Support for auto-skinning when parenting a mesh to an armature.

Applies to bones that do not have a boneclass of unskinnable
(set per bone in editmode in the button window).
This commit is contained in:
Chris Want
2003-04-24 00:48:43 +00:00
parent 788fa67bdf
commit c95692df7c
10 changed files with 746 additions and 13 deletions

View File

@@ -77,6 +77,7 @@ struct Bone *get_named_bone (struct bArmature *arm, const char *name);
struct Bone *get_indexed_bone (struct bArmature *arm, int index);
void make_displists_by_armature (struct Object *ob);
void calc_bone_deform (struct Bone *bone, float weight, float *vec, float *co, float *contrib);
float dist_to_bone (float vec[3], float b1[3], float b2[3]);
void where_is_armature_time (struct Object *ob, float ctime);
void where_is_armature (struct Object *ob);

View File

@@ -39,6 +39,7 @@ void subsurf_to_mesh(struct Object *oldob, struct Mesh *newme);
void subsurf_make_mesh(struct Object *ob, short subdiv);
void subsurf_make_editmesh(struct Object *ob);
struct DispList* subsurf_mesh_to_displist(struct Mesh *me, struct DispList *dl, short subdiv);
void subsurf_calculate_limit_positions(Mesh *me, float (*positions_r)[3]);
#endif

View File

@@ -73,7 +73,6 @@
/* Function prototypes */
static void apply_pose_bonechildren (Bone* bone, bPose* pose, int doit);
static float dist_to_bone (float vec[3], float b1[3], float b2[3]);
static Bone *get_named_bone_bonechildren (Bone *bone, const char *name);
static Bone *get_indexed_bone_bonechildren (Bone *bone, int *index);
/*void make_bone_parent_matrix (Bone* bone);*/
@@ -568,7 +567,7 @@ static int verify_boneptr_children (Bone *cBone, Bone *tBone)
}
static float dist_to_bone (float vec[3], float b1[3], float b2[3])
float dist_to_bone (float vec[3], float b1[3], float b2[3])
{
/* float dist=0; */
float bdelta[3];

View File

@@ -901,3 +901,44 @@ DispList* subsurf_mesh_to_displist(Mesh *me, DispList *dl, short subdiv)
return subsurf_subdivide_to_displist(hme, subdiv);
}
void subsurf_calculate_limit_positions(Mesh *me, float (*positions_r)[3])
{
/* Finds the subsurf limit positions for the verts in a mesh
* and puts them in an array of floats. Please note that the
* calculated vert positions is incorrect for the verts
* on the boundary of the mesh.
*/
HyperMesh *hme= hypermesh_from_mesh(me, NULL);
HyperMesh *nme= hypermesh_new();
float edge_sum[3], face_sum[3];
HyperVert *hv;
LinkNode *l;
int i;
hypermesh_subdivide(hme, nme);
for (i= me->totvert-1,hv=hme->verts; i>=0; i--,hv=hv->next) {
int N= 0;
edge_sum[0]= edge_sum[1]= edge_sum[2]= 0.0;
face_sum[0]= face_sum[1]= face_sum[2]= 0.0;
for (N=0,l=hv->edges; l; N++,l= l->next) {
Vec3Add(edge_sum, ((HyperEdge*) l->link)->ep->co);
}
for (l=hv->faces; l; l= l->next) {
Vec3Add(face_sum, ((HyperFace*) l->link)->mid->co);
}
positions_r[i][0] =
(hv->nmv->co[0]*N*N + edge_sum[0]*4 + face_sum[0])/(N*(N+5));
positions_r[i][1] =
(hv->nmv->co[1]*N*N + edge_sum[1]*4 + face_sum[1])/(N*(N+5));
positions_r[i][2] =
(hv->nmv->co[2]*N*N + edge_sum[2]*4 + face_sum[2])/(N*(N+5));
}
hypermesh_free(nme);
hypermesh_free(hme);
}

View File

@@ -73,6 +73,7 @@ typedef struct EditBone
float rot[3], drot[3];
float quat[4], dquat[4];
float obmat[4][4];
short boneclass;
} EditBone;
@@ -106,6 +107,7 @@ void selectconnected_posearmature(void);
void select_bone_by_name (struct bArmature *arm, char *name, int select);
struct Bone *get_first_selected_bone (void);
void auto_align_armature(void);
void create_vgroups_from_armature(Object *ob, Object *par);
#define BONESEL_TIP 0x08000000
#define BONESEL_ROOT 0x04000000

View File

@@ -33,12 +33,18 @@
#ifndef BIF_DEFORM_H
#define BIF_DEFORM_H
#define WEIGHT_REPLACE 1
#define WEIGHT_ADD 2
#define WEIGHT_SUBTRACT 3
struct Object;
struct MDeformVert;
struct MDeformWeight;
struct bDeformGroup;
struct bDeformGroup *get_named_vertexgroup (Object *ob, char *name);
void unique_vertexgroup_name (struct bDeformGroup *dg, struct Object *ob);
struct bDeformGroup *add_defgroup_name (struct Object *ob, char *name);
void add_defgroup (struct Object *ob);
void del_defgroup (struct Object *ob);
void assign_verts_defgroup (void);
@@ -46,6 +52,12 @@ void remove_verts_defgroup (int allverts);
void sel_verts_defgroup (int select);
struct MDeformWeight *verify_defweight (struct MDeformVert *dv, int defgroup);
void verify_defgroups (struct Object *ob);
int get_defgroup_num (struct Object *ob, struct bDeformGroup *dg);
void add_vert_to_defgroup (struct Object *ob, struct bDeformGroup *dg,
int vertnum, float weight,
int assignmode);
void remove_vert_defgroup (struct Object *ob, struct bDeformGroup *dg,
int vertnum);
#endif

View File

@@ -61,6 +61,10 @@ typedef struct Bone {
float defmat[4][4];
float irestmat[4][4]; /* Cached inverse of rest matrix (objectspace)*/
float posemat[4][4]; /* Cached pose matrix (objectspace)*/
short boneclass;
short filler1;
short filler2;
short filler3;
}Bone;
typedef struct bArmature {
@@ -119,5 +123,22 @@ enum {
BONE_ISMUSCLEBIT
};
#endif
enum {
BONE_SKINNABLE = 0,
BONE_UNSKINNABLE,
BONE_HEAD,
BONE_NECK,
BONE_BACK,
BONE_SHOULDER,
BONE_ARM,
BONE_HAND,
BONE_FINGER,
BONE_THUMB,
BONE_PELVIS,
BONE_LEG,
BONE_FOOT,
BONE_TOE,
BONE_TENTACLE
};
#endif

View File

@@ -58,6 +58,7 @@
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "DNA_mesh_types.h"
#include "BKE_utildefines.h"
#include "BKE_action.h"
@@ -65,6 +66,7 @@
#include "BKE_constraint.h"
#include "BKE_global.h"
#include "BKE_object.h"
#include "BKE_subsurf.h"
#include "BIF_gl.h"
#include "BIF_graphics.h"
@@ -76,6 +78,7 @@
#include "BIF_editarmature.h"
#include "BIF_poseobject.h"
#include "BIF_mywindow.h"
#include "BIF_editdeform.h"
#include "BDR_editobject.h"
#include "BDR_drawobject.h"
@@ -810,6 +813,8 @@ static void editbones_to_armature (ListBase *list, Object *ob)
newBone->weight = eBone->weight;
newBone->dist = eBone->dist;
newBone->boneclass = eBone->boneclass;
memcpy (newBone->loc, eBone->loc, sizeof(eBone->loc));
memcpy (newBone->dloc, eBone->dloc, sizeof(eBone->dloc));
/* memcpy (newBone->orig, eBone->orig, sizeof(eBone->orig));*/
@@ -906,6 +911,8 @@ void load_editArmature(void)
newBone->weight = eBone->weight;
newBone->dist = eBone->dist;
newBone->boneclass = eBone->boneclass;
memcpy (newBone->loc, eBone->loc, sizeof(eBone->loc));
memcpy (newBone->dloc, eBone->dloc, sizeof(eBone->dloc));
/* memcpy (newBone->orig, eBone->orig, sizeof(eBone->orig));*/
@@ -1081,6 +1088,7 @@ static void make_boneList(ListBase* list, ListBase *bones, EditBone *parent)
#endif
eBone->dist= curBone->dist;
eBone->weight= curBone->weight;
eBone->boneclass = curBone->boneclass;
memcpy (eBone->loc, curBone->loc, sizeof(curBone->loc));
memcpy (eBone->dloc, curBone->dloc, sizeof(curBone->dloc));
/* memcpy (eBone->orig, curBone->orig, sizeof(curBone->orig));*/
@@ -1587,6 +1595,7 @@ static void add_bone_input (Object *ob)
bone->weight= 1.0F;
bone->dist= 1.0F;
bone->boneclass = BONE_SKINNABLE;
/* Project cursor center to screenspace. */
getmouseco_areawin(mval);
@@ -1781,8 +1790,35 @@ void armaturebuts(void)
/* Dist and weight buttons */
uiBlockSetCol(block, BUTGREY);
uiDefButF(block, NUM,REDRAWVIEW3D, "Dist:", bx+320, by, 110, 18, &curBone->dist, 0.0, 1000.0, 10.0, 0.0, "Bone deformation distance");
uiDefButF(block, NUM,REDRAWVIEW3D, "Weight:", bx+438, by, 110, 18, &curBone->weight, 0.0F, 1000.0F, 10.0F, 0.0F, "Bone deformation weight");
but=uiDefButI(block, MENU, REDRAWVIEW3D,
"Skinnable %x0|"
"Unskinnable %x1|"
"Head %x2|"
"Neck %x3|"
"Back %x4|"
"Shoulder %x5|"
"Arm %x6|"
"Hand %x7|"
"Finger %x8|"
"Thumb %x9|"
"Pelvis %x10|"
"Leg %x11|"
"Foot %x12|"
"Toe %x13|"
"Tentacle %x14",
bx+320,by,97,18,
&curBone->boneclass,
0.0, 0.0, 0.0, 0.0,
"Classification of armature element");
/* Dist and weight buttons */
uiBlockSetCol(block, BUTGREY);
uiDefButF(block, NUM,REDRAWVIEW3D, "Dist:", bx+425, by,
110, 18, &curBone->dist, 0.0, 1000.0, 10.0, 0.0,
"Bone deformation distance");
uiDefButF(block, NUM,REDRAWVIEW3D, "Weight:", bx+543, by,
110, 18, &curBone->weight, 0.0F, 1000.0F,
10.0F, 0.0F, "Bone deformation weight");
by-=19;
}
@@ -2108,6 +2144,8 @@ void extrude_armature(void)
newbone->flag |= BONE_QUATROT;
newbone->weight= curbone->weight;
newbone->dist= curbone->dist;
newbone->boneclass= curbone->boneclass;
Mat4One(newbone->obmat);
/* See if there are any ik children of the parent */
@@ -2586,3 +2624,324 @@ void auto_align_armature(void)
}
}
int bone_looper(Object *ob, Bone *bone, void *data,
int (*bone_func)(Object *, Bone *, void *)) {
/* We want to apply the function bone_func to every bone
* in an armature -- feed bone_looper the first bone and
* a pointer to the bone_func and watch it go!. The int count
* can be useful for counting bones with a certain property
* (e.g. skinnable)
*/
int count = 0;
if (bone) {
/* only do bone_func if the bone is non null
*/
count += bone_func(ob, bone, data);
/* try to execute bone_func for the first child
*/
count += bone_looper(ob, bone->childbase.first, data,
bone_func);
/* try to execute bone_func for the next bone at this
* depth of the recursion.
*/
count += bone_looper(ob, bone->next, data, bone_func);
}
return count;
}
int add_defgroup_unique_bone(Object *ob, Bone *bone, void *data) {
/* This group creates a vertex group to ob that has the
* same name as bone. Is such a vertex group aleady exist
* the routine exits.
*/
if (!get_named_vertexgroup(ob,bone->name)) {
add_defgroup_name(ob, bone->name);
return 1;
}
return 0;
}
int bone_skinnable(Object *ob, Bone *bone, void *data)
{
/* Bones that are not of boneclass BONE_UNSKINNABLE
* are regarded to be "skinnable" and are eligible for
* auto-skinning.
*
* This function performs 2 functions:
*
* a) It returns 1 if the bone is skinnable.
* If we loop over all bones with this
* function, we can count the number of
* skinnable bones.
* b) If the pointer data is non null,
* it is treated like a handle to a
* bone pointer -- the bone pointer
* is set to point at this bone, and
* the pointer the handle points to
* is incremented to point to the
* next member of an array of pointers
* to bones. This way we can loop using
* this function to construct an array of
* pointers to bones that point to all
* skinnable bones.
*/
Bone ***hbone;
if ( bone->boneclass != BONE_UNSKINNABLE ) {
if (data != NULL) {
hbone = (Bone ***) data;
**hbone = bone;
++*hbone;
}
return 1;
}
return 0;
}
int dgroup_skinnable(Object *ob, Bone *bone, void *data) {
/* Bones that are not of boneclass BONE_UNSKINNABLE
* are regarded to be "skinnable" and are eligible for
* auto-skinning.
*
* This function performs 2 functions:
*
* a) If the bone is skinnable, it creates
* a vertex group for ob that has
* the name of the skinnable bone
* (if one doesn't exist already).
* b) If the pointer data is non null,
* it is treated like a handle to a
* bDeformGroup pointer -- the
* bDeformGroup pointer is set to point
* to the deform group with the bone's
* name, and the pointer the handle
* points to is incremented to point to the
* next member of an array of pointers
* to bDeformGroups. This way we can loop using
* this function to construct an array of
* pointers to bDeformGroups, all with names
* of skinnable bones.
*/
bDeformGroup ***hgroup, *defgroup;
if ( bone->boneclass != BONE_UNSKINNABLE ) {
if ( !(defgroup = get_named_vertexgroup(ob, bone->name)) ) {
defgroup = add_defgroup_name(ob, bone->name);
}
if (data != NULL) {
hgroup = (bDeformGroup ***) data;
**hgroup = defgroup;
++*hgroup;
}
return 1;
}
return 0;
}
void add_verts_to_closest_dgroup(Object *ob, Object *par)
{
/* This function implements a crude form of
* auto-skinning: vertices are assigned to the
* deformation groups associated with bones based
* on thier proximity to a bone. Every vert is
* given a weight of 1.0 to the weight group
* cooresponding to the bone that it is
* closest to. The vertex may also be assigned to
* a deformation group associated to a bone
* that is within 10% of the mninimum distance
* between the bone and the nearest vert -- the
* cooresponding weight will fall-off to zero
* as the distance approaches the 10% tolerance mark.
* If the mesh has subsurf enabled then the verts
* on the subsurf limit surface is used to generate
* the weights rather than the verts on the cage
* mesh.
*/
bArmature *arm;
Bone **bonelist, **bonehandle, *bone;
bDeformGroup **dgrouplist, **dgrouphandle, *defgroup;
float *distance, mindist = 0.0, weight = 0.0;
float root[3];
float tip[3];
float real_co[3];
float *subverts = NULL;
float *subvert;
Mesh *mesh;
MVert *vert;
int numbones, i, j;
/* If the parent object is not an armature exit */
arm = get_armature(par);
if (!arm)
return;
/* count the number of skinnable bones */
numbones = bone_looper(ob, arm->bonebase.first, NULL,
bone_skinnable);
/* create an array of pointer to bones that are skinnable
* and fill it with all of the skinnable bones
*/
bonelist = MEM_mallocN(numbones*sizeof(Bone *), "bonelist");
bonehandle = bonelist;
bone_looper(ob, arm->bonebase.first, &bonehandle,
bone_skinnable);
/* create an array of pointers to the deform groups that
* coorespond to the skinnable bones (creating them
* as necessary.
*/
dgrouplist = MEM_mallocN(numbones*sizeof(bDeformGroup *), "dgrouplist");
dgrouphandle = dgrouplist;
bone_looper(ob, arm->bonebase.first, &dgrouphandle,
dgroup_skinnable);
/* create an array of floats that will be used for each vert
* to hold the distance to each bone.
*/
distance = MEM_mallocN(numbones*sizeof(float), "distance");
mesh = (Mesh*)ob->data;
/* Is subsurf on? Lets use the verts on the limit surface then */
if ( (mesh->flag&ME_SUBSURF) && (mesh->subdiv > 0) ) {
subverts = MEM_mallocN(3*mesh->totvert*sizeof(float), "subverts");
subsurf_calculate_limit_positions(mesh, subverts);
}
/* for each vertex in the mesh ...
*/
for ( i=0 ; i < mesh->totvert ; ++i ) {
/* get the vert in global coords
*/
if (subverts) {
subvert = subverts + i*3;
VECCOPY (real_co, subvert);
}
else {
vert = mesh->mvert + i;
VECCOPY (real_co, vert->co);
}
Mat4MulVecfl(ob->obmat, real_co);
/* for each skinnable bone ...
*/
for (j=0; j < numbones; ++j) {
bone = bonelist[j];
/* get the root of the bone in global coords
*/
get_bone_root_pos (bone, root, 0);
Mat4MulVecfl(par->obmat, root);
/* get the tip of the bone in global coords
*/
get_bone_tip_pos (bone, tip, 0);
Mat4MulVecfl(par->obmat, tip);
/* store the distance from the bone to
* the vert
*/
distance[j] = dist_to_bone(real_co, root, tip);
/* if this is the first bone, or if this
* bone is less than mindist, then set this
* distance to mindist
*/
if (j == 0) {
mindist = distance[j];
}
else if (distance[j] < mindist) {
mindist = distance[j];
}
}
/* for each deform group ...
*/
for (j=0; j < numbones; ++j) {
defgroup = dgrouplist[j];
/* if the cooresponding bone is the closest one
* add the vert to the deform group with weight 1
*/
if (distance[j] <= mindist) {
add_vert_to_defgroup (ob, defgroup, i, 1.0, WEIGHT_REPLACE);
}
/* if the cooresponding bone is within 10% of the
* nearest distance, add the vert to the
* deform group with a weight that declines with
* distance
*/
else if (distance[j] <= mindist*1.10) {
if (mindist > 0)
weight = 1.0 - (distance[j] - mindist) / (mindist * 0.10);
add_vert_to_defgroup (ob, defgroup, i, weight, WEIGHT_REPLACE);
}
/* if the cooresponding bone is outside of the 10% tolerance
* then remove the vert from the weight group (if it is
* in that group)
*/
else {
remove_vert_defgroup (ob, defgroup, i);
}
}
}
/* free the memory allocated
*/
MEM_freeN(bonelist);
MEM_freeN(dgrouplist);
MEM_freeN(distance);
if (subverts) MEM_freeN(subverts);
}
void create_vgroups_from_armature(Object *ob, Object *par)
{
/* Lets try to create some vertex groups
* based on the bones of the parent armature.
*/
bArmature *arm;
short mode;
/* If the parent object is not an armature exit */
arm = get_armature(par);
if (!arm)
return;
/* Prompt the user on whether/how they want the vertex groups
* added to the child mesh */
mode= pupmenu("Vertex Groups from Bones? %t|No Thanks %x1|Empty %x2|"
"Closest Bone %x3");
switch (mode){
case 2:
/* Traverse the bone list, trying to create empty vertex
* groups cooresponding to the bone.
*/
bone_looper(ob, arm->bonebase.first, NULL,
add_defgroup_unique_bone);
break;
case 3:
/* Traverse the bone list, trying to create vertex groups
* that are populated with the vertices for which the
* bone is closest.
*/
add_verts_to_closest_dgroup(ob, par);
break;
}
}

View File

@@ -114,20 +114,32 @@ the specified defweight group */
return dv->dw+(dv->totweight-1);
}
void add_defgroup (Object *ob)
void add_defgroup (Object *ob) {
add_defgroup_name (ob, "Group");
}
bDeformGroup *add_defgroup_name (Object *ob, char *name)
{
bDeformGroup *defgroup;
if (!ob)
return;
return NULL;
defgroup = MEM_callocN (sizeof(bDeformGroup), "deformGroup");
strcpy (defgroup->name, "Group");
/* I think there should be some length
* checking here -- don't know why NaN
* never checks name lengths (see
* unique_vertexgroup_name, for example).
*/
strcpy (defgroup->name, name);
BLI_addtail(&ob->defbase, defgroup);
unique_vertexgroup_name(defgroup, ob);
ob->actdef = BLI_countlist(&ob->defbase);
return defgroup;
}
void del_defgroup (Object *ob)
@@ -166,6 +178,233 @@ void del_defgroup (Object *ob)
BLI_freelinkN (&ob->defbase, defgroup);
}
void create_dverts(Mesh *me)
{
/* create deform verts for the mesh
*/
int i;
me->dvert= MEM_mallocN(sizeof(MDeformVert)*me->totvert, "deformVert");
for (i=0; i < me->totvert; ++i) {
me->dvert[i].totweight = 0;
me->dvert[i].dw = NULL;
}
}
int get_defgroup_num (Object *ob, bDeformGroup *dg)
{
/* Fetch the location of this deform group
* within the linked list of deform groups.
* (this number is stored in the deform
* weights of the deform verts to link them
* to this deform group) deform deform
* deform blah blah deform
*/
bDeformGroup *eg;
int def_nr;
eg = ob->defbase.first;
def_nr = 0;
/* loop through all deform groups
*/
while (eg != NULL){
/* if the current deform group is
* the one we are after, return
* def_nr
*/
if (eg == dg){
break;
}
++def_nr;
eg = eg->next;
}
/* if there was no deform group found then
* return -1 (should set up a nice symbolic
* constant for this)
*/
if (eg == NULL) return -1;
return def_nr;
}
void remove_vert_def_nr (Object *ob, int def_nr, int vertnum)
{
/* This routine removes the vertex from the deform
* group with number def_nr.
*
* This routine is meant to be fast, so it is the
* responsibility of the calling routine to:
* a) test whether ob is non-NULL
* b) test whether ob is a mesh
* c) calculate def_nr
*/
MDeformWeight *newdw;
MDeformVert *dvert;
int i;
/* if this mesh has no deform mesh abort
*/
if (!((Mesh*)ob->data)->dvert) return;
/* get the deform mesh cooresponding to the
* vertnum
*/
dvert = ((Mesh*)ob->data)->dvert + vertnum;
/* for all of the deform weights in the
* deform vert
*/
for (i=dvert->totweight - 1 ; i>=0 ; i--){
/* if the def_nr is the same as the one
* for our weight group then remove it
* from this deform vert.
*/
if (dvert->dw[i].def_nr == def_nr) {
dvert->totweight--;
/* if there are still other deform weights
* attached to this vert then remove this
* deform weight, and reshuffle the others
*/
if (dvert->totweight) {
newdw = MEM_mallocN (sizeof(MDeformWeight)*(dvert->totweight),
"deformWeight");
if (dvert->dw){
memcpy (newdw, dvert->dw, sizeof(MDeformWeight)*i);
memcpy (newdw+i, dvert->dw+i+1,
sizeof(MDeformWeight)*(dvert->totweight-i));
MEM_freeN (dvert->dw);
}
dvert->dw=newdw;
}
/* if there are no other deform weights
* left then just remove the deform weight
*/
else {
MEM_freeN (dvert->dw);
dvert->dw = NULL;
}
}
}
}
void add_vert_defnr (Object *ob, int def_nr, int vertnum,
float weight, int assignmode)
{
/* add the vert to the deform group with the
* specified number
*/
MDeformVert *dv;
MDeformWeight *newdw;
int i;
/* get the vert
*/
dv = ((Mesh*)ob->data)->dvert + vertnum;
/* Lets first check to see if this vert is
* already in the weight group -- if so
* lets update it
*/
for (i=0; i<dv->totweight; i++){
/* if this weight cooresponds to the
* deform group, then add it using
* the assign mode provided
*/
if (dv->dw[i].def_nr == def_nr){
switch (assignmode) {
case WEIGHT_REPLACE:
dv->dw[i].weight=weight;
break;
case WEIGHT_ADD:
dv->dw[i].weight+=weight;
if (dv->dw[i].weight >= 1.0)
dv->dw[i].weight = 1.0;
break;
case WEIGHT_SUBTRACT:
dv->dw[i].weight-=weight;
/* if the weight is zero or less then
* remove the vert from the deform group
*/
if (dv->dw[i].weight <= 0.0)
remove_vert_def_nr(ob, def_nr, vertnum);
break;
}
return;
}
}
/* if the vert wasn't in the deform group then
* we must take a different form of action ...
*/
switch (assignmode) {
case WEIGHT_SUBTRACT:
/* if we are subtracting then we don't
* need to do anything
*/
return;
case WEIGHT_REPLACE:
case WEIGHT_ADD:
/* if we are doing an additive assignment, then
* we need to create the deform weight
*/
newdw = MEM_callocN (sizeof(MDeformWeight)*(dv->totweight+1),
"deformWeight");
if (dv->dw){
memcpy (newdw, dv->dw, sizeof(MDeformWeight)*dv->totweight);
MEM_freeN (dv->dw);
}
dv->dw=newdw;
dv->dw[dv->totweight].weight=weight;
dv->dw[dv->totweight].def_nr=def_nr;
dv->totweight++;
break;
}
}
void add_vert_to_defgroup (Object *ob, bDeformGroup *dg, int vertnum,
float weight, int assignmode)
{
/* add the vert to the deform group with the
* specified assign mode
*/
int def_nr;
/* get the deform group number, exit if
* it can't be found
*/
def_nr = get_defgroup_num(ob, dg);
if (def_nr < 0) return;
/* if this mesh has no deform verts then
* create some
*/
if (!((Mesh*)ob->data)->dvert) {
create_dverts((Mesh*)ob->data);
}
/* call another function to do the work
*/
add_vert_defnr (ob, def_nr, vertnum, weight, assignmode);
}
void assign_verts_defgroup (void)
/* Only available in editmode */
{
@@ -230,6 +469,35 @@ void assign_verts_defgroup (void)
}
void remove_vert_defgroup (Object *ob, bDeformGroup *dg, int vertnum)
{
/* This routine removes the vertex from the specified
* deform group.
*/
int def_nr;
/* if the object is NULL abort
*/
if (!ob)
return;
/* if this isn't a mesh abort
*/
if (ob->type != OB_MESH) return;
/* get the deform number that cooresponds
* to this deform group, and abort if it
* can not be found.
*/
def_nr = get_defgroup_num(ob, dg);
if (def_nr < 0) return;
/* call another routine to do the work
*/
remove_vert_def_nr (ob, def_nr, vertnum);
}
void remove_verts_defgroup (int allverts)
/* Only available in editmode */
{
@@ -286,12 +554,18 @@ void remove_verts_defgroup (int allverts)
void verify_defgroups (Object *ob)
{
/* Ensure the defbase & the dverts match */
/* Ensure the defbase & the dverts match */
switch (ob->type){
case OB_MESH:
/* I'm pretty sure this means "If there are no
* deform groups defined, yet there are deform
* vertices, then delete the deform vertices
*/
if (!ob->defbase.first){
if (((Mesh*)ob->data)->dvert){
free_dverts(((Mesh*)ob->data)->dvert, ((Mesh*)ob->data)->totvert);
free_dverts(((Mesh*)ob->data)->dvert,
((Mesh*)ob->data)->totvert);
((Mesh*)ob->data)->dvert=NULL;
}
}
@@ -301,6 +575,22 @@ void verify_defgroups (Object *ob)
}
}
bDeformGroup *get_named_vertexgroup(Object *ob, char *name)
{
/* return a pointer to the deform group with this name
* or return NULL otherwise.
*/
bDeformGroup *curdef;
for (curdef = ob->defbase.first; curdef; curdef=curdef->next){
if (!strcmp(curdef->name, name)){
return curdef;
}
}
return NULL;
}
void unique_vertexgroup_name (bDeformGroup *dg, Object *ob)
{
char tempname[64];

View File

@@ -850,7 +850,14 @@ void make_parent(void)
memset(base->object->loc, 0, 3*sizeof(float));
}
else {
if(mode==PARSKEL && par->type == OB_ARMATURE) {
if(mode==PARSKEL && par->type == OB_ARMATURE) {
/* Prompt the user as to whether he wants to
* add some vertex groups based on the bones
* in the parent armature.
*/
create_vgroups_from_armature(base->object,
par);
base->object->partype= PAROBJECT;
what_does_parent(base->object);
Mat4One (base->object->parentinv);