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

@@ -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;
}
}