/* * 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) 2015 Blender Foundation. * All rights reserved. * * Defines and code for core node types */ /** \file * \ingroup bke */ #include "MEM_guardedalloc.h" #include "BLI_utildefines.h" #include "BLI_listbase.h" #include "BLI_math.h" #include "DNA_armature_types.h" #include "DNA_constraint_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "BKE_action.h" #include "BKE_anim.h" #include "BKE_armature.h" #include "BKE_curve.h" #include "BKE_displist.h" #include "BKE_fcurve.h" #include "BKE_object.h" #include "BKE_scene.h" #include "BIK_api.h" #include "DEG_depsgraph.h" /* ********************** 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 chainlen; /* number of bones in the chain */ float totlength; /* total length of bones in the chain */ const 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 *UNUSED(scene), Object *UNUSED(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 && (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_mallocN(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, traveling 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; } /* disallow negative values (happens with float precision) */ CLAMP_MIN(ikData->points[segcount], 0.0f); /* 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 precedence... */ { /* make new tree */ tSplineIK_Tree *tree = MEM_callocN(sizeof(tSplineIK_Tree), "SplineIK Tree"); tree->type = CONSTRAINT_TYPE_SPLINEIK; tree->chainlen = segcount; tree->totlength = totLength; /* copy over the array of links to bones in the chain (from tip to root) */ tree->chain = MEM_mallocN(sizeof(bPoseChannel *) * segcount, "SplineIK Chain"); memcpy(tree->chain, pchanChain, sizeof(bPoseChannel *) * segcount); /* store reference to joint position array */ tree->points = ikData->points; /* 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->siktree, 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); } } } /* ----------- */ typedef struct tSplineIk_EvalState { float curve_position; /* Current position along the curve. */ float curve_scale; /* Global scale to apply to curve positions. */ float locrot_offset[4][4]; /* Bone rotation and location offset inherited from parent. */ } tSplineIk_EvalState; /* Prepare data to evaluate spline IK. */ static bool splineik_evaluate_init(tSplineIK_Tree *tree, tSplineIk_EvalState *state) { bSplineIKConstraint *ikData = tree->ikData; /* Make sure that the constraint targets are ok, to avoid crashes * in case of a depsgraph bug or dependency cycle. */ if (ikData->tar == NULL) { return false; } CurveCache *cache = ikData->tar->runtime.curve_cache; if (ELEM(NULL, cache, cache->path, cache->path->data)) { return false; } /* Initialize the evaluation state. */ state->curve_position = 0.0f; state->curve_scale = 1.0f; unit_m4(state->locrot_offset); /* Apply corrections for sensitivity to scaling. */ if ((ikData->yScaleMode != CONSTRAINT_SPLINEIK_YS_FIT_CURVE) && (tree->totlength != 0.0f)) { /* get the current length of the curve */ /* NOTE: this is assumed to be correct even after the curve was resized */ float splineLen = cache->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 */ state->curve_scale = tree->totlength / splineLen; } return true; } /* Evaluate spline IK for a given bone. */ static void splineik_evaluate_bone( tSplineIK_Tree *tree, Object *ob, bPoseChannel *pchan, int index, tSplineIk_EvalState *state) { bSplineIKConstraint *ikData = tree->ikData; float origHead[3], origTail[3], poseHead[3], poseTail[3], basePoseMat[3][3], poseMat[3][3]; float splineVec[3], scaleFac, radius = 1.0f; float tailBlendFac = 0.0f; mul_v3_m4v3(poseHead, state->locrot_offset, pchan->pose_head); mul_v3_m4v3(poseTail, state->locrot_offset, pchan->pose_tail); copy_v3_v3(origHead, poseHead); /* first, adjust the point positions on the curve */ float curveLen = tree->points[index] - tree->points[index + 1]; float pointStart = state->curve_position; float poseScale = len_v3v3(poseHead, poseTail) / pchan->bone->length; float baseScale = 1.0f; if (ikData->yScaleMode == CONSTRAINT_SPLINEIK_YS_ORIGINAL) { /* Carry over the bone Y scale to the curve range. */ baseScale = poseScale; } float pointEnd = pointStart + curveLen * baseScale * state->curve_scale; state->curve_position = pointEnd; /* step 1: determine the positions for the endpoints of the bone */ if (pointStart < 1.0f) { float vec[4], dir[3], rad; /* determine if the bone should still be affected by SplineIK */ if (pointEnd >= 1.0f) { /* blending factor depends on the amount of the bone still left on the chain */ tailBlendFac = (1.0f - pointStart) / (pointEnd - pointStart); } else { tailBlendFac = 1.0f; } /* tail endpoint */ if (where_on_path(ikData->tar, pointEnd, 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); copy_v3_v3(poseTail, vec); /* set the new radius */ radius = rad; } /* head endpoint */ if (where_on_path(ikData->tar, pointStart, 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); copy_v3_v3(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; /* Extrapolate the full length of the bone as it rolls off the end of the curve. */ scaleFac = (tailBlendFac < 1e-5f) ? baseScale : scaleFac / tailBlendFac; /* 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]; float raxis[3], rangle; /* compute the raw rotation matrix from the bone's current matrix by extracting only the * orientation-relevant axes, and normalizing them */ mul_m3_m4m4(basePoseMat, state->locrot_offset, pchan->pose_mat); normalize_m3_m3(rmat, basePoseMat); /* Also, normalize 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); CLAMP(rangle, -1.0f, 1.0f); rangle = acosf(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 * tailBlendFac; /* 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(poseMat, dmat, rmat); /* attempt to reduce shearing, though I doubt this'll really help too much now... */ normalize_m3(poseMat); mul_m3_m3m3(basePoseMat, dmat, basePoseMat); /* apply rotation to the accumulated parent transform */ mul_m4_m3m4(state->locrot_offset, dmat, state->locrot_offset); } /* step 4: set the scaling factors for the axes */ /* Always multiply the y-axis by the scaling factor to get the correct length. */ mul_v3_fl(poseMat[1], scaleFac); /* After that, apply x/z scaling modes. */ if (ikData->xzScaleMode != CONSTRAINT_SPLINEIK_XZS_NONE) { /* First, apply the original scale if enabled. */ if (ikData->xzScaleMode == CONSTRAINT_SPLINEIK_XZS_ORIGINAL || (ikData->flag & CONSTRAINT_SPLINEIK_USE_ORIGINAL_SCALE) != 0) { 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); /* Adjust the scale factor used for volume preservation * to consider the pre-IK scaling as the initial volume. */ scaleFac /= poseScale; } /* Apply volume preservation. */ switch (ikData->xzScaleMode) { case CONSTRAINT_SPLINEIK_XZS_INVERSE: { /* old 'volume preservation' method using the inverse scale */ 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; } case CONSTRAINT_SPLINEIK_XZS_VOLUMETRIC: { /* improved volume preservation based on the Stretch To constraint */ float final_scale; /* as the basis for volume preservation, we use the inverse scale factor... */ if (fabsf(scaleFac) != 0.0f) { /* NOTE: The method here is taken wholesale from the Stretch To constraint */ float bulge = powf(1.0f / fabsf(scaleFac), ikData->bulge); if (bulge > 1.0f) { if (ikData->flag & CONSTRAINT_SPLINEIK_USE_BULGE_MAX) { float bulge_max = max_ff(ikData->bulge_max, 1.0f); float hard = min_ff(bulge, bulge_max); float range = bulge_max - 1.0f; float scale = (range > 0.0f) ? 1.0f / range : 0.0f; float soft = 1.0f + range * atanf((bulge - 1.0f) * scale) / (float)M_PI_2; bulge = interpf(soft, hard, ikData->bulge_smooth); } } if (bulge < 1.0f) { if (ikData->flag & CONSTRAINT_SPLINEIK_USE_BULGE_MIN) { float bulge_min = CLAMPIS(ikData->bulge_min, 0.0f, 1.0f); float hard = max_ff(bulge, bulge_min); float range = 1.0f - bulge_min; float scale = (range > 0.0f) ? 1.0f / range : 0.0f; float soft = 1.0f - range * atanf((1.0f - bulge) * scale) / (float)M_PI_2; bulge = interpf(soft, hard, ikData->bulge_smooth); } } /* compute scale factor for xz axes from this value */ final_scale = sqrtf(bulge); } else { /* no scaling, so scale factor is simple */ final_scale = 1.0f; } /* apply the scaling (assuming normalised scale) */ mul_v3_fl(poseMat[0], final_scale); mul_v3_fl(poseMat[2], final_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); } /* Blend the scaling of the matrix according to the influence. */ sub_m3_m3m3(poseMat, poseMat, basePoseMat); madd_m3_m3m3fl(poseMat, basePoseMat, poseMat, tree->con->enforce * tailBlendFac); /* 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 */ copy_v3_v3(poseHead, origHead); } 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 (index < tree->chainlen - 1) { copy_v3_v3(poseHead, origHead); } else { interp_v3_v3v3(poseHead, origHead, poseHead, tree->con->enforce); } } /* finally, store the new transform */ copy_m4_m3(pchan->pose_mat, poseMat); copy_v3_v3(pchan->pose_mat[3], poseHead); copy_v3_v3(pchan->pose_head, poseHead); mul_v3_mat3_m4v3(origTail, state->locrot_offset, pchan->pose_tail); /* recalculate tail, as it's now outdated after the head gets adjusted above! */ BKE_pose_where_is_bone_tail(pchan); /* update the offset in the accumulated parent transform */ sub_v3_v3v3(state->locrot_offset[3], pchan->pose_tail, origTail); /* done! */ pchan->flag |= POSE_DONE; } /* Evaluate the chain starting from the nominated bone */ static void splineik_execute_tree( struct Depsgraph *depsgraph, 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 */ while ((tree = pchan_root->siktree.first) != NULL) { int i; /* Firstly, calculate the bone matrix the standard way, * since this is needed for roll control. */ for (i = tree->chainlen - 1; i >= 0; i--) { BKE_pose_where_is_bone(depsgraph, scene, ob, tree->chain[i], ctime, 1); } /* After that, evaluate the actual Spline IK, unless there are missing dependencies. */ tSplineIk_EvalState state; if (splineik_evaluate_init(tree, &state)) { /* 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, ob, pchan, i, &state); } } /* free the tree info specific to SplineIK trees now */ if (tree->chain) { MEM_freeN(tree->chain); } /* free this tree */ BLI_freelinkN(&pchan_root->siktree, tree); } } void BKE_pose_splineik_init_tree(Scene *scene, Object *ob, float ctime) { splineik_init_tree(scene, ob, ctime); } void BKE_splineik_execute_tree( struct Depsgraph *depsgraph, Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime) { splineik_execute_tree(depsgraph, scene, ob, pchan_root, ctime); } /* *************** Depsgraph evaluation callbacks ************ */ void BKE_pose_pchan_index_rebuild(bPose *pose) { MEM_SAFE_FREE(pose->chan_array); const int num_channels = BLI_listbase_count(&pose->chanbase); pose->chan_array = MEM_malloc_arrayN(num_channels, sizeof(bPoseChannel *), "pose->chan_array"); int pchan_index = 0; for (bPoseChannel *pchan = pose->chanbase.first; pchan != NULL; pchan = pchan->next) { pose->chan_array[pchan_index++] = pchan; } } BLI_INLINE bPoseChannel *pose_pchan_get_indexed(Object *ob, int pchan_index) { bPose *pose = ob->pose; BLI_assert(pose != NULL); BLI_assert(pose->chan_array != NULL); BLI_assert(pchan_index >= 0); BLI_assert(pchan_index < MEM_allocN_len(pose->chan_array) / sizeof(bPoseChannel *)); return pose->chan_array[pchan_index]; } void BKE_pose_eval_init(struct Depsgraph *depsgraph, Scene *UNUSED(scene), Object *object) { bPose *pose = object->pose; BLI_assert(pose != NULL); DEG_debug_print_eval(depsgraph, __func__, object->id.name, object); BLI_assert(object->type == OB_ARMATURE); /* We demand having proper pose. */ BLI_assert(object->pose != NULL); BLI_assert((object->pose->flag & POSE_RECALC) == 0); /* imat is needed for solvers. */ invert_m4_m4(object->imat, object->obmat); /* clear flags */ for (bPoseChannel *pchan = pose->chanbase.first; pchan != NULL; pchan = pchan->next) { pchan->flag &= ~(POSE_DONE | POSE_CHAIN | POSE_IKTREE | POSE_IKSPLINE); /* Free B-Bone shape data cache if it's not a B-Bone. */ if (pchan->bone == NULL || pchan->bone->segments <= 1) { BKE_pose_channel_free_bbone_cache(&pchan->runtime); } } BLI_assert(pose->chan_array != NULL || BLI_listbase_is_empty(&pose->chanbase)); if (object->proxy != NULL) { object->proxy->proxy_from = object; } } void BKE_pose_eval_init_ik(struct Depsgraph *depsgraph, Scene *scene, Object *object) { DEG_debug_print_eval(depsgraph, __func__, object->id.name, object); BLI_assert(object->type == OB_ARMATURE); const float ctime = BKE_scene_frame_get(scene); /* not accurate... */ bArmature *armature = (bArmature *)object->data; if (armature->flag & ARM_RESTPOS) { return; } /* construct the IK tree (standard IK) */ BIK_initialize_tree(depsgraph, scene, object, ctime); /* construct the Spline IK trees * - this is not integrated as an IK plugin, since it should be able * to function in conjunction with standard IK. */ BKE_pose_splineik_init_tree(scene, object, ctime); } void BKE_pose_eval_bone(struct Depsgraph *depsgraph, Scene *scene, Object *object, int pchan_index) { const bArmature *armature = (bArmature *)object->data; if (armature->edbo != NULL) { return; } bPoseChannel *pchan = pose_pchan_get_indexed(object, pchan_index); DEG_debug_print_eval_subdata( depsgraph, __func__, object->id.name, object, "pchan", pchan->name, pchan); BLI_assert(object->type == OB_ARMATURE); if (armature->flag & ARM_RESTPOS) { Bone *bone = pchan->bone; if (bone) { copy_m4_m4(pchan->pose_mat, bone->arm_mat); copy_v3_v3(pchan->pose_head, bone->arm_head); copy_v3_v3(pchan->pose_tail, bone->arm_tail); } } else { /* TODO(sergey): Currently if there are constraints full transform is * being evaluated in BKE_pose_constraints_evaluate. */ if (pchan->constraints.first == NULL) { if (pchan->flag & POSE_IKTREE || pchan->flag & POSE_IKSPLINE) { /* pass */ } else { if ((pchan->flag & POSE_DONE) == 0) { /* TODO(sergey): Use time source node for time. */ float ctime = BKE_scene_frame_get(scene); /* not accurate... */ BKE_pose_where_is_bone(depsgraph, scene, object, pchan, ctime, 1); } } } } } void BKE_pose_constraints_evaluate(struct Depsgraph *depsgraph, Scene *scene, Object *object, int pchan_index) { const bArmature *armature = (bArmature *)object->data; if (armature->edbo != NULL) { return; } bPoseChannel *pchan = pose_pchan_get_indexed(object, pchan_index); DEG_debug_print_eval_subdata( depsgraph, __func__, object->id.name, object, "pchan", pchan->name, pchan); if (armature->flag & ARM_RESTPOS) { return; } else if (pchan->flag & POSE_IKTREE || pchan->flag & POSE_IKSPLINE) { /* IK are being solved separately/ */ } else { if ((pchan->flag & POSE_DONE) == 0) { float ctime = BKE_scene_frame_get(scene); /* not accurate... */ BKE_pose_where_is_bone(depsgraph, scene, object, pchan, ctime, 1); } } } void BKE_pose_bone_done(struct Depsgraph *depsgraph, struct Object *object, int pchan_index) { const bArmature *armature = (bArmature *)object->data; if (armature->edbo != NULL) { return; } bPoseChannel *pchan = pose_pchan_get_indexed(object, pchan_index); float imat[4][4]; DEG_debug_print_eval_subdata( depsgraph, __func__, object->id.name, object, "pchan", pchan->name, pchan); if (pchan->bone) { invert_m4_m4(imat, pchan->bone->arm_mat); mul_m4_m4m4(pchan->chan_mat, pchan->pose_mat, imat); if (!(pchan->bone->flag & BONE_NO_DEFORM)) { mat4_to_dquat(&pchan->runtime.deform_dual_quat, pchan->bone->arm_mat, pchan->chan_mat); } } if (DEG_is_active(depsgraph) && armature->edbo == NULL) { bPoseChannel *pchan_orig = pchan->orig_pchan; copy_m4_m4(pchan_orig->pose_mat, pchan->pose_mat); copy_m4_m4(pchan_orig->chan_mat, pchan->chan_mat); copy_v3_v3(pchan_orig->pose_head, pchan->pose_mat[3]); copy_m4_m4(pchan_orig->constinv, pchan->constinv); BKE_pose_where_is_bone_tail(pchan_orig); if (pchan->bone == NULL || pchan->bone->segments <= 1) { BKE_pose_channel_free_bbone_cache(&pchan_orig->runtime); } } } void BKE_pose_eval_bbone_segments(struct Depsgraph *depsgraph, struct Object *object, int pchan_index) { const bArmature *armature = (bArmature *)object->data; if (armature->edbo != NULL) { return; } bPoseChannel *pchan = pose_pchan_get_indexed(object, pchan_index); DEG_debug_print_eval_subdata( depsgraph, __func__, object->id.name, object, "pchan", pchan->name, pchan); if (pchan->bone != NULL && pchan->bone->segments > 1) { BKE_pchan_bbone_segments_cache_compute(pchan); if (DEG_is_active(depsgraph)) { BKE_pchan_bbone_segments_cache_copy(pchan->orig_pchan, pchan); } } } void BKE_pose_iktree_evaluate(struct Depsgraph *depsgraph, Scene *scene, Object *object, int rootchan_index) { const bArmature *armature = (bArmature *)object->data; if (armature->edbo != NULL) { return; } bPoseChannel *rootchan = pose_pchan_get_indexed(object, rootchan_index); DEG_debug_print_eval_subdata( depsgraph, __func__, object->id.name, object, "rootchan", rootchan->name, rootchan); BLI_assert(object->type == OB_ARMATURE); const float ctime = BKE_scene_frame_get(scene); /* not accurate... */ if (armature->flag & ARM_RESTPOS) { return; } BIK_execute_tree(depsgraph, scene, object, rootchan, ctime); } void BKE_pose_splineik_evaluate(struct Depsgraph *depsgraph, Scene *scene, Object *object, int rootchan_index) { const bArmature *armature = (bArmature *)object->data; if (armature->edbo != NULL) { return; } bPoseChannel *rootchan = pose_pchan_get_indexed(object, rootchan_index); DEG_debug_print_eval_subdata( depsgraph, __func__, object->id.name, object, "rootchan", rootchan->name, rootchan); BLI_assert(object->type == OB_ARMATURE); const float ctime = BKE_scene_frame_get(scene); /* not accurate... */ if (armature->flag & ARM_RESTPOS) { return; } BKE_splineik_execute_tree(depsgraph, scene, object, rootchan, ctime); } /* Common part for both original and proxy armatrues. */ static void pose_eval_done_common(struct Depsgraph *depsgraph, Object *object) { const bArmature *armature = (bArmature *)object->data; if (armature->edbo != NULL) { return; } bPose *pose = object->pose; UNUSED_VARS_NDEBUG(pose); BLI_assert(pose != NULL); BKE_object_eval_boundbox(depsgraph, object); } static void pose_eval_cleanup_common(Object *object) { bPose *pose = object->pose; BLI_assert(pose != NULL); BLI_assert(pose->chan_array != NULL || BLI_listbase_is_empty(&pose->chanbase)); UNUSED_VARS_NDEBUG(pose); } void BKE_pose_eval_done(struct Depsgraph *depsgraph, Object *object) { bPose *pose = object->pose; BLI_assert(pose != NULL); UNUSED_VARS_NDEBUG(pose); DEG_debug_print_eval(depsgraph, __func__, object->id.name, object); BLI_assert(object->type == OB_ARMATURE); pose_eval_done_common(depsgraph, object); } void BKE_pose_eval_cleanup(struct Depsgraph *depsgraph, Scene *scene, Object *object) { bPose *pose = object->pose; BLI_assert(pose != NULL); UNUSED_VARS_NDEBUG(pose); const float ctime = BKE_scene_frame_get(scene); /* not accurate... */ DEG_debug_print_eval(depsgraph, __func__, object->id.name, object); BLI_assert(object->type == OB_ARMATURE); /* Release the IK tree. */ BIK_release_tree(scene, object, ctime); pose_eval_cleanup_common(object); } void BKE_pose_eval_proxy_init(struct Depsgraph *depsgraph, Object *object) { BLI_assert(ID_IS_LINKED(object) && object->proxy_from != NULL); DEG_debug_print_eval(depsgraph, __func__, object->id.name, object); BLI_assert(object->pose->chan_array != NULL || BLI_listbase_is_empty(&object->pose->chanbase)); } void BKE_pose_eval_proxy_done(struct Depsgraph *depsgraph, Object *object) { BLI_assert(ID_IS_LINKED(object) && object->proxy_from != NULL); DEG_debug_print_eval(depsgraph, __func__, object->id.name, object); pose_eval_done_common(depsgraph, object); } void BKE_pose_eval_proxy_cleanup(struct Depsgraph *depsgraph, Object *object) { BLI_assert(ID_IS_LINKED(object) && object->proxy_from != NULL); DEG_debug_print_eval(depsgraph, __func__, object->id.name, object); pose_eval_cleanup_common(object); } void BKE_pose_eval_proxy_copy_bone(struct Depsgraph *depsgraph, Object *object, int pchan_index) { const bArmature *armature = (bArmature *)object->data; if (armature->edbo != NULL) { return; } BLI_assert(ID_IS_LINKED(object) && object->proxy_from != NULL); bPoseChannel *pchan = pose_pchan_get_indexed(object, pchan_index); BLI_assert(pchan != NULL); DEG_debug_print_eval_subdata( depsgraph, __func__, object->id.name, object, "pchan", pchan->name, pchan); /* TODO(sergey): Use indexed lookup, once it's guaranteed to be kept * around for the time while proxies are evaluating. */ #if 0 bPoseChannel *pchan_from = pose_pchan_get_indexed(object->proxy_from, pchan_index); #else bPoseChannel *pchan_from = BKE_pose_channel_find_name(object->proxy_from->pose, pchan->name); #endif if (pchan_from == NULL) { printf( "WARNING: Could not find bone %s in linked ID anymore... " "You should delete and re-generate your proxy.\n", pchan->name); return; } BKE_pose_copy_pchan_result(pchan, pchan_from); copy_dq_dq(&pchan->runtime.deform_dual_quat, &pchan_from->runtime.deform_dual_quat); BKE_pchan_bbone_segments_cache_copy(pchan, pchan_from); }