform *result)
{
- mul_m4_m4m4(result->rotscale_mat, in1->rotscale_mat, in2->rotscale_mat);
- mul_m4_m4m4(result->loc_mat, in1->loc_mat, in2->loc_mat);
+ mul_m4_m4m4(result->rotscale_mat, in1->rotscale_mat, in2->rotscale_mat);
+ mul_m4_m4m4(result->loc_mat, in1->loc_mat, in2->loc_mat);
}
-void BKE_bone_parent_transform_apply(const struct BoneParentTransform *bpt, const float inmat[4][4], float outmat[4][4])
+void BKE_bone_parent_transform_apply(const struct BoneParentTransform *bpt,
+ const float inmat[4][4],
+ float outmat[4][4])
{
- /* in case inmat == outmat */
- float tmploc[3];
- copy_v3_v3(tmploc, inmat[3]);
+ /* in case inmat == outmat */
+ float tmploc[3];
+ copy_v3_v3(tmploc, inmat[3]);
- mul_m4_m4m4(outmat, bpt->rotscale_mat, inmat);
- mul_v3_m4v3(outmat[3], bpt->loc_mat, tmploc);
+ mul_m4_m4m4(outmat, bpt->rotscale_mat, inmat);
+ mul_v3_m4v3(outmat[3], bpt->loc_mat, tmploc);
}
/* Convert Pose-Space Matrix to Bone-Space Matrix.
@@ -1665,20 +1762,20 @@ void BKE_bone_parent_transform_apply(const struct BoneParentTransform *bpt, cons
* pose-channel into its local space (i.e. 'visual'-keyframing) */
void BKE_armature_mat_pose_to_bone(bPoseChannel *pchan, float inmat[4][4], float outmat[4][4])
{
- BoneParentTransform bpt;
+ BoneParentTransform bpt;
- BKE_bone_parent_transform_calc_from_pchan(pchan, &bpt);
- BKE_bone_parent_transform_invert(&bpt);
- BKE_bone_parent_transform_apply(&bpt, inmat, outmat);
+ BKE_bone_parent_transform_calc_from_pchan(pchan, &bpt);
+ BKE_bone_parent_transform_invert(&bpt);
+ BKE_bone_parent_transform_apply(&bpt, inmat, outmat);
}
/* Convert Bone-Space Matrix to Pose-Space Matrix. */
void BKE_armature_mat_bone_to_pose(bPoseChannel *pchan, float inmat[4][4], float outmat[4][4])
{
- BoneParentTransform bpt;
+ BoneParentTransform bpt;
- BKE_bone_parent_transform_calc_from_pchan(pchan, &bpt);
- BKE_bone_parent_transform_apply(&bpt, inmat, outmat);
+ BKE_bone_parent_transform_calc_from_pchan(pchan, &bpt);
+ BKE_bone_parent_transform_apply(&bpt, inmat, outmat);
}
/* Convert Pose-Space Location to Bone-Space Location
@@ -1686,33 +1783,37 @@ void BKE_armature_mat_bone_to_pose(bPoseChannel *pchan, float inmat[4][4], float
* pose-channel into its local space (i.e. 'visual'-keyframing) */
void BKE_armature_loc_pose_to_bone(bPoseChannel *pchan, const float inloc[3], float outloc[3])
{
- float xLocMat[4][4];
- float nLocMat[4][4];
+ float xLocMat[4][4];
+ float nLocMat[4][4];
- /* build matrix for location */
- unit_m4(xLocMat);
- copy_v3_v3(xLocMat[3], inloc);
+ /* build matrix for location */
+ unit_m4(xLocMat);
+ copy_v3_v3(xLocMat[3], inloc);
- /* get bone-space cursor matrix and extract location */
- BKE_armature_mat_pose_to_bone(pchan, xLocMat, nLocMat);
- copy_v3_v3(outloc, nLocMat[3]);
+ /* get bone-space cursor matrix and extract location */
+ BKE_armature_mat_pose_to_bone(pchan, xLocMat, nLocMat);
+ copy_v3_v3(outloc, nLocMat[3]);
}
-void BKE_armature_mat_pose_to_bone_ex(struct Depsgraph *depsgraph, Object *ob, bPoseChannel *pchan, float inmat[4][4], float outmat[4][4])
+void BKE_armature_mat_pose_to_bone_ex(struct Depsgraph *depsgraph,
+ Object *ob,
+ bPoseChannel *pchan,
+ float inmat[4][4],
+ float outmat[4][4])
{
- bPoseChannel work_pchan = *pchan;
+ bPoseChannel work_pchan = *pchan;
- /* recalculate pose matrix with only parent transformations,
- * bone loc/sca/rot is ignored, scene and frame are not used. */
- BKE_pose_where_is_bone(depsgraph, NULL, ob, &work_pchan, 0.0f, false);
+ /* recalculate pose matrix with only parent transformations,
+ * bone loc/sca/rot is ignored, scene and frame are not used. */
+ BKE_pose_where_is_bone(depsgraph, NULL, ob, &work_pchan, 0.0f, false);
- /* find the matrix, need to remove the bone transforms first so this is
- * calculated as a matrix to set rather then a difference ontop of what's
- * already there. */
- unit_m4(outmat);
- BKE_pchan_apply_mat4(&work_pchan, outmat, false);
+ /* find the matrix, need to remove the bone transforms first so this is
+ * calculated as a matrix to set rather then a difference ontop of what's
+ * already there. */
+ unit_m4(outmat);
+ BKE_pchan_apply_mat4(&work_pchan, outmat, false);
- BKE_armature_mat_pose_to_bone(&work_pchan, inmat, outmat);
+ BKE_armature_mat_pose_to_bone(&work_pchan, inmat, outmat);
}
/**
@@ -1720,22 +1821,22 @@ void BKE_armature_mat_pose_to_bone_ex(struct Depsgraph *depsgraph, Object *ob, b
*/
void BKE_pchan_mat3_to_rot(bPoseChannel *pchan, float mat[3][3], bool use_compat)
{
- BLI_ASSERT_UNIT_M3(mat);
+ BLI_ASSERT_UNIT_M3(mat);
- switch (pchan->rotmode) {
- case ROT_MODE_QUAT:
- mat3_normalized_to_quat(pchan->quat, mat);
- break;
- case ROT_MODE_AXISANGLE:
- mat3_normalized_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, mat);
- break;
- default: /* euler */
- if (use_compat)
- mat3_normalized_to_compatible_eulO(pchan->eul, pchan->eul, pchan->rotmode, mat);
- else
- mat3_normalized_to_eulO(pchan->eul, pchan->rotmode, mat);
- break;
- }
+ switch (pchan->rotmode) {
+ case ROT_MODE_QUAT:
+ mat3_normalized_to_quat(pchan->quat, mat);
+ break;
+ case ROT_MODE_AXISANGLE:
+ mat3_normalized_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, mat);
+ break;
+ default: /* euler */
+ if (use_compat)
+ mat3_normalized_to_compatible_eulO(pchan->eul, pchan->eul, pchan->rotmode, mat);
+ else
+ mat3_normalized_to_eulO(pchan->eul, pchan->rotmode, mat);
+ break;
+ }
}
/**
@@ -1744,9 +1845,9 @@ void BKE_pchan_mat3_to_rot(bPoseChannel *pchan, float mat[3][3], bool use_compat
*/
void BKE_pchan_apply_mat4(bPoseChannel *pchan, float mat[4][4], bool use_compat)
{
- float rot[3][3];
- mat4_to_loc_rot_size(pchan->loc, rot, pchan->size, mat);
- BKE_pchan_mat3_to_rot(pchan, rot, use_compat);
+ float rot[3][3];
+ mat4_to_loc_rot_size(pchan->loc, rot, pchan->size, mat);
+ BKE_pchan_mat3_to_rot(pchan, rot, use_compat);
}
/**
@@ -1754,12 +1855,14 @@ void BKE_pchan_apply_mat4(bPoseChannel *pchan, float mat[4][4], bool use_compat)
* 'visual' transformation of pose-channel.
* (used by the Visual-Keyframing stuff).
*/
-void BKE_armature_mat_pose_to_delta(float delta_mat[4][4], float pose_mat[4][4], float arm_mat[4][4])
+void BKE_armature_mat_pose_to_delta(float delta_mat[4][4],
+ float pose_mat[4][4],
+ float arm_mat[4][4])
{
- float imat[4][4];
+ float imat[4][4];
- invert_m4_m4(imat, arm_mat);
- mul_m4_m4m4(delta_mat, imat, pose_mat);
+ invert_m4_m4(imat, arm_mat);
+ mul_m4_m4m4(delta_mat, imat, pose_mat);
}
/* **************** Rotation Mode Conversions ****************************** */
@@ -1768,49 +1871,50 @@ void BKE_armature_mat_pose_to_delta(float delta_mat[4][4], float pose_mat[4][4],
/* 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) {
- /* axis-angle to euler */
- axis_angle_to_eulO(eul, newMode, axis, *angle);
- }
- else if (oldMode == ROT_MODE_QUAT) {
- /* quat to euler */
- normalize_qt(quat);
- quat_to_eulO(eul, newMode, quat);
- }
- /* else { no conversion needed } */
- }
- 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) {
- /* euler to quat */
- eulO_to_quat(quat, eul, oldMode);
- }
- /* else { no conversion needed } */
- }
- else if (newMode == ROT_MODE_AXISANGLE) { /* to axis-angle */
- if (oldMode > 0) {
- /* euler to axis angle */
- eulO_to_axis_angle(axis, angle, eul, oldMode);
- }
- else if (oldMode == ROT_MODE_QUAT) {
- /* quat to axis angle */
- normalize_qt(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])) {
- /* for now, rotate around y-axis then (so that it simply becomes the roll) */
- axis[1] = 1.0f;
- }
- }
+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) {
+ /* axis-angle to euler */
+ axis_angle_to_eulO(eul, newMode, axis, *angle);
+ }
+ else if (oldMode == ROT_MODE_QUAT) {
+ /* quat to euler */
+ normalize_qt(quat);
+ quat_to_eulO(eul, newMode, quat);
+ }
+ /* else { no conversion needed } */
+ }
+ 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) {
+ /* euler to quat */
+ eulO_to_quat(quat, eul, oldMode);
+ }
+ /* else { no conversion needed } */
+ }
+ else if (newMode == ROT_MODE_AXISANGLE) { /* to axis-angle */
+ if (oldMode > 0) {
+ /* euler to axis angle */
+ eulO_to_axis_angle(axis, angle, eul, oldMode);
+ }
+ else if (oldMode == ROT_MODE_QUAT) {
+ /* quat to axis angle */
+ normalize_qt(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])) {
+ /* for now, rotate around y-axis then (so that it simply becomes the roll) */
+ axis[1] = 1.0f;
+ }
+ }
}
/* **************** The new & simple (but OK!) armature evaluation ********* */
@@ -1837,26 +1941,26 @@ void BKE_rotMode_change_values(float quat[4], float eul[3], float axis[3], float
* "mat" must contain only a rotation, and no scaling. */
void mat3_to_vec_roll(const float mat[3][3], float r_vec[3], float *r_roll)
{
- if (r_vec) {
- copy_v3_v3(r_vec, mat[1]);
- }
+ if (r_vec) {
+ copy_v3_v3(r_vec, mat[1]);
+ }
- if (r_roll) {
- mat3_vec_to_roll(mat, mat[1], r_roll);
- }
+ if (r_roll) {
+ mat3_vec_to_roll(mat, mat[1], r_roll);
+ }
}
/* Computes roll around the vector that best approximates the matrix.
* If vec is the Y vector from purely rotational mat, result should be exact. */
void mat3_vec_to_roll(const float mat[3][3], const float vec[3], float *r_roll)
{
- float vecmat[3][3], vecmatinv[3][3], rollmat[3][3];
+ float vecmat[3][3], vecmatinv[3][3], rollmat[3][3];
- vec_roll_to_mat3(vec, 0.0f, vecmat);
- invert_m3_m3(vecmatinv, vecmat);
- mul_m3_m3m3(rollmat, vecmatinv, mat);
+ vec_roll_to_mat3(vec, 0.0f, vecmat);
+ invert_m3_m3(vecmatinv, vecmat);
+ mul_m3_m3m3(rollmat, vecmatinv, mat);
- *r_roll = atan2f(rollmat[2][0], rollmat[2][2]);
+ *r_roll = atan2f(rollmat[2][0], rollmat[2][2]);
}
/* Calculates the rest matrix of a bone based on its vector and a roll around that vector. */
@@ -1910,56 +2014,56 @@ void vec_roll_to_mat3_normalized(const float nor[3], const float roll, float mat
#define THETA_THRESHOLD_NEGY 1.0e-9f
#define THETA_THRESHOLD_NEGY_CLOSE 1.0e-5f
- float theta;
- float rMatrix[3][3], bMatrix[3][3];
-
- BLI_ASSERT_UNIT_V3(nor);
-
- theta = 1.0f + nor[1];
-
- /* With old algo, 1.0e-13f caused T23954 and T31333, 1.0e-6f caused T27675 and T30438,
- * so using 1.0e-9f as best compromise.
- *
- * New algo is supposed much more precise, since less complex computations are performed,
- * but it uses two different threshold values...
- *
- * Note: When theta is close to zero, we have to check we do have non-null X/Z components as well
- * (due to float precision errors, we can have nor = (0.0, 0.99999994, 0.0)...).
- */
- if (theta > THETA_THRESHOLD_NEGY_CLOSE || ((nor[0] || nor[2]) && theta > THETA_THRESHOLD_NEGY)) {
- /* nor is *not* -Y.
- * We got these values for free... so be happy with it... ;)
- */
- bMatrix[0][1] = -nor[0];
- bMatrix[1][0] = nor[0];
- bMatrix[1][1] = nor[1];
- bMatrix[1][2] = nor[2];
- bMatrix[2][1] = -nor[2];
- if (theta > THETA_THRESHOLD_NEGY_CLOSE) {
- /* If nor is far enough from -Y, apply the general case. */
- bMatrix[0][0] = 1 - nor[0] * nor[0] / theta;
- bMatrix[2][2] = 1 - nor[2] * nor[2] / theta;
- bMatrix[2][0] = bMatrix[0][2] = -nor[0] * nor[2] / theta;
- }
- else {
- /* If nor is too close to -Y, apply the special case. */
- theta = nor[0] * nor[0] + nor[2] * nor[2];
- bMatrix[0][0] = (nor[0] + nor[2]) * (nor[0] - nor[2]) / -theta;
- bMatrix[2][2] = -bMatrix[0][0];
- bMatrix[2][0] = bMatrix[0][2] = 2.0f * nor[0] * nor[2] / theta;
- }
- }
- else {
- /* If nor is -Y, simple symmetry by Z axis. */
- unit_m3(bMatrix);
- bMatrix[0][0] = bMatrix[1][1] = -1.0;
- }
-
- /* Make Roll matrix */
- axis_angle_normalized_to_mat3(rMatrix, nor, roll);
-
- /* Combine and output result */
- mul_m3_m3m3(mat, rMatrix, bMatrix);
+ float theta;
+ float rMatrix[3][3], bMatrix[3][3];
+
+ BLI_ASSERT_UNIT_V3(nor);
+
+ theta = 1.0f + nor[1];
+
+ /* With old algo, 1.0e-13f caused T23954 and T31333, 1.0e-6f caused T27675 and T30438,
+ * so using 1.0e-9f as best compromise.
+ *
+ * New algo is supposed much more precise, since less complex computations are performed,
+ * but it uses two different threshold values...
+ *
+ * Note: When theta is close to zero, we have to check we do have non-null X/Z components as well
+ * (due to float precision errors, we can have nor = (0.0, 0.99999994, 0.0)...).
+ */
+ if (theta > THETA_THRESHOLD_NEGY_CLOSE || ((nor[0] || nor[2]) && theta > THETA_THRESHOLD_NEGY)) {
+ /* nor is *not* -Y.
+ * We got these values for free... so be happy with it... ;)
+ */
+ bMatrix[0][1] = -nor[0];
+ bMatrix[1][0] = nor[0];
+ bMatrix[1][1] = nor[1];
+ bMatrix[1][2] = nor[2];
+ bMatrix[2][1] = -nor[2];
+ if (theta > THETA_THRESHOLD_NEGY_CLOSE) {
+ /* If nor is far enough from -Y, apply the general case. */
+ bMatrix[0][0] = 1 - nor[0] * nor[0] / theta;
+ bMatrix[2][2] = 1 - nor[2] * nor[2] / theta;
+ bMatrix[2][0] = bMatrix[0][2] = -nor[0] * nor[2] / theta;
+ }
+ else {
+ /* If nor is too close to -Y, apply the special case. */
+ theta = nor[0] * nor[0] + nor[2] * nor[2];
+ bMatrix[0][0] = (nor[0] + nor[2]) * (nor[0] - nor[2]) / -theta;
+ bMatrix[2][2] = -bMatrix[0][0];
+ bMatrix[2][0] = bMatrix[0][2] = 2.0f * nor[0] * nor[2] / theta;
+ }
+ }
+ else {
+ /* If nor is -Y, simple symmetry by Z axis. */
+ unit_m3(bMatrix);
+ bMatrix[0][0] = bMatrix[1][1] = -1.0;
+ }
+
+ /* Make Roll matrix */
+ axis_angle_normalized_to_mat3(rMatrix, nor, roll);
+
+ /* Combine and output result */
+ mul_m3_m3m3(mat, rMatrix, bMatrix);
#undef THETA_THRESHOLD_NEGY
#undef THETA_THRESHOLD_NEGY_CLOSE
@@ -1967,226 +2071,228 @@ void vec_roll_to_mat3_normalized(const float nor[3], const float roll, float mat
void vec_roll_to_mat3(const float vec[3], const float roll, float mat[3][3])
{
- float nor[3];
+ float nor[3];
- normalize_v3_v3(nor, vec);
- vec_roll_to_mat3_normalized(nor, roll, mat);
+ normalize_v3_v3(nor, vec);
+ vec_roll_to_mat3_normalized(nor, roll, mat);
}
/* recursive part, calculates restposition of entire tree of children */
/* used by exiting editmode too */
void BKE_armature_where_is_bone(Bone *bone, Bone *prevbone, const bool use_recursion)
{
- float vec[3];
-
- /* Bone Space */
- sub_v3_v3v3(vec, bone->tail, bone->head);
- bone->length = len_v3(vec);
- vec_roll_to_mat3(vec, bone->roll, bone->bone_mat);
-
- /* 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 (prevbone) {
- float offs_bone[4][4];
- /* yoffs(b-1) + root(b) + bonemat(b) */
- BKE_bone_offset_matrix_get(bone, offs_bone);
-
- /* Compose the matrix for this bone */
- mul_m4_m4m4(bone->arm_mat, prevbone->arm_mat, offs_bone);
- }
- else {
- copy_m4_m3(bone->arm_mat, bone->bone_mat);
- copy_v3_v3(bone->arm_mat[3], bone->head);
- }
-
- /* and the kiddies */
- if (use_recursion) {
- prevbone = bone;
- for (bone = bone->childbase.first; bone; bone = bone->next) {
- BKE_armature_where_is_bone(bone, prevbone, use_recursion);
- }
- }
+ float vec[3];
+
+ /* Bone Space */
+ sub_v3_v3v3(vec, bone->tail, bone->head);
+ bone->length = len_v3(vec);
+ vec_roll_to_mat3(vec, bone->roll, bone->bone_mat);
+
+ /* 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 (prevbone) {
+ float offs_bone[4][4];
+ /* yoffs(b-1) + root(b) + bonemat(b) */
+ BKE_bone_offset_matrix_get(bone, offs_bone);
+
+ /* Compose the matrix for this bone */
+ mul_m4_m4m4(bone->arm_mat, prevbone->arm_mat, offs_bone);
+ }
+ else {
+ copy_m4_m3(bone->arm_mat, bone->bone_mat);
+ copy_v3_v3(bone->arm_mat[3], bone->head);
+ }
+
+ /* and the kiddies */
+ if (use_recursion) {
+ prevbone = bone;
+ for (bone = bone->childbase.first; bone; bone = bone->next) {
+ BKE_armature_where_is_bone(bone, prevbone, use_recursion);
+ }
+ }
}
/* updates vectors and matrices on rest-position level, only needed
* after editing armature itself, now only on reading file */
void BKE_armature_where_is(bArmature *arm)
{
- Bone *bone;
+ Bone *bone;
- /* hierarchical from root to children */
- for (bone = arm->bonebase.first; bone; bone = bone->next) {
- BKE_armature_where_is_bone(bone, NULL, true);
- }
+ /* hierarchical from root to children */
+ for (bone = arm->bonebase.first; bone; bone = bone->next) {
+ BKE_armature_where_is_bone(bone, NULL, true);
+ }
}
/* if bone layer is protected, copy the data from from->pose
* 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;
- bPoseChannel *pchan, *pchanp;
- bConstraint *con;
- int error = 0;
-
- 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) {
- if (BKE_pose_channel_find_name(frompose, pchan->name) == NULL) {
- CLOG_ERROR(&LOG, "failed to sync proxy armature because '%s' is missing pose channel '%s'",
- from->id.name, pchan->name);
- error = 1;
- }
- }
- }
-
- if (error)
- return;
-
- /* clear all transformation values from library */
- BKE_pose_rest(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 */
- 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 = BKE_pose_channel_find_name(frompose, pchan->name);
-
- if (UNLIKELY(pchanp == NULL)) {
- /* happens for proxies that become invalid because of a missing link
- * for regular cases it shouldn't happen at all */
- }
- else if (pchan->bone->layer & layer_protected) {
- ListBase proxylocal_constraints = {NULL, NULL};
- bPoseChannel pchanw;
-
- /* copy posechannel to temp, but restore important pointers */
- pchanw = *pchanp;
- pchanw.bone = pchan->bone;
- pchanw.prev = pchan->prev;
- pchanw.next = pchan->next;
- pchanw.parent = pchan->parent;
- pchanw.child = pchan->child;
- pchanw.custom_tx = pchan->custom_tx;
- pchanw.bbone_prev = pchan->bbone_prev;
- pchanw.bbone_next = pchan->bbone_next;
-
- pchanw.mpath = pchan->mpath;
- pchan->mpath = NULL;
-
- /* this is freed so copy a copy, else undo crashes */
- if (pchanw.prop) {
- pchanw.prop = IDP_CopyProperty(pchanw.prop);
-
- /* use the values from the existing props */
- if (pchan->prop) {
- IDP_SyncGroupValues(pchanw.prop, pchan->prop);
- }
- }
-
- /* 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 BKE_constraints_copy: when copying constraints, disable 'do_extern' otherwise
- * we get the libs direct linked in this blend.
- */
- BKE_constraints_proxylocal_extract(&proxylocal_constraints, &pchan->constraints);
- BKE_constraints_copy(&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) {
- const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
- ListBase targets = {NULL, NULL};
- bConstraintTarget *ct;
-
- if (cti && cti->get_constraint_targets) {
- cti->get_constraint_targets(con, &targets);
-
- for (ct = targets.first; ct; ct = ct->next) {
- if (ct->tar == from)
- ct->tar = ob;
- }
-
- if (cti->flush_constraint_targets)
- cti->flush_constraint_targets(con, &targets, 0);
- }
- }
-
- /* free stuff from current channel */
- BKE_pose_channel_free(pchan);
-
- /* copy data in temp back over to the cleaned-out (but still allocated) original channel */
- *pchan = pchanw;
- if (pchan->custom) {
- id_us_plus(&pchan->custom->id);
- }
- }
- else {
- /* always copy custom shape */
- pchan->custom = pchanp->custom;
- if (pchan->custom) {
- id_us_plus(&pchan->custom->id);
- }
- if (pchanp->custom_tx)
- pchan->custom_tx = BKE_pose_channel_find_name(pose, pchanp->custom_tx->name);
-
- /* ID-Property Syncing */
- {
- IDProperty *prop_orig = pchan->prop;
- if (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;
- }
- if (prop_orig) {
- IDP_FreeProperty(prop_orig);
- MEM_freeN(prop_orig);
- }
- }
- }
- }
+ bPose *pose = ob->pose, *frompose = from->pose;
+ bPoseChannel *pchan, *pchanp;
+ bConstraint *con;
+ int error = 0;
+
+ 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) {
+ if (BKE_pose_channel_find_name(frompose, pchan->name) == NULL) {
+ CLOG_ERROR(&LOG,
+ "failed to sync proxy armature because '%s' is missing pose channel '%s'",
+ from->id.name,
+ pchan->name);
+ error = 1;
+ }
+ }
+ }
+
+ if (error)
+ return;
+
+ /* clear all transformation values from library */
+ BKE_pose_rest(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 */
+ 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 = BKE_pose_channel_find_name(frompose, pchan->name);
+
+ if (UNLIKELY(pchanp == NULL)) {
+ /* happens for proxies that become invalid because of a missing link
+ * for regular cases it shouldn't happen at all */
+ }
+ else if (pchan->bone->layer & layer_protected) {
+ ListBase proxylocal_constraints = {NULL, NULL};
+ bPoseChannel pchanw;
+
+ /* copy posechannel to temp, but restore important pointers */
+ pchanw = *pchanp;
+ pchanw.bone = pchan->bone;
+ pchanw.prev = pchan->prev;
+ pchanw.next = pchan->next;
+ pchanw.parent = pchan->parent;
+ pchanw.child = pchan->child;
+ pchanw.custom_tx = pchan->custom_tx;
+ pchanw.bbone_prev = pchan->bbone_prev;
+ pchanw.bbone_next = pchan->bbone_next;
+
+ pchanw.mpath = pchan->mpath;
+ pchan->mpath = NULL;
+
+ /* this is freed so copy a copy, else undo crashes */
+ if (pchanw.prop) {
+ pchanw.prop = IDP_CopyProperty(pchanw.prop);
+
+ /* use the values from the existing props */
+ if (pchan->prop) {
+ IDP_SyncGroupValues(pchanw.prop, pchan->prop);
+ }
+ }
+
+ /* 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 BKE_constraints_copy: when copying constraints, disable 'do_extern' otherwise
+ * we get the libs direct linked in this blend.
+ */
+ BKE_constraints_proxylocal_extract(&proxylocal_constraints, &pchan->constraints);
+ BKE_constraints_copy(&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) {
+ const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
+ ListBase targets = {NULL, NULL};
+ bConstraintTarget *ct;
+
+ if (cti && cti->get_constraint_targets) {
+ cti->get_constraint_targets(con, &targets);
+
+ for (ct = targets.first; ct; ct = ct->next) {
+ if (ct->tar == from)
+ ct->tar = ob;
+ }
+
+ if (cti->flush_constraint_targets)
+ cti->flush_constraint_targets(con, &targets, 0);
+ }
+ }
+
+ /* free stuff from current channel */
+ BKE_pose_channel_free(pchan);
+
+ /* copy data in temp back over to the cleaned-out (but still allocated) original channel */
+ *pchan = pchanw;
+ if (pchan->custom) {
+ id_us_plus(&pchan->custom->id);
+ }
+ }
+ else {
+ /* always copy custom shape */
+ pchan->custom = pchanp->custom;
+ if (pchan->custom) {
+ id_us_plus(&pchan->custom->id);
+ }
+ if (pchanp->custom_tx)
+ pchan->custom_tx = BKE_pose_channel_find_name(pose, pchanp->custom_tx->name);
+
+ /* ID-Property Syncing */
+ {
+ IDProperty *prop_orig = pchan->prop;
+ if (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;
+ }
+ if (prop_orig) {
+ IDP_FreeProperty(prop_orig);
+ MEM_freeN(prop_orig);
+ }
+ }
+ }
+ }
}
static int rebuild_pose_bone(bPose *pose, Bone *bone, bPoseChannel *parchan, int counter)
{
- bPoseChannel *pchan = BKE_pose_channel_verify(pose, bone->name); /* verify checks and/or adds */
+ bPoseChannel *pchan = BKE_pose_channel_verify(pose, bone->name); /* verify checks and/or adds */
- pchan->bone = bone;
- pchan->parent = parchan;
+ pchan->bone = bone;
+ pchan->parent = parchan;
- counter++;
+ 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 = BKE_pose_channel_find_name(pose, bone->name);
- }
+ 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 = BKE_pose_channel_find_name(pose, bone->name);
+ }
- return counter;
+ return counter;
}
/**
@@ -2194,32 +2300,32 @@ static int rebuild_pose_bone(bPose *pose, Bone *bone, bPoseChannel *parchan, int
*/
void BKE_pose_clear_pointers(bPose *pose)
{
- for (bPoseChannel *pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
- pchan->bone = NULL;
- pchan->child = NULL;
- }
+ for (bPoseChannel *pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
+ pchan->bone = NULL;
+ pchan->child = NULL;
+ }
}
void BKE_pose_remap_bone_pointers(bArmature *armature, bPose *pose)
{
- GHash *bone_hash = BKE_armature_bone_from_name_map(armature);
- for (bPoseChannel *pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
- pchan->bone = BLI_ghash_lookup(bone_hash, pchan->name);
- }
- BLI_ghash_free(bone_hash, NULL, NULL);
+ GHash *bone_hash = BKE_armature_bone_from_name_map(armature);
+ for (bPoseChannel *pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
+ pchan->bone = BLI_ghash_lookup(bone_hash, pchan->name);
+ }
+ BLI_ghash_free(bone_hash, NULL, NULL);
}
/** Find the matching pose channel using the bone name, if not NULL. */
static bPoseChannel *pose_channel_find_bone(bPose *pose, Bone *bone)
{
- return (bone != NULL) ? BKE_pose_channel_find_name(pose, bone->name) : NULL;
+ return (bone != NULL) ? BKE_pose_channel_find_name(pose, bone->name) : NULL;
}
/** Update the links for the B-Bone handles from Bone data. */
void BKE_pchan_rebuild_bbone_handles(bPose *pose, bPoseChannel *pchan)
{
- pchan->bbone_prev = pose_channel_find_bone(pose, pchan->bone->bbone_prev);
- pchan->bbone_next = pose_channel_find_bone(pose, pchan->bone->bbone_next);
+ pchan->bbone_prev = pose_channel_find_bone(pose, pchan->bone->bbone_prev);
+ pchan->bbone_next = pose_channel_find_bone(pose, pchan->bone->bbone_next);
}
/**
@@ -2231,66 +2337,66 @@ void BKE_pchan_rebuild_bbone_handles(bPose *pose, bPoseChannel *pchan)
*/
void BKE_pose_rebuild(Main *bmain, Object *ob, bArmature *arm, const bool do_id_user)
{
- Bone *bone;
- bPose *pose;
- bPoseChannel *pchan, *next;
- int counter = 0;
+ Bone *bone;
+ bPose *pose;
+ bPoseChannel *pchan, *next;
+ int counter = 0;
- /* only done here */
- if (ob->pose == NULL) {
- /* create new pose */
- ob->pose = MEM_callocN(sizeof(bPose), "new pose");
+ /* only done here */
+ if (ob->pose == NULL) {
+ /* create new pose */
+ ob->pose = MEM_callocN(sizeof(bPose), "new pose");
- /* set default settings for animviz */
- animviz_settings_init(&ob->pose->avs);
- }
- pose = ob->pose;
+ /* set default settings for animviz */
+ animviz_settings_init(&ob->pose->avs);
+ }
+ pose = ob->pose;
- /* clear */
- BKE_pose_clear_pointers(pose);
+ /* clear */
+ BKE_pose_clear_pointers(pose);
- /* 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);
- }
+ /* 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);
+ }
- /* and a check for garbage */
- for (pchan = pose->chanbase.first; pchan; pchan = next) {
- next = pchan->next;
- if (pchan->bone == NULL) {
- BKE_pose_channel_free_ex(pchan, do_id_user);
- BKE_pose_channels_hash_free(pose);
- BLI_freelinkN(&pose->chanbase, pchan);
- }
- }
+ /* and a check for garbage */
+ for (pchan = pose->chanbase.first; pchan; pchan = next) {
+ next = pchan->next;
+ if (pchan->bone == NULL) {
+ BKE_pose_channel_free_ex(pchan, do_id_user);
+ BKE_pose_channels_hash_free(pose);
+ BLI_freelinkN(&pose->chanbase, pchan);
+ }
+ }
- BKE_pose_channels_hash_make(pose);
+ BKE_pose_channels_hash_make(pose);
- for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
- /* Find the custom B-Bone handles. */
- BKE_pchan_rebuild_bbone_handles(pose, pchan);
- }
+ for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
+ /* Find the custom B-Bone handles. */
+ BKE_pchan_rebuild_bbone_handles(pose, 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 */
- /* HACK! To preserve 2.7x behavior that you always can pose even locked bones,
- * do not do any restoration if this is a COW temp copy! */
- /* Switched back to just NO_MAIN tag, for some reasons (c) using COW tag was working this morning, but not anymore... */
- if (ob->proxy != NULL && (ob->id.tag & LIB_TAG_NO_MAIN) == 0) {
- BKE_object_copy_proxy_drivers(ob, ob->proxy);
- pose_proxy_synchronize(ob, ob->proxy, arm->layer_protected);
- }
+ /* synchronize protected layers with proxy */
+ /* HACK! To preserve 2.7x behavior that you always can pose even locked bones,
+ * do not do any restoration if this is a COW temp copy! */
+ /* Switched back to just NO_MAIN tag, for some reasons (c) using COW tag was working this morning, but not anymore... */
+ if (ob->proxy != NULL && (ob->id.tag & LIB_TAG_NO_MAIN) == 0) {
+ BKE_object_copy_proxy_drivers(ob, ob->proxy);
+ pose_proxy_synchronize(ob, ob->proxy, arm->layer_protected);
+ }
- BKE_pose_update_constraint_flags(pose); /* for IK detection for example */
+ BKE_pose_update_constraint_flags(pose); /* for IK detection for example */
- pose->flag &= ~POSE_RECALC;
- pose->flag |= POSE_WAS_REBUILT;
+ pose->flag &= ~POSE_RECALC;
+ pose->flag |= POSE_WAS_REBUILT;
- /* Rebuilding poses forces us to also rebuild the dependency graph, since there is one node per pose/bone... */
- if (bmain != NULL) {
- DEG_relations_tag_update(bmain);
- }
+ /* Rebuilding poses forces us to also rebuild the dependency graph, since there is one node per pose/bone... */
+ if (bmain != NULL) {
+ DEG_relations_tag_update(bmain);
+ }
}
/* ********************** THE POSE SOLVER ******************* */
@@ -2298,400 +2404,392 @@ void BKE_pose_rebuild(Main *bmain, Object *ob, bArmature *arm, const bool do_id_
/* loc/rot/size to given mat4 */
void BKE_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) {
- /* 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) {
- /* axis-angle - not really that great for 3D-changing orientations */
- axis_angle_to_mat3(rmat, pchan->rotAxis, pchan->rotAngle);
- }
- else {
- /* quats are normalized before use to eliminate scaling issues */
- float quat[4];
-
- /* NOTE: we now don't normalize 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
- * 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)) {
- copy_v3_v3(chan_mat[3], pchan->loc);
- }
+ 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) {
+ /* 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) {
+ /* axis-angle - not really that great for 3D-changing orientations */
+ axis_angle_to_mat3(rmat, pchan->rotAxis, pchan->rotAngle);
+ }
+ else {
+ /* quats are normalized before use to eliminate scaling issues */
+ float quat[4];
+
+ /* NOTE: we now don't normalize 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
+ * 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)) {
+ copy_v3_v3(chan_mat[3], pchan->loc);
+ }
}
/* loc/rot/size to mat4 */
/* used in constraint.c too */
void BKE_pchan_calc_mat(bPoseChannel *pchan)
{
- /* this is just a wrapper around the copy of this function which calculates the matrix
- * and stores the result in any given channel
- */
- BKE_pchan_to_mat4(pchan, pchan->chan_mat);
+ /* this is just a wrapper around the copy of this function which calculates the matrix
+ * and stores the result in any given channel
+ */
+ BKE_pchan_to_mat4(pchan, pchan->chan_mat);
}
/* calculate tail of posechannel */
void BKE_pose_where_is_bone_tail(bPoseChannel *pchan)
{
- float vec[3];
+ 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);
+ 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);
}
/* The main armature solver, does all constraints excluding IK */
/* pchan is validated, as having bone and parent pointer
* 'do_extra': when zero skips loc/size/rot, constraints and strip modifiers.
*/
-void BKE_pose_where_is_bone(
- struct Depsgraph *depsgraph, Scene *scene,
- Object *ob, bPoseChannel *pchan, float ctime, bool do_extra)
-{
- /* This gives a chan_mat with actions (ipos) results. */
- if (do_extra)
- BKE_pchan_calc_mat(pchan);
- else
- 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) */
- BKE_armature_mat_bone_to_pose(pchan, pchan->chan_mat, pchan->pose_mat);
-
- /* Only rootbones get the cyclic offset (unless user doesn't want that). */
- /* XXX That could be a problem for snapping and other "reverse transform" features... */
- if (!pchan->parent) {
- if ((pchan->bone->flag & BONE_NO_CYCLICOFFSET) == 0)
- add_v3_v3(pchan->pose_mat[3], ob->pose->cyclic_offset);
- }
-
- if (do_extra) {
- /* Do constraints */
- if (pchan->constraints.first) {
- bConstraintOb *cob;
- float vec[3];
-
- /* make a copy of location of PoseChannel for later */
- copy_v3_v3(vec, pchan->pose_mat[3]);
-
- /* prepare PoseChannel for Constraint solving
- * - makes a copy of matrix, and creates temporary struct to use
- */
- cob = BKE_constraints_make_evalob(depsgraph, scene, ob, pchan, CONSTRAINT_OBTYPE_BONE);
-
- /* Solve PoseChannel's Constraints */
- BKE_constraints_solve(depsgraph, &pchan->constraints, cob, ctime); /* ctime doesn't alter objects */
-
- /* cleanup after Constraint Solving
- * - applies matrix back to pchan, and frees temporary struct used
- */
- BKE_constraints_clear_evalob(cob);
-
- /* prevent constraints breaking a chain */
- if (pchan->bone->flag & BONE_CONNECTED) {
- copy_v3_v3(pchan->pose_mat[3], vec);
- }
- }
- }
-
- /* calculate head */
- copy_v3_v3(pchan->pose_head, pchan->pose_mat[3]);
- /* calculate tail */
- BKE_pose_where_is_bone_tail(pchan);
+void BKE_pose_where_is_bone(struct Depsgraph *depsgraph,
+ Scene *scene,
+ Object *ob,
+ bPoseChannel *pchan,
+ float ctime,
+ bool do_extra)
+{
+ /* This gives a chan_mat with actions (ipos) results. */
+ if (do_extra)
+ BKE_pchan_calc_mat(pchan);
+ else
+ 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) */
+ BKE_armature_mat_bone_to_pose(pchan, pchan->chan_mat, pchan->pose_mat);
+
+ /* Only rootbones get the cyclic offset (unless user doesn't want that). */
+ /* XXX That could be a problem for snapping and other "reverse transform" features... */
+ if (!pchan->parent) {
+ if ((pchan->bone->flag & BONE_NO_CYCLICOFFSET) == 0)
+ add_v3_v3(pchan->pose_mat[3], ob->pose->cyclic_offset);
+ }
+
+ if (do_extra) {
+ /* Do constraints */
+ if (pchan->constraints.first) {
+ bConstraintOb *cob;
+ float vec[3];
+
+ /* make a copy of location of PoseChannel for later */
+ copy_v3_v3(vec, pchan->pose_mat[3]);
+
+ /* prepare PoseChannel for Constraint solving
+ * - makes a copy of matrix, and creates temporary struct to use
+ */
+ cob = BKE_constraints_make_evalob(depsgraph, scene, ob, pchan, CONSTRAINT_OBTYPE_BONE);
+
+ /* Solve PoseChannel's Constraints */
+ BKE_constraints_solve(
+ depsgraph, &pchan->constraints, cob, ctime); /* ctime doesn't alter objects */
+
+ /* cleanup after Constraint Solving
+ * - applies matrix back to pchan, and frees temporary struct used
+ */
+ BKE_constraints_clear_evalob(cob);
+
+ /* prevent constraints breaking a chain */
+ if (pchan->bone->flag & BONE_CONNECTED) {
+ copy_v3_v3(pchan->pose_mat[3], vec);
+ }
+ }
+ }
+
+ /* calculate head */
+ copy_v3_v3(pchan->pose_head, pchan->pose_mat[3]);
+ /* calculate tail */
+ BKE_pose_where_is_bone_tail(pchan);
}
/* This only reads anim data from channels, and writes to channels */
/* This is the only function adding poses */
void BKE_pose_where_is(struct Depsgraph *depsgraph, Scene *scene, Object *ob)
{
- bArmature *arm;
- Bone *bone;
- bPoseChannel *pchan;
- float imat[4][4];
- float ctime;
-
- if (ob->type != OB_ARMATURE)
- return;
- arm = ob->data;
-
- if (ELEM(NULL, arm, scene))
- return;
- if ((ob->pose == NULL) || (ob->pose->flag & POSE_RECALC)) {
- /* WARNING! passing NULL bmain here means we won't tag depsgraph's as dirty - hopefully this is OK. */
- BKE_pose_rebuild(NULL, ob, arm, true);
- }
-
- ctime = BKE_scene_frame_get(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;
- if (bone) {
- copy_m4_m4(pchan->pose_mat, bone->arm_mat);
- copy_v3_v3(pchan->pose_head, bone->arm_head);
- copy_v3_v3(pchan->pose_tail, bone->arm_tail);
- }
- }
- }
- else {
- invert_m4_m4(ob->imat, ob->obmat); /* imat is needed */
-
- /* 1. clear flags */
- 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(depsgraph, scene, ob, ctime);
-
- /* 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
- */
- BKE_pose_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) {
- /* 4a. if we find an IK root, we handle it separated */
- if (pchan->flag & POSE_IKTREE) {
- BIK_execute_tree(depsgraph, scene, ob, pchan, ctime);
- }
- /* 4b. if we find a Spline IK root, we handle it separated too */
- else if (pchan->flag & POSE_IKSPLINE) {
- BKE_splineik_execute_tree(depsgraph, scene, ob, pchan, ctime);
- }
- /* 5. otherwise just call the normal solver */
- else if (!(pchan->flag & POSE_DONE)) {
- BKE_pose_where_is_bone(depsgraph, scene, ob, pchan, ctime, 1);
- }
- }
- /* 6. release the IK tree */
- BIK_release_tree(scene, ob, ctime);
- }
-
- /* calculating deform matrices */
- for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
- if (pchan->bone) {
- invert_m4_m4(imat, pchan->bone->arm_mat);
- mul_m4_m4m4(pchan->chan_mat, pchan->pose_mat, imat);
- }
- }
+ bArmature *arm;
+ Bone *bone;
+ bPoseChannel *pchan;
+ float imat[4][4];
+ float ctime;
+
+ if (ob->type != OB_ARMATURE)
+ return;
+ arm = ob->data;
+
+ if (ELEM(NULL, arm, scene))
+ return;
+ if ((ob->pose == NULL) || (ob->pose->flag & POSE_RECALC)) {
+ /* WARNING! passing NULL bmain here means we won't tag depsgraph's as dirty - hopefully this is OK. */
+ BKE_pose_rebuild(NULL, ob, arm, true);
+ }
+
+ ctime = BKE_scene_frame_get(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;
+ if (bone) {
+ copy_m4_m4(pchan->pose_mat, bone->arm_mat);
+ copy_v3_v3(pchan->pose_head, bone->arm_head);
+ copy_v3_v3(pchan->pose_tail, bone->arm_tail);
+ }
+ }
+ }
+ else {
+ invert_m4_m4(ob->imat, ob->obmat); /* imat is needed */
+
+ /* 1. clear flags */
+ 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(depsgraph, scene, ob, ctime);
+
+ /* 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
+ */
+ BKE_pose_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) {
+ /* 4a. if we find an IK root, we handle it separated */
+ if (pchan->flag & POSE_IKTREE) {
+ BIK_execute_tree(depsgraph, scene, ob, pchan, ctime);
+ }
+ /* 4b. if we find a Spline IK root, we handle it separated too */
+ else if (pchan->flag & POSE_IKSPLINE) {
+ BKE_splineik_execute_tree(depsgraph, scene, ob, pchan, ctime);
+ }
+ /* 5. otherwise just call the normal solver */
+ else if (!(pchan->flag & POSE_DONE)) {
+ BKE_pose_where_is_bone(depsgraph, scene, ob, pchan, ctime, 1);
+ }
+ }
+ /* 6. release the IK tree */
+ BIK_release_tree(scene, ob, ctime);
+ }
+
+ /* calculating deform matrices */
+ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+ if (pchan->bone) {
+ invert_m4_m4(imat, pchan->bone->arm_mat);
+ mul_m4_m4m4(pchan->chan_mat, pchan->pose_mat, imat);
+ }
+ }
}
/************** Bounding box ********************/
static int minmax_armature(Object *ob, float r_min[3], float r_max[3])
{
- bPoseChannel *pchan;
+ bPoseChannel *pchan;
- /* For now, we assume BKE_pose_where_is has already been called (hence we have valid data in pachan). */
- for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
- minmax_v3v3_v3(r_min, r_max, pchan->pose_head);
- minmax_v3v3_v3(r_min, r_max, pchan->pose_tail);
- }
+ /* For now, we assume BKE_pose_where_is has already been called (hence we have valid data in pachan). */
+ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+ minmax_v3v3_v3(r_min, r_max, pchan->pose_head);
+ minmax_v3v3_v3(r_min, r_max, pchan->pose_tail);
+ }
- return (BLI_listbase_is_empty(&ob->pose->chanbase) == false);
+ return (BLI_listbase_is_empty(&ob->pose->chanbase) == false);
}
static void boundbox_armature(Object *ob)
{
- BoundBox *bb;
- float min[3], max[3];
+ BoundBox *bb;
+ float min[3], max[3];
- if (ob->runtime.bb == NULL) {
- ob->runtime.bb = MEM_callocN(sizeof(BoundBox), "Armature boundbox");
- }
- bb = ob->runtime.bb;
+ if (ob->runtime.bb == NULL) {
+ ob->runtime.bb = MEM_callocN(sizeof(BoundBox), "Armature boundbox");
+ }
+ bb = ob->runtime.bb;
- INIT_MINMAX(min, max);
- if (!minmax_armature(ob, min, max)) {
- min[0] = min[1] = min[2] = -1.0f;
- max[0] = max[1] = max[2] = 1.0f;
- }
+ INIT_MINMAX(min, max);
+ if (!minmax_armature(ob, min, max)) {
+ min[0] = min[1] = min[2] = -1.0f;
+ max[0] = max[1] = max[2] = 1.0f;
+ }
- BKE_boundbox_init_from_minmax(bb, min, max);
+ BKE_boundbox_init_from_minmax(bb, min, max);
- bb->flag &= ~BOUNDBOX_DIRTY;
+ bb->flag &= ~BOUNDBOX_DIRTY;
}
BoundBox *BKE_armature_boundbox_get(Object *ob)
{
- boundbox_armature(ob);
+ boundbox_armature(ob);
- return ob->runtime.bb;
+ return ob->runtime.bb;
}
bool BKE_pose_minmax(Object *ob, float r_min[3], float r_max[3], bool use_hidden, bool use_select)
{
- bool changed = false;
-
- if (ob->pose) {
- bArmature *arm = ob->data;
- bPoseChannel *pchan;
-
- for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
- /* XXX pchan->bone may be NULL for duplicated bones, see duplicateEditBoneObjects() comment
- * (editarmature.c:2592)... Skip in this case too! */
- if (pchan->bone &&
- (!((use_hidden == false) && (PBONE_VISIBLE(arm, pchan->bone) == false)) &&
- !((use_select == true) && ((pchan->bone->flag & BONE_SELECTED) == 0))))
- {
- bPoseChannel *pchan_tx = (pchan->custom && pchan->custom_tx) ? pchan->custom_tx : pchan;
- BoundBox *bb_custom = ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) ?
- BKE_object_boundbox_get(pchan->custom) : NULL;
- if (bb_custom) {
- float mat[4][4], smat[4][4];
- scale_m4_fl(smat, PCHAN_CUSTOM_DRAW_SIZE(pchan));
- mul_m4_series(mat, ob->obmat, pchan_tx->pose_mat, smat);
- BKE_boundbox_minmax(bb_custom, mat, r_min, r_max);
- }
- else {
- float vec[3];
- mul_v3_m4v3(vec, ob->obmat, pchan_tx->pose_head);
- minmax_v3v3_v3(r_min, r_max, vec);
- mul_v3_m4v3(vec, ob->obmat, pchan_tx->pose_tail);
- minmax_v3v3_v3(r_min, r_max, vec);
- }
-
- changed = true;
- }
- }
- }
-
- return changed;
+ bool changed = false;
+
+ if (ob->pose) {
+ bArmature *arm = ob->data;
+ bPoseChannel *pchan;
+
+ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+ /* XXX pchan->bone may be NULL for duplicated bones, see duplicateEditBoneObjects() comment
+ * (editarmature.c:2592)... Skip in this case too! */
+ if (pchan->bone && (!((use_hidden == false) && (PBONE_VISIBLE(arm, pchan->bone) == false)) &&
+ !((use_select == true) && ((pchan->bone->flag & BONE_SELECTED) == 0)))) {
+ bPoseChannel *pchan_tx = (pchan->custom && pchan->custom_tx) ? pchan->custom_tx : pchan;
+ BoundBox *bb_custom = ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) ?
+ BKE_object_boundbox_get(pchan->custom) :
+ NULL;
+ if (bb_custom) {
+ float mat[4][4], smat[4][4];
+ scale_m4_fl(smat, PCHAN_CUSTOM_DRAW_SIZE(pchan));
+ mul_m4_series(mat, ob->obmat, pchan_tx->pose_mat, smat);
+ BKE_boundbox_minmax(bb_custom, mat, r_min, r_max);
+ }
+ else {
+ float vec[3];
+ mul_v3_m4v3(vec, ob->obmat, pchan_tx->pose_head);
+ minmax_v3v3_v3(r_min, r_max, vec);
+ mul_v3_m4v3(vec, ob->obmat, pchan_tx->pose_tail);
+ minmax_v3v3_v3(r_min, r_max, vec);
+ }
+
+ changed = true;
+ }
+ }
+ }
+
+ return changed;
}
/************** Graph evaluation ********************/
-bPoseChannel *BKE_armature_ik_solver_find_root(
- bPoseChannel *pchan,
- bKinematicConstraint *data)
-{
- bPoseChannel *rootchan = pchan;
- if (!(data->flag & CONSTRAINT_IK_TIP)) {
- /* Exclude tip from chain. */
- rootchan = rootchan->parent;
- }
- if (rootchan != NULL) {
- int segcount = 0;
- while (rootchan->parent) {
- /* Continue up chain, until we reach target number of items. */
- segcount++;
- if (segcount == data->rootbone) {
- break;
- }
- rootchan = rootchan->parent;
- }
- }
- return rootchan;
-}
-
-bPoseChannel *BKE_armature_splineik_solver_find_root(
- bPoseChannel *pchan,
- bSplineIKConstraint *data)
-{
- bPoseChannel *rootchan = pchan;
- int segcount = 0;
- BLI_assert(rootchan != NULL);
- while (rootchan->parent) {
- /* Continue up chain, until we reach target number of items. */
- segcount++;
- if (segcount == data->chainlen) {
- break;
- }
- rootchan = rootchan->parent;
- }
- return rootchan;
+bPoseChannel *BKE_armature_ik_solver_find_root(bPoseChannel *pchan, bKinematicConstraint *data)
+{
+ bPoseChannel *rootchan = pchan;
+ if (!(data->flag & CONSTRAINT_IK_TIP)) {
+ /* Exclude tip from chain. */
+ rootchan = rootchan->parent;
+ }
+ if (rootchan != NULL) {
+ int segcount = 0;
+ while (rootchan->parent) {
+ /* Continue up chain, until we reach target number of items. */
+ segcount++;
+ if (segcount == data->rootbone) {
+ break;
+ }
+ rootchan = rootchan->parent;
+ }
+ }
+ return rootchan;
+}
+
+bPoseChannel *BKE_armature_splineik_solver_find_root(bPoseChannel *pchan,
+ bSplineIKConstraint *data)
+{
+ bPoseChannel *rootchan = pchan;
+ int segcount = 0;
+ BLI_assert(rootchan != NULL);
+ while (rootchan->parent) {
+ /* Continue up chain, until we reach target number of items. */
+ segcount++;
+ if (segcount == data->chainlen) {
+ break;
+ }
+ rootchan = rootchan->parent;
+ }
+ return rootchan;
}
/* ****************************** BBone cache ****************************** */
-ObjectBBoneDeform * BKE_armature_cached_bbone_deformation_get(Object *object)
+ObjectBBoneDeform *BKE_armature_cached_bbone_deformation_get(Object *object)
{
- return object->runtime.cached_bbone_deformation;
+ return object->runtime.cached_bbone_deformation;
}
void BKE_armature_cached_bbone_deformation_free_data(Object *object)
{
- ObjectBBoneDeform *bbone_deform =
- BKE_armature_cached_bbone_deformation_get(object);
- if (bbone_deform == NULL) {
- return;
- }
- /* Free arrays. */
- MEM_SAFE_FREE(bbone_deform->pdef_info_array);
- MEM_SAFE_FREE(bbone_deform->dualquats);
- /* Tag that we've got no data, so we are safe for sequential calls to
- * data free. */
- bbone_deform->num_pchan = 0;
+ ObjectBBoneDeform *bbone_deform = BKE_armature_cached_bbone_deformation_get(object);
+ if (bbone_deform == NULL) {
+ return;
+ }
+ /* Free arrays. */
+ MEM_SAFE_FREE(bbone_deform->pdef_info_array);
+ MEM_SAFE_FREE(bbone_deform->dualquats);
+ /* Tag that we've got no data, so we are safe for sequential calls to
+ * data free. */
+ bbone_deform->num_pchan = 0;
}
void BKE_armature_cached_bbone_deformation_free(Object *object)
{
- ObjectBBoneDeform *bbone_deform =
- BKE_armature_cached_bbone_deformation_get(object);
- if (bbone_deform == NULL) {
- return;
- }
- BKE_armature_cached_bbone_deformation_free_data(object);
- MEM_freeN(bbone_deform);
- object->runtime.cached_bbone_deformation = NULL;
+ ObjectBBoneDeform *bbone_deform = BKE_armature_cached_bbone_deformation_get(object);
+ if (bbone_deform == NULL) {
+ return;
+ }
+ BKE_armature_cached_bbone_deformation_free_data(object);
+ MEM_freeN(bbone_deform);
+ object->runtime.cached_bbone_deformation = NULL;
}
void BKE_armature_cached_bbone_deformation_update(Object *object)
{
- BLI_assert(object->type == OB_ARMATURE);
- BLI_assert(object->pose != NULL);
- bPose *pose = object->pose;
- const int totchan = BLI_listbase_count(&pose->chanbase);
- const bool use_quaternion = true;
- /* Make sure cache exists. */
- ObjectBBoneDeform *bbone_deform =
- BKE_armature_cached_bbone_deformation_get(object);
- if (bbone_deform == NULL) {
- bbone_deform = MEM_callocN(sizeof(*bbone_deform), "bbone deform cache");
- object->runtime.cached_bbone_deformation = bbone_deform;
- }
- /* Make sure arrays are allocateds at the proper size. */
- BKE_armature_cached_bbone_deformation_free_data(object);
- DualQuat *dualquats = NULL;
- if (use_quaternion) {
- dualquats = MEM_calloc_arrayN(
- sizeof(DualQuat), totchan, "dualquats");
- }
- bPoseChanDeform *pdef_info_array = MEM_calloc_arrayN(
- sizeof(bPoseChanDeform), totchan, "bPoseChanDeform");
- /* Calculate deofrmation matricies. */
- ArmatureBBoneDefmatsData data = {
- .pdef_info_array = pdef_info_array,
- .dualquats = dualquats,
- .use_quaternion = use_quaternion,
- };
- BLI_task_parallel_listbase(&pose->chanbase,
- &data,
- armature_bbone_defmats_cb,
- totchan > 1024);
- /* Store pointers. */
- bbone_deform->dualquats = dualquats;
- atomic_cas_ptr((void **)&bbone_deform->pdef_info_array,
- bbone_deform->pdef_info_array,
- pdef_info_array);
- bbone_deform->num_pchan = totchan;
+ BLI_assert(object->type == OB_ARMATURE);
+ BLI_assert(object->pose != NULL);
+ bPose *pose = object->pose;
+ const int totchan = BLI_listbase_count(&pose->chanbase);
+ const bool use_quaternion = true;
+ /* Make sure cache exists. */
+ ObjectBBoneDeform *bbone_deform = BKE_armature_cached_bbone_deformation_get(object);
+ if (bbone_deform == NULL) {
+ bbone_deform = MEM_callocN(sizeof(*bbone_deform), "bbone deform cache");
+ object->runtime.cached_bbone_deformation = bbone_deform;
+ }
+ /* Make sure arrays are allocateds at the proper size. */
+ BKE_armature_cached_bbone_deformation_free_data(object);
+ DualQuat *dualquats = NULL;
+ if (use_quaternion) {
+ dualquats = MEM_calloc_arrayN(sizeof(DualQuat), totchan, "dualquats");
+ }
+ bPoseChanDeform *pdef_info_array = MEM_calloc_arrayN(
+ sizeof(bPoseChanDeform), totchan, "bPoseChanDeform");
+ /* Calculate deofrmation matricies. */
+ ArmatureBBoneDefmatsData data = {
+ .pdef_info_array = pdef_info_array,
+ .dualquats = dualquats,
+ .use_quaternion = use_quaternion,
+ };
+ BLI_task_parallel_listbase(&pose->chanbase, &data, armature_bbone_defmats_cb, totchan > 1024);
+ /* Store pointers. */
+ bbone_deform->dualquats = dualquats;
+ atomic_cas_ptr(
+ (void **)&bbone_deform->pdef_info_array, bbone_deform->pdef_info_array, pdef_info_array);
+ bbone_deform->num_pchan = totchan;
}