diff options
Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r-- | source/blender/blenkernel/intern/armature.c | 277 |
1 files changed, 271 insertions, 6 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c index 139ff9d6b19..0bb0041cece 100644 --- a/source/blender/blenkernel/intern/armature.c +++ b/source/blender/blenkernel/intern/armature.c @@ -52,6 +52,7 @@ #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 +1605,260 @@ 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) */ + + int chainlen; /* number of bones in the chain */ + 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]; + float totLength = 0.0f; + 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 */ + if ((ikData->flag & CONSTRAINT_SPLINEIK_BOUND) == 0) { + 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) { + 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 (totLength == 0.0f) { + /* 1) equi-spaced joints */ + // TODO: maybe this should become an option too, in case we want this option by default + ikData->points[i]= (1.0f / (float)segcount); // TODO: optimize by puttig this outside the loop! + } + 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; + } + + /* 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); + + 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 */ +// TODO: this method doesn't allow for non-strechiness... +// TODO: include code for dealing with constraint blending +static void splineik_evaluate_bone(tSplineIK_Tree *tree, Object *ob, bPoseChannel *pchan, int index) +{ + 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 vec[4], dir[3]; + + /* step 1: get xyz positions for the endpoints of the bone */ + /* tail */ + if ( where_on_path(ikData->tar, ikData->points[index], vec, dir, NULL, NULL) ) { + /* convert the position to pose-space, then store it */ + Mat4MulVecfl(ob->imat, vec); + VECCOPY(pchan->pose_tail, vec); + } + /* head */ // TODO: only calculate here when we're + if ( where_on_path(ikData->tar, ikData->points[index+1], vec, dir, NULL, NULL) ) { + /* store the position, and convert it to pose space */ + Mat4MulVecfl(ob->imat, vec); + VECCOPY(pchan->pose_head, 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 3: determine two vectors which will both be at right angles to the bone vector + * based on the method described at + * http://ltcconline.net/greenl/courses/203/Vectors/orthonormalBases.htm + * and normalise them to make sure they they don't act strangely + */ + /* 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 4a: multiply all the axes of the bone by the scaling factor to get uniform scaling */ + // TODO: maybe this can be extended to give non-uniform scaling? + //VecMulf(pchan->pose_mat[0], scaleFac); + VecMulf(pchan->pose_mat[1], scaleFac); + //VecMulf(pchan->pose_mat[2], scaleFac); + + /* 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 */ + for (i= 0; i < tree->chainlen; i++) { + bPoseChannel *pchan= tree->chain[i]; + splineik_evaluate_bone(tree, ob, pchan, i); + } + } + + /* free the tree info now */ + if (tree->chain) MEM_freeN(tree->chain); + BLI_freelinkN(&pchan_root->iktree, tree); + } +} + /* ********************** THE POSE SOLVER ******************* */ @@ -1629,7 +1884,7 @@ 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 +2163,31 @@ 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); } - /* 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); |