Add Chromium-only Blender WebEngine parity work

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mes123456
2026-08-12 04:47:48 -04:00
commit 9fd26010f6
18225 changed files with 11622124 additions and 0 deletions

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/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup ikplugin
*/
#pragma once
namespace blender {
struct Depsgraph;
struct Object;
struct Scene;
struct bConstraint;
struct bPose;
struct bPoseChannel;
void BIK_init_tree(struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob,
float ctime);
void BIK_execute_tree(struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob,
struct bPoseChannel *pchan,
float ctime);
void BIK_release_tree(struct Scene *scene, struct Object *ob, float ctime);
void BIK_clear_data(struct bPose *pose);
void BIK_clear_cache(struct bPose *pose);
void BIK_update_param(struct bPose *pose);
void BIK_test_constraint(struct Object *ob, struct bConstraint *cons);
} // namespace blender

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# SPDX-FileCopyrightText: 2006 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
remove_extra_strict_flags()
set(INC
.
)
set(INC_SYS
)
set(SRC
intern/ikplugin_api.cc
BIK_api.h
intern/ikplugin_api.h
)
set(LIB
PRIVATE bf::blenkernel
PRIVATE bf::blenlib
PRIVATE bf::dna
PRIVATE bf::intern::guardedalloc
)
if(WITH_IK_SOLVER)
list(APPEND LIB
bf_intern_iksolver
)
list(APPEND INC
../../../intern/iksolver/extern
)
list(APPEND SRC
intern/iksolver_plugin.cc
intern/iksolver_plugin.h
)
add_definitions(-DWITH_IK_SOLVER)
endif()
if(WITH_IK_ITASC)
list(APPEND LIB
bf_intern_itasc
)
list(APPEND INC
../../../intern/itasc
)
list(APPEND SRC
intern/itasc_plugin.cc
intern/itasc_plugin.h
)
add_definitions(-DWITH_IK_ITASC)
endif()
blender_add_lib(bf_ikplugin "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")

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/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup ikplugin
*/
#include "BIK_api.h"
#include "DNA_action_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "ikplugin_api.h"
#ifdef WITH_IK_SOLVER
# include "iksolver_plugin.h"
#endif
#ifdef WITH_IK_ITASC
# include "itasc_plugin.h"
#endif
namespace blender {
static IKPlugin ikplugin_tab[] = {
#ifdef WITH_IK_SOLVER
/* Legacy IK solver */
{
iksolver_initialize_tree,
iksolver_execute_tree,
iksolver_release_tree,
iksolver_clear_data,
nullptr,
nullptr,
nullptr,
},
#endif
#ifdef WITH_IK_ITASC
/* iTaSC IK solver */
{
itasc_initialize_tree,
itasc_execute_tree,
itasc_release_tree,
itasc_clear_data,
itasc_clear_cache,
itasc_update_param,
itasc_test_constraint,
},
#endif
{nullptr}};
static IKPlugin *get_plugin(const bPose *pose)
{
if (!pose || pose->iksolver < 0 || pose->iksolver >= (ARRAY_SIZE(ikplugin_tab) - 1)) {
return nullptr;
}
return &ikplugin_tab[pose->iksolver];
}
/*----------------------------------------*/
/* Plugin API */
void BIK_init_tree(Depsgraph *depsgraph, Scene *scene, Object *ob, float ctime)
{
IKPlugin *plugin = get_plugin(ob->pose);
if (plugin && plugin->initialize_tree_func) {
plugin->initialize_tree_func(depsgraph, scene, ob, ctime);
}
}
void BIK_execute_tree(
Depsgraph *depsgraph, Scene *scene, Object *ob, bPoseChannel *pchan, float ctime)
{
IKPlugin *plugin = get_plugin(ob->pose);
if (plugin && plugin->execute_tree_func) {
plugin->execute_tree_func(depsgraph, scene, ob, pchan, ctime);
}
}
void BIK_release_tree(Scene *scene, Object *ob, float ctime)
{
IKPlugin *plugin = get_plugin(ob->pose);
if (plugin && plugin->release_tree_func) {
plugin->release_tree_func(scene, ob, ctime);
}
}
void BIK_clear_data(bPose *pose)
{
IKPlugin *plugin = get_plugin(pose);
if (plugin && plugin->remove_armature_func) {
plugin->remove_armature_func(pose);
}
}
void BIK_clear_cache(bPose *pose)
{
IKPlugin *plugin = get_plugin(pose);
if (plugin && plugin->clear_cache) {
plugin->clear_cache(pose);
}
}
void BIK_update_param(bPose *pose)
{
IKPlugin *plugin = get_plugin(pose);
if (plugin && plugin->update_param) {
plugin->update_param(pose);
}
}
void BIK_test_constraint(Object *ob, bConstraint *cons)
{
IKPlugin *plugin = get_plugin(ob->pose);
if (plugin && plugin->test_constraint) {
plugin->test_constraint(ob, cons);
}
}
} // namespace blender

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/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup ikplugin
*/
#pragma once
namespace blender {
struct Depsgraph;
struct Object;
struct Scene;
struct bPoseChannel;
struct IKPlugin {
void (*initialize_tree_func)(struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob,
float ctime);
void (*execute_tree_func)(struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob,
struct bPoseChannel *pchan,
float ctime);
void (*release_tree_func)(struct Scene *scene, struct Object *ob, float ctime);
void (*remove_armature_func)(struct bPose *pose);
void (*clear_cache)(struct bPose *pose);
void (*update_param)(struct bPose *pose);
void (*test_constraint)(struct Object *ob, struct bConstraint *cons);
};
using IKPlugin = struct IKPlugin;
} // namespace blender

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/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup ikplugin
*/
#include <algorithm>
#include "MEM_guardedalloc.h"
#include "BIK_api.h"
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "BLI_math_rotation.h"
#include "BLI_math_vector.h"
#include "BLI_vector.hh"
#include "BKE_armature.hh"
#include "BKE_constraint.h"
#include "BKE_pose.hh"
#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 <cstring> /* memcpy */
namespace blender {
#define USE_NONUNIFORM_SCALE
/* ********************** THE IK SOLVER ******************* */
static void find_ik_constraints(ListBaseT<bConstraint> *constraints,
Vector<bConstraint *> &ik_constraints)
{
for (bConstraint &con : *constraints) {
if (con.type == CONSTRAINT_TYPE_KINEMATIC) {
bKinematicConstraint *data = (bKinematicConstraint *)con.data;
if (data->flag & CONSTRAINT_IK_AUTO) {
ik_constraints.append(&con);
continue;
}
if (data->tar == nullptr) {
continue;
}
if (data->tar->type == OB_ARMATURE && data->subtarget[0] == 0) {
continue;
}
if (con.flag & CONSTRAINT_DISABLE) {
continue;
}
ik_constraints.append(&con);
}
}
}
/* 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(Object * /*ob*/, bPoseChannel *pchan_tip)
{
Vector<bConstraint *> ik_constraints;
find_ik_constraints(&pchan_tip->constraints, ik_constraints);
if (ik_constraints.is_empty()) {
return;
}
for (bConstraint *constraint : ik_constraints) {
bPoseChannel *curchan, *pchan_root = nullptr, *chanlist[256], **oldchan;
int segcount = 0;
PoseTarget *target;
PoseTree *tree;
bKinematicConstraint *data = (bKinematicConstraint *)constraint->data;
/* exclude tip from chain? */
if (!(data->flag & CONSTRAINT_IK_TIP) && pchan_tip->parent != nullptr) {
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) {
continue;
}
/* setup the chain data */
/* we make tree-IK, unless all existing targets are in this chain */
for (tree = static_cast<PoseTree *>(pchan_root->iktree.first); tree; tree = tree->next) {
for (target = static_cast<PoseTarget *>(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_new_zeroed<PoseTarget>("posetarget");
target->con = constraint;
pchan_tip->flag &= ~POSE_CHAIN;
if (tree == nullptr) {
/* make new tree */
tree = MEM_new_zeroed<PoseTree>("posetree");
tree->type = CONSTRAINT_TYPE_KINEMATIC;
tree->iterations = data->iterations;
tree->totchannel = segcount;
tree->stretch = (data->flag & CONSTRAINT_IK_STRETCH);
tree->pchan = MEM_new_array_zeroed<bPoseChannel *>(segcount, "ik tree pchan");
tree->parent = MEM_new_array_zeroed<int>(segcount, "ik tree parent");
for (int 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 = std::max<int>(data->iterations, tree->iterations);
tree->stretch = tree->stretch && !(data->flag & CONSTRAINT_IK_STRETCH);
/* Skip common pose channels and add remaining. */
const int size = std::min(segcount, tree->totchannel);
int a, t;
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) {
int parent;
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 */
const int newsize = tree->totchannel + segcount;
oldchan = tree->pchan;
int *oldparent = tree->parent;
tree->pchan = MEM_new_array_zeroed<bPoseChannel *>(newsize, "ik tree pchan");
tree->parent = MEM_new_array_zeroed<int>(newsize, "ik tree parent");
memcpy(tree->pchan, oldchan, sizeof(void *) * tree->totchannel);
memcpy(tree->parent, oldparent, sizeof(int) * tree->totchannel);
MEM_delete(oldchan);
MEM_delete(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;
/* Per bone only one active IK constraint is supported. Inactive constraints still need to be
* added for the depsgraph to evaluate properly. */
if (constraint->enforce != 0.0 && !(constraint->flag & CONSTRAINT_OFF)) {
break;
}
}
}
/* 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(const bke::PChanBone pchanbone,
float ik_mat[3][3]) /* nr = to detect if this is first bone */
{
float vec[3], ikmat[4][4];
bPoseChannel *pchan = pchanbone.pchan;
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, pchanbone.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(Depsgraph *depsgraph, 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 = nullptr;
float resultinf = 0.0f;
int a, flag, hasstretch = 0, resultblend = 0;
bPoseChannel *pchan;
IK_Segment *seg, *parent, **iktree, *iktarget;
IK_Solver *solver;
bKinematicConstraint *data, *poleangledata = nullptr;
Bone *bone;
if (tree->totchannel == 0) {
return;
}
iktree = MEM_new_array_uninitialized<IK_Segment *>(size_t(tree->totchannel), "ik tree");
for (a = 0; a < tree->totchannel; a++) {
float length;
pchan = tree->pchan[a];
bone = pchan->bone_get(*ob);
/* 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 = nullptr;
}
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().ptr(), rootmat);
invert_m4_m4(goalinv, imat);
for (PoseTarget &target : tree->targets) {
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->flag & CONSTRAINT_OFF) ? 0.0f : target.con->enforce;
if (data->flag & CONSTRAINT_IK_GETANGLE) {
poleangledata = data;
data->flag &= ~CONSTRAINT_IK_GETANGLE;
}
}
/* do we need blending? */
if (!resultblend && ((target.con->flag & CONSTRAINT_OFF) || target.con->enforce != 1.0f)) {
float q1[4], q2[4], q[4];
float fac = (target.con->flag & CONSTRAINT_OFF) ? 0.0f : 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().ptr(), 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_new_array_uninitialized<float[3][3]>(size_t(tree->totchannel),
"ik basis change");
if (hasstretch) {
ikstretch = MEM_new_array_uninitialized<float>(size_t(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_get(*ob)->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_delete(iktree);
if (ikstretch) {
MEM_delete(ikstretch);
}
}
static void free_posetree(PoseTree *tree)
{
tree->targets.free_no_destruct();
if (tree->pchan) {
MEM_delete(tree->pchan);
}
if (tree->parent) {
MEM_delete(tree->parent);
}
if (tree->basis_change) {
MEM_delete(tree->basis_change);
}
MEM_delete(tree);
}
/* ------------------------------
* Plugin API for legacy iksolver */
void iksolver_initialize_tree(Depsgraph * /*depsgraph*/,
Scene * /*scene*/,
Object *ob,
float /*ctime*/)
{
for (bPoseChannel &pchan : ob->pose->chanbase) {
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(
Depsgraph *depsgraph, Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime)
{
while (pchan_root->iktree.first) {
PoseTree *tree = static_cast<PoseTree *>(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;
}
/* Test if this IK tree has any influence, so we can skip computations. */
bool has_influence = false;
for (PoseTarget &target : tree->targets) {
if (!(target.con->flag & CONSTRAINT_OFF) && target.con->enforce != 0.0f) {
has_influence = true;
break;
}
}
/* 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, true);
}
/* Tell blender that this channel was controlled by IK,
* it's cleared on each BKE_pose_where_is(). */
tree->pchan[a]->flag |= POSE_CHAIN;
/* Immediately done if IK solving gets skipped. */
if (!has_influence) {
tree->pchan[a]->flag |= POSE_DONE;
}
}
if (has_influence) {
/* 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 */
bPoseChannel *pchan = tree->pchan[a];
Bone *bone = pchan->bone_get(*ob);
where_is_ik_bone({pchan, bone}, tree->basis_change[a]);
}
}
/* 7. and free */
BLI_remlink(&pchan_root->iktree, tree);
free_posetree(tree);
}
}
void iksolver_release_tree(Scene * /*scene*/, Object *ob, float /*ctime*/)
{
iksolver_clear_data(ob->pose);
}
void iksolver_clear_data(bPose *pose)
{
for (bPoseChannel &pchan : pose->chanbase) {
if ((pchan.flag & POSE_IKTREE) == 0) {
continue;
}
while (pchan.iktree.first) {
PoseTree *tree = static_cast<PoseTree *>(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);
}
}
}
} // namespace blender

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/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup ikplugin
*/
#pragma once
#include "ikplugin_api.h"
namespace blender {
void iksolver_initialize_tree(struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob,
float ctime);
void iksolver_execute_tree(struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob,
struct bPoseChannel *pchan_root,
float ctime);
void iksolver_release_tree(struct Scene *scene, struct Object *ob, float ctime);
void iksolver_clear_data(struct bPose *pose);
} // namespace blender

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/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup ikplugin
*/
#pragma once
#include "ikplugin_api.h"
namespace blender {
void itasc_initialize_tree(struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob,
float ctime);
void itasc_execute_tree(struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob,
struct bPoseChannel *pchan_root,
float ctime);
void itasc_release_tree(struct Scene *scene, struct Object *ob, float ctime);
void itasc_clear_data(struct bPose *pose);
void itasc_clear_cache(struct bPose *pose);
void itasc_update_param(struct bPose *pose);
void itasc_test_constraint(struct Object *ob, struct bConstraint *cons);
} // namespace blender