More armature goodies;

The B-Bones!
(where the B can be read as 'block' or 'bezier' or 'b-spline')

- set option on/off in edit buttons, armature panel
- scaling of B-bones only works in editmode, use ALT+S to make bones fatter
  or thinner. Also works for constrainted transform
- In pose mode, you now have a buttons panel with per-bone settings too
  Here you can find the "segments" button, which allows bones to
  interpolate between previous/next bones, including roll.
- Buttons to control interpolation ("In" and "Out" are disabled, doesn't
  work satisfying yet

NOTE: this doesn't give deform yet! Main purpose for now is to test if this
drawing method serves to animate/pose armatures well.
Still need to review proper interpolation methods... maybe bezier is too
limited.
This commit is contained in:
2005-07-16 19:07:02 +00:00
parent 502c34ee49
commit e67ba0ae33
22 changed files with 841 additions and 216 deletions

View File

@@ -497,6 +497,9 @@ void initTransform(int mode, int context) {
case TFM_CREASE:
initCrease(&Trans);
break;
case TFM_BONESIZE:
initBoneSize(&Trans);
break;
}
initConstraint(&Trans);
@@ -2207,6 +2210,121 @@ void Mirror(short mode)
scrarea_queue_headredraw(curarea);
}
/* ******************** EditBone scaling *************** */
static void ElementBoneSize(TransInfo *t, TransData *td, float mat[3][3])
{
float tmat[3][3], smat[3][3], oldy;
float sizemat[3][3];
Mat3MulMat3(smat, mat, td->mtx);
Mat3MulMat3(tmat, td->smtx, smat);
if (t->con.applySize) {
t->con.applySize(t, td, tmat);
}
/* we've tucked the scale in loc */
oldy= td->iloc[1];
SizeToMat3(td->iloc, sizemat);
Mat3MulMat3(tmat, smat, sizemat);
Mat3ToSize(tmat, td->loc);
td->loc[1]= oldy;
}
int BoneSize(TransInfo *t, short mval[2])
{
TransData *td = t->data;
float size[3], mat[3][3];
float ratio;
int i;
char str[50];
/* for manipulator, center handle, the scaling can't be done relative to center */
if( (t->flag & T_USES_MANIPULATOR) && t->con.mode==0) {
ratio = 1.0f - ((t->imval[0] - mval[0]) + (t->imval[1] - mval[1]))/100.0f;
}
else {
if(t->flag & T_SHIFT_MOD) {
/* calculate ratio for shiftkey pos, and for total, and blend these for precision */
float dx= (float)(t->center2d[0] - t->shiftmval[0]);
float dy= (float)(t->center2d[1] - t->shiftmval[1]);
ratio = (float)sqrt( dx*dx + dy*dy)/t->fac;
dx= (float)(t->center2d[0] - mval[0]);
dy= (float)(t->center2d[1] - mval[1]);
ratio+= 0.1f*(float)(sqrt( dx*dx + dy*dy)/t->fac -ratio);
}
else {
float dx= (float)(t->center2d[0] - mval[0]);
float dy= (float)(t->center2d[1] - mval[1]);
ratio = (float)sqrt( dx*dx + dy*dy)/t->fac;
}
/* flip scale, but not for manipulator center handle */
if ((t->center2d[0] - mval[0]) * (t->center2d[0] - t->imval[0]) +
(t->center2d[1] - mval[1]) * (t->center2d[1] - t->imval[1]) < 0)
ratio *= -1.0f;
}
size[0] = size[1] = size[2] = ratio;
snapGrid(t, size);
if (hasNumInput(&t->num)) {
applyNumInput(&t->num, size);
constraintNumInput(t, size);
}
SizeToMat3(size, mat);
if (t->con.applySize) {
t->con.applySize(t, NULL, mat);
}
Mat3CpyMat3(t->mat, mat); // used in manipulator
headerResize(t, size, str);
for(i = 0 ; i < t->total; i++, td++) {
if (td->flag & TD_NOACTION)
break;
ElementBoneSize(t, td, mat);
}
recalcData(t);
headerprint(str);
force_draw(0);
if(!(t->flag & T_USES_MANIPULATOR)) helpline (t->center);
return 1;
}
void initBoneSize(TransInfo *t)
{
t->idx_max = 0;
t->num.idx_max = 0;
t->snap[0] = 0.0f;
t->snap[1] = 0.1f;
t->snap[2] = t->snap[1] * 0.1f;
t->transform = BoneSize;
t->fac = (float)sqrt( (float)(
(t->center2d[1] - t->imval[1])*(t->center2d[1] - t->imval[1])
+
(t->center2d[0] - t->imval[0])*(t->center2d[0] - t->imval[0])
) );
if(t->fac==0.0f) t->fac= 1.0f; // prevent Inf
}
/* ************************************ */
void BIF_TransformSetUndo(char *str)
{