Exemple #1
0
void iksolver_execute_tree(struct Scene *scene, struct Object *ob,  struct bPoseChannel *pchan, float ctime)
{
    while(pchan->iktree.first) {
        PoseTree *tree= pchan->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
                where_is_pose_bone(scene, ob, tree->pchan[a], ctime, 1);
            // tell blender that this channel was controlled by IK, it's cleared on each where_is_pose()
            tree->pchan[a]->flag |= POSE_CHAIN;
        }
        /* 5. execute the IK solver */
        execute_posetree(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->iktree, tree);
        free_posetree(tree);
    }
}
Exemple #2
0
void AnimationExporter::sample_animation(float *v, std::vector<float> &frames, int type, Bone *bone, Object *ob_arm, bPoseChannel *pchan)
{
	bPoseChannel *parchan = NULL;
	bPose *pose = ob_arm->pose;

	pchan = get_pose_channel(pose, bone->name);

	if (!pchan)
		return;

	parchan = pchan->parent;

	enable_fcurves(ob_arm->adt->action, bone->name);

	std::vector<float>::iterator it;
	for (it = frames.begin(); it != frames.end(); it++) {
		float mat[4][4], ipar[4][4];

		float ctime = BKE_frame_to_ctime(scene, *it);


		BKE_animsys_evaluate_animdata(scene , &ob_arm->id, ob_arm->adt, ctime, ADT_RECALC_ANIM);
		where_is_pose_bone(scene, ob_arm, pchan, ctime, 1);

		// compute bone local mat
		if (bone->parent) {
			invert_m4_m4(ipar, parchan->pose_mat);
			mult_m4_m4m4(mat, ipar, pchan->pose_mat);
		}
		else
			copy_m4_m4(mat, pchan->pose_mat);

		switch (type) {
			case 0:
				mat4_to_eul(v, mat);
				break;
			case 1:
				mat4_to_size(v, mat);
				break;
			case 2:
				copy_v3_v3(v, mat[3]);
				break;
		}

		v += 3;
	}

	enable_fcurves(ob_arm->adt->action, NULL);
}
Exemple #3
0
std::string AnimationExporter::create_4x4_source(std::vector<float> &frames , Object * ob_arm, Bone *bone , const std::string& anim_id)
{
	COLLADASW::InputSemantic::Semantics semantic = COLLADASW::InputSemantic::OUTPUT;
	std::string source_id = anim_id + get_semantic_suffix(semantic);

	COLLADASW::Float4x4Source source(mSW);
	source.setId(source_id);
	source.setArrayId(source_id + ARRAY_ID_SUFFIX);
	source.setAccessorCount(frames.size());
	source.setAccessorStride(16);

	COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
	add_source_parameters(param, semantic, false, NULL, true);

	source.prepareToAppendValues();

	bPoseChannel *parchan = NULL;
	bPoseChannel *pchan = NULL;
	bPose *pose = ob_arm->pose;

	pchan = get_pose_channel(pose, bone->name);

	if (!pchan)
		return "";

	parchan = pchan->parent;

	enable_fcurves(ob_arm->adt->action, bone->name);

	std::vector<float>::iterator it;
	int j = 0;
	for (it = frames.begin(); it != frames.end(); it++) {
		float mat[4][4], ipar[4][4];

		float ctime = BKE_frame_to_ctime(scene, *it);

		BKE_animsys_evaluate_animdata(scene , &ob_arm->id, ob_arm->adt, ctime, ADT_RECALC_ANIM);
		where_is_pose_bone(scene, ob_arm, pchan, ctime, 1);

		// compute bone local mat
		if (bone->parent) {
			invert_m4_m4(ipar, parchan->pose_mat);
			mult_m4_m4m4(mat, ipar, pchan->pose_mat);
		}
		else
			copy_m4_m4(mat, pchan->pose_mat);
		UnitConverter converter;

		float outmat[4][4];
		converter.mat4_to_dae(outmat,mat);


		source.appendValues(outmat);


		j++;
	}

	enable_fcurves(ob_arm->adt->action, NULL);

	source.finish();

	return source_id;
}