コード例 #1
0
/* v3d and rv3d are allowed to be NULL */
void add_primitive_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
	Object *obedit = scene->obedit; // XXX get from context
	bArmature *arm = obedit->data;
	float obmat[3][3], curs[3], viewmat[3][3], totmat[3][3], imat[3][3];
	EditBone    *bone;

	/* Get inverse point for head and orientation for tail */
	invert_m4_m4(obedit->imat, obedit->obmat);
	mul_v3_m4v3(curs, obedit->imat, give_cursor(scene, v3d));

	if (rv3d && (U.flag & USER_ADD_VIEWALIGNED))
		copy_m3_m4(obmat, rv3d->viewmat);
	else unit_m3(obmat);
	
	copy_m3_m4(viewmat, obedit->obmat);
	mul_m3_m3m3(totmat, obmat, viewmat);
	invert_m3_m3(imat, totmat);
	
	ED_armature_deselect_all(obedit, 0);
	
	/* Create a bone */
	bone = ED_armature_edit_bone_add(arm, "Bone");

	arm->act_edbone = bone;

	copy_v3_v3(bone->head, curs);
	
	if (rv3d && (U.flag & USER_ADD_VIEWALIGNED))
		add_v3_v3v3(bone->tail, bone->head, imat[1]);   // bone with unit length 1
	else
		add_v3_v3v3(bone->tail, bone->head, imat[2]);   // bone with unit length 1, pointing up Z
}
コード例 #2
0
static EditBone *rna_Armature_edit_bone_new(bArmature *arm, ReportList *reports, const char *name)
{
	if (arm->edbo == NULL) {
		BKE_reportf(reports, RPT_ERROR, "Armature '%s' not in edit mode, cannot add an editbone", arm->id.name + 2);
		return NULL;
	}
	return ED_armature_edit_bone_add(arm, name);
}
コード例 #3
0
/* adds an EditBone between the nominated locations (should be in the right space) */
EditBone *add_points_bone(Object *obedit, float head[3], float tail[3])
{
	EditBone *ebo;
	
	ebo = ED_armature_edit_bone_add(obedit->data, "Bone");
	
	copy_v3_v3(ebo->head, head);
	copy_v3_v3(ebo->tail, tail);
	
	return ebo;
}
コード例 #4
0
EditBone *ED_armature_edit_bone_add_primitive(Object *obedit_arm, float length, bool view_aligned)
{
	bArmature *arm = obedit_arm->data;
	EditBone *bone;

	ED_armature_deselect_all(obedit_arm);
	
	/* Create a bone */
	bone = ED_armature_edit_bone_add(arm, "Bone");

	arm->act_edbone = bone;

	zero_v3(bone->head);
	zero_v3(bone->tail);

	bone->tail[view_aligned ? 1 : 2] = length;

	return bone;
}
コード例 #5
0
ファイル: armature_add.c プロジェクト: 244xiao/blender
void add_primitive_bone(Object *obedit_arm, bool view_aligned)
{
	bArmature *arm = obedit_arm->data;
	EditBone *bone;

	ED_armature_deselect_all(obedit_arm, 0);
	
	/* Create a bone */
	bone = ED_armature_edit_bone_add(arm, "Bone");

	arm->act_edbone = bone;

	zero_v3(bone->head);
	zero_v3(bone->tail);

	if (view_aligned)
		bone->tail[1] = 1.0f;
	else
		bone->tail[2] = 1.0f;
}
コード例 #6
0
static int armature_bone_primitive_add_exec(bContext *C, wmOperator *op) 
{
	RegionView3D *rv3d = CTX_wm_region_view3d(C);
	Object *obedit = CTX_data_edit_object(C);
	EditBone *bone;
	float obmat[3][3], curs[3], viewmat[3][3], totmat[3][3], imat[3][3];
	char name[MAXBONENAME];
	
	RNA_string_get(op->ptr, "name", name);
	
	copy_v3_v3(curs, ED_view3d_cursor3d_get(CTX_data_scene(C), CTX_wm_view3d(C)));

	/* Get inverse point for head and orientation for tail */
	invert_m4_m4(obedit->imat, obedit->obmat);
	mul_m4_v3(obedit->imat, curs);

	if (rv3d && (U.flag & USER_ADD_VIEWALIGNED))
		copy_m3_m4(obmat, rv3d->viewmat);
	else unit_m3(obmat);
	
	copy_m3_m4(viewmat, obedit->obmat);
	mul_m3_m3m3(totmat, obmat, viewmat);
	invert_m3_m3(imat, totmat);
	
	ED_armature_deselect_all(obedit);
	
	/*	Create a bone	*/
	bone = ED_armature_edit_bone_add(obedit->data, name);

	copy_v3_v3(bone->head, curs);
	
	if (rv3d && (U.flag & USER_ADD_VIEWALIGNED))
		add_v3_v3v3(bone->tail, bone->head, imat[1]);   // bone with unit length 1
	else
		add_v3_v3v3(bone->tail, bone->head, imat[2]);   // bone with unit length 1, pointing up Z

	/* note, notifier might evolve */
	WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit);

	return OPERATOR_FINISHED;
}
コード例 #7
0
/* the ctrl-click method */
static int armature_click_extrude_exec(bContext *C, wmOperator *UNUSED(op))
{
	View3D *v3d;
	bArmature *arm;
	EditBone *ebone, *newbone, *flipbone;
	float mat[3][3], imat[3][3];
	const float *curs;
	int a, to_root = 0;
	Object *obedit;
	Scene *scene;

	scene = CTX_data_scene(C);
	v3d = CTX_wm_view3d(C);
	obedit = CTX_data_edit_object(C);
	arm = obedit->data;
	
	/* find the active or selected bone */
	for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
		if (EBONE_VISIBLE(arm, ebone)) {
			if (ebone->flag & BONE_TIPSEL || arm->act_edbone == ebone)
				break;
		}
	}
	
	if (ebone == NULL) {
		for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
			if (EBONE_VISIBLE(arm, ebone)) {
				if (ebone->flag & BONE_ROOTSEL || arm->act_edbone == ebone)
					break;
			}
		}
		if (ebone == NULL) 
			return OPERATOR_CANCELLED;
		
		to_root = 1;
	}
	
	ED_armature_deselect_all(obedit);
	
	/* we re-use code for mirror editing... */
	flipbone = NULL;
	if (arm->flag & ARM_MIRROR_EDIT)
		flipbone = ED_armature_bone_get_mirrored(arm->edbo, ebone);

	for (a = 0; a < 2; a++) {
		if (a == 1) {
			if (flipbone == NULL)
				break;
			else {
				SWAP(EditBone *, flipbone, ebone);
			}
		}
		
		newbone = ED_armature_edit_bone_add(arm, ebone->name);
		arm->act_edbone = newbone;
		
		if (to_root) {
			copy_v3_v3(newbone->head, ebone->head);
			newbone->rad_head = ebone->rad_tail;
			newbone->parent = ebone->parent;
		}
		else {
			copy_v3_v3(newbone->head, ebone->tail);
			newbone->rad_head = ebone->rad_tail;
			newbone->parent = ebone;
			newbone->flag |= BONE_CONNECTED;
		}
		
		curs = ED_view3d_cursor3d_get(scene, v3d);
		copy_v3_v3(newbone->tail, curs);
		sub_v3_v3v3(newbone->tail, newbone->tail, obedit->obmat[3]);
		
		if (a == 1)
			newbone->tail[0] = -newbone->tail[0];
		
		copy_m3_m4(mat, obedit->obmat);
		invert_m3_m3(imat, mat);
		mul_m3_v3(imat, newbone->tail);
		
		newbone->length = len_v3v3(newbone->head, newbone->tail);
		newbone->rad_tail = newbone->length * 0.05f;
		newbone->dist = newbone->length * 0.25f;
		
	}
	
	ED_armature_sync_selection(arm->edbo);

	WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit);
	
	return OPERATOR_FINISHED;
}
コード例 #8
0
EditBone * subdivideArcBy(ToolSettings *toolsettings, bArmature *arm, ListBase *UNUSED(editbones), BArcIterator *iter, float invmat[][4], float tmat[][3], NextSubdivisionFunc next_subdividion)
{
	EditBone *lastBone = NULL;
	EditBone *child = NULL;
	EditBone *parent = NULL;
	float *normal = NULL;
	float size_buffer = 1.2;
	int bone_start = 0;
	int end = iter->length;
	int index;
	
	IT_head(iter);
	
	parent = ED_armature_edit_bone_add(arm, "Bone");
	VECCOPY(parent->head, iter->p);
	
	if (iter->size > 0)
	{
		parent->rad_head = iter->size * size_buffer;
	}
	
	normal = iter->no;
	
	index = next_subdividion(toolsettings, iter, bone_start, end, parent->head, parent->tail);
	while (index != -1)
	{
		IT_peek(iter, index);

		child = ED_armature_edit_bone_add(arm, "Bone");
		VECCOPY(child->head, parent->tail);
		child->parent = parent;
		child->flag |= BONE_CONNECTED;
		
		if (iter->size > 0)
		{
			child->rad_head = iter->size * size_buffer;
			parent->rad_tail = iter->size * size_buffer;
		}

		/* going to next bone, fix parent */
		mul_m4_v3(invmat, parent->tail);
		mul_m4_v3(invmat, parent->head);
		setBoneRollFromNormal(parent, normal, invmat, tmat);

		parent = child; // new child is next parent
		bone_start = index; // start next bone from current index

		normal = iter->no; /* use normal at head, not tail */

		index = next_subdividion(toolsettings, iter, bone_start, end, parent->head, parent->tail);
	}
	
	iter->tail(iter);

	VECCOPY(parent->tail, iter->p);
	if (iter->size > 0)
	{
		parent->rad_tail = iter->size * size_buffer;
	}
		
	/* fix last bone */
	mul_m4_v3(invmat, parent->tail);
	mul_m4_v3(invmat, parent->head);
	setBoneRollFromNormal(parent, iter->no, invmat, tmat);
	lastBone = parent;
	
	return lastBone;
}