/* * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * Contributor(s): Full recode, Ton Roosendaal, Crete 2005 * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/blenkernel/intern/armature.c * \ingroup bke */ #include #include #include #include #include #include #include "MEM_guardedalloc.h" #include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_utildefines.h" #include "DNA_anim_types.h" #include "DNA_armature_types.h" #include "DNA_constraint_types.h" #include "DNA_mesh_types.h" #include "DNA_lattice_types.h" #include "DNA_meshdata_types.h" #include "DNA_nla_types.h" #include "DNA_scene_types.h" #include "DNA_object_types.h" #include "BKE_animsys.h" #include "BKE_armature.h" #include "BKE_action.h" #include "BKE_anim.h" #include "BKE_constraint.h" #include "BKE_curve.h" #include "BKE_depsgraph.h" #include "BKE_DerivedMesh.h" #include "BKE_deform.h" #include "BKE_displist.h" #include "BKE_global.h" #include "BKE_idprop.h" #include "BKE_library.h" #include "BKE_lattice.h" #include "BKE_main.h" #include "BKE_object.h" #include "BIK_api.h" #include "BKE_sketch.h" /* **************** Generic Functions, data level *************** */ bArmature *add_armature(const char *name) { bArmature *arm; arm= alloc_libblock (&G.main->armature, ID_AR, name); arm->deformflag = ARM_DEF_VGROUP|ARM_DEF_ENVELOPE; arm->flag = ARM_COL_CUSTOM; /* custom bone-group colors */ arm->layer= 1; return arm; } bArmature *get_armature(Object *ob) { if(ob->type==OB_ARMATURE) return (bArmature *)ob->data; return NULL; } void free_bonelist (ListBase *lb) { Bone *bone; for(bone=lb->first; bone; bone=bone->next) { if(bone->prop) { IDP_FreeProperty(bone->prop); MEM_freeN(bone->prop); } free_bonelist(&bone->childbase); } BLI_freelistN(lb); } void free_armature(bArmature *arm) { if (arm) { free_bonelist(&arm->bonebase); /* free editmode data */ if (arm->edbo) { BLI_freelistN(arm->edbo); MEM_freeN(arm->edbo); arm->edbo= NULL; } /* free sketch */ if (arm->sketch) { freeSketch(arm->sketch); arm->sketch = NULL; } /* free animation data */ if (arm->adt) { BKE_free_animdata(&arm->id); arm->adt= NULL; } } } void make_local_armature(bArmature *arm) { Main *bmain= G.main; int local=0, lib=0; Object *ob; if (arm->id.lib==NULL) return; if (arm->id.us==1) { arm->id.lib= NULL; arm->id.flag= LIB_LOCAL; new_id(&bmain->armature, (ID*)arm, NULL); return; } for(ob= bmain->object.first; ob && ELEM(0, lib, local); ob= ob->id.next) { if(ob->data == arm) { if(ob->id.lib) lib= 1; else local= 1; } } if(local && lib==0) { arm->id.lib= NULL; arm->id.flag= LIB_LOCAL; new_id(&bmain->armature, (ID *)arm, NULL); } else if(local && lib) { bArmature *armn= copy_armature(arm); armn->id.us= 0; for(ob= bmain->object.first; ob; ob= ob->id.next) { if(ob->data == arm) { if(ob->id.lib==NULL) { ob->data= armn; armn->id.us++; arm->id.us--; } } } } } static void copy_bonechildren (Bone* newBone, Bone* oldBone, Bone* actBone, Bone **newActBone) { Bone *curBone, *newChildBone; if(oldBone == actBone) *newActBone= newBone; if(oldBone->prop) newBone->prop= IDP_CopyProperty(oldBone->prop); /* Copy this bone's list*/ BLI_duplicatelist(&newBone->childbase, &oldBone->childbase); /* For each child in the list, update it's children*/ newChildBone=newBone->childbase.first; for (curBone=oldBone->childbase.first;curBone;curBone=curBone->next){ newChildBone->parent=newBone; copy_bonechildren(newChildBone, curBone, actBone, newActBone); newChildBone=newChildBone->next; } } bArmature *copy_armature(bArmature *arm) { bArmature *newArm; Bone *oldBone, *newBone; Bone *newActBone= NULL; newArm= copy_libblock (arm); BLI_duplicatelist(&newArm->bonebase, &arm->bonebase); /* Duplicate the childrens' lists*/ newBone=newArm->bonebase.first; for (oldBone=arm->bonebase.first;oldBone;oldBone=oldBone->next){ newBone->parent=NULL; copy_bonechildren (newBone, oldBone, arm->act_bone, &newActBone); newBone=newBone->next; }; newArm->act_bone= newActBone; newArm->edbo= NULL; newArm->act_edbone= NULL; newArm->sketch= NULL; return newArm; } static Bone *get_named_bone_bonechildren (Bone *bone, const char *name) { Bone *curBone, *rbone; if (!strcmp (bone->name, name)) return bone; for (curBone=bone->childbase.first; curBone; curBone=curBone->next){ rbone=get_named_bone_bonechildren (curBone, name); if (rbone) return rbone; } return NULL; } Bone *get_named_bone (bArmature *arm, const char *name) /* Walk the list until the bone is found */ { Bone *bone=NULL, *curBone; if (!arm) return NULL; for (curBone=arm->bonebase.first; curBone; curBone=curBone->next){ bone = get_named_bone_bonechildren (curBone, name); if (bone) return bone; } return bone; } /* Finds the best possible extension to the name on a particular axis. (For renaming, check for unique names afterwards) * strip_number: removes number extensions (TODO: not used) * axis: the axis to name on * head/tail: the head/tail co-ordinate of the bone on the specified axis */ int bone_autoside_name (char name[MAXBONENAME], int UNUSED(strip_number), short axis, float head, float tail) { 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_EQ(head, 0)) { 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_EQ(head, 0)) { 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_EQ(head, 0)) { if (tail < 0) strcpy(extension, "R"); else if (tail > 0) strcpy(extension, "L"); } else { if (head < 0) strcpy(extension, "R"); 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]) { int change = 1; while (change) { /* remove extensions */ change = 0; if (len > 2 && basename[len-2]=='.') { if (basename[len-1]=='L' || basename[len-1] == 'R' ) { /* L R */ basename[len-2] = '\0'; len-=2; change= 1; } } else if (len > 3 && basename[len-3]=='.') { if ( (basename[len-2]=='F' && basename[len-1] == 'r') || /* Fr */ (basename[len-2]=='B' && basename[len-1] == 'k') /* Bk */ ) { basename[len-3] = '\0'; len-=3; change= 1; } } else if (len > 4 && basename[len-4]=='.') { if ( (basename[len-3]=='T' && basename[len-2]=='o' && basename[len-1] == 'p') || /* Top */ (basename[len-3]=='B' && basename[len-2]=='o' && basename[len-1] == 't') /* Bot */ ) { basename[len-4] = '\0'; len-=4; change= 1; } } } 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 ******************* */ #define MAX_BBONE_SUBDIV 32 /* data has MAX_BBONE_SUBDIV+1 interpolated points, will become desired amount with equal distances */ static void equalize_bezier(float *data, int desired) { float *fp, totdist, ddist, dist, fac1, fac2; float pdist[MAX_BBONE_SUBDIV+1]; float temp[MAX_BBONE_SUBDIV+1][4]; int a, nr; pdist[0]= 0.0f; for(a=0, fp= data; a= pdist[nr]) && nrsegments elements */ /* this calculation is done within unit bone space */ Mat4 *b_bone_spline_setup(bPoseChannel *pchan, int rest) { static Mat4 bbone_array[MAX_BBONE_SUBDIV]; static Mat4 bbone_rest_array[MAX_BBONE_SUBDIV]; Mat4 *result_array= (rest)? bbone_rest_array: bbone_array; bPoseChannel *next, *prev; Bone *bone= pchan->bone; float h1[3], h2[3], scale[3], length, hlength1, hlength2, roll1=0.0f, roll2; float mat3[3][3], imat[4][4], posemat[4][4], scalemat[4][4], iscalemat[4][4]; float data[MAX_BBONE_SUBDIV+1][4], *fp; int a, doscale= 0; length= bone->length; if(!rest) { /* check if we need to take non-uniform bone scaling into account */ scale[0]= len_v3(pchan->pose_mat[0]); scale[1]= len_v3(pchan->pose_mat[1]); scale[2]= len_v3(pchan->pose_mat[2]); if(fabsf(scale[0] - scale[1]) > 1e-6f || fabsf(scale[1] - scale[2]) > 1e-6f) { unit_m4(scalemat); scalemat[0][0]= scale[0]; scalemat[1][1]= scale[1]; scalemat[2][2]= scale[2]; invert_m4_m4(iscalemat, scalemat); length *= scale[1]; doscale = 1; } } hlength1= bone->ease1*length*0.390464f; // 0.5*sqrt(2)*kappa, the handle length for near-perfect circles hlength2= bone->ease2*length*0.390464f; /* evaluate next and prev bones */ if(bone->flag & BONE_CONNECTED) prev= pchan->parent; else prev= NULL; next= pchan->child; /* find the handle points, since this is inside bone space, the first point = (0,0,0) last point = (0, length, 0) */ if(rest) { invert_m4_m4(imat, pchan->bone->arm_mat); } else if(doscale) { 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 difmat[4][4], result[3][3], imat3[3][3]; /* transform previous point inside this bone space */ if(rest) VECCOPY(h1, prev->bone->arm_head) else VECCOPY(h1, prev->pose_head) mul_m4_v3(imat, h1); if(prev->bone->segments>1) { /* if previous bone is B-bone too, use average handle direction */ h1[1]-= length; roll1= 0.0f; } normalize_v3(h1); mul_v3_fl(h1, -hlength1); if(prev->bone->segments==1) { /* find the previous roll to interpolate */ if(rest) mul_m4_m4m4(difmat, prev->bone->arm_mat, imat); else mul_m4_m4m4(difmat, prev->pose_mat, imat); copy_m3_m4(result, difmat); // the desired rotation at beginning of next bone vec_roll_to_mat3(h1, 0.0f, mat3); // the result of vec_roll without roll invert_m3_m3(imat3, mat3); mul_m3_m3m3(mat3, result, imat3); // the matrix transforming vec_roll to desired roll roll1= (float)atan2(mat3[2][0], mat3[2][2]); } } else { h1[0]= 0.0f; h1[1]= hlength1; h1[2]= 0.0f; roll1= 0.0f; } if(next) { float difmat[4][4], result[3][3], imat3[3][3]; /* transform next point inside this bone space */ if(rest) VECCOPY(h2, next->bone->arm_tail) else VECCOPY(h2, next->pose_tail) mul_m4_v3(imat, h2); /* if next bone is B-bone too, use average handle direction */ if(next->bone->segments>1); else h2[1]-= length; normalize_v3(h2); /* find the next roll to interpolate as well */ if(rest) mul_m4_m4m4(difmat, next->bone->arm_mat, imat); else mul_m4_m4m4(difmat, next->pose_mat, imat); copy_m3_m4(result, difmat); // the desired rotation at beginning of next bone vec_roll_to_mat3(h2, 0.0f, mat3); // the result of vec_roll without roll invert_m3_m3(imat3, mat3); mul_m3_m3m3(mat3, imat3, result); // the matrix transforming vec_roll to desired roll roll2= (float)atan2(mat3[2][0], mat3[2][2]); /* and only now negate handle */ mul_v3_fl(h2, -hlength2); } else { h2[0]= 0.0f; h2[1]= -hlength2; h2[2]= 0.0f; roll2= 0.0; } /* make curve */ if(bone->segments > MAX_BBONE_SUBDIV) bone->segments= MAX_BBONE_SUBDIV; forward_diff_bezier(0.0, h1[0], h2[0], 0.0, data[0], MAX_BBONE_SUBDIV, 4*sizeof(float)); forward_diff_bezier(0.0, h1[1], length + h2[1], length, data[0]+1, MAX_BBONE_SUBDIV, 4*sizeof(float)); forward_diff_bezier(0.0, h1[2], h2[2], 0.0, data[0]+2, MAX_BBONE_SUBDIV, 4*sizeof(float)); forward_diff_bezier(roll1, roll1 + 0.390464f*(roll2-roll1), roll2 - 0.390464f*(roll2-roll1), roll2, data[0]+3, MAX_BBONE_SUBDIV, 4*sizeof(float)); equalize_bezier(data[0], bone->segments); // note: does stride 4! /* make transformation matrices for the segments for drawing */ for(a=0, fp= data[0]; asegments; a++, fp+=4) { sub_v3_v3v3(h1, fp+4, fp); vec_roll_to_mat3(h1, fp[3], mat3); // fp[3] is roll copy_m4_m3(result_array[a].mat, mat3); VECCOPY(result_array[a].mat[3], fp); if(doscale) { /* correct for scaling when this matrix is used in scaled space */ mul_serie_m4(result_array[a].mat, iscalemat, result_array[a].mat, scalemat, NULL, NULL, NULL, NULL, NULL); } } return result_array; } /* ************ Armature Deform ******************* */ typedef struct bPoseChanDeform { Mat4 *b_bone_mats; DualQuat *dual_quat; DualQuat *b_bone_dual_quats; } bPoseChanDeform; static void pchan_b_bone_defmats(bPoseChannel *pchan, bPoseChanDeform *pdef_info, int use_quaternion) { Bone *bone= pchan->bone; Mat4 *b_bone= b_bone_spline_setup(pchan, 0); Mat4 *b_bone_rest= b_bone_spline_setup(pchan, 1); Mat4 *b_bone_mats; DualQuat *b_bone_dual_quats= NULL; float tmat[4][4]= MAT4_UNITY; int a; /* allocate b_bone matrices and dual quats */ b_bone_mats= MEM_mallocN((1+bone->segments)*sizeof(Mat4), "BBone defmats"); pdef_info->b_bone_mats= b_bone_mats; if(use_quaternion) { b_bone_dual_quats= MEM_mallocN((bone->segments)*sizeof(DualQuat), "BBone dqs"); pdef_info->b_bone_dual_quats= b_bone_dual_quats; } /* 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 */ for(a=0; asegments; a++) { invert_m4_m4(tmat, b_bone_rest[a].mat); mul_serie_m4(b_bone_mats[a+1].mat, pchan->chan_mat, bone->arm_mat, b_bone[a].mat, tmat, b_bone_mats[0].mat, NULL, NULL, NULL); if(use_quaternion) mat4_to_dquat( &b_bone_dual_quats[a],bone->arm_mat, b_bone_mats[a+1].mat); } } static void b_bone_deform(bPoseChanDeform *pdef_info, Bone *bone, float *co, DualQuat *dq, float defmat[][3]) { Mat4 *b_bone= pdef_info->b_bone_mats; float (*mat)[4]= b_bone[0].mat; float segment, y; int a; /* need to transform co back to bonespace, only need y */ y= mat[0][1]*co[0] + mat[1][1]*co[1] + mat[2][1]*co[2] + mat[3][1]; /* now calculate which of the b_bones are deforming this */ segment= bone->length/((float)bone->segments); a= (int)(y/segment); /* note; by clamping it extends deform at endpoints, goes best with straight joints in restpos. */ CLAMP(a, 0, bone->segments-1); if(dq) { copy_dq_dq(dq, &(pdef_info->b_bone_dual_quats)[a]); } else { mul_m4_v3(b_bone[a+1].mat, co); if(defmat) copy_m3_m4(defmat, b_bone[a+1].mat); } } /* using vec with dist to bone b1 - b2 */ float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, float rad2, float rdist) { float dist=0.0f; float bdelta[3]; float pdelta[3]; float hsqr, a, l, rad; sub_v3_v3v3(bdelta, b2, b1); l = normalize_v3(bdelta); sub_v3_v3v3(pdelta, vec, b1); a = bdelta[0]*pdelta[0] + bdelta[1]*pdelta[1] + bdelta[2]*pdelta[2]; hsqr = ((pdelta[0]*pdelta[0]) + (pdelta[1]*pdelta[1]) + (pdelta[2]*pdelta[2])); if (a < 0.0F){ /* If we're past the end of the bone, do a spherical field attenuation thing */ dist= ((b1[0]-vec[0])*(b1[0]-vec[0]) +(b1[1]-vec[1])*(b1[1]-vec[1]) +(b1[2]-vec[2])*(b1[2]-vec[2])) ; rad= rad1; } else if (a > l){ /* If we're past the end of the bone, do a spherical field attenuation thing */ dist= ((b2[0]-vec[0])*(b2[0]-vec[0]) +(b2[1]-vec[1])*(b2[1]-vec[1]) +(b2[2]-vec[2])*(b2[2]-vec[2])) ; rad= rad2; } else { dist= (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 < a) return 1.0f; else { l= rad+rdist; l*= l; if(rdist==0.0f || dist >= l) return 0.0f; else { a= (float)sqrt(dist)-rad; return 1.0f-( a*a )/( rdist*rdist ); } } } static void pchan_deform_mat_add(bPoseChannel *pchan, float weight, float bbonemat[][3], float mat[][3]) { float wmat[3][3]; if(pchan->bone->segments>1) copy_m3_m3(wmat, bbonemat); else copy_m3_m4(wmat, pchan->chan_mat); mul_m3_fl(wmat, weight); add_m3_m3m3(mat, mat, wmat); } static float dist_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, float *vec, DualQuat *dq, float mat[][3], float *co) { Bone *bone= pchan->bone; float fac, contrib=0.0; float cop[3], bbonemat[3][3]; DualQuat bbonedq; if(bone==NULL) return 0.0f; VECCOPY (cop, co); fac= distfactor_to_bone(cop, bone->arm_head, bone->arm_tail, bone->rad_head, bone->rad_tail, bone->dist); if (fac > 0.0f) { fac*=bone->weight; contrib= fac; if(contrib > 0.0f) { if(vec) { if(bone->segments>1) // applies on cop and bbonemat b_bone_deform(pdef_info, bone, cop, NULL, (mat)?bbonemat:NULL); else mul_m4_v3(pchan->chan_mat, cop); // Make this a delta from the base position sub_v3_v3(cop, co); madd_v3_v3fl(vec, cop, fac); if(mat) pchan_deform_mat_add(pchan, fac, bbonemat, mat); } else { if(bone->segments>1) { b_bone_deform(pdef_info, bone, cop, &bbonedq, NULL); add_weighted_dq_dq(dq, &bbonedq, fac); } else add_weighted_dq_dq(dq, pdef_info->dual_quat, fac); } } } return contrib; } static void pchan_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, float weight, float *vec, DualQuat *dq, float mat[][3], float *co, float *contrib) { float cop[3], bbonemat[3][3]; DualQuat bbonedq; if (!weight) return; VECCOPY(cop, co); if(vec) { if(pchan->bone->segments>1) // applies on cop and bbonemat b_bone_deform(pdef_info, pchan->bone, cop, NULL, (mat)?bbonemat:NULL); else mul_m4_v3(pchan->chan_mat, cop); vec[0]+=(cop[0]-co[0])*weight; vec[1]+=(cop[1]-co[1])*weight; vec[2]+=(cop[2]-co[2])*weight; if(mat) pchan_deform_mat_add(pchan, weight, bbonemat, mat); } else { if(pchan->bone->segments>1) { b_bone_deform(pdef_info, pchan->bone, cop, &bbonedq, NULL); add_weighted_dq_dq(dq, &bbonedq, weight); } else add_weighted_dq_dq(dq, pdef_info->dual_quat, weight); } (*contrib)+=weight; } void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm, float (*vertexCos)[3], float (*defMats)[3][3], int numVerts, int deformflag, float (*prevCos)[3], const char *defgrp_name) { bPoseChanDeform *pdef_info_array; bPoseChanDeform *pdef_info= NULL; bArmature *arm= armOb->data; bPoseChannel *pchan, **defnrToPC = NULL; int *defnrToPCIndex= NULL; MDeformVert *dverts = NULL; bDeformGroup *dg; DualQuat *dualquats= NULL; float obinv[4][4], premat[4][4], postmat[4][4]; const short use_envelope = deformflag & ARM_DEF_ENVELOPE; const short use_quaternion = deformflag & ARM_DEF_QUATERNION; const short invert_vgroup= deformflag & ARM_DEF_INVERT_VGROUP; int numGroups = 0; /* safety for vertexgroup index overflow */ int i, target_totvert = 0; /* safety for vertexgroup overflow */ int use_dverts = 0; int armature_def_nr; int totchan; if(arm->edbo) return; invert_m4_m4(obinv, target->obmat); copy_m4_m4(premat, target->obmat); mul_m4_m4m4(postmat, armOb->obmat, obinv); invert_m4_m4(premat, postmat); /* bone defmats are already in the channels, chan_mat */ /* initialize B_bone matrices and dual quaternions */ totchan= BLI_countlist(&armOb->pose->chanbase); if(use_quaternion) { dualquats= MEM_callocN(sizeof(DualQuat)*totchan, "dualquats"); } pdef_info_array= MEM_callocN(sizeof(bPoseChanDeform)*totchan, "bPoseChanDeform"); totchan= 0; pdef_info= pdef_info_array; for(pchan= armOb->pose->chanbase.first; pchan; pchan= pchan->next, pdef_info++) { if(!(pchan->bone->flag & BONE_NO_DEFORM)) { if(pchan->bone->segments > 1) pchan_b_bone_defmats(pchan, pdef_info, use_quaternion); if(use_quaternion) { pdef_info->dual_quat= &dualquats[totchan++]; mat4_to_dquat( pdef_info->dual_quat,pchan->bone->arm_mat, pchan->chan_mat); } } } /* 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)) { numGroups = BLI_countlist(&target->defbase); if(target->type==OB_MESH) { Mesh *me= target->data; dverts = me->dvert; if(dverts) target_totvert = me->totvert; } else { Lattice *lt= target->data; dverts = lt->dvert; if(dverts) target_totvert = lt->pntsu*lt->pntsv*lt->pntsw; } } /* get a vertex-deform-index to posechannel array */ if(deformflag & ARM_DEF_VGROUP) { if(ELEM(target->type, OB_MESH, OB_LATTICE)) { /* if we have a DerivedMesh, only use dverts if it has them */ if(dm) if(dm->getVertData(dm, 0, CD_MDEFORMVERT)) use_dverts = 1; else use_dverts = 0; else if(dverts) use_dverts = 1; if(use_dverts) { defnrToPC = MEM_callocN(sizeof(*defnrToPC) * numGroups, "defnrToBone"); defnrToPCIndex = MEM_callocN(sizeof(*defnrToPCIndex) * numGroups, "defnrToIndex"); for(i = 0, dg = target->defbase.first; dg; i++, dg = dg->next) { defnrToPC[i] = get_pose_channel(armOb->pose, dg->name); /* exclude non-deforming bones */ if(defnrToPC[i]) { if(defnrToPC[i]->bone->flag & BONE_NO_DEFORM) { defnrToPC[i]= NULL; } else { defnrToPCIndex[i]= BLI_findindex(&armOb->pose->chanbase, defnrToPC[i]); } } } } } } 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 */ int j; 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 >= 0) { if(dm) dvert = dm->getVertData(dm, i, CD_MDEFORMVERT); else if(dverts && i < target_totvert) dvert = dverts + i; else dvert = NULL; } else dvert = NULL; if(armature_def_nr >= 0 && dvert) { armature_weight= defvert_find_weight(dvert, armature_def_nr); 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 ? int deformed = 0; for(j = 0; j < dvert->totweight; j++){ int index = dvert->dw[j].def_nr; if(index < numGroups && (pchan= defnrToPC[index])) { float weight = dvert->dw[j].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); } pchan_bone_deform(pchan, pdef_info, weight, vec, dq, smat, co, &contrib); } } /* if there are vertexgroups but not groups with bones * (like for softbody groups) */ 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) { VECCOPY(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_serie_m3(defMats[i], tmpmat, pre, smat, post, NULL, NULL, NULL, NULL); } } /* always, check above code */ mul_m4_v3(postmat, co); /* interpolate with previous modifier position using weight group */ if(prevCos) { float mw= 1.0f - prevco_weight; vertexCos[i][0]= prevco_weight*vertexCos[i][0] + mw*co[0]; vertexCos[i][1]= prevco_weight*vertexCos[i][1] + mw*co[1]; vertexCos[i][2]= prevco_weight*vertexCos[i][2] + mw*co[2]; } } if(dualquats) MEM_freeN(dualquats); if(defnrToPC) MEM_freeN(defnrToPC); if(defnrToPCIndex) MEM_freeN(defnrToPCIndex); /* free B_bone matrices */ pdef_info= pdef_info_array; for(pchan = armOb->pose->chanbase.first; pchan; pchan = pchan->next, pdef_info++) { if(pdef_info->b_bone_mats) { MEM_freeN(pdef_info->b_bone_mats); } if(pdef_info->b_bone_dual_quats) { MEM_freeN(pdef_info->b_bone_dual_quats); } } MEM_freeN(pdef_info_array); } /* ************ END Armature Deform ******************* */ void get_objectspace_bone_matrix (struct Bone* bone, float M_accumulatedMatrix[][4], int UNUSED(root), int UNUSED(posed)) { copy_m4_m4(M_accumulatedMatrix, bone->arm_mat); } /* **************** Space to Space API ****************** */ /* Convert World-Space Matrix to Pose-Space Matrix */ void armature_mat_world_to_pose(Object *ob, float inmat[][4], float outmat[][4]) { float obmat[4][4]; /* prevent crashes */ if (ob==NULL) return; /* get inverse of (armature) object's matrix */ invert_m4_m4(obmat, ob->obmat); /* multiply given matrix by object's-inverse to find pose-space matrix */ mul_m4_m4m4(outmat, obmat, inmat); } /* Convert Wolrd-Space Location to Pose-Space Location * NOTE: this cannot be used to convert to pose-space location of the supplied * pose-channel into its local space (i.e. 'visual'-keyframing) */ void armature_loc_world_to_pose(Object *ob, float *inloc, float *outloc) { float xLocMat[4][4]= MAT4_UNITY; float nLocMat[4][4]; /* build matrix for location */ VECCOPY(xLocMat[3], inloc); /* get bone-space cursor matrix and extract location */ armature_mat_world_to_pose(ob, xLocMat, nLocMat); VECCOPY(outloc, nLocMat[3]); } /* Convert Pose-Space Matrix to Bone-Space Matrix * NOTE: this cannot be used to convert to pose-space transforms of the supplied * pose-channel into its local space (i.e. 'visual'-keyframing) */ void armature_mat_pose_to_bone(bPoseChannel *pchan, float inmat[][4], float outmat[][4]) { float pc_trans[4][4], inv_trans[4][4]; float pc_posemat[4][4], inv_posemat[4][4]; float pose_mat[4][4]; /* paranoia: prevent crashes with no pose-channel supplied */ if (pchan==NULL) return; /* default flag */ if((pchan->bone->flag & BONE_NO_LOCAL_LOCATION)==0) { /* get the inverse matrix of the pchan's transforms */ switch(pchan->rotmode) { case ROT_MODE_QUAT: loc_quat_size_to_mat4(pc_trans, pchan->loc, pchan->quat, pchan->size); break; case ROT_MODE_AXISANGLE: loc_axisangle_size_to_mat4(pc_trans, pchan->loc, pchan->rotAxis, pchan->rotAngle, pchan->size); break; default: /* euler */ loc_eul_size_to_mat4(pc_trans, pchan->loc, pchan->eul, pchan->size); } copy_m4_m4(pose_mat, pchan->pose_mat); } else { /* local location, this is not default, different calculation * note: only tested for location with pose bone snapping. * If this is not useful in other cases the BONE_NO_LOCAL_LOCATION * case may have to be split into its own function. */ unit_m4(pc_trans); copy_v3_v3(pc_trans[3], pchan->loc); /* use parents rotation/scale space + own absolute position */ if(pchan->parent) copy_m4_m4(pose_mat, pchan->parent->pose_mat); else unit_m4(pose_mat); copy_v3_v3(pose_mat[3], pchan->pose_mat[3]); } invert_m4_m4(inv_trans, pc_trans); /* Remove the pchan's transforms from it's pose_mat. * This should leave behind the effects of restpose + * parenting + constraints */ mul_m4_m4m4(pc_posemat, inv_trans, pose_mat); /* get the inverse of the leftovers so that we can remove * that component from the supplied matrix */ invert_m4_m4(inv_posemat, pc_posemat); /* get the new matrix */ mul_m4_m4m4(outmat, inmat, inv_posemat); } /* Convert Pose-Space Location to Bone-Space Location * NOTE: this cannot be used to convert to pose-space location of the supplied * pose-channel into its local space (i.e. 'visual'-keyframing) */ void armature_loc_pose_to_bone(bPoseChannel *pchan, float *inloc, float *outloc) { float xLocMat[4][4]= MAT4_UNITY; float nLocMat[4][4]; /* build matrix for location */ VECCOPY(xLocMat[3], inloc); /* get bone-space cursor matrix and extract location */ armature_mat_pose_to_bone(pchan, xLocMat, nLocMat); VECCOPY(outloc, nLocMat[3]); } /* same as object_mat3_to_rot() */ void pchan_mat3_to_rot(bPoseChannel *pchan, float mat[][3], short use_compat) { switch(pchan->rotmode) { case ROT_MODE_QUAT: mat3_to_quat(pchan->quat, mat); break; case ROT_MODE_AXISANGLE: mat3_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, mat); break; default: /* euler */ if(use_compat) mat3_to_compatible_eulO(pchan->eul, pchan->eul, pchan->rotmode, mat); else mat3_to_eulO(pchan->eul, pchan->rotmode, mat); } } /* Apply a 4x4 matrix to the pose bone, * similar to object_apply_mat4() */ void pchan_apply_mat4(bPoseChannel *pchan, float mat[][4], short use_compat) { float rot[3][3]; mat4_to_loc_rot_size(pchan->loc, rot, pchan->size, mat); pchan_mat3_to_rot(pchan, rot, use_compat); } /* Remove rest-position effects from pose-transform for obtaining * 'visual' transformation of pose-channel. * (used by the Visual-Keyframing stuff) */ void armature_mat_pose_to_delta(float delta_mat[][4], float pose_mat[][4], float arm_mat[][4]) { float imat[4][4]; invert_m4_m4(imat, arm_mat); mul_m4_m4m4(delta_mat, pose_mat, imat); } /* **************** Rotation Mode Conversions ****************************** */ /* Used for Objects and Pose Channels, since both can have multiple rotation representations */ /* Called from RNA when rotation mode changes * - the result should be that the rotations given in the provided pointers have had conversions * applied (as appropriate), such that the rotation of the element hasn't 'visually' changed */ 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 ********* */ /* ****************** And how it works! **************************************** This is the bone transformation trick; they're hierarchical so each bone(b) is in the coord system of bone(b-1): arm_mat(b)= arm_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) -> yoffs is just the y axis translation in parent's coord system -> d_root is the translation of the bone root, also in parent's coord system pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b) we then - in init deform - store the deform in chan_mat, such that: pose_mat(b)= arm_mat(b) * chan_mat(b) *************************************************************************** */ /* Computes vector and roll based on a rotation. "mat" must contain only a rotation, and no scaling. */ void mat3_to_vec_roll(float mat[][3], float *vec, float *roll) { if (vec) copy_v3_v3(vec, mat[1]); if (roll) { float vecmat[3][3], vecmatinv[3][3], rollmat[3][3]; vec_roll_to_mat3(mat[1], 0.0f, vecmat); invert_m3_m3(vecmatinv, vecmat); mul_m3_m3m3(rollmat, vecmatinv, mat); *roll= (float)atan2(rollmat[2][0], rollmat[2][2]); } } /* Calculates the rest matrix of a bone based On its vector and a roll around that vector */ void vec_roll_to_mat3(float *vec, float roll, float mat[][3]) { float nor[3], axis[3], target[3]={0,1,0}; float theta; float rMatrix[3][3], bMatrix[3][3]; normalize_v3_v3(nor, vec); /* Find Axis & Amount for bone matrix*/ cross_v3_v3v3(axis,target,nor); /* was 0.0000000000001, caused bug [#23954], smaller values give unstable * roll when toggling editmode */ if (dot_v3v3(axis,axis) > 0.00001f) { /* if nor is *not* a multiple of target ... */ normalize_v3(axis); theta= angle_normalized_v3v3(target, nor); /* Make Bone matrix*/ vec_rot_to_mat3( bMatrix,axis, theta); } else { /* if nor is a multiple of target ... */ float updown; /* point same direction, or opposite? */ updown = ( dot_v3v3(target,nor) > 0 ) ? 1.0f : -1.0f; /* I think this should work ... */ bMatrix[0][0]=updown; bMatrix[0][1]=0.0; bMatrix[0][2]=0.0; bMatrix[1][0]=0.0; bMatrix[1][1]=updown; bMatrix[1][2]=0.0; bMatrix[2][0]=0.0; bMatrix[2][1]=0.0; bMatrix[2][2]=1.0; } /* Make Roll matrix*/ vec_rot_to_mat3( rMatrix,nor, roll); /* Combine and output result*/ mul_m3_m3m3(mat, rMatrix, bMatrix); } /* recursive part, calculates restposition of entire tree of children */ /* used by exiting editmode too */ void where_is_armature_bone(Bone *bone, Bone *prevbone) { float vec[3]; /* Bone Space */ sub_v3_v3v3(vec, bone->tail, bone->head); vec_roll_to_mat3(vec, bone->roll, bone->bone_mat); bone->length= len_v3v3(bone->head, bone->tail); /* 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) /* bone transform itself */ copy_m4_m3(offs_bone, bone->bone_mat); /* The bone's root offset (is in the parent's coordinate system) */ VECCOPY(offs_bone[3], bone->head); /* Get the length translation of parent (length along y axis) */ offs_bone[3][1]+= prevbone->length; /* Compose the matrix for this bone */ mul_m4_m4m4(bone->arm_mat, offs_bone, prevbone->arm_mat); } else { copy_m4_m3(bone->arm_mat, bone->bone_mat); VECCOPY(bone->arm_mat[3], bone->head); } /* and the kiddies */ prevbone= bone; for(bone= bone->childbase.first; bone; bone= bone->next) { where_is_armature_bone(bone, prevbone); } } /* updates vectors and matrices on rest-position level, only needed after editing armature itself, now only on reading file */ void where_is_armature (bArmature *arm) { Bone *bone; /* hierarchical from root to children */ for(bone= arm->bonebase.first; bone; bone= bone->next) { where_is_armature_bone(bone, NULL); } } /* 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, pchanw; 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(get_pose_channel(frompose, pchan->name) == NULL) { printf("failed to sync proxy armature because '%s' is missing pose channel '%s'\n", from->id.name, pchan->name); error = 1; } } } if(error) return; /* clear all transformation values from library */ rest_pose(frompose); /* copy over all of the proxy's bone groups */ /* TODO for later - implement 'local' bone groups as for constraints * Note: this isn't trivial, as bones reference groups by index not by pointer, * so syncing things correctly needs careful attention */ BLI_freelistN(&pose->agroups); BLI_duplicatelist(&pose->agroups, &frompose->agroups); pose->active_group= frompose->active_group; for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) { pchanp= get_pose_channel(frompose, pchan->name); if (pchan->bone->layer & layer_protected) { ListBase proxylocal_constraints = {NULL, NULL}; /* copy posechannel to temp, but restore important pointers */ pchanw= *pchanp; pchanw.prev= pchan->prev; pchanw.next= pchan->next; pchanw.parent= pchan->parent; pchanw.child= pchan->child; pchanw.path= 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 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 copy_constraints: when copying constraints, disable 'do_extern' otherwise we get the libs direct linked in this blend. */ extract_proxylocal_constraints(&proxylocal_constraints, &pchan->constraints); copy_constraints(&pchanw.constraints, &pchanp->constraints, FALSE); BLI_movelisttolist(&pchanw.constraints, &proxylocal_constraints); /* constraints - set target ob pointer to own object */ for (con= pchanw.constraints.first; con; con= con->next) { bConstraintTypeInfo *cti= constraint_get_typeinfo(con); 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 */ free_pose_channel(pchan); /* the final copy */ *pchan= pchanw; } else { /* always copy custom shape */ pchan->custom= pchanp->custom; pchan->custom_tx= pchanp->custom_tx; /* 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 = verify_pose_channel (pose, bone->name); // verify checks and/or adds pchan->bone= bone; pchan->parent= parchan; counter++; for(bone= bone->childbase.first; bone; bone= bone->next) { counter= rebuild_pose_bone(pose, bone, pchan, counter); /* for quick detecting of next bone in chain, only b-bone uses it now */ if(bone->flag & BONE_CONNECTED) pchan->child= get_pose_channel(pose, bone->name); } return counter; } /* only after leave editmode, duplicating, validating older files, library syncing */ /* NOTE: pose->flag is set for it */ void armature_rebuild_pose(Object *ob, bArmature *arm) { 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"); /* set default settings for animviz */ animviz_settings_init(&ob->pose->avs); } pose= ob->pose; /* clear */ for(pchan= pose->chanbase.first; pchan; pchan= pchan->next) { pchan->bone= NULL; pchan->child= NULL; } /* first step, check if all channels are there */ for(bone= arm->bonebase.first; bone; bone= bone->next) { counter= rebuild_pose_bone(pose, bone, NULL, counter); } /* and a check for garbage */ for(pchan= pose->chanbase.first; pchan; pchan= next) { next= pchan->next; if(pchan->bone==NULL) { free_pose_channel(pchan); free_pose_channels_hash(pose); BLI_freelinkN(&pose->chanbase, pchan); } } // printf("rebuild pose %s, %d bones\n", ob->id.name, counter); /* synchronize protected layers with proxy */ if(ob->proxy) { object_copy_proxy_drivers(ob, ob->proxy); pose_proxy_synchronize(ob, ob->proxy, arm->layer_protected); } update_pose_constraint_flags(ob->pose); // for IK detection for example /* the sorting */ if(counter>1) DAG_pose_sort(ob); ob->pose->flag &= ~POSE_RECALC; ob->pose->flag |= POSE_WAS_REBUILT; make_pose_channels_hash(ob->pose); } /* ********************** 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(Scene *scene, Object *UNUSED(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; /* make sure that the constraint targets are ok * - this is a workaround for a depsgraph bug... */ if (ikData->tar) { Curve *cu= ikData->tar->data; /* note: when creating constraints that follow path, the curve gets the CU_PATH set now, * currently for paths to work it needs to go through the bevlist/displist system (ton) */ /* only happens on reload file, but violates depsgraph still... fix! */ if ((cu->path==NULL) || (cu->path->data==NULL)) makeDispListCurveTypes(scene, ikData->tar, 0); } /* find the root bone and the chain of bones from the root to the tip * NOTE: this assumes that the bones are connected, but that may not be true... */ for (pchan= pchan_tip; pchan && (segcount < ikData->chainlen); pchan= pchan->parent, segcount++) { /* 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]; } 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->chainlen+1; ikData->points= MEM_callocN(sizeof(float)*ikData->numpoints, "Spline IK Binding"); /* bind 'tip' of chain (i.e. first joint = tip of bone with the Spline IK Constraint) */ ikData->points[0] = 1.0f; /* perform binding of the joints to parametric positions along the curve based * proportion of the total length that each bone occupies */ for (i = 0; i < segcount; i++) { /* 'head' joints, travelling towards the root of the chain * - 2 methods; the one chosen depends on whether we've got usable lengths */ if ((ikData->flag & CONSTRAINT_SPLINEIK_EVENSPLITS) || (totLength == 0.0f)) { /* 1) equi-spaced joints */ ikData->points[i+1]= ikData->points[i] - segmentLen; } else { /* 2) to find this point on the curve, we take a step from the previous joint * a distance given by the proportion that this bone takes */ ikData->points[i+1]= ikData->points[i] - (boneLengths[i] / totLength); } } /* spline has now been bound */ ikData->flag |= CONSTRAINT_SPLINEIK_BOUND; } /* apply corrections for sensitivity to scaling on a copy of the bind points, * since it's easier to determine the positions of all the joints beforehand this way */ if ((ikData->flag & CONSTRAINT_SPLINEIK_SCALE_LIMITED) && (totLength != 0.0f)) { Curve *cu= (Curve *)ikData->tar->data; 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 */ // TODO: this is really not adequate enough on really short chains for (i = 0; i < segcount; i++) jointPoints[i] *= maxScale; } else { /* just use the existing points array */ jointPoints= ikData->points; free_joints= 0; } /* 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 UNUSED(ctime)) { bPoseChannel *pchan; /* find the tips of Spline IK chains, which are simply the bones which have been tagged as such */ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if (pchan->constflag & PCHAN_HAS_SPLINEIK) splineik_init_tree_from_pchan(scene, 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 poseHead[3], poseTail[3], poseMat[4][4]; float splineVec[3], scaleFac, radius=1.0f; /* firstly, calculate the bone matrix the standard way, since this is needed for roll control */ where_is_pose_bone(scene, ob, pchan, ctime, 1); VECCOPY(poseHead, pchan->pose_head); VECCOPY(poseTail, pchan->pose_tail); /* step 1: determine the positions for the endpoints of the bone */ { float vec[4], dir[3], rad; float tailBlendFac= 1.0f; /* determine if the bone should still be affected by SplineIK */ if (tree->points[index+1] >= 1.0f) { /* spline doesn't affect the bone anymore, so done... */ pchan->flag |= POSE_DONE; return; } else if ((tree->points[index] >= 1.0f) && (tree->points[index+1] < 1.0f)) { /* blending factor depends on the amount of the bone still left on the chain */ tailBlendFac= (1.0f - tree->points[index+1]) / (tree->points[index] - tree->points[index+1]); } /* tail endpoint */ if ( where_on_path(ikData->tar, tree->points[index], vec, dir, NULL, &rad, NULL) ) { /* apply curve's object-mode transforms to the position * unless the option to allow curve to be positioned elsewhere is activated (i.e. no root) */ if ((ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT) == 0) mul_m4_v3(ikData->tar->obmat, vec); /* convert the position to pose-space, then store it */ mul_m4_v3(ob->imat, vec); interp_v3_v3v3(poseTail, pchan->pose_tail, vec, tailBlendFac); /* set the new radius */ radius= rad; } /* head endpoint */ if ( where_on_path(ikData->tar, tree->points[index+1], vec, dir, NULL, &rad, NULL) ) { /* apply curve's object-mode transforms to the position * unless the option to allow curve to be positioned elsewhere is activated (i.e. no root) */ if ((ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT) == 0) mul_m4_v3(ikData->tar->obmat, vec); /* store the position, and convert it to pose space */ mul_m4_v3(ob->imat, vec); VECCOPY(poseHead, vec); /* set the new radius (it should be the average value) */ radius = (radius+rad) / 2; } } /* step 2: determine the implied transform from these endpoints * - splineVec: the vector direction that the spline applies on the bone * - scaleFac: the factor that the bone length is scaled by to get the desired amount */ sub_v3_v3v3(splineVec, poseTail, poseHead); scaleFac= len_v3(splineVec) / pchan->bone->length; /* step 3: compute the shortest rotation needed to map from the bone rotation to the current axis * - this uses the same method as is used for the Damped Track Constraint (see the code there for details) */ { float dmat[3][3], rmat[3][3], tmat[3][3]; float raxis[3], rangle; /* compute the raw rotation matrix from the bone's current matrix by extracting only the * orientation-relevant axes, and normalising them */ VECCOPY(rmat[0], pchan->pose_mat[0]); VECCOPY(rmat[1], pchan->pose_mat[1]); VECCOPY(rmat[2], pchan->pose_mat[2]); normalize_m3(rmat); /* also, normalise the orientation imposed by the bone, now that we've extracted the scale factor */ normalize_v3(splineVec); /* calculate smallest axis-angle rotation necessary for getting from the * current orientation of the bone, to the spline-imposed direction */ cross_v3_v3v3(raxis, rmat[1], splineVec); rangle= dot_v3v3(rmat[1], splineVec); rangle= acos( MAX2(-1.0f, MIN2(1.0f, rangle)) ); /* multiply the magnitude of the angle by the influence of the constraint to * control the influence of the SplineIK effect */ rangle *= tree->con->enforce; /* construct rotation matrix from the axis-angle rotation found above * - this call takes care to make sure that the axis provided is a unit vector first */ axis_angle_to_mat3(dmat, raxis, rangle); /* combine these rotations so that the y-axis of the bone is now aligned as the spline dictates, * while still maintaining roll control from the existing bone animation */ mul_m3_m3m3(tmat, dmat, rmat); // m1, m3, m2 normalize_m3(tmat); /* attempt to reduce shearing, though I doubt this'll really help too much now... */ copy_m4_m3(poseMat, tmat); } /* step 4: set the scaling factors for the axes */ { /* only multiply the y-axis by the scaling factor to get nice volume-preservation */ mul_v3_fl(poseMat[1], scaleFac); /* set the scaling factors of the x and z axes from... */ switch (ikData->xzScaleMode) { case CONSTRAINT_SPLINEIK_XZS_ORIGINAL: { /* original scales get used */ float scale; /* x-axis scale */ scale= len_v3(pchan->pose_mat[0]); mul_v3_fl(poseMat[0], scale); /* z-axis scale */ scale= len_v3(pchan->pose_mat[2]); mul_v3_fl(poseMat[2], scale); } break; case CONSTRAINT_SPLINEIK_XZS_VOLUMETRIC: { /* 'volume preservation' */ float scale; /* calculate volume preservation factor which is * basically the inverse of the y-scaling factor */ if (fabsf(scaleFac) != 0.0f) { scale= 1.0f / fabsf(scaleFac); /* we need to clamp this within sensible values */ // NOTE: these should be fine for now, but should get sanitised in future CLAMP(scale, 0.0001f, 100000.0f); } else scale= 1.0f; /* apply the scaling */ mul_v3_fl(poseMat[0], scale); mul_v3_fl(poseMat[2], scale); } break; } /* finally, multiply the x and z scaling by the radius of the curve too, * to allow automatic scales to get tweaked still */ if ((ikData->flag & CONSTRAINT_SPLINEIK_NO_CURVERAD) == 0) { mul_v3_fl(poseMat[0], radius); mul_v3_fl(poseMat[2], radius); } } /* step 5: set the location of the bone in the matrix */ if (ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT) { /* when the 'no-root' option is affected, the chain can retain * the shape but be moved elsewhere */ VECCOPY(poseHead, pchan->pose_head); } else if (tree->con->enforce < 1.0f) { /* when the influence is too low * - blend the positions for the 'root' bone * - stick to the parent for any other */ if (pchan->parent) { VECCOPY(poseHead, pchan->pose_head); } else { // FIXME: this introduces popping artifacts when we reach 0.0 interp_v3_v3v3(poseHead, pchan->pose_head, poseHead, tree->con->enforce); } } VECCOPY(poseMat[3], poseHead); /* finally, store the new transform */ copy_m4_m4(pchan->pose_mat, poseMat); VECCOPY(pchan->pose_head, poseHead); /* recalculate tail, as it's now outdated after the head gets adjusted above! */ where_is_pose_bone_tail(pchan); /* done! */ pchan->flag |= POSE_DONE; } /* 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); } /* 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 ******************* */ /* loc/rot/size to given mat4 */ void pchan_to_mat4(bPoseChannel *pchan, float chan_mat[4][4]) { float smat[3][3]; float rmat[3][3]; float tmat[3][3]; /* get scaling matrix */ size_to_mat3(smat, pchan->size); /* rotations may either be quats, eulers (with various rotation orders), or axis-angle */ if (pchan->rotmode > 0) { /* 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 normalised before use to eliminate scaling issues */ float quat[4]; /* NOTE: we now don't normalise the stored values anymore, since this was kindof evil in some cases * but if this proves to be too problematic, switch back to the old system of operating directly on * 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)) { VECCOPY(chan_mat[3], pchan->loc); } } /* loc/rot/size to mat4 */ /* used in constraint.c too */ void pchan_calc_mat(bPoseChannel *pchan) { /* this is just a wrapper around the copy of this function which calculates the matrix * and stores the result in any given channel */ pchan_to_mat4(pchan, pchan->chan_mat); } /* NLA strip modifiers */ static void do_strip_modifiers(Scene *scene, Object *armob, Bone *bone, bPoseChannel *pchan) { bActionModifier *amod; bActionStrip *strip, *strip2; float scene_cfra= (float)scene->r.cfra; int do_modif; for (strip=armob->nlastrips.first; strip; strip=strip->next) { do_modif=0; if (scene_cfra>=strip->start && scene_cfra<=strip->end) do_modif=1; if ((scene_cfra > strip->end) && (strip->flag & ACTSTRIP_HOLDLASTFRAME)) { do_modif=1; /* if there are any other strips active, ignore modifiers for this strip - * 'hold' option should only hold action modifiers if there are * no other active strips */ for (strip2=strip->next; strip2; strip2=strip2->next) { if (strip2 == strip) continue; if (scene_cfra>=strip2->start && scene_cfra<=strip2->end) { if (!(strip2->flag & ACTSTRIP_MUTE)) do_modif=0; } } /* if there are any later, activated, strips with 'hold' set, they take precedence, * so ignore modifiers for this strip */ for (strip2=strip->next; strip2; strip2=strip2->next) { if (scene_cfra < strip2->start) continue; if ((strip2->flag & ACTSTRIP_HOLDLASTFRAME) && !(strip2->flag & ACTSTRIP_MUTE)) { do_modif=0; } } } if (do_modif) { /* temporal solution to prevent 2 strips accumulating */ if(scene_cfra==strip->end && strip->next && strip->next->start==scene_cfra) continue; for(amod= strip->modifiers.first; amod; amod= amod->next) { switch (amod->type) { case ACTSTRIP_MOD_DEFORM: { /* validate first */ if(amod->ob && amod->ob->type==OB_CURVE && amod->channel[0]) { if( strcmp(pchan->name, amod->channel)==0 ) { float mat4[4][4], mat3[3][3]; curve_deform_vector(scene, amod->ob, armob, bone->arm_mat[3], pchan->pose_mat[3], mat3, amod->no_rot_axis); copy_m4_m4(mat4, pchan->pose_mat); mul_m4_m3m4(pchan->pose_mat, mat3, mat4); } } } break; case ACTSTRIP_MOD_NOISE: { if( strcmp(pchan->name, amod->channel)==0 ) { float nor[3], loc[3], ofs; float eul[3], size[3], eulo[3], sizeo[3]; /* calculate turbulance */ ofs = amod->turbul / 200.0f; /* make a copy of starting conditions */ VECCOPY(loc, pchan->pose_mat[3]); mat4_to_eul( eul,pchan->pose_mat); mat4_to_size( size,pchan->pose_mat); VECCOPY(eulo, eul); VECCOPY(sizeo, size); /* apply noise to each set of channels */ if (amod->channels & 4) { /* for scaling */ nor[0] = BLI_gNoise(amod->noisesize, size[0]+ofs, size[1], size[2], 0, 0) - ofs; nor[1] = BLI_gNoise(amod->noisesize, size[0], size[1]+ofs, size[2], 0, 0) - ofs; nor[2] = BLI_gNoise(amod->noisesize, size[0], size[1], size[2]+ofs, 0, 0) - ofs; add_v3_v3(size, nor); if (sizeo[0] != 0) mul_v3_fl(pchan->pose_mat[0], size[0] / sizeo[0]); if (sizeo[1] != 0) mul_v3_fl(pchan->pose_mat[1], size[1] / sizeo[1]); if (sizeo[2] != 0) mul_v3_fl(pchan->pose_mat[2], size[2] / sizeo[2]); } if (amod->channels & 2) { /* for rotation */ nor[0] = BLI_gNoise(amod->noisesize, eul[0]+ofs, eul[1], eul[2], 0, 0) - ofs; nor[1] = BLI_gNoise(amod->noisesize, eul[0], eul[1]+ofs, eul[2], 0, 0) - ofs; nor[2] = BLI_gNoise(amod->noisesize, eul[0], eul[1], eul[2]+ofs, 0, 0) - ofs; compatible_eul(nor, eulo); add_v3_v3(eul, nor); compatible_eul(eul, eulo); loc_eul_size_to_mat4(pchan->pose_mat, loc, eul, size); } if (amod->channels & 1) { /* for location */ nor[0] = BLI_gNoise(amod->noisesize, loc[0]+ofs, loc[1], loc[2], 0, 0) - ofs; nor[1] = BLI_gNoise(amod->noisesize, loc[0], loc[1]+ofs, loc[2], 0, 0) - ofs; nor[2] = BLI_gNoise(amod->noisesize, loc[0], loc[1], loc[2]+ofs, 0, 0) - ofs; add_v3_v3v3(pchan->pose_mat[3], loc, nor); } } } break; } } } } } /* calculate tail of posechannel */ void where_is_pose_bone_tail(bPoseChannel *pchan) { float vec[3]; VECCOPY(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 where_is_pose_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float ctime, int do_extra) { Bone *bone, *parbone; bPoseChannel *parchan; float vec[3]; /* set up variables for quicker access below */ bone= pchan->bone; parbone= bone->parent; parchan= pchan->parent; /* this gives a chan_mat with actions (ipos) results */ if(do_extra) 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) */ if(parchan) { float offs_bone[4][4]; // yoffs(b-1) + root(b) + bonemat(b) /* bone transform itself */ copy_m4_m3(offs_bone, bone->bone_mat); /* The bone's root offset (is in the parent's coordinate system) */ VECCOPY(offs_bone[3], bone->head); /* Get the length translation of parent (length along y axis) */ offs_bone[3][1]+= parbone->length; /* Compose the matrix for this bone */ if((bone->flag & BONE_HINGE) && (bone->flag & BONE_NO_SCALE)) { // uses restposition rotation, but actual position float tmat[4][4]; /* the rotation of the parent restposition */ copy_m4_m4(tmat, parbone->arm_mat); mul_serie_m4(pchan->pose_mat, tmat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL); } else if(bone->flag & BONE_HINGE) { // same as above but apply parent scale float tmat[4][4]; /* apply the parent matrix scale */ float tsmat[4][4], tscale[3]; /* the rotation of the parent restposition */ copy_m4_m4(tmat, parbone->arm_mat); /* extract the scale of the parent matrix */ mat4_to_size(tscale, parchan->pose_mat); size_to_mat4(tsmat, tscale); mul_m4_m4m4(tmat, tmat, tsmat); mul_serie_m4(pchan->pose_mat, tmat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL); } else if(bone->flag & BONE_NO_SCALE) { float orthmat[4][4]; /* do transform, with an ortho-parent matrix */ copy_m4_m4(orthmat, parchan->pose_mat); normalize_m4(orthmat); mul_serie_m4(pchan->pose_mat, orthmat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL); } else mul_serie_m4(pchan->pose_mat, parchan->pose_mat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL); /* in these cases we need to compute location separately */ if(bone->flag & (BONE_HINGE|BONE_NO_SCALE|BONE_NO_LOCAL_LOCATION)) { float bone_loc[3], chan_loc[3]; mul_v3_m4v3(bone_loc, parchan->pose_mat, offs_bone[3]); copy_v3_v3(chan_loc, pchan->chan_mat[3]); /* no local location is not transformed by bone matrix */ if(!(bone->flag & BONE_NO_LOCAL_LOCATION)) mul_mat3_m4_v3(offs_bone, chan_loc); /* for hinge we use armature instead of pose mat */ if(bone->flag & BONE_HINGE) mul_mat3_m4_v3(parbone->arm_mat, chan_loc); else mul_mat3_m4_v3(parchan->pose_mat, chan_loc); add_v3_v3v3(pchan->pose_mat[3], bone_loc, chan_loc); } } else { mul_m4_m4m4(pchan->pose_mat, pchan->chan_mat, bone->arm_mat); /* optional location without arm_mat rotation */ if(bone->flag & BONE_NO_LOCAL_LOCATION) add_v3_v3v3(pchan->pose_mat[3], bone->arm_mat[3], pchan->chan_mat[3]); /* only rootbones get the cyclic offset (unless user doesn't want that) */ if ((bone->flag & BONE_NO_CYCLICOFFSET) == 0) add_v3_v3(pchan->pose_mat[3], ob->pose->cyclic_offset); } if(do_extra) { /* do NLA strip modifiers - i.e. curve follow */ do_strip_modifiers(scene, ob, bone, pchan); /* Do constraints */ if (pchan->constraints.first) { bConstraintOb *cob; /* make a copy of location of PoseChannel for later */ VECCOPY(vec, pchan->pose_mat[3]); /* prepare PoseChannel for Constraint solving * - makes a copy of matrix, and creates temporary struct to use */ cob= constraints_make_evalob(scene, ob, pchan, CONSTRAINT_OBTYPE_BONE); /* Solve PoseChannel's Constraints */ solve_constraints(&pchan->constraints, cob, ctime); // ctime doesnt alter objects /* cleanup after Constraint Solving * - applies matrix back to pchan, and frees temporary struct used */ constraints_clear_evalob(cob); /* prevent constraints breaking a chain */ if(pchan->bone->flag & BONE_CONNECTED) { VECCOPY(pchan->pose_mat[3], vec); } } } /* calculate head */ VECCOPY(pchan->pose_head, pchan->pose_mat[3]); /* calculate tail */ where_is_pose_bone_tail(pchan); } /* This only reads anim data from channels, and writes to channels */ /* This is the only function adding poses */ void where_is_pose (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)) armature_rebuild_pose(ob, arm); ctime= bsystem_time(scene, ob, (float)scene->r.cfra, 0.0); /* 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); VECCOPY(pchan->pose_head, bone->arm_head); VECCOPY(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(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) { /* 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, 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, imat, pchan->pose_mat); } } }