예제 #1
0
/* XXX bone_looper is only to be used when we want to access settings
 * (i.e. editability/visibility/selected) that context doesn't offer */
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;
}
void create_vgroups_from_armature(ReportList *reports, Scene *scene, Object *ob, Object *par,
                                  const int mode, const bool mirror)
{
	/* Lets try to create some vertex groups 
	 * based on the bones of the parent armature.
	 */
	bArmature *arm = par->data;

	if (mode == ARM_GROUPS_NAME) {
		const int defbase_tot = BLI_listbase_count(&ob->defbase);
		int defbase_add;
		/* Traverse the bone list, trying to create empty vertex 
		 * groups corresponding to the bone.
		 */
		defbase_add = bone_looper(ob, arm->bonebase.first, NULL, vgroup_add_unique_bone_cb);

		if (defbase_add) {
			/* its possible there are DWeight's outside the range of the current
			 * objects deform groups, in this case the new groups wont be empty [#33889] */
			ED_vgroup_data_clamp_range(ob->data, defbase_tot);
		}
	}
	else if (ELEM(mode, ARM_GROUPS_ENVELOPE, ARM_GROUPS_AUTO)) {
		/* Traverse the bone list, trying to create vertex groups 
		 * that are populated with the vertices for which the
		 * bone is closest.
		 */
		add_verts_to_dgroups(reports, scene, ob, par, (mode == ARM_GROUPS_AUTO), mirror);
	}
}
static void add_verts_to_dgroups(ReportList *reports, Scene *scene, Object *ob, Object *par,
                                 int heat, const bool mirror)
{
	/* This functions implements the automatic computation of vertex group
	 * weights, either through envelopes or using a heat equilibrium.
	 *
	 * This function can be called both when parenting a mesh to an armature,
	 * or in weightpaint + posemode. In the latter case selection is taken
	 * into account and vertex weights can be mirrored.
	 *
	 * The mesh vertex positions used are either the final deformed coords
	 * from the derivedmesh in weightpaint mode, the final subsurf coords
	 * when parenting, or simply the original mesh coords.
	 */

	bArmature *arm = par->data;
	Bone **bonelist, *bone;
	bDeformGroup **dgrouplist, **dgroupflip;
	bDeformGroup *dgroup;
	bPoseChannel *pchan;
	Mesh *mesh;
	Mat4 bbone_array[MAX_BBONE_SUBDIV], *bbone = NULL;
	float (*root)[3], (*tip)[3], (*verts)[3];
	int *selected;
	int numbones, vertsfilled = 0, i, j, segments = 0;
	int wpmode = (ob->mode & OB_MODE_WEIGHT_PAINT);
	struct { Object *armob; void *list; int heat; } looper_data;

	looper_data.armob = par;
	looper_data.heat = heat;
	looper_data.list = NULL;

	/* count the number of skinnable bones */
	numbones = bone_looper(ob, arm->bonebase.first, &looper_data, bone_skinnable_cb);
	
	if (numbones == 0)
		return;
	
	if (BKE_object_defgroup_data_create(ob->data) == NULL)
		return;

	/* create an array of pointer to bones that are skinnable
	 * and fill it with all of the skinnable bones */
	bonelist = MEM_callocN(numbones * sizeof(Bone *), "bonelist");
	looper_data.list = bonelist;
	bone_looper(ob, arm->bonebase.first, &looper_data, bone_skinnable_cb);

	/* create an array of pointers to the deform groups that
	 * correspond to the skinnable bones (creating them
	 * as necessary. */
	dgrouplist = MEM_callocN(numbones * sizeof(bDeformGroup *), "dgrouplist");
	dgroupflip = MEM_callocN(numbones * sizeof(bDeformGroup *), "dgroupflip");

	looper_data.list = dgrouplist;
	bone_looper(ob, arm->bonebase.first, &looper_data, dgroup_skinnable_cb);

	/* create an array of root and tip positions transformed into
	 * global coords */
	root = MEM_callocN(numbones * sizeof(float) * 3, "root");
	tip = MEM_callocN(numbones * sizeof(float) * 3, "tip");
	selected = MEM_callocN(numbones * sizeof(int), "selected");

	for (j = 0; j < numbones; ++j) {
		bone = bonelist[j];
		dgroup = dgrouplist[j];
		
		/* handle bbone */
		if (heat) {
			if (segments == 0) {
				segments = 1;
				bbone = NULL;
				
				if ((par->pose) && (pchan = BKE_pose_channel_find_name(par->pose, bone->name))) {
					if (bone->segments > 1) {
						segments = bone->segments;
						b_bone_spline_setup(pchan, 1, bbone_array);
						bbone = bbone_array;
					}
				}
			}
			
			segments--;
		}
		
		/* compute root and tip */
		if (bbone) {
			mul_v3_m4v3(root[j], bone->arm_mat, bbone[segments].mat[3]);
			if ((segments + 1) < bone->segments) {
				mul_v3_m4v3(tip[j], bone->arm_mat, bbone[segments + 1].mat[3]);
			}
			else {
				copy_v3_v3(tip[j], bone->arm_tail);
			}
		}
		else {
			copy_v3_v3(root[j], bone->arm_head);
			copy_v3_v3(tip[j], bone->arm_tail);
		}
		
		mul_m4_v3(par->obmat, root[j]);
		mul_m4_v3(par->obmat, tip[j]);
		
		/* set selected */
		if (wpmode) {
			if ((arm->layer & bone->layer) && (bone->flag & BONE_SELECTED))
				selected[j] = 1;
		}
		else
			selected[j] = 1;
		
		/* find flipped group */
		if (dgroup && mirror) {
			char name_flip[MAXBONENAME];

			BKE_deform_flip_side_name(name_flip, dgroup->name, false);
			dgroupflip[j] = defgroup_find_name(ob, name_flip);
		}
	}

	/* create verts */
	mesh = (Mesh *)ob->data;
	verts = MEM_callocN(mesh->totvert * sizeof(*verts), "closestboneverts");

	if (wpmode) {
		/* if in weight paint mode, use final verts from derivedmesh */
		DerivedMesh *dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
		
		if (dm->foreachMappedVert) {
			mesh_get_mapped_verts_coords(dm, verts, mesh->totvert);
			vertsfilled = 1;
		}
		
		dm->release(dm);
	}
	else if (modifiers_findByType(ob, eModifierType_Subsurf)) {
		/* is subsurf on? Lets use the verts on the limit surface then.
		 * = same amount of vertices as mesh, but vertices  moved to the
		 * subsurfed position, like for 'optimal'. */
		subsurf_calculate_limit_positions(mesh, verts);
		vertsfilled = 1;
	}

	/* transform verts to global space */
	for (i = 0; i < mesh->totvert; i++) {
		if (!vertsfilled)
			copy_v3_v3(verts[i], mesh->mvert[i].co);
		mul_m4_v3(ob->obmat, verts[i]);
	}

	/* compute the weights based on gathered vertices and bones */
	if (heat) {
		const char *error = NULL;

		heat_bone_weighting(ob, mesh, verts, numbones, dgrouplist, dgroupflip,
		                    root, tip, selected, &error);
		if (error) {
			BKE_report(reports, RPT_WARNING, error);
		}
	}
	else {
		envelope_bone_weighting(ob, mesh, verts, numbones, bonelist, dgrouplist,
		                        dgroupflip, root, tip, selected, mat4_to_scale(par->obmat));
	}

	/* only generated in some cases but can call anyway */
	ED_mesh_mirror_spatial_table(ob, NULL, NULL, NULL, 'e');

	/* free the memory allocated */
	MEM_freeN(bonelist);
	MEM_freeN(dgrouplist);
	MEM_freeN(dgroupflip);
	MEM_freeN(root);
	MEM_freeN(tip);
	MEM_freeN(selected);
	MEM_freeN(verts);
}