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blender-archive/source/blender/modifiers/intern/MOD_armature.c

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 by the Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup modifiers
*/
#include <string.h>
#include "BLI_listbase.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
#include "DNA_armature_types.h"
#include "DNA_defaults.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_context.h"
#include "BKE_editmesh.h"
#include "BKE_lib_id.h"
#include "BKE_lib_query.h"
#include "BKE_mesh.h"
#include "BKE_mesh_wrapper.h"
#include "BKE_modifier.h"
#include "BKE_screen.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "RNA_access.h"
#include "BLO_read_write.h"
#include "DEG_depsgraph_query.h"
#include "bmesh.h"
#include "bmesh_tools.h"
#include "MEM_guardedalloc.h"
#include "MOD_ui_common.h"
#include "MOD_util.h"
static void initData(ModifierData *md)
{
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ArmatureModifierData *amd = (ArmatureModifierData *)md;
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BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(amd, modifier));
MEMCPY_STRUCT_AFTER(amd, DNA_struct_default_get(ArmatureModifierData), modifier);
}
static void copyData(const ModifierData *md, ModifierData *target, const int flag)
{
#if 0
const ArmatureModifierData *amd = (const ArmatureModifierData *)md;
#endif
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ArmatureModifierData *tamd = (ArmatureModifierData *)target;
BKE_modifier_copydata_generic(md, target, flag);
tamd->vert_coords_prev = NULL;
}
static void requiredDataMask(Object *UNUSED(ob),
ModifierData *UNUSED(md),
CustomData_MeshMasks *r_cddata_masks)
{
/* ask for vertexgroups */
r_cddata_masks->vmask |= CD_MASK_MDEFORMVERT;
}
static bool isDisabled(const struct Scene *UNUSED(scene),
ModifierData *md,
bool UNUSED(useRenderParams))
{
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ArmatureModifierData *amd = (ArmatureModifierData *)md;
/* The object type check is only needed here in case we have a placeholder
* object assigned (because the library containing the armature is missing).
*
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* In other cases it should be impossible to have a type mismatch.
*/
return !amd->object || amd->object->type != OB_ARMATURE;
}
static void foreachIDLink(ModifierData *md, Object *ob, IDWalkFunc walk, void *userData)
{
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ArmatureModifierData *amd = (ArmatureModifierData *)md;
walk(userData, ob, (ID **)&amd->object, IDWALK_CB_NOP);
}
static void updateDepsgraph(ModifierData *md, const ModifierUpdateDepsgraphContext *ctx)
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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{
ArmatureModifierData *amd = (ArmatureModifierData *)md;
if (amd->object != NULL) {
/* If not using envelopes,
* create relations to individual bones for more rigging flexibility. */
if ((amd->deformflag & ARM_DEF_ENVELOPE) == 0 && (amd->object->pose != NULL) &&
ELEM(ctx->object->type, OB_MESH, OB_LATTICE, OB_GPENCIL)) {
/* If neither vertex groups nor envelopes are used, the modifier has no bone dependencies. */
if ((amd->deformflag & ARM_DEF_VGROUP) != 0) {
/* Enumerate groups that match existing bones. */
LISTBASE_FOREACH (bDeformGroup *, dg, &ctx->object->defbase) {
if (BKE_pose_channel_find_name(amd->object->pose, dg->name) != NULL) {
/* Can't check BONE_NO_DEFORM because it can be animated. */
DEG_add_bone_relation(
ctx->node, amd->object, dg->name, DEG_OB_COMP_BONE, "Armature Modifier");
}
}
}
}
/* Otherwise require the whole pose to be complete. */
else {
DEG_add_object_relation(ctx->node, amd->object, DEG_OB_COMP_EVAL_POSE, "Armature Modifier");
}
DEG_add_object_relation(ctx->node, amd->object, DEG_OB_COMP_TRANSFORM, "Armature Modifier");
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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}
DEG_add_modifier_to_transform_relation(ctx->node, "Armature Modifier");
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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}
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static void deformVerts(ModifierData *md,
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const ModifierEvalContext *ctx,
Mesh *mesh,
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float (*vertexCos)[3],
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int numVerts)
{
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ArmatureModifierData *amd = (ArmatureModifierData *)md;
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MOD_previous_vcos_store(md, vertexCos); /* if next modifier needs original vertices */
BKE_armature_deform_coords_with_mesh(amd->object,
ctx->object,
vertexCos,
NULL,
numVerts,
amd->deformflag,
amd->vert_coords_prev,
amd->defgrp_name,
mesh);
/* free cache */
MEM_SAFE_FREE(amd->vert_coords_prev);
}
static void deformVertsEM(ModifierData *md,
const ModifierEvalContext *ctx,
struct BMEditMesh *em,
Mesh *mesh,
float (*vertexCos)[3],
int numVerts)
{
if (mesh != NULL) {
deformVerts(md, ctx, mesh, vertexCos, numVerts);
return;
}
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ArmatureModifierData *amd = (ArmatureModifierData *)md;
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MOD_previous_vcos_store(md, vertexCos); /* if next modifier needs original vertices */
BKE_armature_deform_coords_with_editmesh(amd->object,
ctx->object,
vertexCos,
NULL,
numVerts,
amd->deformflag,
amd->vert_coords_prev,
amd->defgrp_name,
em);
/* free cache */
MEM_SAFE_FREE(amd->vert_coords_prev);
}
static void deformMatricesEM(ModifierData *md,
const ModifierEvalContext *ctx,
struct BMEditMesh *em,
Mesh *UNUSED(mesh),
float (*vertexCos)[3],
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float (*defMats)[3][3],
int numVerts)
{
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ArmatureModifierData *amd = (ArmatureModifierData *)md;
BKE_armature_deform_coords_with_editmesh(amd->object,
ctx->object,
vertexCos,
defMats,
numVerts,
amd->deformflag,
NULL,
amd->defgrp_name,
em);
}
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static void deformMatrices(ModifierData *md,
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const ModifierEvalContext *ctx,
Mesh *mesh,
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float (*vertexCos)[3],
float (*defMats)[3][3],
int numVerts)
{
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ArmatureModifierData *amd = (ArmatureModifierData *)md;
Mesh *mesh_src = MOD_deform_mesh_eval_get(ctx->object, NULL, mesh, NULL, numVerts, false, false);
BKE_armature_deform_coords_with_mesh(amd->object,
ctx->object,
vertexCos,
defMats,
numVerts,
amd->deformflag,
NULL,
amd->defgrp_name,
mesh_src);
if (!ELEM(mesh_src, NULL, mesh)) {
BKE_id_free(NULL, mesh_src);
}
}
static void panel_draw(const bContext *UNUSED(C), Panel *panel)
{
uiLayout *col;
uiLayout *layout = panel->layout;
PointerRNA ob_ptr;
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, &ob_ptr);
uiLayoutSetPropSep(layout, true);
uiItemR(layout, ptr, "object", 0, NULL, ICON_NONE);
modifier_vgroup_ui(layout, ptr, &ob_ptr, "vertex_group", "invert_vertex_group", NULL);
col = uiLayoutColumn(layout, true);
uiItemR(col, ptr, "use_deform_preserve_volume", 0, NULL, ICON_NONE);
uiItemR(col, ptr, "use_multi_modifier", 0, NULL, ICON_NONE);
col = uiLayoutColumnWithHeading(layout, true, IFACE_("Bind To"));
uiItemR(col, ptr, "use_vertex_groups", 0, IFACE_("Vertex Groups"), ICON_NONE);
uiItemR(col, ptr, "use_bone_envelopes", 0, IFACE_("Bone Envelopes"), ICON_NONE);
modifier_panel_end(layout, ptr);
}
static void panelRegister(ARegionType *region_type)
{
modifier_panel_register(region_type, eModifierType_Armature, panel_draw);
}
static void blendRead(BlendDataReader *UNUSED(reader), ModifierData *md)
{
ArmatureModifierData *amd = (ArmatureModifierData *)md;
amd->vert_coords_prev = NULL;
}
ModifierTypeInfo modifierType_Armature = {
/* name */ "Armature",
/* structName */ "ArmatureModifierData",
/* structSize */ sizeof(ArmatureModifierData),
/* srna */ &RNA_ArmatureModifier,
/* type */ eModifierTypeType_OnlyDeform,
/* flags */ eModifierTypeFlag_AcceptsCVs | eModifierTypeFlag_AcceptsVertexCosOnly |
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eModifierTypeFlag_SupportsEditmode,
/* icon */ ICON_MOD_ARMATURE,
/* copyData */ copyData,
/* deformVerts */ deformVerts,
/* deformMatrices */ deformMatrices,
/* deformVertsEM */ deformVertsEM,
/* deformMatricesEM */ deformMatricesEM,
/* modifyMesh */ NULL,
/* modifyHair */ NULL,
/* modifyGeometrySet */ NULL,
/* modifyVolume */ NULL,
/* initData */ initData,
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
/* foreachIDLink */ foreachIDLink,
/* foreachTexLink */ NULL,
/* freeRuntimeData */ NULL,
/* panelRegister */ panelRegister,
/* blendWrite */ NULL,
/* blendRead */ blendRead,
};