tornavis/source/blender/blenkernel/intern/armature_update.cc

1062 lines
36 KiB
C++

/* SPDX-FileCopyrightText: 2015 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "BLI_math_rotation.h"
#include "BLI_math_vector.h"
#include "BLI_utildefines.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_path.h"
#include "BKE_armature.hh"
#include "BKE_curve.hh"
#include "BKE_displist.h"
#include "BKE_fcurve.h"
#include "BKE_object.hh"
#include "BKE_object_types.hh"
#include "BKE_scene.h"
#include "BIK_api.h"
#include "DEG_depsgraph.hh"
/* ********************** SPLINE IK SOLVER ******************* */
/* Temporary evaluation tree data used for Spline IK */
struct tSplineIK_Tree {
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 *ik_data; /* constraint settings for this chain */
};
/* ----------- */
/* Tag the bones in the chain formed by the given bone for IK. */
static void splineik_init_tree_from_pchan(Scene * /*scene*/,
Object * /*ob*/,
bPoseChannel *pchan_tip)
{
bPoseChannel *pchan, *pchan_root = nullptr;
bPoseChannel *pchan_chain[255];
bConstraint *con = nullptr;
bSplineIKConstraint *ik_data = nullptr;
float bone_lengths[255];
float totlength = 0.0f;
int segcount = 0;
/* Find the SplineIK constraint. */
for (con = static_cast<bConstraint *>(pchan_tip->constraints.first); con; con = con->next) {
if (con->type == CONSTRAINT_TYPE_SPLINEIK) {
ik_data = static_cast<bSplineIKConstraint *>(con->data);
/* Target can only be a curve. */
if ((ik_data->tar == nullptr) || (ik_data->tar->type != OB_CURVES_LEGACY)) {
continue;
}
/* Skip if disabled. */
if ((con->enforce == 0.0f) || (con->flag & (CONSTRAINT_DISABLE | CONSTRAINT_OFF))) {
continue;
}
/* Otherwise, constraint is ok... */
break;
}
}
if (con == nullptr) {
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 < ik_data->chainlen);
pchan = pchan->parent, segcount++) {
/* Store this segment in the chain. */
pchan_chain[segcount] = pchan;
/* If performing rebinding, calculate the length of the bone. */
bone_lengths[segcount] = pchan->bone->length;
totlength += bone_lengths[segcount];
}
if (segcount == 0) {
return;
}
pchan_root = pchan_chain[segcount - 1];
/* Perform binding step if required. */
if ((ik_data->flag & CONSTRAINT_SPLINEIK_BOUND) == 0) {
float segmentLen = (1.0f / float(segcount));
/* Setup new empty array for the points list. */
if (ik_data->points) {
MEM_freeN(ik_data->points);
}
ik_data->numpoints = ik_data->chainlen + 1;
ik_data->points = static_cast<float *>(
MEM_mallocN(sizeof(float) * ik_data->numpoints, "Spline IK Binding"));
/* Bind 'tip' of chain (i.e. first joint = tip of bone with the Spline IK Constraint). */
ik_data->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 (int 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 ((ik_data->flag & CONSTRAINT_SPLINEIK_EVENSPLITS) || (totlength == 0.0f)) {
/* 1) Equi-spaced joints. */
ik_data->points[i + 1] = ik_data->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.
*/
ik_data->points[i + 1] = ik_data->points[i] - (bone_lengths[i] / totlength);
}
}
/* Spline has now been bound. */
ik_data->flag |= CONSTRAINT_SPLINEIK_BOUND;
}
/* Disallow negative values (happens with float precision). */
CLAMP_MIN(ik_data->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 a new tree. */
tSplineIK_Tree *tree = static_cast<tSplineIK_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 = static_cast<bPoseChannel **>(
MEM_mallocN(sizeof(bPoseChannel *) * segcount, "SplineIK Chain"));
memcpy(tree->chain, pchan_chain, sizeof(bPoseChannel *) * segcount);
/* Store reference to joint position array. */
tree->points = ik_data->points;
/* Store references to different parts of the chain. */
tree->root = pchan_root;
tree->con = con;
tree->ik_data = ik_data;
/* AND! Link the tree to the root. */
BLI_addtail(&pchan_root->siktree, tree);
}
/* Mark root channel having an IK tree. */
pchan_root->flag |= POSE_IKSPLINE;
}
/* Tag which bones are members of Spline IK chains. */
static void splineik_init_tree(Scene *scene, Object *ob, float /*ctime*/)
{
/* Find the tips of Spline IK chains,
* which are simply the bones which have been tagged as such. */
LISTBASE_FOREACH (bPoseChannel *, pchan, &ob->pose->chanbase) {
if (pchan->constflag & PCHAN_HAS_SPLINEIK) {
splineik_init_tree_from_pchan(scene, ob, pchan);
}
}
}
/* ----------- */
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. */
float prev_tail_loc[3]; /* Tail location of the previous bone. */
float prev_tail_radius; /* Tail curve radius of the previous bone. */
int prev_tail_seg_idx; /* Curve segment the previous tail bone belongs to. */
};
/* Prepare data to evaluate spline IK. */
static bool splineik_evaluate_init(tSplineIK_Tree *tree, tSplineIk_EvalState *state)
{
bSplineIKConstraint *ik_data = tree->ik_data;
/* Make sure that the constraint targets are ok, to avoid crashes
* in case of a depsgraph bug or dependency cycle.
*/
if (ik_data->tar == nullptr) {
return false;
}
CurveCache *cache = ik_data->tar->runtime->curve_cache;
if (ELEM(nullptr, cache, cache->anim_path_accum_length)) {
return false;
}
/* Initialize the evaluation state. */
state->curve_position = 0.0f;
state->curve_scale = 1.0f;
unit_m4(state->locrot_offset);
zero_v3(state->prev_tail_loc);
state->prev_tail_radius = 1.0f;
state->prev_tail_seg_idx = 0;
/* Apply corrections for sensitivity to scaling. */
if ((ik_data->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. */
const float spline_len = BKE_anim_path_get_length(cache);
/* 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 / spline_len;
}
return true;
}
static void apply_curve_transform(
bSplineIKConstraint *ik_data, Object *ob, float radius, float r_vec[3], float *r_radius)
{
/* Apply the 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 ((ik_data->flag & CONSTRAINT_SPLINEIK_NO_ROOT) == 0) {
mul_m4_v3(ik_data->tar->object_to_world, r_vec);
}
/* Convert the position to pose-space. */
mul_m4_v3(ob->world_to_object, r_vec);
/* Set the new radius (it should be the average value). */
*r_radius = (radius + *r_radius) / 2;
}
static float dist_to_sphere_shell(const float sphere_origin[3],
const float sphere_radius,
const float point[3])
{
float vec[3];
sub_v3_v3v3(vec, sphere_origin, point);
return sphere_radius - len_v3(vec);
}
/* This function positions the tail of the bone so that it preserves the length of it.
* The length of the bone can be seen as a sphere radius.
*/
static int position_tail_on_spline(bSplineIKConstraint *ik_data,
const float head_pos[3],
const float sphere_radius,
int prev_seg_idx,
float r_tail_pos[3],
float *r_new_curve_pos,
float *r_radius)
{
/* This is using the tessellated curve data.
* So we are working with piece-wise linear curve segments.
* The same method is used in #BKE_where_on_path to get curve location data. */
const CurveCache *cache = ik_data->tar->runtime->curve_cache;
const float *seg_accum_len = cache->anim_path_accum_length;
int max_seg_idx = BKE_anim_path_get_array_size(cache) - 1;
/* Make an initial guess of where our intersection point will be.
* If the curve was a straight line, then the fraction passed in r_new_curve_pos
* would be the correct location.
* So make it our first initial guess.
*/
const float spline_len = BKE_anim_path_get_length(cache);
const float guessed_len = *r_new_curve_pos * spline_len;
BLI_assert(prev_seg_idx >= 0);
int cur_seg_idx = prev_seg_idx;
while (cur_seg_idx < max_seg_idx && guessed_len > seg_accum_len[cur_seg_idx]) {
cur_seg_idx++;
}
/* Convert the segment to bev points.
* For example, the segment with index 0 will have bev points 0 and 1.
*/
int bp_idx = cur_seg_idx + 1;
const BevList *bl = static_cast<const BevList *>(cache->bev.first);
bool is_cyclic = bl->poly >= 0;
BevPoint *bp = bl->bevpoints;
BevPoint *prev_bp;
bp = bp + bp_idx;
prev_bp = bp - 1;
/* Go to the next tessellated curve point until we cross to outside of the sphere. */
while (len_v3v3(head_pos, bp->vec) < sphere_radius) {
if (bp_idx > max_seg_idx) {
/* We are outside the defined curve. We will now extrapolate the intersection point. */
break;
}
prev_bp = bp;
if (is_cyclic && bp_idx == max_seg_idx) {
/* Wrap around to the start point.
* Don't set the bp_idx to zero here as we use it to get the segment index later.
*/
bp = bl->bevpoints;
}
else {
bp++;
}
bp_idx++;
}
/* Calculate the intersection point using the secant root finding method */
float x0 = 0.0f, x1 = 1.0f, x2 = 0.5f;
float x0_point[3], x1_point[3], start_p[3];
float epsilon = max_fff(1.0f, len_v3(head_pos), len_v3(bp->vec)) * FLT_EPSILON;
if (prev_seg_idx == bp_idx - 1) {
/* The intersection lies inside the same segment as the last point.
* Set the last point to be the start search point so we minimize the risks of going backwards
* on the curve.
*/
copy_v3_v3(start_p, head_pos);
}
else {
copy_v3_v3(start_p, prev_bp->vec);
}
for (int i = 0; i < 10; i++) {
interp_v3_v3v3(x0_point, start_p, bp->vec, x0);
interp_v3_v3v3(x1_point, start_p, bp->vec, x1);
float f_x0 = dist_to_sphere_shell(head_pos, sphere_radius, x0_point);
float f_x1 = dist_to_sphere_shell(head_pos, sphere_radius, x1_point);
if (fabsf(f_x1) <= epsilon || f_x0 == f_x1) {
break;
}
x2 = x1 - f_x1 * (x1 - x0) / (f_x1 - f_x0);
x0 = x1;
x1 = x2;
}
/* Found the bone tail position! */
copy_v3_v3(r_tail_pos, x1_point);
/* Because our intersection point lies inside the current segment,
* Convert our bevpoint index back to the previous segment index (-2 instead of -1).
* This is because our actual location is prev_seg_len + isect_seg_len.
*/
prev_seg_idx = bp_idx - 2;
float prev_seg_len = 0;
if (prev_seg_idx < 0) {
prev_seg_idx = 0;
prev_seg_len = 0;
}
else {
prev_seg_len = seg_accum_len[prev_seg_idx];
}
/* Convert the point back into the 0-1 interpolation range. */
const float isect_seg_len = len_v3v3(prev_bp->vec, r_tail_pos);
const float frac = isect_seg_len / len_v3v3(prev_bp->vec, bp->vec);
*r_new_curve_pos = (prev_seg_len + isect_seg_len) / spline_len;
if (*r_new_curve_pos > 1.0f) {
*r_radius = bp->radius;
}
else {
*r_radius = (1.0f - frac) * prev_bp->radius + frac * bp->radius;
}
/* Return the current segment. */
return bp_idx - 1;
}
/* 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 *ik_data = tree->ik_data;
if (pchan->bone->length < FLT_EPSILON) {
/* Only move the bone position with zero length bones. */
float bone_pos[4], rad;
BKE_where_on_path(
ik_data->tar, state->curve_position, bone_pos, nullptr, nullptr, &rad, nullptr);
apply_curve_transform(ik_data, ob, rad, bone_pos, &rad);
copy_v3_v3(pchan->pose_mat[3], bone_pos);
copy_v3_v3(pchan->pose_head, bone_pos);
copy_v3_v3(pchan->pose_tail, bone_pos);
pchan->flag |= POSE_DONE;
return;
}
float orig_head[3], orig_tail[3], pose_head[3], pose_tail[3];
float base_pose_mat[3][3], pose_mat[3][3];
float spline_vec[3], scale_fac, radius = 1.0f;
float tail_blend_fac = 0.0f;
mul_v3_m4v3(pose_head, state->locrot_offset, pchan->pose_head);
mul_v3_m4v3(pose_tail, state->locrot_offset, pchan->pose_tail);
copy_v3_v3(orig_head, pose_head);
/* First, adjust the point positions on the curve. */
float curveLen = tree->points[index] - tree->points[index + 1];
float bone_len = len_v3v3(pose_head, pose_tail);
float point_start = state->curve_position;
float pose_scale = bone_len / pchan->bone->length;
float base_scale = 1.0f;
if (ik_data->yScaleMode == CONSTRAINT_SPLINEIK_YS_ORIGINAL) {
/* Carry over the bone Y scale to the curve range. */
base_scale = pose_scale;
}
float point_end = point_start + curveLen * base_scale * state->curve_scale;
state->curve_position = point_end;
/* Step 1: determine the positions for the endpoints of the bone. */
if (point_start < 1.0f) {
float vec[4], rad;
radius = 0.0f;
/* Calculate head position. */
if (point_start == 0.0f) {
/* Start of the path. We have no previous tail position to copy. */
BKE_where_on_path(ik_data->tar, point_start, vec, nullptr, nullptr, &rad, nullptr);
}
else {
copy_v3_v3(vec, state->prev_tail_loc);
rad = state->prev_tail_radius;
}
radius = rad;
copy_v3_v3(pose_head, vec);
apply_curve_transform(ik_data, ob, rad, pose_head, &radius);
/* Calculate tail position. */
if (ik_data->yScaleMode != CONSTRAINT_SPLINEIK_YS_FIT_CURVE) {
float sphere_radius;
if (ik_data->yScaleMode == CONSTRAINT_SPLINEIK_YS_ORIGINAL) {
sphere_radius = bone_len;
}
else {
/* Don't take bone scale into account. */
sphere_radius = pchan->bone->length;
}
/* Calculate the tail position with sphere curve intersection. */
state->prev_tail_seg_idx = position_tail_on_spline(
ik_data, vec, sphere_radius, state->prev_tail_seg_idx, pose_tail, &point_end, &rad);
state->prev_tail_radius = rad;
copy_v3_v3(state->prev_tail_loc, pose_tail);
apply_curve_transform(ik_data, ob, rad, pose_tail, &radius);
state->curve_position = point_end;
}
else {
/* Scale to fit curve end position. */
if (BKE_where_on_path(ik_data->tar, point_end, vec, nullptr, nullptr, &rad, nullptr)) {
state->prev_tail_radius = rad;
copy_v3_v3(state->prev_tail_loc, vec);
copy_v3_v3(pose_tail, vec);
apply_curve_transform(ik_data, ob, rad, pose_tail, &radius);
}
}
/* Determine if the bone should still be affected by SplineIK.
* This makes it so that the bone slowly becomes poseable again the further it rolls off the
* curve. When the whole bone has rolled off the curve, the IK constraint will not influence it
* anymore.
*/
if (point_end >= 1.0f) {
/* Blending factor depends on the amount of the bone still left on the chain. */
tail_blend_fac = (1.0f - point_start) / (point_end - point_start);
}
else {
tail_blend_fac = 1.0f;
}
}
/* 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(spline_vec, pose_tail, pose_head);
scale_fac = len_v3(spline_vec) / 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];
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(base_pose_mat, state->locrot_offset, pchan->pose_mat);
normalize_m3_m3(rmat, base_pose_mat);
/* Also, normalize the orientation imposed by the bone,
* now that we've extracted the scale factor. */
normalize_v3(spline_vec);
/* 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], spline_vec);
/* Check if the old and new bone direction is parallel to each other.
* If they are, then 'raxis' should be near zero and we will have to get the rotation axis in
* some other way.
*/
float norm = normalize_v3(raxis);
if (norm < FLT_EPSILON) {
/* Can't use cross product! */
int order[3] = {0, 1, 2};
float tmp_axis[3];
zero_v3(tmp_axis);
axis_sort_v3(spline_vec, order);
/* Use the second largest axis as the basis for the rotation axis. */
tmp_axis[order[1]] = 1.0f;
cross_v3_v3v3(raxis, tmp_axis, spline_vec);
}
rangle = dot_v3v3(rmat[1], spline_vec);
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 * tail_blend_fac;
/* 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(pose_mat, dmat, rmat);
/* Attempt to reduce shearing, though I doubt this will really help too much now. */
normalize_m3(pose_mat);
mul_m3_m3m3(base_pose_mat, dmat, base_pose_mat);
/* 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(pose_mat[1], scale_fac);
/* After that, apply x/z scaling modes. */
if (ik_data->xzScaleMode != CONSTRAINT_SPLINEIK_XZS_NONE) {
/* First, apply the original scale if enabled. */
if (ik_data->xzScaleMode == CONSTRAINT_SPLINEIK_XZS_ORIGINAL ||
(ik_data->flag & CONSTRAINT_SPLINEIK_USE_ORIGINAL_SCALE) != 0)
{
float scale;
/* X-axis scale. */
scale = len_v3(pchan->pose_mat[0]);
mul_v3_fl(pose_mat[0], scale);
/* Z-axis scale. */
scale = len_v3(pchan->pose_mat[2]);
mul_v3_fl(pose_mat[2], scale);
/* Adjust the scale factor used for volume preservation
* to consider the pre-IK scaling as the initial volume. */
scale_fac /= pose_scale;
}
/* Apply volume preservation. */
switch (ik_data->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(scale_fac) != 0.0f) {
scale = 1.0f / fabsf(scale_fac);
/* We need to clamp this within sensible values. */
/* NOTE: these should be fine for now, but should get sanitized in future. */
CLAMP(scale, 0.0001f, 100000.0f);
}
else {
scale = 1.0f;
}
/* Apply the scaling. */
mul_v3_fl(pose_mat[0], scale);
mul_v3_fl(pose_mat[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(scale_fac) != 0.0f) {
/* NOTE: The method here is taken wholesale from the Stretch To constraint. */
float bulge = powf(1.0f / fabsf(scale_fac), ik_data->bulge);
if (bulge > 1.0f) {
if (ik_data->flag & CONSTRAINT_SPLINEIK_USE_BULGE_MAX) {
float bulge_max = max_ff(ik_data->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, ik_data->bulge_smooth);
}
}
if (bulge < 1.0f) {
if (ik_data->flag & CONSTRAINT_SPLINEIK_USE_BULGE_MIN) {
float bulge_min = CLAMPIS(ik_data->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, ik_data->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 normalized scale). */
mul_v3_fl(pose_mat[0], final_scale);
mul_v3_fl(pose_mat[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 ((ik_data->flag & CONSTRAINT_SPLINEIK_NO_CURVERAD) == 0) {
mul_v3_fl(pose_mat[0], radius);
mul_v3_fl(pose_mat[2], radius);
}
/* Blend the scaling of the matrix according to the influence. */
sub_m3_m3m3(pose_mat, pose_mat, base_pose_mat);
madd_m3_m3m3fl(pose_mat, base_pose_mat, pose_mat, tree->con->enforce * tail_blend_fac);
/* Step 5: Set the location of the bone in the matrix. */
if (ik_data->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(pose_head, orig_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 (index < tree->chainlen - 1) {
copy_v3_v3(pose_head, orig_head);
}
else {
interp_v3_v3v3(pose_head, orig_head, pose_head, tree->con->enforce);
}
}
/* Finally, store the new transform. */
copy_m4_m3(pchan->pose_mat, pose_mat);
copy_v3_v3(pchan->pose_mat[3], pose_head);
copy_v3_v3(pchan->pose_head, pose_head);
mul_v3_mat3_m4v3(orig_tail, 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, orig_tail);
/* Done! */
pchan->flag |= POSE_DONE;
}
/* Evaluate the chain starting from the nominated bone */
static void splineik_execute_tree(
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 = static_cast<tSplineIK_Tree *>(pchan_root->siktree.first)) != nullptr) {
/* Firstly, calculate the bone matrix the standard way,
* since this is needed for roll control. */
for (int i = tree->chainlen - 1; i >= 0; i--) {
BKE_pose_where_is_bone(depsgraph, scene, ob, tree->chain[i], ctime, true);
}
/* 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 (int 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(
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 = static_cast<bPoseChannel **>(
MEM_malloc_arrayN(num_channels, sizeof(bPoseChannel *), "pose->chan_array"));
int pchan_index = 0;
for (bPoseChannel *pchan = static_cast<bPoseChannel *>(pose->chanbase.first); pchan != nullptr;
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 != nullptr);
BLI_assert(pose->chan_array != nullptr);
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(Depsgraph *depsgraph, Scene * /*scene*/, Object *object)
{
bPose *pose = object->pose;
BLI_assert(pose != nullptr);
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 != nullptr);
BLI_assert((object->pose->flag & POSE_RECALC) == 0);
/* world_to_object is needed for solvers. */
invert_m4_m4(object->world_to_object, object->object_to_world);
/* clear flags */
for (bPoseChannel *pchan = static_cast<bPoseChannel *>(pose->chanbase.first); pchan != nullptr;
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 == nullptr || pchan->bone->segments <= 1) {
BKE_pose_channel_free_bbone_cache(&pchan->runtime);
}
}
BLI_assert(pose->chan_array != nullptr || BLI_listbase_is_empty(&pose->chanbase));
}
void BKE_pose_eval_init_ik(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_ctime_get(scene); /* not accurate... */
bArmature *armature = (bArmature *)object->data;
if (armature->flag & ARM_RESTPOS) {
return;
}
/* construct the IK tree (standard IK) */
BIK_init_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(Depsgraph *depsgraph, Scene *scene, Object *object, int pchan_index)
{
const bArmature *armature = (bArmature *)object->data;
if (armature->edbo != nullptr) {
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 == nullptr) {
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_ctime_get(scene); /* not accurate... */
BKE_pose_where_is_bone(depsgraph, scene, object, pchan, ctime, true);
}
}
}
}
}
void BKE_pose_constraints_evaluate(Depsgraph *depsgraph,
Scene *scene,
Object *object,
int pchan_index)
{
const bArmature *armature = (bArmature *)object->data;
if (armature->edbo != nullptr) {
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;
}
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_ctime_get(scene); /* not accurate... */
BKE_pose_where_is_bone(depsgraph, scene, object, pchan, ctime, true);
}
}
}
static void pose_channel_flush_to_orig_if_needed(Depsgraph *depsgraph,
Object *object,
bPoseChannel *pchan)
{
if (!DEG_is_active(depsgraph)) {
return;
}
const bArmature *armature = (bArmature *)object->data;
if (armature->edbo != nullptr) {
return;
}
bPoseChannel *pchan_orig = pchan->orig_pchan;
/* TODO(sergey): Using BKE_pose_copy_pchan_result() introduces #70901, but why? */
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);
copy_v3_v3(pchan_orig->pose_tail, pchan->pose_tail);
pchan_orig->constflag = pchan->constflag;
}
void BKE_pose_bone_done(Depsgraph *depsgraph, Object *object, int pchan_index)
{
const bArmature *armature = (bArmature *)object->data;
if (armature->edbo != nullptr) {
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);
}
}
pose_channel_flush_to_orig_if_needed(depsgraph, object, pchan);
if (DEG_is_active(depsgraph)) {
bPoseChannel *pchan_orig = pchan->orig_pchan;
if (pchan->bone == nullptr || pchan->bone->segments <= 1) {
BKE_pose_channel_free_bbone_cache(&pchan_orig->runtime);
}
}
}
void BKE_pose_eval_bbone_segments(Depsgraph *depsgraph, Object *object, int pchan_index)
{
const bArmature *armature = (bArmature *)object->data;
if (armature->edbo != nullptr) {
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 != nullptr && 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(Depsgraph *depsgraph,
Scene *scene,
Object *object,
int rootchan_index)
{
const bArmature *armature = (bArmature *)object->data;
if (armature->edbo != nullptr) {
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_ctime_get(scene); /* not accurate... */
if (armature->flag & ARM_RESTPOS) {
return;
}
BIK_execute_tree(depsgraph, scene, object, rootchan, ctime);
}
void BKE_pose_splineik_evaluate(Depsgraph *depsgraph,
Scene *scene,
Object *object,
int rootchan_index)
{
const bArmature *armature = (bArmature *)object->data;
if (armature->edbo != nullptr) {
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_ctime_get(scene); /* not accurate... */
if (armature->flag & ARM_RESTPOS) {
return;
}
BKE_splineik_execute_tree(depsgraph, scene, object, rootchan, ctime);
}
static void pose_eval_cleanup_common(Object *object)
{
bPose *pose = object->pose;
BLI_assert(pose != nullptr);
BLI_assert(pose->chan_array != nullptr || BLI_listbase_is_empty(&pose->chanbase));
UNUSED_VARS_NDEBUG(pose);
}
void BKE_pose_eval_done(Depsgraph *depsgraph, Object *object)
{
bPose *pose = object->pose;
BLI_assert(pose != nullptr);
UNUSED_VARS_NDEBUG(pose);
DEG_debug_print_eval(depsgraph, __func__, object->id.name, object);
BLI_assert(object->type == OB_ARMATURE);
}
void BKE_pose_eval_cleanup(Depsgraph *depsgraph, Scene *scene, Object *object)
{
bPose *pose = object->pose;
BLI_assert(pose != nullptr);
UNUSED_VARS_NDEBUG(pose);
const float ctime = BKE_scene_ctime_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);
}