This commit moves the storage of `bDeformGroup` and the active index to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility functions are added to allow easy access to the vertex groups given an object or an ID. As explained in T88951, the list of vertex group names is currently stored separately per object, even though vertex group data is stored on the geometry. This tends to complicate code and cause bugs, especially as geometry is created procedurally and tied less closely to an object. The "Copy Vertex Groups to Linked" operator is removed, since they are stored on the geometry anyway. This patch leaves the object-level python API for vertex groups in place. Creating a geometry-level RNA API can be a separate step; the changes in this commit are invasive enough as it is. Note that opening a file saved in 3.0 in an earlier version means the vertex groups will not be available. Differential Revision: https://developer.blender.org/D11689
502 lines
16 KiB
C
502 lines
16 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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* API's for creating vertex groups from bones
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* - Interfaces with heat weighting in meshlaplacian
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*/
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/** \file
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* \ingroup edarmature
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*/
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#include "DNA_armature_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_math.h"
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#include "BLI_string_utils.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "BKE_deform.h"
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#include "BKE_mesh_iterators.h"
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#include "BKE_mesh_runtime.h"
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#include "BKE_modifier.h"
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#include "BKE_object_deform.h"
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#include "BKE_report.h"
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#include "BKE_subsurf.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "ED_armature.h"
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#include "ED_mesh.h"
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#include "armature_intern.h"
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#include "meshlaplacian.h"
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/* ******************************* Bone Skinning *********************************************** */
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static int bone_skinnable_cb(Object *UNUSED(ob), Bone *bone, void *datap)
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{
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/* Bones that are deforming
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* are regarded to be "skinnable" and are eligible for
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* auto-skinning.
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*
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* This function performs 2 functions:
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*
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* a) It returns 1 if the bone is skinnable.
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* If we loop over all bones with this
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* function, we can count the number of
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* skinnable bones.
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* b) If the pointer data is non null,
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* it is treated like a handle to a
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* bone pointer -- the bone pointer
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* is set to point at this bone, and
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* the pointer the handle points to
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* is incremented to point to the
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* next member of an array of pointers
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* to bones. This way we can loop using
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* this function to construct an array of
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* pointers to bones that point to all
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* skinnable bones.
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*/
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Bone ***hbone;
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int a, segments;
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struct {
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Object *armob;
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void *list;
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int heat;
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bool is_weight_paint;
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} *data = datap;
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if (!(data->is_weight_paint) || !(bone->flag & BONE_HIDDEN_P)) {
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if (!(bone->flag & BONE_NO_DEFORM)) {
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if (data->heat && data->armob->pose &&
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BKE_pose_channel_find_name(data->armob->pose, bone->name)) {
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segments = bone->segments;
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}
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else {
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segments = 1;
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}
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if (data->list != NULL) {
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hbone = (Bone ***)&data->list;
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for (a = 0; a < segments; a++) {
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**hbone = bone;
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(*hbone)++;
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}
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}
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return segments;
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}
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}
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return 0;
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}
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static int vgroup_add_unique_bone_cb(Object *ob, Bone *bone, void *UNUSED(ptr))
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{
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/* This group creates a vertex group to ob that has the
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* same name as bone (provided the bone is skinnable).
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* If such a vertex group already exist the routine exits.
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*/
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if (!(bone->flag & BONE_NO_DEFORM)) {
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if (!BKE_object_defgroup_find_name(ob, bone->name)) {
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BKE_object_defgroup_add_name(ob, bone->name);
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return 1;
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}
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}
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return 0;
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}
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static int dgroup_skinnable_cb(Object *ob, Bone *bone, void *datap)
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{
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/* Bones that are deforming
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* are regarded to be "skinnable" and are eligible for
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* auto-skinning.
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*
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* This function performs 2 functions:
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*
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* a) If the bone is skinnable, it creates
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* a vertex group for ob that has
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* the name of the skinnable bone
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* (if one doesn't exist already).
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* b) If the pointer data is non null,
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* it is treated like a handle to a
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* bDeformGroup pointer -- the
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* bDeformGroup pointer is set to point
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* to the deform group with the bone's
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* name, and the pointer the handle
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* points to is incremented to point to the
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* next member of an array of pointers
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* to bDeformGroups. This way we can loop using
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* this function to construct an array of
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* pointers to bDeformGroups, all with names
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* of skinnable bones.
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*/
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bDeformGroup ***hgroup, *defgroup = NULL;
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int a, segments;
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struct {
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Object *armob;
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void *list;
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int heat;
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bool is_weight_paint;
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} *data = datap;
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bArmature *arm = data->armob->data;
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if (!data->is_weight_paint || !(bone->flag & BONE_HIDDEN_P)) {
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if (!(bone->flag & BONE_NO_DEFORM)) {
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if (data->heat && data->armob->pose &&
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BKE_pose_channel_find_name(data->armob->pose, bone->name)) {
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segments = bone->segments;
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}
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else {
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segments = 1;
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}
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if (!data->is_weight_paint || ((arm->layer & bone->layer) && (bone->flag & BONE_SELECTED))) {
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if (!(defgroup = BKE_object_defgroup_find_name(ob, bone->name))) {
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defgroup = BKE_object_defgroup_add_name(ob, bone->name);
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}
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else if (defgroup->flag & DG_LOCK_WEIGHT) {
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/* In case vgroup already exists and is locked, do not modify it here. See T43814. */
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defgroup = NULL;
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}
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}
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if (data->list != NULL) {
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hgroup = (bDeformGroup ***)&data->list;
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for (a = 0; a < segments; a++) {
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**hgroup = defgroup;
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(*hgroup)++;
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}
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}
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return segments;
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}
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}
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return 0;
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}
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static void envelope_bone_weighting(Object *ob,
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Mesh *mesh,
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float (*verts)[3],
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int numbones,
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Bone **bonelist,
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bDeformGroup **dgrouplist,
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bDeformGroup **dgroupflip,
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float (*root)[3],
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float (*tip)[3],
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const int *selected,
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float scale)
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{
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/* Create vertex group weights from envelopes */
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bool use_topology = (mesh->editflag & ME_EDIT_MIRROR_TOPO) != 0;
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bool use_mask = false;
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if ((ob->mode & OB_MODE_WEIGHT_PAINT) &&
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(mesh->editflag & (ME_EDIT_PAINT_FACE_SEL | ME_EDIT_PAINT_VERT_SEL))) {
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use_mask = true;
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}
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/* for each vertex in the mesh */
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for (int i = 0; i < mesh->totvert; i++) {
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if (use_mask && !(mesh->mvert[i].flag & SELECT)) {
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continue;
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}
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int iflip = (dgroupflip) ? mesh_get_x_mirror_vert(ob, NULL, i, use_topology) : -1;
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/* for each skinnable bone */
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for (int j = 0; j < numbones; j++) {
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if (!selected[j]) {
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continue;
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}
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Bone *bone = bonelist[j];
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bDeformGroup *dgroup = dgrouplist[j];
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/* store the distance-factor from the vertex to the bone */
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float distance = distfactor_to_bone(verts[i],
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root[j],
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tip[j],
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bone->rad_head * scale,
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bone->rad_tail * scale,
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bone->dist * scale);
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/* add the vert to the deform group if (weight != 0.0) */
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if (distance != 0.0f) {
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ED_vgroup_vert_add(ob, dgroup, i, distance, WEIGHT_REPLACE);
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}
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else {
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ED_vgroup_vert_remove(ob, dgroup, i);
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}
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/* do same for mirror */
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if (dgroupflip && dgroupflip[j] && iflip != -1) {
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if (distance != 0.0f) {
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ED_vgroup_vert_add(ob, dgroupflip[j], iflip, distance, WEIGHT_REPLACE);
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}
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else {
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ED_vgroup_vert_remove(ob, dgroupflip[j], iflip);
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}
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}
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}
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}
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}
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static void add_verts_to_dgroups(ReportList *reports,
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Depsgraph *depsgraph,
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Scene *UNUSED(scene),
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Object *ob,
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Object *par,
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int heat,
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const bool mirror)
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{
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/* This functions implements the automatic computation of vertex group
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* weights, either through envelopes or using a heat equilibrium.
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*
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* This function can be called both when parenting a mesh to an armature,
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* or in weight-paint + pose-mode. In the latter case selection is taken
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* into account and vertex weights can be mirrored.
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*
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* The mesh vertex positions used are either the final deformed coords
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* from the evaluated mesh in weight-paint mode, the final sub-surface coords
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* when parenting, or simply the original mesh coords.
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*/
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bArmature *arm = par->data;
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Bone **bonelist, *bone;
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bDeformGroup **dgrouplist, **dgroupflip;
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bDeformGroup *dgroup;
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bPoseChannel *pchan;
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Mesh *mesh;
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Mat4 bbone_array[MAX_BBONE_SUBDIV], *bbone = NULL;
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float(*root)[3], (*tip)[3], (*verts)[3];
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int *selected;
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int numbones, vertsfilled = 0, segments = 0;
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const bool wpmode = (ob->mode & OB_MODE_WEIGHT_PAINT);
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struct {
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Object *armob;
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void *list;
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int heat;
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bool is_weight_paint;
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} looper_data;
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looper_data.armob = par;
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looper_data.heat = heat;
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looper_data.list = NULL;
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looper_data.is_weight_paint = wpmode;
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/* count the number of skinnable bones */
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numbones = bone_looper(ob, arm->bonebase.first, &looper_data, bone_skinnable_cb);
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if (numbones == 0) {
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return;
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}
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if (BKE_object_defgroup_data_create(ob->data) == NULL) {
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return;
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}
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/* create an array of pointer to bones that are skinnable
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* and fill it with all of the skinnable bones */
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bonelist = MEM_callocN(numbones * sizeof(Bone *), "bonelist");
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looper_data.list = bonelist;
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bone_looper(ob, arm->bonebase.first, &looper_data, bone_skinnable_cb);
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/* create an array of pointers to the deform groups that
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* correspond to the skinnable bones (creating them
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* as necessary. */
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dgrouplist = MEM_callocN(numbones * sizeof(bDeformGroup *), "dgrouplist");
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dgroupflip = MEM_callocN(numbones * sizeof(bDeformGroup *), "dgroupflip");
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looper_data.list = dgrouplist;
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bone_looper(ob, arm->bonebase.first, &looper_data, dgroup_skinnable_cb);
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/* create an array of root and tip positions transformed into
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* global coords */
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root = MEM_callocN(sizeof(float[3]) * numbones, "root");
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tip = MEM_callocN(sizeof(float[3]) * numbones, "tip");
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selected = MEM_callocN(sizeof(int) * numbones, "selected");
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for (int j = 0; j < numbones; j++) {
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bone = bonelist[j];
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dgroup = dgrouplist[j];
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/* handle bbone */
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if (heat) {
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if (segments == 0) {
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segments = 1;
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bbone = NULL;
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if ((par->pose) && (pchan = BKE_pose_channel_find_name(par->pose, bone->name))) {
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if (bone->segments > 1) {
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segments = bone->segments;
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BKE_pchan_bbone_spline_setup(pchan, true, false, bbone_array);
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bbone = bbone_array;
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}
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}
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}
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segments--;
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}
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/* compute root and tip */
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if (bbone) {
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mul_v3_m4v3(root[j], bone->arm_mat, bbone[segments].mat[3]);
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if ((segments + 1) < bone->segments) {
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mul_v3_m4v3(tip[j], bone->arm_mat, bbone[segments + 1].mat[3]);
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}
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else {
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copy_v3_v3(tip[j], bone->arm_tail);
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}
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}
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else {
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copy_v3_v3(root[j], bone->arm_head);
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copy_v3_v3(tip[j], bone->arm_tail);
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}
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mul_m4_v3(par->obmat, root[j]);
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mul_m4_v3(par->obmat, tip[j]);
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/* set selected */
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if (wpmode) {
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if ((arm->layer & bone->layer) && (bone->flag & BONE_SELECTED)) {
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selected[j] = 1;
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}
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}
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else {
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selected[j] = 1;
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}
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/* find flipped group */
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if (dgroup && mirror) {
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char name_flip[MAXBONENAME];
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BLI_string_flip_side_name(name_flip, dgroup->name, false, sizeof(name_flip));
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dgroupflip[j] = BKE_object_defgroup_find_name(ob, name_flip);
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}
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}
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/* create verts */
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mesh = (Mesh *)ob->data;
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verts = MEM_callocN(mesh->totvert * sizeof(*verts), "closestboneverts");
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if (wpmode) {
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/* if in weight paint mode, use final verts from evaluated mesh */
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Scene *scene_eval = DEG_get_evaluated_scene(depsgraph);
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Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
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Mesh *me_eval = mesh_get_eval_final(depsgraph, scene_eval, ob_eval, &CD_MASK_BAREMESH);
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BKE_mesh_foreach_mapped_vert_coords_get(me_eval, verts, mesh->totvert);
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vertsfilled = 1;
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}
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else if (BKE_modifiers_findby_type(ob, eModifierType_Subsurf)) {
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/* is subsurf on? Lets use the verts on the limit surface then.
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* = same amount of vertices as mesh, but vertices moved to the
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* subsurfed position, like for 'optimal'. */
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subsurf_calculate_limit_positions(mesh, verts);
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vertsfilled = 1;
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}
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/* transform verts to global space */
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for (int i = 0; i < mesh->totvert; i++) {
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if (!vertsfilled) {
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copy_v3_v3(verts[i], mesh->mvert[i].co);
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}
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mul_m4_v3(ob->obmat, verts[i]);
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}
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/* compute the weights based on gathered vertices and bones */
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if (heat) {
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const char *error = NULL;
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heat_bone_weighting(
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ob, mesh, verts, numbones, dgrouplist, dgroupflip, root, tip, selected, &error);
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if (error) {
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BKE_report(reports, RPT_WARNING, error);
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}
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}
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else {
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envelope_bone_weighting(ob,
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mesh,
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verts,
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numbones,
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bonelist,
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dgrouplist,
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dgroupflip,
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root,
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tip,
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selected,
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mat4_to_scale(par->obmat));
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}
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/* only generated in some cases but can call anyway */
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ED_mesh_mirror_spatial_table_end(ob);
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/* free the memory allocated */
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MEM_freeN(bonelist);
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MEM_freeN(dgrouplist);
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MEM_freeN(dgroupflip);
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MEM_freeN(root);
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MEM_freeN(tip);
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MEM_freeN(selected);
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MEM_freeN(verts);
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}
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void ED_object_vgroup_calc_from_armature(ReportList *reports,
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Depsgraph *depsgraph,
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Scene *scene,
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Object *ob,
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Object *par,
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const int mode,
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const bool mirror)
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{
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/* Lets try to create some vertex groups
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* based on the bones of the parent armature.
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*/
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bArmature *arm = par->data;
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if (mode == ARM_GROUPS_NAME) {
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const int defbase_tot = BKE_object_defgroup_count(ob);
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int defbase_add;
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/* Traverse the bone list, trying to create empty vertex
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* groups corresponding to the bone.
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*/
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defbase_add = bone_looper(ob, arm->bonebase.first, NULL, vgroup_add_unique_bone_cb);
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if (defbase_add) {
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/* It's possible there are DWeights outside the range of the current
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* object's deform groups. In this case the new groups won't be empty T33889. */
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ED_vgroup_data_clamp_range(ob->data, defbase_tot);
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}
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}
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else if (ELEM(mode, ARM_GROUPS_ENVELOPE, ARM_GROUPS_AUTO)) {
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/* Traverse the bone list, trying to create vertex groups
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* that are populated with the vertices for which the
|
|
* bone is closest.
|
|
*/
|
|
add_verts_to_dgroups(reports, depsgraph, scene, ob, par, (mode == ARM_GROUPS_AUTO), mirror);
|
|
}
|
|
}
|