void env_rotate_scene(Render *re, float mat[4][4], int do_rotate) { GroupObject *go; ObjectRen *obr; ObjectInstanceRen *obi; LampRen *lar = NULL; HaloRen *har = NULL; float imat[3][3], mat_inverse[4][4], smat[4][4], tmat[4][4], cmat[3][3], tmpmat[4][4]; int a; if (do_rotate == 0) { invert_m4_m4(tmat, mat); copy_m3_m4(imat, tmat); copy_m4_m4(mat_inverse, mat); } else { copy_m4_m4(tmat, mat); copy_m3_m4(imat, mat); invert_m4_m4(mat_inverse, tmat); } for (obi = re->instancetable.first; obi; obi = obi->next) { /* append or set matrix depending on dupli */ if (obi->flag & R_DUPLI_TRANSFORMED) { copy_m4_m4(tmpmat, obi->mat); mul_m4_m4m4(obi->mat, tmat, tmpmat); } else if (do_rotate == 1) copy_m4_m4(obi->mat, tmat); else unit_m4(obi->mat); copy_m3_m4(cmat, obi->mat); invert_m3_m3(obi->nmat, cmat); transpose_m3(obi->nmat); /* indicate the renderer has to use transform matrices */ if (do_rotate == 0) obi->flag &= ~R_ENV_TRANSFORMED; else { obi->flag |= R_ENV_TRANSFORMED; copy_m4_m4(obi->imat, mat_inverse); } } for (obr = re->objecttable.first; obr; obr = obr->next) { for (a = 0; a < obr->tothalo; a++) { if ((a & 255) == 0) har = obr->bloha[a >> 8]; else har++; mul_m4_v3(tmat, har->co); } /* imat_ren is needed for correct texture coordinates */ mul_m4_m4m4(obr->ob->imat_ren, re->viewmat, obr->ob->obmat); invert_m4(obr->ob->imat_ren); }
/* Meta object density, brute force for now * (might be good enough anyway, don't need huge number of metaobs to model volumetric objects */ static float metadensity(Object *ob, const float co[3]) { float mat[4][4], imat[4][4], dens = 0.f; MetaBall *mb = (MetaBall *)ob->data; MetaElem *ml; /* transform co to meta-element */ float tco[3] = {co[0], co[1], co[2]}; mult_m4_m4m4(mat, R.viewmat, ob->obmat); invert_m4_m4(imat, mat); mul_m4_v3(imat, tco); for (ml = mb->elems.first; ml; ml = ml->next) { float bmat[3][3], dist2; /* element rotation transform */ float tp[3] = {ml->x - tco[0], ml->y - tco[1], ml->z - tco[2]}; quat_to_mat3(bmat, ml->quat); transpose_m3(bmat); /* rot.only, so inverse == transpose */ mul_m3_v3(bmat, tp); /* MB_BALL default */ switch (ml->type) { case MB_ELIPSOID: tp[0] /= ml->expx, tp[1] /= ml->expy, tp[2] /= ml->expz; break; case MB_CUBE: tp[2] = (tp[2] > ml->expz) ? (tp[2] - ml->expz) : ((tp[2] < -ml->expz) ? (tp[2] + ml->expz) : 0.f); /* no break, xy as plane */ case MB_PLANE: tp[1] = (tp[1] > ml->expy) ? (tp[1] - ml->expy) : ((tp[1] < -ml->expy) ? (tp[1] + ml->expy) : 0.f); /* no break, x as tube */ case MB_TUBE: tp[0] = (tp[0] > ml->expx) ? (tp[0] - ml->expx) : ((tp[0] < -ml->expx) ? (tp[0] + ml->expx) : 0.f); } /* ml->rad2 is not set */ dist2 = 1.0f - (dot_v3v3(tp, tp) / (ml->rad * ml->rad)); if (dist2 > 0.f) dens += (ml->flag & MB_NEGATIVE) ? -ml->s * dist2 * dist2 * dist2 : ml->s * dist2 * dist2 * dist2; } dens -= mb->thresh; return (dens < 0.f) ? 0.f : dens; }
static void rigid_add_half_edge_to_rhs(LaplacianSystem *sys, EditVert *v1, EditVert *v2, float w) { /* formula (8) */ float Rsum[3][3], rhs[3]; if (sys->vpinned[v1->tmp.l]) return; add_m3_m3m3(Rsum, sys->rigid.R[v1->tmp.l], sys->rigid.R[v2->tmp.l]); transpose_m3(Rsum); sub_v3_v3v3(rhs, sys->rigid.origco[v1->tmp.l], sys->rigid.origco[v2->tmp.l]); mul_m3_v3(Rsum, rhs); mul_v3_fl(rhs, 0.5f); mul_v3_fl(rhs, w); add_v3_v3(sys->rigid.rhs[v1->tmp.l], rhs); }
/* called from within the core BKE_pose_where_is loop, all animsystems and constraints * were executed & assigned. Now as last we do an IK pass */ static void execute_posetree(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 length, 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++) { 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]); /* compute rest basis and its inverse */ copy_m3_m3(rest_basis, bone->bone_mat); copy_m3_m3(irest_basis, bone->bone_mat); transpose_m3(irest_basis); /* 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); /* basis must be pure rotation */ normalize_m3(basis); /* transform offset into local bone space */ normalize_m3(iR_parmat); 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 = pchan->ikstretch * pchan->ikstretch; /* this function does its own clamping */ IK_SetStiffness(seg, IK_TRANS_Y, 1.0f - ikstretch); 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->obmat, 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(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(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; } else { 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_serie_m4(world_pose, goalinv, ob->obmat, end_pose, NULL, NULL, NULL, NULL, NULL); /* 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); }
PyObject* BL_ArmatureChannel::py_attr_get_joint_rotation(void *self_v, const struct KX_PYATTRIBUTE_DEF *attrdef) { bPoseChannel* pchan = static_cast<bPoseChannel*>(self_v); // decompose the pose matrix in euler rotation float rest_mat[3][3]; float pose_mat[3][3]; float joint_mat[3][3]; float joints[3]; float norm; double sa, ca; // get rotation in armature space copy_m3_m4(pose_mat, pchan->pose_mat); normalize_m3(pose_mat); if (pchan->parent) { // bone has a parent, compute the rest pose of the bone taking actual pose of parent mult_m3_m3m4(rest_mat, pchan->parent->pose_mat, pchan->bone->bone_mat); normalize_m3(rest_mat); } else { // otherwise, the bone matrix in armature space is the rest pose copy_m3_m4(rest_mat, pchan->bone->arm_mat); } // remove the rest pose to get the joint movement transpose_m3(rest_mat); mul_m3_m3m3(joint_mat, rest_mat, pose_mat); joints[0] = joints[1] = joints[2] = 0.f; // returns a 3 element list that gives corresponding joint int flag = 0; if (!(pchan->ikflag & BONE_IK_NO_XDOF)) flag |= 1; if (!(pchan->ikflag & BONE_IK_NO_YDOF)) flag |= 2; if (!(pchan->ikflag & BONE_IK_NO_ZDOF)) flag |= 4; switch (flag) { case 0: // fixed joint break; case 1: // X only mat3_to_eulO( joints, EULER_ORDER_XYZ,joint_mat); joints[1] = joints[2] = 0.f; break; case 2: // Y only mat3_to_eulO( joints, EULER_ORDER_XYZ,joint_mat); joints[0] = joints[2] = 0.f; break; case 3: // X+Y mat3_to_eulO( joints, EULER_ORDER_ZYX,joint_mat); joints[2] = 0.f; break; case 4: // Z only mat3_to_eulO( joints, EULER_ORDER_XYZ,joint_mat); joints[0] = joints[1] = 0.f; break; case 5: // X+Z // decompose this as an equivalent rotation vector in X/Z plane joints[0] = joint_mat[1][2]; joints[2] = -joint_mat[1][0]; norm = normalize_v3(joints); if (norm < FLT_EPSILON) { norm = (joint_mat[1][1] < 0.f) ? M_PI : 0.f; } else { norm = acos(joint_mat[1][1]); } mul_v3_fl(joints, norm); break; case 6: // Y+Z mat3_to_eulO( joints, EULER_ORDER_XYZ,joint_mat); joints[0] = 0.f; break; case 7: // X+Y+Z // equivalent axis joints[0] = (joint_mat[1][2]-joint_mat[2][1])*0.5f; joints[1] = (joint_mat[2][0]-joint_mat[0][2])*0.5f; joints[2] = (joint_mat[0][1]-joint_mat[1][0])*0.5f; sa = len_v3(joints); ca = (joint_mat[0][0]+joint_mat[1][1]+joint_mat[1][1]-1.0f)*0.5f; if (sa > FLT_EPSILON) { norm = atan2(sa,ca)/sa; } else { if (ca < 0.0) { norm = M_PI; mul_v3_fl(joints,0.f); if (joint_mat[0][0] > 0.f) { joints[0] = 1.0f; } else if (joint_mat[1][1] > 0.f) { joints[1] = 1.0f; } else { joints[2] = 1.0f; } } else { norm = 0.0; } } mul_v3_fl(joints,norm); break; } return Vector_CreatePyObject(joints, 3, Py_NEW, NULL); }