/blender/source/blender/blenkernel/intern/armature.c
C | 2598 lines | 1663 code | 426 blank | 509 comment | 473 complexity | 1052e29044417b2b6a3d6a57dec2d69f MD5 | raw file
Possible License(s): BSD-3-Clause, LGPL-3.0, BSD-2-Clause, Apache-2.0, AGPL-1.0, GPL-3.0, Unlicense, GPL-2.0, LGPL-2.0
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- /*
- * ***** 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 <ctype.h>
- #include <stdlib.h>
- #include <math.h>
- #include <string.h>
- #include <stdio.h>
- #include <float.h>
- #include "MEM_guardedalloc.h"
- #include "BLI_bpath.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 "BKE_scene.h"
- #include "BIK_api.h"
- #include "BKE_sketch.h"
- /* **************** Generic Functions, data level *************** */
- bArmature *BKE_armature_add(const char *name)
- {
- bArmature *arm;
- arm = BKE_libblock_alloc(&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 *BKE_armature_from_object(Object *ob)
- {
- if (ob->type == OB_ARMATURE)
- return (bArmature *)ob->data;
- return NULL;
- }
- void BKE_armature_bonelist_free(ListBase *lb)
- {
- Bone *bone;
- for (bone = lb->first; bone; bone = bone->next) {
- if (bone->prop) {
- IDP_FreeProperty(bone->prop);
- MEM_freeN(bone->prop);
- }
- BKE_armature_bonelist_free(&bone->childbase);
- }
- BLI_freelistN(lb);
- }
- void BKE_armature_free(bArmature *arm)
- {
- if (arm) {
- BKE_armature_bonelist_free(&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 BKE_armature_make_local(bArmature *arm)
- {
- Main *bmain = G.main;
- int is_local = FALSE, is_lib = FALSE;
- Object *ob;
- if (arm->id.lib == NULL)
- return;
- if (arm->id.us == 1) {
- id_clear_lib_data(bmain, &arm->id);
- return;
- }
- for (ob = bmain->object.first; ob && ELEM(0, is_lib, is_local); ob = ob->id.next) {
- if (ob->data == arm) {
- if (ob->id.lib)
- is_lib = TRUE;
- else
- is_local = TRUE;
- }
- }
- if (is_local && is_lib == FALSE) {
- id_clear_lib_data(bmain, &arm->id);
- }
- else if (is_local && is_lib) {
- bArmature *arm_new = BKE_armature_copy(arm);
- arm_new->id.us = 0;
- /* Remap paths of new ID using old library as base. */
- BKE_id_lib_local_paths(bmain, arm->id.lib, &arm_new->id);
- for (ob = bmain->object.first; ob; ob = ob->id.next) {
- if (ob->data == arm) {
- if (ob->id.lib == NULL) {
- ob->data = arm_new;
- arm_new->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 *BKE_armature_copy(bArmature *arm)
- {
- bArmature *newArm;
- Bone *oldBone, *newBone;
- Bone *newActBone = NULL;
- newArm = BKE_libblock_copy(&arm->id);
- 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;
- }
- /* Walk the list until the bone is found */
- Bone *BKE_armature_find_bone_name(bArmature *arm, const char *name)
- {
- 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");
- /* XXX Shouldn't this be simple else, as for z and y axes? */
- else if (head > 0)
- strcpy(extension, "L");
- }
- }
- /* Simple name truncation
- * - truncate if there is an extension and it wouldn't be able to fit
- * - otherwise, just append to end
- */
- if (extension[0]) {
- 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 < MAX_BBONE_SUBDIV; a++, fp += 4) {
- copy_qt_qt(temp[a], fp);
- pdist[a + 1] = pdist[a] + len_v3v3(fp, fp + 4);
- }
- /* do last point */
- copy_qt_qt(temp[a], fp);
- totdist = pdist[a];
- /* go over distances and calculate new points */
- ddist = totdist / ((float)desired);
- nr = 1;
- for (a = 1, fp = data + 4; a < desired; a++, fp += 4) {
- dist = ((float)a) * ddist;
- /* we're looking for location (distance) 'dist' in the array */
- while ((dist >= pdist[nr]) && nr < MAX_BBONE_SUBDIV)
- nr++;
- fac1 = pdist[nr] - pdist[nr - 1];
- fac2 = pdist[nr] - dist;
- fac1 = fac2 / fac1;
- fac2 = 1.0f - fac1;
- fp[0] = fac1 * temp[nr - 1][0] + fac2 * temp[nr][0];
- fp[1] = fac1 * temp[nr - 1][1] + fac2 * temp[nr][1];
- fp[2] = fac1 * temp[nr - 1][2] + fac2 * temp[nr][2];
- fp[3] = fac1 * temp[nr - 1][3] + fac2 * temp[nr][3];
- }
- /* set last point, needed for orientation calculus */
- copy_qt_qt(fp, temp[MAX_BBONE_SUBDIV]);
- }
- /* returns pointer to static array, filled with desired amount of bone->segments 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, do_scale = 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];
- do_scale = 1;
- }
- }
- hlength1 = bone->ease1 * length * 0.390464f; /* 0.5f * 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 (do_scale) {
- copy_m4_m4(posemat, pchan->pose_mat);
- normalize_m4(posemat);
- invert_m4_m4(imat, posemat);
- }
- else
- invert_m4_m4(imat, pchan->pose_mat);
- if (prev) {
- float difmat[4][4], result[3][3], imat3[3][3];
- /* transform previous point inside this bone space */
- if (rest)
- copy_v3_v3(h1, prev->bone->arm_head);
- else
- copy_v3_v3(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)
- mult_m4_m4m4(difmat, imat, prev->bone->arm_mat);
- else
- mult_m4_m4m4(difmat, imat, prev->pose_mat);
- 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)
- copy_v3_v3(h2, next->bone->arm_tail);
- else
- copy_v3_v3(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)
- mult_m4_m4m4(difmat, imat, next->bone->arm_mat);
- else
- mult_m4_m4m4(difmat, imat, next->pose_mat);
- 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;
- BKE_curve_forward_diff_bezier(0.0f, h1[0], h2[0], 0.0f, data[0], MAX_BBONE_SUBDIV, 4 * sizeof(float));
- BKE_curve_forward_diff_bezier(0.0f, h1[1], length + h2[1], length, data[0] + 1, MAX_BBONE_SUBDIV, 4 * sizeof(float));
- BKE_curve_forward_diff_bezier(0.0f, h1[2], h2[2], 0.0f, data[0] + 2, MAX_BBONE_SUBDIV, 4 * sizeof(float));
- BKE_curve_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]; a < bone->segments; 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);
- copy_v3_v3(result_array[a].mat[3], fp);
- if (do_scale) {
- /* 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; a < bone->segments; 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[3], 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(const float vec[3], const float b1[3], const 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 = dot_v3v3(bdelta, pdelta);
- hsqr = dot_v3v3(pdelta, pdelta);
- if (a < 0.0f) {
- /* If we're past the end of the bone, do a spherical field attenuation thing */
- dist = len_squared_v3v3(b1, vec);
- rad = rad1;
- }
- else if (a > l) {
- /* If we're past the end of the bone, do a spherical field attenuation thing */
- dist = len_squared_v3v3(b2, vec);
- 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 = sqrtf(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[3], DualQuat *dq,
- float mat[][3], const float co[3])
- {
- Bone *bone = pchan->bone;
- float fac, contrib = 0.0;
- float cop[3], bbonemat[3][3];
- DualQuat bbonedq;
- if (bone == NULL)
- return 0.0f;
- copy_v3_v3(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[3], DualQuat *dq,
- float mat[][3], const float co[3], float *contrib)
- {
- float cop[3], bbonemat[3][3];
- DualQuat bbonedq;
- if (!weight)
- return;
- copy_v3_v3(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 defbase_tot = 0; /* safety for vertexgroup index overflow */
- int i, target_totvert = 0; /* safety for vertexgroup overflow */
- int use_dverts = FALSE;
- int armature_def_nr;
- int totchan;
- if (arm->edbo) return;
- invert_m4_m4(obinv, target->obmat);
- copy_m4_m4(premat, target->obmat);
- mult_m4_m4m4(postmat, obinv, armOb->obmat);
- 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)) {
- defbase_tot = 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) {
- use_dverts = (dm->getVertData(dm, 0, CD_MDEFORMVERT) != NULL);
- }
- else if (dverts) {
- use_dverts = TRUE;
- }
- if (use_dverts) {
- defnrToPC = MEM_callocN(sizeof(*defnrToPC) * defbase_tot, "defnrToBone");
- defnrToPCIndex = MEM_callocN(sizeof(*defnrToPCIndex) * defbase_tot, "defnrToIndex");
- for (i = 0, dg = target->defbase.first; dg; i++, dg = dg->next) {
- defnrToPC[i] = BKE_pose_channel_find_name(armOb->pose, dg->name);
- /* exclude non-deforming bones */
- if (defnrToPC[i]) {
- if (defnrToPC[i]->bone->flag & BONE_NO_DEFORM) {
- defnrToPC[i] = NULL;
- }
- else {
- defnrToPCIndex[i] = 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 */
- 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 ? */
- MDeformWeight *dw = dvert->dw;
- int deformed = 0;
- unsigned int j;
- for (j = dvert->totweight; j != 0; j--, dw++) {
- const int index = dw->def_nr;
- if (index >= 0 && index < defbase_tot && (pchan = defnrToPC[index])) {
- float weight = dw->weight;
- Bone *bone = pchan->bone;
- pdef_info = pdef_info_array + defnrToPCIndex[index];
- deformed = 1;
- if (bone && bone->flag & BONE_MULT_VG_ENV) {
- weight *= distfactor_to_bone(co, bone->arm_head, bone->arm_tail,
- bone->rad_head, bone->rad_tail, bone->dist);
- }
- 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) {
- copy_v3_v3(dco, co);
- mul_v3m3_dq(dco, (defMats) ? summat : NULL, dq);
- sub_v3_v3(dco, co);
- mul_v3_fl(dco, armature_weight);
- add_v3_v3(co, dco);
- }
- else
- mul_v3m3_dq(co, (defMats) ? summat : NULL, dq);
- smat = summat;
- }
- else {
- mul_v3_fl(vec, armature_weight / contrib);
- add_v3_v3v3(co, vec, co);
- }
- if (defMats) {
- float pre[3][3], post[3][3], tmpmat[3][3];
- copy_m3_m4(pre, premat);
- copy_m3_m4(post, postmat);
- copy_m3_m3(tmpmat, defMats[i]);
- if (!use_quaternion) /* quaternion already is scale corrected */
- mul_m3_fl(smat, armature_weight / contrib);
- mul_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 BKE_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 */
- mult_m4_m4m4(outmat, inmat, obmat);
- }
- /* Convert World-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 BKE_armature_loc_world_to_pose(Object *ob, const float inloc[3], float outloc[3])
- {
- float xLocMat[4][4] = MAT4_UNITY;
- float nLocMat[4][4];
- /* build matrix for location */
- copy_v3_v3(xLocMat[3], inloc);
- /* get bone-space cursor matrix and extract location */
- BKE_armature_mat_world_to_pose(ob, xLocMat, nLocMat);
- copy_v3_v3(outloc, nLocMat[3]);
- }
- /* Simple helper, computes the offset bone matrix.
- * offs_bone = yoffs(b-1) + root(b) + bonemat(b).
- * Not exported, as it is only used in this file currently... */
- static void get_offset_bone_mat(Bone *bone, float offs_bone[][4])
- {
- if (!bone->parent)
- return;
- /* Bone transform itself. */
- copy_m4_m3(offs_bone, bone->bone_mat);
- /* The bone's root offset (is in the parent's coordinate system). */
- copy_v3_v3(offs_bone[3], bone->head);
- /* Get the length translation of parent (length along y axis). */
- offs_bone[3][1] += bone->parent->length;
- }
- /* Construct the matrices (rot/scale and loc) to apply the PoseChannels into the armature (object) space.
- * I.e. (roughly) the "pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b)" in the
- * pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b)
- * ...function.
- *
- * This allows to get the transformations of a bone in its object space, *before* constraints (and IK)
- * get applied (used by pose evaluation code).
- * And reverse: to find pchan transformations needed to place a bone at a given loc/rot/scale
- * in object space (used by interactive transform, and snapping code).
- *
- * Note that, with the HINGE/NO_SCALE/NO_LOCAL_LOCATION options, the location matrix
- * will differ from the rotation/scale 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).
- * (note: I don't understand that, so I keep it :p --mont29).
- */
- void BKE_pchan_to_pose_mat(bPoseChannel *pchan, float rotscale_mat[][4], float loc_mat[][4])
- {
- Bone *bone, *parbone;
- bPoseChannel *parchan;
- /* set up variables for quicker access below */
- bone = pchan->bone;
- parbone = bone->parent;
- parchan = pchan->parent;
- if (parchan) {
- float offs_bone[4][4];
- /* yoffs(b-1) + root(b) + bonemat(b). */
- get_offset_bone_mat(bone, offs_bone);
- /* Compose the rotscale matrix for this bone. */
- if ((bone->flag & BONE_HINGE) && (bone->flag & BONE_NO_SCALE)) {
- /* Parent rest rotation and scale. */
- mult_m4_m4m4(rotscale_mat, parbone->arm_mat, offs_bone);
- }
- else if (bone->flag & BONE_HINGE) {
- /* Parent rest rotation and pose scale. */
- float tmat[4][4], tscale[3];
- /* Extract the scale of the parent pose matrix. */
- mat4_to_size(tscale, parchan->pose_mat);
- size_to_mat4(tmat, tscale);
- /* Applies the parent pose scale to the rest matrix. */
- mult_m4_m4m4(tmat, tmat, parbone->arm_mat);
- mult_m4_m4m4(rotscale_mat, tmat, offs_bone);
- }
- else if (bone->flag & BONE_NO_SCALE) {
- /* Parent pose rotation and rest scale (i.e. no scaling). */
- float tmat[4][4];
- copy_m4_m4(tmat, parchan->pose_mat);
- normalize_m4(tmat);
- mult_m4_m4m4(rotscale_mat, tmat, offs_bone);
- }
- else
- mult_m4_m4m4(rotscale_mat, parchan->pose_mat, offs_bone);
- /* Compose the loc matrix for this bone. */
- /* NOTE: That version does not modify bone's loc when HINGE/NO_SCALE options are set. */
- /* In this case, use the object's space *orientation*. */
- if (bone->flag & BONE_NO_LOCAL_LOCATION) {
- /* XXX I'm sure that code can be simplified! */
- float bone_loc[4][4], bone_rotscale[3][3], tmat4[4][4], tmat3[3][3];
- unit_m4(bone_loc);
- unit_m4(loc_mat);
- unit_m4(tmat4);
- mul_v3_m4v3(bone_loc[3], parchan->pose_mat, offs_bone[3]);
- unit_m3(bone_rotscale);
- copy_m3_m4(tmat3, parchan->pose_mat);
- mul_m3_m3m3(bone_rotscale, tmat3, bone_rotscale);
- copy_m4_m3(tmat4, bone_rotscale);
- mult_m4_m4m4(loc_mat, bone_loc, tmat4);
- }
- /* Those flags do not affect position, use plain parent transform space! */
- else if (bone->flag & (BONE_HINGE | BONE_NO_SCALE)) {
- mult_m4_m4m4(loc_mat, parchan->pose_mat, offs_bone);
- }
- /* Else (i.e. default, usual case), just use the same matrix for rotation/scaling, and location. */
- else
- copy_m4_m4(loc_mat, rotscale_mat);
- }
- /* Root bones. */
- else {
- /* Rotation/scaling. */
- copy_m4_m4(rotscale_mat, pchan->bone->arm_mat);
- /* Translation. */
- if (pchan->bone->flag & BONE_NO_LOCAL_LOCATION) {
- /* Translation of arm_mat, without the rotation. */
- unit_m4(loc_mat);
- copy_v3_v3(loc_mat[3], pchan->bone->arm_mat[3]);
- }
- else
- copy_m4_m4(loc_mat, rotscale_mat);
- }
- }
- /* 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 BKE_armature_mat_pose_to_bone(bPoseChannel *pchan, float inmat[][4], float outmat[][4])
- {
- float rotscale_mat[4][4], loc_mat[4][4], inmat_[4][4];
- /* Security, this allows to call with inmat == outmat! */
- copy_m4_m4(inmat_, inmat);
- BKE_pchan_to_pose_mat(pchan, rotscale_mat, loc_mat);
- invert_m4(rotscale_mat);
- invert_m4(loc_mat);
- mult_m4_m4m4(outmat, rotscale_mat, inmat_);
- mul_v3_m4v3(outmat[3], loc_mat, inmat_[3]);
- }
- /* Convert Bone-Space Matrix to Pose-Space Matrix. */
- void BKE_armature_mat_bone_to_pose(bPoseChannel *pchan, float inmat[][4], float outmat[][4])
- {
- float rotscale_mat[4][4], loc_mat[4][4], inmat_[4][4];
- /* Security, this allows to call with inmat == outmat! */
- copy_m4_m4(inmat_, inmat);
- BKE_pchan_to_pose_mat(pchan, rotscale_mat, loc_mat);
- mult_m4_m4m4(outmat, rotscale_mat, inmat_);
- mul_v3_m4v3(outmat[3], loc_mat, inmat_[3]);
- }
- /* 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 BKE_armature_loc_pose_to_bone(bPoseChannel *pchan, const float inloc[3], float outloc[3])
- {
- float xLocMat[4][4] = MAT4_UNITY;
- float nLocMat[4][4];
- /* build matrix for location */
- copy_v3_v3(xLocMat[3], inloc);
- /* get bone-space cursor matrix and extract location */
- BKE_armature_mat_pose_to_bone(pchan, xLocMat, nLocMat);
- copy_v3_v3(outloc, nLocMat[3]);
- }
- void BKE_armature_mat_pose_to_bone_ex(Object *ob, bPoseChannel *pchan, float inmat[][4], float outmat[][4])
- {
- bPoseChannel work_pchan = *pchan;
- /* recalculate pose matrix with only parent transformations,
- * bone loc/sca/rot is ignored, scene and frame are not used. */
- BKE_pose_where_is_bone(NULL, ob, &work_pchan, 0.0f, FALSE);
- /* find the matrix, need to remove the bone transforms first so this is
- * calculated as a matrix to set rather then a difference ontop of whats
- * already there. */
- unit_m4(outmat);
- BKE_pchan_apply_mat4(&work_pchan, outmat, FALSE);
- BKE_armature_mat_pose_to_bone(&work_pchan, inmat, outmat);
- }
- /* same as BKE_object_mat3_to_rot() */
- void BKE_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 BKE_object_apply_mat4() */
- void BKE_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);
- BKE_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 BKE_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);
- mult_m4_m4m4(delta_mat, imat, pose_mat);
- }
- /* **************** 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[3], 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(const float vec[3], const 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.
- *
- * was 0.00001, causes bug [#27675], with 0.00000495,
- * so a value inbetween these is needed.
- *
- * was 0.000001, causes bug [#30438] (which is same as [#27675, imho).
- * Reseting it to org value seems to cause no more [#23954]...
- *
- * was 0.0000000000001, caused bug [#31333], smaller values give unstable
- * roll when toggling editmode again...
- * No good value here, trying 0.000000001 as best compromize. :/
- */
- if (dot_v3v3(axis, axis) > 1.0e-9f) {
- /* 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 BKE_armature_where_is_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) */
- get_offset_bone_mat(bone, offs_bone);
- /* Compose the matrix for this bone */
- mult_m4_m4m4(bone->arm_mat, prevbone->arm_mat, offs_bone);
- }
- else {
- copy_m4_m3(bone->arm_mat, bone->bone_mat);
- copy_v3_v3(bone->arm_mat[3], bone->head);
- }
- /* and the kiddies */
- prevbone = bone;
- for (bone = bone->childbase.first; bone; bone = bone->next) {
- BKE_armature_where_is_bone(bone, prevbone);
- }
- }
- /* updates vectors and matrices on rest-position level, only needed
- * after editing armature itself, now only on reading file */
- void BKE_armature_where_is(bArmature *arm)
- {
- Bone *bone;
- /* hierarchical from root to children */
- for (bone = arm->bonebase.first; bone; bone = bone->next) {
- BKE_armature_where_is_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 (BKE_pose_channel_find_name(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 */
- BKE_pose_rest(frompose);
- /* copy over all of the proxy's bone groups */
- /* TODO for later
- * - implement 'local' bone groups as for constraints
- * Note: this isn't trivial, as bones reference groups by index not by pointer,
- * so syncing things correctly needs careful attention */
- BLI_freelistN(&pose->agroups);
- BLI_duplicatelist(&pose->agroups, &frompose->agroups);
- pose->active_group = frompose->active_group;
- for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
- pchanp = BKE_pose_channel_find_name(frompose, pchan->name);
- if (UNLIKELY(pchanp == NULL)) {
- /* happens for proxies that become invalid because of a missing link
- * for regulat cases it shouldn't happen at all */
- }
- else 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;
- /* 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 */
- BKE_pose_channel_free(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 = BKE_pose_channel_verify(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 = BKE_pose_channel_find_name(pose, bone->name);
- }
- return counter;
- }
- /* only after leave editmode, duplicating, validating older files, library syncing */
- /* NOTE: pose->flag is set for it */
- void BKE_pose_rebuild(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(size…
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