Better code for (bone axis + roll) to mat

See T39470 and D436. Code by @tippisum, with some minor edits by @mont29.

Tested with various rigs, including Rigify, CGcookie flex rig, and gooseberry/pataz caterpillar.

Riggers, please test it, no change expected in behaviour.

Reviewers: aligorith

CC: tippisum

Differential Revision: https://developer.blender.org/D436
This commit is contained in:
Bastien Montagne 2014-04-06 19:15:17 +02:00
parent 959ec27ac9
commit 07f8c5c3b6
Notes: blender-bot 2023-02-14 10:53:20 +01:00
Referenced by issue #39470, New algorithm on computing bone matrix with improved accuracy
1 changed files with 78 additions and 34 deletions

View File

@ -1414,6 +1414,7 @@ void BKE_rotMode_change_values(float quat[4], float eul[3], float axis[3], float
* pose_mat(b)= arm_mat(b) * chan_mat(b)
*
* *************************************************************************** */
/* Computes vector and roll based on a rotation.
* "mat" must contain only a rotation, and no scaling. */
void mat3_to_vec_roll(float mat[3][3], float r_vec[3], float *r_roll)
@ -1433,52 +1434,95 @@ void mat3_to_vec_roll(float mat[3][3], float r_vec[3], float *r_roll)
}
}
/* Calculates the rest matrix of a bone based
* On its vector and a roll around that vector */
/* Calculates the rest matrix of a bone based on its vector and a roll around that vector. */
/* Given v = (v.x, v.y, v.z) our (normalized) bone vector, we want the rotation matrix M
* from the Y axis (so that M * (0, 1, 0) = v).
* -> The rotation axis a lays on XZ plane, and it is orthonormal to v, hence to the projection of v onto XZ plane.
* -> a = (v.z, 0, -v.x)
* We know a is eigenvector of M (so M * a = a).
* Finally, we have w, such that M * w = (0, 1, 0) (i.e. the vector that will be aligned with Y axis once transformed).
* We know w is symmetric to v by the Y axis.
* -> w = (-v.x, v.y, -v.z)
*
* Solving this, we get (x, y and z being the components of v):
* (x^2 * y + z^2) / (x^2 + z^2), x, x * z * (y - 1) / (x^2 + z^2)
* M = x * (y^2 - 1) / (x^2 + z^2), y, z * (y^2 - 1) / (x^2 + z^2)
* x * z * (y - 1) / (x^2 + z^2), z, (x^2 + z^2 * y) / (x^2 + z^2)
*
* This is stable as long as v (the bone) is not too much aligned with +/-Y (i.e. x and z components
* are not too close to 0).
*
* Since v is normalized, we have x^2 + y^2 + z^2 = 1, hence x^2 + z^2 = 1 - y^2 = (1 - y)(1 + y).
* This allows to simplifies M like this:
* 1 - x^2 / (1 + y), x, -x * z / (1 + y)
* M = -x, y, -z
* -x * z / (1 + y), z, 1 - z^2 / (1 + y)
*
* Written this way, we see the case v = +Y is no more a singularity. The only one remaining is the bone being
* aligned with -Y.
*
* Let's handle the asymptotic behavior when bone vector is reaching the limit of y = -1. Each of the four corner
* elements can vary from -1 to 1, depending on the axis a chosen for doing the rotation. And the "rotation" here
* is in fact established by mirroring XZ plane by that given axis, then inversing the Y-axis.
* For sufficiently small x and z, and with y approaching -1, all elements but the four corner ones of M
* will degenerate. So let's now focus on these corner elements.
*
* We rewrite M so that it only contains its four corner elements, and combine the 1 / (1 + y) factor:
* 1 + y - x^2, -x * z
* M* = 1 / (1 + y) *
* -x * z, 1 + y - z^2
*
* When y is close to -1, computing 1 / (1 + y) will cause severe numerical instability, so we ignore it and
* normalize M instead. We know y^2 = 1 - (x^2 + z^2), and y < 0, hence y = -sqrt(1 - (x^2 + z^2)).
* Since x and z are both close to 0, we apply the binomial expansion to the first order:
* y = -sqrt(1 - (x^2 + z^2)) = -1 + (x^2 + z^2) / 2. Which gives:
* z^2 - x^2, -2 * x * z
* M* = 1 / (x^2 + z^2) *
* -2 * x * z, x^2 - z^2
*/
void vec_roll_to_mat3(const float vec[3], const float roll, float mat[3][3])
{
float nor[3], axis[3], target[3] = {0, 1, 0};
float nor[3];
float theta;
float rMatrix[3][3], bMatrix[3][3];
normalize_v3_v3(nor, vec);
/* Find Axis & Amount for bone matrix */
cross_v3_v3v3(axis, target, nor);
theta = 1 + nor[1];
/* was 0.0000000000001, caused bug [#23954], smaller values give unstable
* roll when toggling editmode.
/* With old algo, 1.0e-13f caused T23954 and T31333, 1.0e-6f caused T27675 and T30438,
* so using 1.0e-9f as best compromise.
*
* was 0.00001, causes bug [#27675], with 0.00000495,
* so a value inbetween these is needed.
*
* was 0.000001, causes bug [#30438] (which is same as [#27675, imho).
* Resetting it to org value seems to cause no more [#23954]...
*
* was 0.0000000000001, caused bug [#31333], smaller values give unstable
* roll when toggling editmode again...
* No good value here, trying 0.000000001 as best compromise. :/
* New algo is supposed much more precise, since less complex computations are performed,
* but it uses two different threshold values...
*/
if (len_squared_v3(axis) > 1.0e-9f) {
/* if nor is *not* a multiple of target ... */
normalize_v3(axis);
theta = angle_normalized_v3v3(target, nor);
/* Make Bone matrix*/
axis_angle_normalized_to_mat3(bMatrix, axis, theta);
if (theta > 1.0e-9f) {
/* nor is *not* -Y.
* We got these values for free... so be happy with it... ;)
*/
bMatrix[0][1] = -nor[0];
bMatrix[1][0] = nor[0];
bMatrix[1][1] = nor[1];
bMatrix[1][2] = nor[2];
bMatrix[2][1] = -nor[2];
if (theta > 1.0e-5f) {
/* If nor is far enough from -Y, apply the general case. */
bMatrix[0][0] = 1 - nor[0] * nor[0] / theta;
bMatrix[2][2] = 1 - nor[2] * nor[2] / theta;
bMatrix[2][0] = bMatrix[0][2] = -nor[0] * nor[2] / theta;
}
else {
/* If nor is too close to -Y, apply the special case. */
theta = nor[0] * nor[0] + nor[2] * nor[2];
bMatrix[0][0] = (nor[0] + nor[2]) * (nor[0] - nor[2]) / theta;
bMatrix[2][2] = -bMatrix[0][0];
bMatrix[2][0] = bMatrix[0][2] = 2.0f * nor[0] * nor[2] / theta;
}
}
else {
/* if nor is a multiple of target ... */
float updown;
/* point same direction, or opposite? */
updown = (dot_v3v3(target, nor) > 0) ? 1.0f : -1.0f;
/* I think this should work... */
bMatrix[0][0] = updown; bMatrix[0][1] = 0.0; bMatrix[0][2] = 0.0;
bMatrix[1][0] = 0.0; bMatrix[1][1] = updown; bMatrix[1][2] = 0.0;
bMatrix[2][0] = 0.0; bMatrix[2][1] = 0.0; bMatrix[2][2] = 1.0;
/* If nor is -Y, simple symmetry by Z axis. */
unit_m3(bMatrix);
bMatrix[0][0] = bMatrix[1][1] = -1.0;
}
/* Make Roll matrix */