Bugfix: fixed error in Inverse Kinematics constraint (animations with
these constraint should look better now, although not yet perfect ;).
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@ -174,7 +174,7 @@ public class ConstraintDefinitionIK extends ConstraintDefinition {
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private static class BonesChain extends ArrayList<BoneContext> {
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private static final long serialVersionUID = -1850524345643600718L;
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private List<Matrix> bonesMatrices = new ArrayList<Matrix>();
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private List<Matrix> localBonesMatrices = new ArrayList<Matrix>();
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public BonesChain(Bone bone, boolean useTail, int bonesAffected, Collection<Long> alteredOmas, BlenderContext blenderContext) {
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if (bone != null) {
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@ -187,12 +187,21 @@ public class ConstraintDefinitionIK extends ConstraintDefinition {
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this.add(boneContext);
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alteredOmas.add(boneContext.getBoneOma());
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Space space = this.size() < bonesAffected ? Space.CONSTRAINT_SPACE_LOCAL : Space.CONSTRAINT_SPACE_WORLD;
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Transform transform = constraintHelper.getTransform(boneContext.getArmatureObjectOMA(), boneContext.getBone().getName(), space);
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bonesMatrices.add(new DTransform(transform).toMatrix());
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Transform transform = constraintHelper.getTransform(boneContext.getArmatureObjectOMA(), boneContext.getBone().getName(), Space.CONSTRAINT_SPACE_WORLD);
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localBonesMatrices.add(new DTransform(transform).toMatrix());
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bone = bone.getParent();
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}
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if(localBonesMatrices.size() > 0) {
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// making the matrices describe the local transformation
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Matrix parentWorldMatrix = localBonesMatrices.get(localBonesMatrices.size() - 1);
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for(int i=localBonesMatrices.size() - 2;i>=0;--i) {
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SimpleMatrix m = parentWorldMatrix.invert().mult(localBonesMatrices.get(i));
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parentWorldMatrix = localBonesMatrices.get(i);
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localBonesMatrices.set(i, new Matrix(m));
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}
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}
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}
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}
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@ -211,16 +220,16 @@ public class ConstraintDefinitionIK extends ConstraintDefinition {
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SimpleMatrix m = parentWorldMatrix.invert().mult(boneMatrix);
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boneMatrix = new Matrix(m);
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}
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bonesMatrices.set(index, boneMatrix);
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localBonesMatrices.set(index, boneMatrix);
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}
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public Matrix getWorldMatrix(int index) {
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if (index == this.size() - 1) {
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return new Matrix(bonesMatrices.get(this.size() - 1));
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return new Matrix(localBonesMatrices.get(this.size() - 1));
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}
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SimpleMatrix result = this.getWorldMatrix(index + 1);
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result = result.mult(bonesMatrices.get(index));
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result = result.mult(localBonesMatrices.get(index));
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return new Matrix(result);
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}
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}
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