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test2/source/blender/ikplugin/intern/iksolver_plugin.c
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

660 lines
19 KiB
C

/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup ikplugin
*/
#include "MEM_guardedalloc.h"
#include "BIK_api.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BKE_armature.h"
#include "BKE_constraint.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_object_types.h"
#include "IK_solver.h"
#include "iksolver_plugin.h"
#include <string.h> /* memcpy */
#define USE_NONUNIFORM_SCALE
/* ********************** THE IK SOLVER ******************* */
/* allocates PoseTree, and links that to root bone/channel */
/* NOTE: detecting the IK chain is duplicate code...
* in drawarmature.c and in transform_conversions.c */
static void initialize_posetree(struct Object *UNUSED(ob), bPoseChannel *pchan_tip)
{
bPoseChannel *curchan, *pchan_root = NULL, *chanlist[256], **oldchan;
PoseTree *tree;
PoseTarget *target;
bConstraint *con;
bKinematicConstraint *data;
int a, t, segcount = 0, size, newsize, *oldparent, parent;
/* find IK constraint, and validate it */
for (con = pchan_tip->constraints.first; con; con = con->next) {
if (con->type == CONSTRAINT_TYPE_KINEMATIC) {
data = (bKinematicConstraint *)con->data;
if (data->flag & CONSTRAINT_IK_AUTO) {
break;
}
if (data->tar == NULL) {
continue;
}
if (data->tar->type == OB_ARMATURE && data->subtarget[0] == 0) {
continue;
}
if ((con->flag & (CONSTRAINT_DISABLE | CONSTRAINT_OFF)) == 0 && (con->enforce != 0.0f)) {
break;
}
}
}
if (con == NULL) {
return;
}
/* exclude tip from chain? */
if (!(data->flag & CONSTRAINT_IK_TIP)) {
pchan_tip = pchan_tip->parent;
}
/* Find the chain's root & count the segments needed */
for (curchan = pchan_tip; curchan; curchan = curchan->parent) {
pchan_root = curchan;
curchan->flag |= POSE_CHAIN; /* don't forget to clear this */
chanlist[segcount] = curchan;
segcount++;
if (segcount == data->rootbone || segcount > 255) {
break; /* 255 is weak */
}
}
if (!segcount) {
return;
}
/* setup the chain data */
/* we make tree-IK, unless all existing targets are in this chain */
for (tree = pchan_root->iktree.first; tree; tree = tree->next) {
for (target = tree->targets.first; target; target = target->next) {
curchan = tree->pchan[target->tip];
if (curchan->flag & POSE_CHAIN) {
curchan->flag &= ~POSE_CHAIN;
}
else {
break;
}
}
if (target) {
break;
}
}
/* create a target */
target = MEM_callocN(sizeof(PoseTarget), "posetarget");
target->con = con;
pchan_tip->flag &= ~POSE_CHAIN;
if (tree == NULL) {
/* make new tree */
tree = MEM_callocN(sizeof(PoseTree), "posetree");
tree->type = CONSTRAINT_TYPE_KINEMATIC;
tree->iterations = data->iterations;
tree->totchannel = segcount;
tree->stretch = (data->flag & CONSTRAINT_IK_STRETCH);
tree->pchan = MEM_callocN(segcount * sizeof(void *), "ik tree pchan");
tree->parent = MEM_callocN(segcount * sizeof(int), "ik tree parent");
for (a = 0; a < segcount; a++) {
tree->pchan[a] = chanlist[segcount - a - 1];
tree->parent[a] = a - 1;
}
target->tip = segcount - 1;
/* AND! link the tree to the root */
BLI_addtail(&pchan_root->iktree, tree);
}
else {
tree->iterations = MAX2(data->iterations, tree->iterations);
tree->stretch = tree->stretch && !(data->flag & CONSTRAINT_IK_STRETCH);
/* Skip common pose channels and add remaining. */
size = MIN2(segcount, tree->totchannel);
a = t = 0;
while (a < size && t < tree->totchannel) {
/* locate first matching channel */
for (; t < tree->totchannel && tree->pchan[t] != chanlist[segcount - a - 1]; t++) {
/* pass */
}
if (t >= tree->totchannel) {
break;
}
for (; a < size && t < tree->totchannel && tree->pchan[t] == chanlist[segcount - a - 1];
a++, t++) {
/* pass */
}
}
segcount = segcount - a;
target->tip = tree->totchannel + segcount - 1;
if (segcount > 0) {
for (parent = a - 1; parent < tree->totchannel; parent++) {
if (tree->pchan[parent] == chanlist[segcount - 1]->parent) {
break;
}
}
/* shouldn't happen, but could with dependency cycles */
if (parent == tree->totchannel) {
parent = a - 1;
}
/* resize array */
newsize = tree->totchannel + segcount;
oldchan = tree->pchan;
oldparent = tree->parent;
tree->pchan = MEM_callocN(newsize * sizeof(void *), "ik tree pchan");
tree->parent = MEM_callocN(newsize * sizeof(int), "ik tree parent");
memcpy(tree->pchan, oldchan, sizeof(void *) * tree->totchannel);
memcpy(tree->parent, oldparent, sizeof(int) * tree->totchannel);
MEM_freeN(oldchan);
MEM_freeN(oldparent);
/* add new pose channels at the end, in reverse order */
for (a = 0; a < segcount; a++) {
tree->pchan[tree->totchannel + a] = chanlist[segcount - a - 1];
tree->parent[tree->totchannel + a] = tree->totchannel + a - 1;
}
tree->parent[tree->totchannel] = parent;
tree->totchannel = newsize;
}
/* move tree to end of list, for correct evaluation order */
BLI_remlink(&pchan_root->iktree, tree);
BLI_addtail(&pchan_root->iktree, tree);
}
/* add target to the tree */
BLI_addtail(&tree->targets, target);
/* mark root channel having an IK tree */
pchan_root->flag |= POSE_IKTREE;
}
/* transform from bone(b) to bone(b+1), store in chan_mat */
static void make_dmats(bPoseChannel *pchan)
{
if (pchan->parent) {
float iR_parmat[4][4];
invert_m4_m4(iR_parmat, pchan->parent->pose_mat);
mul_m4_m4m4(pchan->chan_mat, iR_parmat, pchan->pose_mat); /* delta mat */
}
else {
copy_m4_m4(pchan->chan_mat, pchan->pose_mat);
}
}
/* applies IK matrix to pchan, IK is done separated */
/* formula: pose_mat(b) = pose_mat(b-1) * diffmat(b-1, b) * ik_mat(b) */
/* to make this work, the diffmats have to be precalculated! Stored in chan_mat */
static void where_is_ik_bone(bPoseChannel *pchan,
float ik_mat[3][3]) /* nr = to detect if this is first bone */
{
float vec[3], ikmat[4][4];
copy_m4_m3(ikmat, ik_mat);
if (pchan->parent) {
mul_m4_m4m4(pchan->pose_mat, pchan->parent->pose_mat, pchan->chan_mat);
}
else {
copy_m4_m4(pchan->pose_mat, pchan->chan_mat);
}
#ifdef USE_NONUNIFORM_SCALE
/* apply IK mat, but as if the bones have uniform scale since the IK solver
* is not aware of non-uniform scale */
float scale[3];
mat4_to_size(scale, pchan->pose_mat);
normalize_v3_length(pchan->pose_mat[0], scale[1]);
normalize_v3_length(pchan->pose_mat[2], scale[1]);
#endif
mul_m4_m4m4(pchan->pose_mat, pchan->pose_mat, ikmat);
#ifdef USE_NONUNIFORM_SCALE
float ik_scale[3];
mat3_to_size(ik_scale, ik_mat);
normalize_v3_length(pchan->pose_mat[0], scale[0] * ik_scale[0]);
normalize_v3_length(pchan->pose_mat[2], scale[2] * ik_scale[2]);
#endif
/* calculate head */
copy_v3_v3(pchan->pose_head, pchan->pose_mat[3]);
/* calculate tail */
copy_v3_v3(vec, pchan->pose_mat[1]);
mul_v3_fl(vec, pchan->bone->length);
add_v3_v3v3(pchan->pose_tail, pchan->pose_head, vec);
pchan->flag |= POSE_DONE;
}
/**
* Called from within the core #BKE_pose_where_is loop, all animation-systems and constraints
* were executed & assigned. Now as last we do an IK pass.
*/
static void execute_posetree(struct Depsgraph *depsgraph,
struct Scene *scene,
Object *ob,
PoseTree *tree)
{
float R_parmat[3][3], identity[3][3];
float iR_parmat[3][3];
float R_bonemat[3][3];
float goalrot[3][3], goalpos[3];
float rootmat[4][4], imat[4][4];
float goal[4][4], goalinv[4][4];
float irest_basis[3][3], full_basis[3][3];
float end_pose[4][4], world_pose[4][4];
float basis[3][3], rest_basis[3][3], start[3], *ikstretch = NULL;
float resultinf = 0.0f;
int a, flag, hasstretch = 0, resultblend = 0;
bPoseChannel *pchan;
IK_Segment *seg, *parent, **iktree, *iktarget;
IK_Solver *solver;
PoseTarget *target;
bKinematicConstraint *data, *poleangledata = NULL;
Bone *bone;
if (tree->totchannel == 0) {
return;
}
iktree = MEM_mallocN(sizeof(void *) * tree->totchannel, "ik tree");
for (a = 0; a < tree->totchannel; a++) {
float length;
pchan = tree->pchan[a];
bone = pchan->bone;
/* set DoF flag */
flag = 0;
if (!(pchan->ikflag & BONE_IK_NO_XDOF) && !(pchan->ikflag & BONE_IK_NO_XDOF_TEMP)) {
flag |= IK_XDOF;
}
if (!(pchan->ikflag & BONE_IK_NO_YDOF) && !(pchan->ikflag & BONE_IK_NO_YDOF_TEMP)) {
flag |= IK_YDOF;
}
if (!(pchan->ikflag & BONE_IK_NO_ZDOF) && !(pchan->ikflag & BONE_IK_NO_ZDOF_TEMP)) {
flag |= IK_ZDOF;
}
if (tree->stretch && (pchan->ikstretch > 0.0f)) {
flag |= IK_TRANS_YDOF;
hasstretch = 1;
}
seg = iktree[a] = IK_CreateSegment(flag);
/* find parent */
if (a == 0) {
parent = NULL;
}
else {
parent = iktree[tree->parent[a]];
}
IK_SetParent(seg, parent);
/* get the matrix that transforms from prevbone into this bone */
copy_m3_m4(R_bonemat, pchan->pose_mat);
/* gather transformations for this IK segment */
if (pchan->parent) {
copy_m3_m4(R_parmat, pchan->parent->pose_mat);
}
else {
unit_m3(R_parmat);
}
/* bone offset */
if (pchan->parent && (a > 0)) {
sub_v3_v3v3(start, pchan->pose_head, pchan->parent->pose_tail);
}
else {
/* only root bone (a = 0) has no parent */
start[0] = start[1] = start[2] = 0.0f;
}
/* change length based on bone size */
length = bone->length * len_v3(R_bonemat[1]);
/* basis must be pure rotation */
normalize_m3(R_bonemat);
normalize_m3(R_parmat);
/* compute rest basis and its inverse */
copy_m3_m3(rest_basis, bone->bone_mat);
transpose_m3_m3(irest_basis, bone->bone_mat);
/* compute basis with rest_basis removed */
invert_m3_m3(iR_parmat, R_parmat);
mul_m3_m3m3(full_basis, iR_parmat, R_bonemat);
mul_m3_m3m3(basis, irest_basis, full_basis);
/* transform offset into local bone space */
mul_m3_v3(iR_parmat, start);
IK_SetTransform(seg, start, rest_basis, basis, length);
if (pchan->ikflag & BONE_IK_XLIMIT) {
IK_SetLimit(seg, IK_X, pchan->limitmin[0], pchan->limitmax[0]);
}
if (pchan->ikflag & BONE_IK_YLIMIT) {
IK_SetLimit(seg, IK_Y, pchan->limitmin[1], pchan->limitmax[1]);
}
if (pchan->ikflag & BONE_IK_ZLIMIT) {
IK_SetLimit(seg, IK_Z, pchan->limitmin[2], pchan->limitmax[2]);
}
IK_SetStiffness(seg, IK_X, pchan->stiffness[0]);
IK_SetStiffness(seg, IK_Y, pchan->stiffness[1]);
IK_SetStiffness(seg, IK_Z, pchan->stiffness[2]);
if (tree->stretch && (pchan->ikstretch > 0.0f)) {
const float ikstretch_sq = square_f(pchan->ikstretch);
/* this function does its own clamping */
IK_SetStiffness(seg, IK_TRANS_Y, 1.0f - ikstretch_sq);
IK_SetLimit(seg, IK_TRANS_Y, IK_STRETCH_STIFF_MIN, IK_STRETCH_STIFF_MAX);
}
}
solver = IK_CreateSolver(iktree[0]);
/* set solver goals */
/* first set the goal inverse transform, assuming the root of tree was done ok! */
pchan = tree->pchan[0];
if (pchan->parent) {
/* transform goal by parent mat, so this rotation is not part of the
* segment's basis. otherwise rotation limits do not work on the
* local transform of the segment itself. */
copy_m4_m4(rootmat, pchan->parent->pose_mat);
/* However, we do not want to get (i.e. reverse) parent's scale,
* as it generates #31008 kind of nasty bugs. */
normalize_m4(rootmat);
}
else {
unit_m4(rootmat);
}
copy_v3_v3(rootmat[3], pchan->pose_head);
mul_m4_m4m4(imat, ob->object_to_world, rootmat);
invert_m4_m4(goalinv, imat);
for (target = tree->targets.first; target; target = target->next) {
float polepos[3];
int poleconstrain = 0;
data = (bKinematicConstraint *)target->con->data;
/* 1.0=ctime, we pass on object for auto-ik (owner-type here is object, even though
* strictly speaking, it is a posechannel)
*/
BKE_constraint_target_matrix_get(
depsgraph, scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
/* and set and transform goal */
mul_m4_m4m4(goal, goalinv, rootmat);
copy_v3_v3(goalpos, goal[3]);
copy_m3_m4(goalrot, goal);
normalize_m3(goalrot);
/* same for pole vector target */
if (data->poletar) {
BKE_constraint_target_matrix_get(
depsgraph, scene, target->con, 1, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
if (data->flag & CONSTRAINT_IK_SETANGLE) {
/* don't solve IK when we are setting the pole angle */
break;
}
mul_m4_m4m4(goal, goalinv, rootmat);
copy_v3_v3(polepos, goal[3]);
poleconstrain = 1;
/* for pole targets, we blend the result of the ik solver
* instead of the target position, otherwise we can't get
* a smooth transition */
resultblend = 1;
resultinf = target->con->enforce;
if (data->flag & CONSTRAINT_IK_GETANGLE) {
poleangledata = data;
data->flag &= ~CONSTRAINT_IK_GETANGLE;
}
}
/* do we need blending? */
if (!resultblend && target->con->enforce != 1.0f) {
float q1[4], q2[4], q[4];
float fac = target->con->enforce;
float mfac = 1.0f - fac;
pchan = tree->pchan[target->tip];
/* end effector in world space */
copy_m4_m4(end_pose, pchan->pose_mat);
copy_v3_v3(end_pose[3], pchan->pose_tail);
mul_m4_series(world_pose, goalinv, ob->object_to_world, end_pose);
/* blend position */
goalpos[0] = fac * goalpos[0] + mfac * world_pose[3][0];
goalpos[1] = fac * goalpos[1] + mfac * world_pose[3][1];
goalpos[2] = fac * goalpos[2] + mfac * world_pose[3][2];
/* blend rotation */
mat3_to_quat(q1, goalrot);
mat4_to_quat(q2, world_pose);
interp_qt_qtqt(q, q1, q2, mfac);
quat_to_mat3(goalrot, q);
}
iktarget = iktree[target->tip];
if ((data->flag & CONSTRAINT_IK_POS) && data->weight != 0.0f) {
if (poleconstrain) {
IK_SolverSetPoleVectorConstraint(
solver, iktarget, goalpos, polepos, data->poleangle, (poleangledata == data));
}
IK_SolverAddGoal(solver, iktarget, goalpos, data->weight);
}
if ((data->flag & CONSTRAINT_IK_ROT) && (data->orientweight != 0.0f)) {
if ((data->flag & CONSTRAINT_IK_AUTO) == 0) {
IK_SolverAddGoalOrientation(solver, iktarget, goalrot, data->orientweight);
}
}
}
/* solve */
IK_Solve(solver, 0.0f, tree->iterations);
if (poleangledata) {
poleangledata->poleangle = IK_SolverGetPoleAngle(solver);
}
IK_FreeSolver(solver);
/* gather basis changes */
tree->basis_change = MEM_mallocN(sizeof(float[3][3]) * tree->totchannel, "ik basis change");
if (hasstretch) {
ikstretch = MEM_mallocN(sizeof(float) * tree->totchannel, "ik stretch");
}
for (a = 0; a < tree->totchannel; a++) {
IK_GetBasisChange(iktree[a], tree->basis_change[a]);
if (hasstretch) {
/* have to compensate for scaling received from parent */
float parentstretch, stretch;
pchan = tree->pchan[a];
parentstretch = (tree->parent[a] >= 0) ? ikstretch[tree->parent[a]] : 1.0f;
if (tree->stretch && (pchan->ikstretch > 0.0f)) {
float trans[3], length;
IK_GetTranslationChange(iktree[a], trans);
length = pchan->bone->length * len_v3(pchan->pose_mat[1]);
ikstretch[a] = (length == 0.0f) ? 1.0f : (trans[1] + length) / length;
}
else {
ikstretch[a] = 1.0;
}
stretch = (parentstretch == 0.0f) ? 1.0f : ikstretch[a] / parentstretch;
mul_v3_fl(tree->basis_change[a][0], stretch);
mul_v3_fl(tree->basis_change[a][1], stretch);
mul_v3_fl(tree->basis_change[a][2], stretch);
}
if (resultblend && resultinf != 1.0f) {
unit_m3(identity);
blend_m3_m3m3(tree->basis_change[a], identity, tree->basis_change[a], resultinf);
}
IK_FreeSegment(iktree[a]);
}
MEM_freeN(iktree);
if (ikstretch) {
MEM_freeN(ikstretch);
}
}
static void free_posetree(PoseTree *tree)
{
BLI_freelistN(&tree->targets);
if (tree->pchan) {
MEM_freeN(tree->pchan);
}
if (tree->parent) {
MEM_freeN(tree->parent);
}
if (tree->basis_change) {
MEM_freeN(tree->basis_change);
}
MEM_freeN(tree);
}
/* ------------------------------
* Plugin API for legacy iksolver */
void iksolver_initialize_tree(struct Depsgraph *UNUSED(depsgraph),
struct Scene *UNUSED(scene),
struct Object *ob,
float UNUSED(ctime))
{
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
if (pchan->constflag & PCHAN_HAS_IK) { /* flag is set on editing constraints */
initialize_posetree(ob, pchan); /* will attach it to root! */
}
}
ob->pose->flag &= ~POSE_WAS_REBUILT;
}
void iksolver_execute_tree(struct Depsgraph *depsgraph,
struct Scene *scene,
Object *ob,
bPoseChannel *pchan_root,
float ctime)
{
while (pchan_root->iktree.first) {
PoseTree *tree = pchan_root->iktree.first;
int a;
/* stop on the first tree that isn't a standard IK chain */
if (tree->type != CONSTRAINT_TYPE_KINEMATIC) {
return;
}
/* 4. walk over the tree for regular solving */
for (a = 0; a < tree->totchannel; a++) {
if (!(tree->pchan[a]->flag & POSE_DONE)) { /* successive trees can set the flag */
BKE_pose_where_is_bone(depsgraph, scene, ob, tree->pchan[a], ctime, 1);
}
/* Tell blender that this channel was controlled by IK,
* it's cleared on each BKE_pose_where_is(). */
tree->pchan[a]->flag |= POSE_CHAIN;
}
/* 5. execute the IK solver */
execute_posetree(depsgraph, scene, ob, tree);
/* 6. apply the differences to the channels,
* we need to calculate the original differences first */
for (a = 0; a < tree->totchannel; a++) {
make_dmats(tree->pchan[a]);
}
for (a = 0; a < tree->totchannel; a++) {
/* sets POSE_DONE */
where_is_ik_bone(tree->pchan[a], tree->basis_change[a]);
}
/* 7. and free */
BLI_remlink(&pchan_root->iktree, tree);
free_posetree(tree);
}
}
void iksolver_release_tree(struct Scene *UNUSED(scene), struct Object *ob, float UNUSED(ctime))
{
iksolver_clear_data(ob->pose);
}
void iksolver_clear_data(bPose *pose)
{
LISTBASE_FOREACH (bPoseChannel *, pchan, &pose->chanbase) {
if ((pchan->flag & POSE_IKTREE) == 0) {
continue;
}
while (pchan->iktree.first) {
PoseTree *tree = pchan->iktree.first;
/* stop on the first tree that isn't a standard IK chain */
if (tree->type != CONSTRAINT_TYPE_KINEMATIC) {
break;
}
BLI_remlink(&pchan->iktree, tree);
free_posetree(tree);
}
}
}