diff options
Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r-- | source/blender/blenkernel/intern/armature.c | 365 |
1 files changed, 356 insertions, 9 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c index 139ff9d6b19..62c4143632c 100644 --- a/source/blender/blenkernel/intern/armature.c +++ b/source/blender/blenkernel/intern/armature.c @@ -34,13 +34,12 @@ #include "MEM_guardedalloc.h" -//XXX #include "nla.h" - #include "BLI_arithb.h" #include "BLI_blenlib.h" #include "DNA_armature_types.h" #include "DNA_action_types.h" +#include "DNA_curve_types.h" #include "DNA_constraint_types.h" #include "DNA_mesh_types.h" #include "DNA_lattice_types.h" @@ -52,6 +51,7 @@ #include "BKE_armature.h" #include "BKE_action.h" +#include "BKE_anim.h" #include "BKE_blender.h" #include "BKE_constraint.h" #include "BKE_curve.h" @@ -1604,6 +1604,343 @@ void armature_rebuild_pose(Object *ob, bArmature *arm) } +/* ********************** SPLINE IK SOLVER ******************* */ + +/* Temporary evaluation tree data used for Spline IK */ +typedef struct tSplineIK_Tree { + struct tSplineIK_Tree *next, *prev; + + int type; /* type of IK that this serves (CONSTRAINT_TYPE_KINEMATIC or ..._SPLINEIK) */ + + short free_points; /* free the point positions array */ + short chainlen; /* number of bones in the chain */ + + float *points; /* parametric positions for the joints along the curve */ + bPoseChannel **chain; /* chain of bones to affect using Spline IK (ordered from the tip) */ + + bPoseChannel *root; /* bone that is the root node of the chain */ + + bConstraint *con; /* constraint for this chain */ + bSplineIKConstraint *ikData; /* constraint settings for this chain */ +} tSplineIK_Tree; + +/* ----------- */ + +/* Tag the bones in the chain formed by the given bone for IK */ +static void splineik_init_tree_from_pchan(Object *ob, bPoseChannel *pchan_tip) +{ + bPoseChannel *pchan, *pchanRoot=NULL; + bPoseChannel *pchanChain[255]; + bConstraint *con = NULL; + bSplineIKConstraint *ikData = NULL; + float boneLengths[255], *jointPoints; + float totLength = 0.0f; + short free_joints = 0; + int segcount = 0; + + /* find the SplineIK constraint */ + for (con= pchan_tip->constraints.first; con; con= con->next) { + if (con->type == CONSTRAINT_TYPE_SPLINEIK) { + ikData= con->data; + + /* target can only be curve */ + if ((ikData->tar == NULL) || (ikData->tar->type != OB_CURVE)) + continue; + /* skip if disabled */ + if ( (con->enforce == 0.0f) || (con->flag & (CONSTRAINT_DISABLE|CONSTRAINT_OFF)) ) + continue; + + /* otherwise, constraint is ok... */ + break; + } + } + if (con == NULL) + return; + + /* find the root bone and the chain of bones from the root to the tip + * NOTE: this assumes that the bones are connected, but that may not be true... + */ + for (pchan= pchan_tip; pchan; pchan= pchan->parent) { + /* store this segment in the chain */ + pchanChain[segcount]= pchan; + + /* if performing rebinding, calculate the length of the bone */ + boneLengths[segcount]= pchan->bone->length; + totLength += boneLengths[segcount]; + + /* check if we've gotten the number of bones required yet (after incrementing the count first) + * NOTE: the 255 limit here is rather ugly, but the standard IK does this too! + */ + segcount++; + if ((segcount == ikData->chainlen) || (segcount > 255)) + break; + } + + if (segcount == 0) + return; + else + pchanRoot= pchanChain[segcount-1]; + + /* perform binding step if required */ + if ((ikData->flag & CONSTRAINT_SPLINEIK_BOUND) == 0) { + float segmentLen= (1.0f / (float)segcount); + int i; + + /* setup new empty array for the points list */ + if (ikData->points) + MEM_freeN(ikData->points); + ikData->numpoints= (ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT)? ikData->chainlen : ikData->chainlen+1; + ikData->points= MEM_callocN(sizeof(float)*ikData->numpoints, "Spline IK Binding"); + + /* perform binding of the joints to parametric positions along the curve based + * proportion of the total length that each bone occupies + */ + for (i = 0; i < segcount; i++) { + if (i != 0) { + /* 'head' joints + * - 2 methods; the one chosen depends on whether we've got usable lengths + */ + if ((ikData->flag & CONSTRAINT_SPLINEIK_EVENSPLITS) || (totLength == 0.0f)) { + /* 1) equi-spaced joints */ + ikData->points[i]= segmentLen; + } + else { + /* 2) to find this point on the curve, we take a step from the previous joint + * a distance given by the proportion that this bone takes + */ + ikData->points[i]= ikData->points[i-1] - (boneLengths[i] / totLength); + } + } + else { + /* 'tip' of chain, special exception for the first joint */ + ikData->points[0]= 1.0f; + } + } + + /* spline has now been bound */ + ikData->flag |= CONSTRAINT_SPLINEIK_BOUND; + } + + /* apply corrections for sensitivity to scaling on a copy of the bind points, + * since it's easier to determine the positions of all the joints beforehand this way + */ + if ((ikData->flag & CONSTRAINT_SPLINEIK_SCALE_LIMITED) && (totLength != 0.0f)) { + Curve *cu= (Curve *)ikData->tar->data; + float splineLen, maxScale; + int i; + + /* make a copy of the points array, that we'll store in the tree + * - although we could just multiply the points on the fly, this approach means that + * we can introduce per-segment stretchiness later if it is necessary + */ + jointPoints= MEM_dupallocN(ikData->points); + free_joints= 1; + + /* get the current length of the curve */ + // NOTE: this is assumed to be correct even after the curve was resized + splineLen= cu->path->totdist; + + /* calculate the scale factor to multiply all the path values by so that the + * bone chain retains its current length, such that + * maxScale * splineLen = totLength + */ + maxScale = totLength / splineLen; + + /* apply scaling correction to all of the temporary points */ + for (i = 0; i < segcount; i++) + jointPoints[i] *= maxScale; + } + else { + /* just use the existing points array */ + jointPoints= ikData->points; + free_joints= 0; + } + + /* make a new Spline-IK chain, and store it in the IK chains */ + // TODO: we should check if there is already an IK chain on this, since that would take presidence... + { + /* make new tree */ + tSplineIK_Tree *tree= MEM_callocN(sizeof(tSplineIK_Tree), "SplineIK Tree"); + tree->type= CONSTRAINT_TYPE_SPLINEIK; + + tree->chainlen= segcount; + + /* copy over the array of links to bones in the chain (from tip to root) */ + tree->chain= MEM_callocN(sizeof(bPoseChannel*)*segcount, "SplineIK Chain"); + memcpy(tree->chain, pchanChain, sizeof(bPoseChannel*)*segcount); + + /* store reference to joint position array */ + tree->points= jointPoints; + tree->free_points= free_joints; + + /* store references to different parts of the chain */ + tree->root= pchanRoot; + tree->con= con; + tree->ikData= ikData; + + /* AND! link the tree to the root */ + BLI_addtail(&pchanRoot->iktree, tree); + } + + /* mark root channel having an IK tree */ + pchanRoot->flag |= POSE_IKSPLINE; +} + +/* Tag which bones are members of Spline IK chains */ +static void splineik_init_tree(Scene *scene, Object *ob, float ctime) +{ + bPoseChannel *pchan; + + /* find the tips of Spline IK chains, which are simply the bones which have been tagged as such */ + for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { + if (pchan->constflag & PCHAN_HAS_SPLINEIK) + splineik_init_tree_from_pchan(ob, pchan); + } +} + +/* ----------- */ + +/* Evaluate spline IK for a given bone */ +static void splineik_evaluate_bone(tSplineIK_Tree *tree, Scene *scene, Object *ob, bPoseChannel *pchan, int index, float ctime) +{ + bSplineIKConstraint *ikData= tree->ikData; + float dirX[3]={1,0,0}, dirZ[3]={0,0,1}; + float axis1[3], axis2[3], tmpVec[3]; + float splineVec[3], scaleFac; + float rad, radius=1.0f; + float vec[4], dir[3]; + + /* step 1: get xyz positions for the endpoints of the bone + * assume that they can be calculated on the path so that these calls will never fail + */ + /* tail */ + if ( where_on_path(ikData->tar, tree->points[index], vec, dir, NULL, &rad) ) { + /* convert the position to pose-space, then store it */ + Mat4MulVecfl(ob->imat, vec); + VECCOPY(pchan->pose_tail, vec); + + /* set the new radius */ + radius= rad; + } + /* head + * - check that this isn't the last bone that is subject to restrictions + * i.e. if no-root option is enabled, the root should be calculated in the standard way + */ + if ((ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT)==0 || (index+1 < ikData->chainlen)) + { + /* the head location of this bone is driven by the spline */ + if ( where_on_path(ikData->tar, tree->points[index+1], vec, dir, NULL, &rad) ) { + /* store the position, and convert it to pose space */ + Mat4MulVecfl(ob->imat, vec); + VECCOPY(pchan->pose_head, vec); + + /* set the new radius (it should be the average value) */ + radius = (radius+rad) / 2; + } + } + else { + // FIXME: this option isn't really useful yet... + // maybe we are more interested in the head deltas that arise from this instead? + /* use the standard calculations for this */ + where_is_pose_bone(scene, ob, pchan, ctime); + + /* hack: assume for now that the pose_tail vector is still valid from the previous step, + * and set that again now so that the chain doesn't get broken + */ + VECCOPY(pchan->pose_tail, vec); + } + + + /* step 2a: determine the implied transform from these endpoints + * - splineVec: the vector direction that the spline applies on the bone + * - scaleFac: the factor that the bone length is scaled by to get the desired amount + */ + VecSubf(splineVec, pchan->pose_tail, pchan->pose_head); + scaleFac= VecLength(splineVec) / pchan->bone->length; // TODO: this will need to be modified by blending factor + + /* step 2b: the spline vector now becomes the y-axis of the bone + * - we need to normalise the splineVec first, so that it's just a unit direction vector + */ + Mat4One(pchan->pose_mat); + + Normalize(splineVec); + VECCOPY(pchan->pose_mat[1], splineVec); + + + /* step 3a: determine two vectors which will both be at right angles to the bone vector + * based on the "Gram Schmidt process" for finding a set of Orthonormal Vectors, described at + * http://ltcconline.net/greenl/courses/203/Vectors/orthonormalBases.htm + * and normalise them to make sure they will behave nicely (as unit vectors) + */ + /* x-axis = dirX - projection(dirX onto splineVec) */ + Projf(axis1, dirX, splineVec); /* project dirX onto splineVec */ + VecSubf(pchan->pose_mat[0], dirX, axis1); + + Normalize(pchan->pose_mat[0]); + + /* z-axis = dirZ - projection(dirZ onto splineVec) - projection(dirZ onto dirX) */ + Projf(axis1, dirZ, splineVec); /* project dirZ onto Y-Axis */ + Projf(axis2, dirZ, pchan->pose_mat[0]); /* project dirZ onto X-Axis */ + + VecSubf(tmpVec, dirZ, axis1); /* dirZ - proj(dirZ->YAxis) */ + VecSubf(pchan->pose_mat[2], tmpVec, axis2); /* (dirZ - proj(dirZ->YAxis)) - proj(dirZ->XAxis) */ + + Normalize(pchan->pose_mat[2]); + + /* step 3b: rotate these axes for roll control and also to minimise flipping rotations */ + // NOTE: for controlling flipping rotations, we could look to the curve for guidance... + // TODO: code me! + + + /* step 4: set the scaling factors for the axes */ + /* only multiply the y-axis by the scaling factor to get nice volume-preservation */ + VecMulf(pchan->pose_mat[1], scaleFac); + + /* set the scaling factors of the x and z axes from the average radius of the curve? */ + if (ikData->flag & CONSTRAINT_SPLINEIK_RAD2FAT) { + VecMulf(pchan->pose_mat[0], radius); + VecMulf(pchan->pose_mat[2], radius); + } + + /* step 5: set the location of the bone in the matrix */ + VECCOPY(pchan->pose_mat[3], pchan->pose_head); + + /* done! */ + pchan->flag |= POSE_DONE; +} + +/* Evaluate the chain starting from the nominated bone */ +static void splineik_execute_tree(Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime) +{ + tSplineIK_Tree *tree; + + /* for each pose-tree, execute it if it is spline, otherwise just free it */ + for (tree= pchan_root->iktree.first; tree; tree= pchan_root->iktree.first) { + /* only evaluate if tagged for Spline IK */ + if (tree->type == CONSTRAINT_TYPE_SPLINEIK) { + int i; + + /* walk over each bone in the chain, calculating the effects of spline IK + * - the chain is traversed in the opposite order to storage order (i.e. parent to children) + * so that dependencies are correct + */ + for (i= tree->chainlen-1; i >= 0; i--) { + bPoseChannel *pchan= tree->chain[i]; + splineik_evaluate_bone(tree, scene, ob, pchan, i, ctime); + } + + // TODO: if another pass is needed to ensure the validity of the chain after blending, it should go here + + /* free the tree info specific to SplineIK trees now */ + if (tree->chain) MEM_freeN(tree->chain); + if (tree->free_points) MEM_freeN(tree->points); + } + + /* free this tree */ + BLI_freelinkN(&pchan_root->iktree, tree); + } +} + /* ********************** THE POSE SOLVER ******************* */ @@ -1629,7 +1966,7 @@ void chan_calc_mat(bPoseChannel *chan) } else { /* quats are normalised before use to eliminate scaling issues */ - NormalQuat(chan->quat); + NormalQuat(chan->quat); // TODO: do this with local vars only! QuatToMat3(chan->quat, rmat); } @@ -1908,21 +2245,31 @@ void where_is_pose (Scene *scene, Object *ob) } else { Mat4Invert(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); + pchan->flag &= ~(POSE_DONE|POSE_CHAIN|POSE_IKTREE|POSE_IKSPLINE); } - /* 2. construct the IK tree */ + + /* 2a. construct the IK tree (standard IK) */ BIK_initialize_tree(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 + */ + 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) { - - /* 4. if we find an IK root, we handle it separated */ + /* 4a. if we find an IK root, we handle it separated */ if(pchan->flag & POSE_IKTREE) { BIK_execute_tree(scene, ob, pchan, ctime); } + /* 4b. if we find a Spline IK root, we handle it separated too */ + else if(pchan->flag & POSE_IKSPLINE) { + splineik_execute_tree(scene, ob, pchan, ctime); + } /* 5. otherwise just call the normal solver */ else if(!(pchan->flag & POSE_DONE)) { where_is_pose_bone(scene, ob, pchan, ctime); |