Files
test/source/blender/src/editarmature.c
Brecht Van Lommel 0d9c6ea649 Fix for bug #6769: lattice editmode undo gave corrupt data
if the lattice resolution changed.
2008-02-21 16:57:58 +00:00

4887 lines
122 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* editarmature.c: Interface for creating and posing armature objects
*/
#include <ctype.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "MEM_guardedalloc.h"
#include "BMF_Api.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_ID.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_nla_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "DNA_modifier_types.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
#include "BLI_ghash.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_constraint.h"
#include "BKE_deform.h"
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_subsurf.h"
#include "BKE_utildefines.h"
#include "BKE_modifier.h"
#include "BIF_editaction.h"
#include "BIF_editmode_undo.h"
#include "BIF_editdeform.h"
#include "BIF_editarmature.h"
#include "BIF_editconstraint.h"
#include "BIF_gl.h"
#include "BIF_graphics.h"
#include "BIF_interface.h"
#include "BIF_meshlaplacian.h"
#include "BIF_meshtools.h"
#include "BIF_poseobject.h"
#include "BIF_mywindow.h"
#include "BIF_resources.h"
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BIF_toolbox.h"
#include "BIF_transform.h"
#include "BDR_editobject.h"
#include "BDR_drawobject.h"
#include "BSE_edit.h"
#include "BSE_view.h"
#include "BSE_trans_types.h"
#include "PIL_time.h"
#include "reeb.h" // FIX ME
#include "mydevice.h"
#include "blendef.h"
#include "nla.h"
extern float center[3], centroid[3]; /* Originally defined in editobject.c */
/* Macros */
#define TEST_EDITARMATURE {if(G.obedit==0) return; if( (G.vd->lay & G.obedit->lay)==0 ) return;}
/* prototypes for later */
static EditBone *editbone_name_exists (ListBase *ebones, char *name); // proto for below
/* **************** tools on Editmode Armature **************** */
/* converts Bones to EditBone list, used for tools as well */
void make_boneList(ListBase* list, ListBase *bones, EditBone *parent)
{
EditBone *eBone;
Bone *curBone;
float delta[3];
float premat[3][3];
float postmat[3][3];
float imat[3][3];
float difmat[3][3];
for (curBone=bones->first; curBone; curBone=curBone->next){
eBone= MEM_callocN(sizeof(EditBone), "make_editbone");
/* Copy relevant data from bone to eBone */
eBone->parent=parent;
BLI_strncpy (eBone->name, curBone->name, 32);
eBone->flag = curBone->flag;
/* fix selection flags */
if(eBone->flag & BONE_SELECTED) {
eBone->flag |= BONE_TIPSEL;
if(eBone->parent && (eBone->flag & BONE_CONNECTED))
eBone->parent->flag |= BONE_TIPSEL;
else
eBone->flag |= BONE_ROOTSEL;
}
else
eBone->flag &= ~BONE_ROOTSEL;
VECCOPY(eBone->head, curBone->arm_head);
VECCOPY(eBone->tail, curBone->arm_tail);
eBone->roll= 0.0;
/* roll fixing */
VecSubf (delta, eBone->tail, eBone->head);
vec_roll_to_mat3(delta, 0.0, postmat);
Mat3CpyMat4(premat, curBone->arm_mat);
Mat3Inv(imat, postmat);
Mat3MulMat3(difmat, imat, premat);
eBone->roll = atan2(difmat[2][0], difmat[2][2]);
/* rest of stuff copy */
eBone->length= curBone->length;
eBone->dist= curBone->dist;
eBone->weight= curBone->weight;
eBone->xwidth= curBone->xwidth;
eBone->zwidth= curBone->zwidth;
eBone->ease1= curBone->ease1;
eBone->ease2= curBone->ease2;
eBone->rad_head= curBone->rad_head;
eBone->rad_tail= curBone->rad_tail;
eBone->segments = curBone->segments;
eBone->layer = curBone->layer;
BLI_addtail (list, eBone);
/* Add children if necessary */
if (curBone->childbase.first)
make_boneList (list, &curBone->childbase, eBone);
}
}
/* nasty stuff for converting roll in editbones into bones */
/* also sets restposition in armature (arm_mat) */
static void fix_bonelist_roll (ListBase *bonelist, ListBase *editbonelist)
{
Bone *curBone;
EditBone *ebone;
float premat[3][3];
float postmat[3][3];
float difmat[3][3];
float imat[3][3];
float delta[3];
for (curBone=bonelist->first; curBone; curBone=curBone->next) {
/* sets local matrix and arm_mat (restpos) */
where_is_armature_bone(curBone, curBone->parent);
/* Find the associated editbone */
for (ebone = editbonelist->first; ebone; ebone=ebone->next)
if ((Bone*)ebone->temp == curBone)
break;
if (ebone) {
/* Get the ebone premat */
VecSubf (delta, ebone->tail, ebone->head);
vec_roll_to_mat3(delta, ebone->roll, premat);
/* Get the bone postmat */
Mat3CpyMat4(postmat, curBone->arm_mat);
Mat3Inv(imat, premat);
Mat3MulMat3(difmat, imat, postmat);
#if 0
printf ("Bone %s\n", curBone->name);
printmatrix4 ("premat", premat);
printmatrix4 ("postmat", postmat);
printmatrix4 ("difmat", difmat);
printf ("Roll = %f\n", (-atan2(difmat[2][0], difmat[2][2]) * (180.0/M_PI)));
#endif
curBone->roll = -atan2(difmat[2][0], difmat[2][2]);
/* and set restposition again */
where_is_armature_bone(curBone, curBone->parent);
}
fix_bonelist_roll (&curBone->childbase, editbonelist);
}
}
/* converts the editbones back to the armature */
void editbones_to_armature (ListBase *list, Object *ob)
{
bArmature *arm;
EditBone *eBone, *neBone;
Bone *newBone;
Object *obt;
arm = get_armature(ob);
if (!list) return;
if (!arm) return;
/* armature bones */
free_bones(arm);
/* remove zero sized bones, this gives instable restposes */
for (eBone=list->first; eBone; eBone= neBone) {
float len= VecLenf(eBone->head, eBone->tail);
neBone= eBone->next;
if (len <= FLT_EPSILON) {
EditBone *fBone;
/* Find any bones that refer to this bone */
for (fBone=list->first; fBone; fBone= fBone->next){
if (fBone->parent==eBone)
fBone->parent= eBone->parent;
}
printf("Warning: removed zero sized bone: %s\n", eBone->name);
BLI_freelinkN (list, eBone);
}
}
/* Copy the bones from the editData into the armature */
for (eBone=list->first; eBone; eBone=eBone->next) {
newBone= MEM_callocN (sizeof(Bone), "bone");
eBone->temp= newBone; /* Associate the real Bones with the EditBones */
BLI_strncpy (newBone->name, eBone->name, 32);
memcpy (newBone->head, eBone->head, sizeof(float)*3);
memcpy (newBone->tail, eBone->tail, sizeof(float)*3);
newBone->flag= eBone->flag;
if (eBone->flag & BONE_ACTIVE)
newBone->flag |= BONE_SELECTED; /* important, editbones can be active with only 1 point selected */
newBone->roll = 0.0f;
newBone->weight = eBone->weight;
newBone->dist = eBone->dist;
newBone->xwidth = eBone->xwidth;
newBone->zwidth = eBone->zwidth;
newBone->ease1= eBone->ease1;
newBone->ease2= eBone->ease2;
newBone->rad_head= eBone->rad_head;
newBone->rad_tail= eBone->rad_tail;
newBone->segments= eBone->segments;
newBone->layer = eBone->layer;
}
/* Fix parenting in a separate pass to ensure ebone->bone connections
are valid at this point */
for (eBone=list->first;eBone;eBone=eBone->next) {
newBone= (Bone *)eBone->temp;
if (eBone->parent) {
newBone->parent=(Bone *)eBone->parent->temp;
BLI_addtail(&newBone->parent->childbase,newBone);
{
float M_boneRest[3][3];
float M_parentRest[3][3];
float iM_parentRest[3][3];
float delta[3];
/* Get the parent's matrix (rotation only) */
VecSubf (delta, eBone->parent->tail, eBone->parent->head);
vec_roll_to_mat3(delta, eBone->parent->roll, M_parentRest);
/* Get this bone's matrix (rotation only) */
VecSubf (delta, eBone->tail, eBone->head);
vec_roll_to_mat3(delta, eBone->roll, M_boneRest);
/* Invert the parent matrix */
Mat3Inv(iM_parentRest, M_parentRest);
/* Get the new head and tail */
VecSubf (newBone->head, eBone->head, eBone->parent->tail);
VecSubf (newBone->tail, eBone->tail, eBone->parent->tail);
Mat3MulVecfl(iM_parentRest, newBone->head);
Mat3MulVecfl(iM_parentRest, newBone->tail);
}
}
/* ...otherwise add this bone to the armature's bonebase */
else
BLI_addtail(&arm->bonebase,newBone);
}
/* Make a pass through the new armature to fix rolling */
/* also builds restposition again (like where_is_armature) */
fix_bonelist_roll (&arm->bonebase, list);
/* so all users of this armature should get rebuilt */
for (obt= G.main->object.first; obt; obt= obt->id.next) {
if(obt->data==arm)
armature_rebuild_pose(obt, arm);
}
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
}
void apply_rot_armature (Object *ob, float mat[3][3])
{
ListBase list;
EditBone *ebone;
bArmature *arm;
float scale = Mat3ToScalef(mat); /* store the scale of the matrix here to use on envelopes */
arm = get_armature(ob);
if (!arm)
return;
/* Put the armature into editmode */
list.first= list.last = NULL;
make_boneList(&list, &arm->bonebase, NULL);
/* Do the rotations */
for (ebone = list.first; ebone; ebone=ebone->next){
Mat3MulVecfl(mat, ebone->head);
Mat3MulVecfl(mat, ebone->tail);
ebone->rad_head *= scale;
ebone->rad_tail *= scale;
ebone->dist *= scale;
}
/* Turn the list into an armature */
editbones_to_armature(&list, ob);
/* Free the editbones */
if (list.first){
BLI_freelistN (&list);
}
}
/* 0 == do center, 1 == center new, 2 == center cursor */
void docenter_armature (Object *ob, int centermode)
{
ListBase list;
EditBone *ebone;
bArmature *arm;
float cent[3] = {0.0f, 0.0f, 0.0f};
float min[3], max[3];
float omat[3][3];
arm = get_armature(ob);
if (!arm) return;
/* Put the armature into editmode */
list.first= list.last = NULL;
make_boneList(&list, &arm->bonebase, NULL);
/* Find the centerpoint */
if (centermode == 2) {
VECCOPY(cent, give_cursor());
Mat4Invert(ob->imat, ob->obmat);
Mat4MulVecfl(ob->imat, cent);
}
else {
INIT_MINMAX(min, max);
for (ebone= list.first; ebone; ebone=ebone->next) {
DO_MINMAX(ebone->head, min, max);
DO_MINMAX(ebone->tail, min, max);
}
cent[0]= (min[0]+max[0])/2.0f;
cent[1]= (min[1]+max[1])/2.0f;
cent[2]= (min[2]+max[2])/2.0f;
}
/* Do the adjustments */
for (ebone= list.first; ebone; ebone=ebone->next){
VecSubf(ebone->head, ebone->head, cent);
VecSubf(ebone->tail, ebone->tail, cent);
}
/* Turn the list into an armature */
editbones_to_armature(&list, ob);
/* Free the editbones */
if (list.first){
BLI_freelistN(&list);
}
/* Adjust object location for new centerpoint */
if(centermode && G.obedit==0) {
Mat3CpyMat4(omat, ob->obmat);
Mat3MulVecfl(omat, cent);
ob->loc[0]+= cent[0];
ob->loc[1]+= cent[1];
ob->loc[2]+= cent[2];
}
}
/* Helper function for armature joining - link fixing */
static void joined_armature_fix_links(Object *tarArm, Object *srcArm, bPoseChannel *pchan, EditBone *curbone)
{
Object *ob;
bPose *pose;
bPoseChannel *pchant;
bConstraint *con;
/* let's go through all objects in database */
for (ob= G.main->object.first; ob; ob= ob->id.next) {
/* do some object-type specific things */
if (ob->type == OB_ARMATURE) {
pose= ob->pose;
for (pchant= pose->chanbase.first; pchant; pchant= pchant->next) {
for (con= pchant->constraints.first; con; con= con->next) {
bConstraintTypeInfo *cti= constraint_get_typeinfo(con);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
/* constraint targets */
if (cti && cti->get_constraint_targets) {
cti->get_constraint_targets(con, &targets);
for (ct= targets.first; ct; ct= ct->next) {
if (ct->tar == srcArm) {
if (strcmp(ct->subtarget, "")==0) {
ct->tar = tarArm;
}
else if (strcmp(ct->subtarget, pchan->name)==0) {
ct->tar = tarArm;
strcpy(ct->subtarget, curbone->name);
}
}
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(con, &targets, 0);
}
/* action constraint? */
if (con->type == CONSTRAINT_TYPE_ACTION) {
bActionConstraint *data= con->data;
bAction *act;
bActionChannel *achan;
if (data->act) {
act= data->act;
for (achan= act->chanbase.first; achan; achan= achan->next) {
if (strcmp(achan->name, pchan->name)==0)
BLI_strncpy(achan->name, curbone->name, 32);
}
}
}
}
}
}
/* fix object-level constraints */
if (ob != srcArm) {
for (con= ob->constraints.first; con; con= con->next) {
bConstraintTypeInfo *cti= constraint_get_typeinfo(con);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
/* constraint targets */
if (cti && cti->get_constraint_targets) {
cti->get_constraint_targets(con, &targets);
for (ct= targets.first; ct; ct= ct->next) {
if (ct->tar == srcArm) {
if (strcmp(ct->subtarget, "")==0) {
ct->tar = tarArm;
}
else if (strcmp(ct->subtarget, pchan->name)==0) {
ct->tar = tarArm;
strcpy(ct->subtarget, curbone->name);
}
}
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(con, &targets, 0);
}
}
}
/* See if an object is parented to this armature */
if (ob->parent && (ob->parent == srcArm)) {
/* Is object parented to a bone of this src armature? */
if (ob->partype==PARBONE) {
/* bone name in object */
if (!strcmp(ob->parsubstr, pchan->name))
BLI_strncpy(ob->parsubstr, curbone->name, 32);
}
/* make tar armature be new parent */
ob->parent = tarArm;
}
}
}
int join_armature(void)
{
Object *ob;
bArmature *arm;
Base *base, *nextbase;
bPose *pose, *opose;
bPoseChannel *pchan, *pchann;
ListBase ebbase, eblist;
EditBone *curbone;
float mat[4][4], imat[4][4];
/* Ensure we're not in editmode and that the active object is an armature*/
/* if(G.obedit) return; */ /* Alredy checked in join_menu() */
ob= OBACT;
if(ob->type!=OB_ARMATURE) return 0;
if (object_data_is_libdata(ob)) {
error_libdata();
return 0;
}
arm= get_armature(ob);
/* Get editbones of active armature to add editbones to */
ebbase.first=ebbase.last= NULL;
make_boneList(&ebbase, &arm->bonebase, NULL);
pose= ob->pose;
for (base=FIRSTBASE; base; base=nextbase) {
nextbase = base->next;
if (TESTBASE(base)){
if ((base->object->type==OB_ARMATURE) && (base->object!=ob)){
/* Make a list of editbones in current armature */
eblist.first=eblist.last= NULL;
make_boneList (&eblist, &((bArmature*)base->object->data)->bonebase,NULL);
/* Get Pose of current armature */
opose= base->object->pose;
/* Find the difference matrix */
Mat4Invert(imat, ob->obmat);
Mat4MulMat4(mat, base->object->obmat, imat);
/* Copy bones and posechannels from the object to the edit armature */
for (pchan=opose->chanbase.first; pchan; pchan=pchann) {
pchann= pchan->next;
curbone= editbone_name_exists(&eblist, pchan->name);
/* Get new name */
unique_editbone_name (&ebbase, curbone->name);
/* Transform the bone */
{
float premat[4][4];
float postmat[4][4];
float difmat[4][4];
float imat[4][4];
float temp[3][3];
float delta[3];
/* Get the premat */
VecSubf (delta, curbone->tail, curbone->head);
vec_roll_to_mat3(delta, curbone->roll, temp);
Mat4MulMat34 (premat, temp, mat);
Mat4MulVecfl(mat, curbone->head);
Mat4MulVecfl(mat, curbone->tail);
/* Get the postmat */
VecSubf (delta, curbone->tail, curbone->head);
vec_roll_to_mat3(delta, curbone->roll, temp);
Mat4CpyMat3(postmat, temp);
/* Find the roll */
Mat4Invert (imat, premat);
Mat4MulMat4 (difmat, postmat, imat);
curbone->roll -= atan2(difmat[2][0], difmat[2][2]);
}
/* Fix Constraints and Other Links to this Bone and Armature */
joined_armature_fix_links(ob, base->object, pchan, curbone);
/* Rename pchan */
sprintf(pchan->name, curbone->name);
/* Jump Ship! */
BLI_remlink(&eblist, curbone);
BLI_addtail(&ebbase, curbone);
BLI_remlink(&opose->chanbase, pchan);
BLI_addtail(&pose->chanbase, pchan);
}
free_and_unlink_base(base);
}
}
}
DAG_scene_sort(G.scene); // because we removed object(s)
editbones_to_armature(&ebbase, ob);
if (ebbase.first) BLI_freelistN(&ebbase);
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWOOPS, 0);
return 1;
}
/* **************** END tools on Editmode Armature **************** */
/* **************** PoseMode & EditMode *************************** */
/* only for opengl selection indices */
Bone *get_indexed_bone (Object *ob, int index)
{
bPoseChannel *pchan;
int a= 0;
if(ob->pose==NULL) return NULL;
index>>=16; // bone selection codes use left 2 bytes
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next, a++) {
if(a==index) return pchan->bone;
}
return NULL;
}
/* See if there are any selected bones in this buffer */
static void *get_bone_from_selectbuffer(Base *base, unsigned int *buffer, short hits, short findunsel)
{
Object *ob= base->object;
Bone *bone;
EditBone *ebone;
void *firstunSel=NULL, *firstSel=NULL, *data;
unsigned int hitresult;
short i, takeNext=0, sel;
for (i=0; i< hits; i++){
hitresult = buffer[3+(i*4)];
if (!(hitresult & BONESEL_NOSEL)) { // -1
if(hitresult & BONESEL_ANY) { // to avoid including objects in selection
hitresult &= ~(BONESEL_ANY);
/* Determine what the current bone is */
if (G.obedit==NULL || base->object!=G.obedit) {
/* no singular posemode, so check for correct object */
if(base->selcol == (hitresult & 0xFFFF)) {
bone = get_indexed_bone(ob, hitresult);
if (findunsel)
sel = (bone->flag & BONE_SELECTED);
else
sel = !(bone->flag & BONE_SELECTED);
data = bone;
}
else {
data= NULL;
sel= 0;
}
}
else{
ebone = BLI_findlink(&G.edbo, hitresult);
if (findunsel)
sel = (ebone->flag & BONE_SELECTED);
else
sel = !(ebone->flag & BONE_SELECTED);
data = ebone;
}
if(data) {
if (sel) {
if(!firstSel) firstSel= data;
takeNext=1;
}
else {
if (!firstunSel)
firstunSel=data;
if (takeNext)
return data;
}
}
}
}
}
if (firstunSel)
return firstunSel;
else
return firstSel;
}
/* used by posemode as well editmode */
static void *get_nearest_bone (short findunsel)
{
unsigned int buffer[MAXPICKBUF];
short hits;
persp(PERSP_VIEW);
glInitNames();
hits= view3d_opengl_select(buffer, MAXPICKBUF, 0, 0, 0, 0);
if (hits>0)
return get_bone_from_selectbuffer(BASACT, buffer, hits, findunsel);
return NULL;
}
/* used by posemode and editmode */
void select_bone_parent (void)
{
Object *ob;
bArmature *arm;
/* get data */
if (G.obedit)
ob= G.obedit;
else if (OBACT)
ob= OBACT;
else
return;
arm= (bArmature *)ob->data;
/* determine which mode armature is in */
if ((!G.obedit) && (ob->flag & OB_POSEMODE)) {
/* deal with pose channels */
/* channels are sorted on dependency, so the loop below won't result in a flood-select */
bPoseChannel *pchan=NULL;
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
/* check if bone in original selection */
if (pchan->bone->flag & BONE_SELECTED) {
bPoseChannel *chanpar= pchan->parent;
/* check if any parent */
if ((chanpar) && ((chanpar->bone->flag & BONE_SELECTED)==0)) {
chanpar->bone->flag |= BONE_SELECTED;
select_actionchannel_by_name (ob->action, pchan->name, 1);
}
}
}
}
else if (G.obedit) {
/* deal with editbones */
EditBone *curbone, *parbone, *parpar;
/* prevent floods */
for (curbone= G.edbo.first; curbone; curbone= curbone->next)
curbone->temp= NULL;
for (curbone= G.edbo.first; curbone; curbone= curbone->next) {
/* check if bone selected */
if ((curbone->flag & BONE_SELECTED) && curbone->temp==NULL) {
parbone= curbone->parent;
/* check if any parent */
if ((parbone) && ((parbone->flag & BONE_SELECTED)==0)) {
/* select the parent bone */
parbone->flag |= (BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL);
/* check if parent has parent */
parpar= parbone->parent;
if ((parpar) && (parbone->flag & BONE_CONNECTED)) {
parpar->flag |= BONE_TIPSEL;
}
/* tag this bone to not flood selection */
parbone->temp= parbone;
}
}
}
/* to be sure... */
for (curbone= G.edbo.first; curbone; curbone= curbone->next)
curbone->temp= NULL;
}
/* undo + redraw pushes */
countall(); // flushes selection!
allqueue (REDRAWVIEW3D, 0);
allqueue (REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWOOPS, 0);
BIF_undo_push("Select Parent");
}
/* helper for setflag_sel_bone() */
static void bone_setflag (int *bone, int flag, short mode)
{
if (bone && flag) {
/* exception for inverse flags */
if (flag == BONE_NO_DEFORM) {
if (mode == 2)
*bone |= flag;
else if (mode == 1)
*bone &= ~flag;
else
*bone ^= flag;
}
else {
if (mode == 2)
*bone &= ~flag;
else if (mode == 1)
*bone |= flag;
else
*bone ^= flag;
}
}
}
/* used by posemode and editmode */
void setflag_armature (short mode)
{
Object *ob;
bArmature *arm;
int flag;
/* get data */
if (G.obedit)
ob= G.obedit;
else if (OBACT)
ob= OBACT;
else
return;
arm= (bArmature *)ob->data;
/* get flag to set (sync these with the ones used in eBone_Flag */
if (mode == 2)
flag= pupmenu("Disable Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5");
else if (mode == 1)
flag= pupmenu("Enable Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5");
else
flag= pupmenu("Toggle Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5");
switch (flag) {
case 1: flag = BONE_DRAWWIRE; break;
case 2: flag = BONE_NO_DEFORM; break;
case 3: flag = BONE_MULT_VG_ENV; break;
case 4: flag = BONE_HINGE; break;
case 5: flag = BONE_NO_SCALE; break;
default: return;
}
/* determine which mode armature is in */
if ((!G.obedit) && (ob->flag & OB_POSEMODE)) {
/* deal with pose channels */
bPoseChannel *pchan;
/* set setting */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
if (pchan->bone->flag & BONE_SELECTED) {
bone_setflag(&pchan->bone->flag, flag, mode);
}
}
}
}
else if (G.obedit) {
/* deal with editbones */
EditBone *curbone;
/* set setting */
for (curbone= G.edbo.first; curbone; curbone= curbone->next) {
if (arm->layer & curbone->layer) {
if (curbone->flag & BONE_SELECTED) {
bone_setflag(&curbone->flag, flag, mode);
}
}
}
}
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWOOPS, 0);
BIF_undo_push("Change Bone Setting");
}
/* **************** END PoseMode & EditMode *************************** */
/* **************** Posemode stuff ********************** */
static void selectconnected_posebonechildren (Object *ob, Bone *bone)
{
Bone *curBone;
if (!(bone->flag & BONE_CONNECTED))
return;
select_actionchannel_by_name (ob->action, bone->name, !(G.qual & LR_SHIFTKEY));
if (G.qual & LR_SHIFTKEY)
bone->flag &= ~BONE_SELECTED;
else
bone->flag |= BONE_SELECTED;
for (curBone=bone->childbase.first; curBone; curBone=curBone->next){
selectconnected_posebonechildren (ob, curBone);
}
}
/* within active object context */
void selectconnected_posearmature(void)
{
Bone *bone, *curBone, *next;
Object *ob= OBACT;
if(!ob || !ob->pose) return;
if (G.qual & LR_SHIFTKEY)
bone= get_nearest_bone(0);
else
bone = get_nearest_bone(1);
if (!bone)
return;
/* Select parents */
for (curBone=bone; curBone; curBone=next){
select_actionchannel_by_name (ob->action, curBone->name, !(G.qual & LR_SHIFTKEY));
if (G.qual & LR_SHIFTKEY)
curBone->flag &= ~BONE_SELECTED;
else
curBone->flag |= BONE_SELECTED;
if (curBone->flag & BONE_CONNECTED)
next=curBone->parent;
else
next=NULL;
}
/* Select children */
for (curBone=bone->childbase.first; curBone; curBone=next){
selectconnected_posebonechildren (ob, curBone);
}
countall(); // flushes selection!
allqueue (REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue (REDRAWACTION, 0);
allqueue(REDRAWOOPS, 0);
BIF_undo_push("Select connected");
}
/* **************** END Posemode stuff ********************** */
/* **************** EditMode stuff ********************** */
/* called in space.c */
void selectconnected_armature(void)
{
EditBone *bone, *curBone, *next;
if (G.qual & LR_SHIFTKEY)
bone= get_nearest_bone(0);
else
bone= get_nearest_bone(1);
if (!bone)
return;
/* Select parents */
for (curBone=bone; curBone; curBone=next){
if (G.qual & LR_SHIFTKEY){
curBone->flag &= ~(BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL);
}
else{
curBone->flag |= (BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL);
}
if (curBone->flag & BONE_CONNECTED)
next=curBone->parent;
else
next=NULL;
}
/* Select children */
while (bone){
for (curBone=G.edbo.first; curBone; curBone=next){
next = curBone->next;
if (curBone->parent == bone){
if (curBone->flag & BONE_CONNECTED){
if (G.qual & LR_SHIFTKEY)
curBone->flag &= ~(BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL);
else
curBone->flag |= (BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL);
bone=curBone;
break;
}
else{
bone=NULL;
break;
}
}
}
if (!curBone)
bone=NULL;
}
countall(); // flushes selection!
allqueue (REDRAWVIEW3D, 0);
allqueue (REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWOOPS, 0);
BIF_undo_push("Select connected");
}
/* does bones and points */
/* note that BONE ROOT only gets drawn for root bones (or without IK) */
static EditBone * get_nearest_editbonepoint (int findunsel, int *selmask)
{
EditBone *ebone;
unsigned int buffer[MAXPICKBUF];
unsigned int hitresult, besthitresult=BONESEL_NOSEL;
int i, mindep= 4;
short hits, mval[2];
persp(PERSP_VIEW);
glInitNames();
getmouseco_areawin(mval);
hits= view3d_opengl_select(buffer, MAXPICKBUF, mval[0]-5, mval[1]-5, mval[0]+5, mval[1]+5);
if(hits==0)
hits= view3d_opengl_select(buffer, MAXPICKBUF, mval[0]-12, mval[1]-12, mval[0]+12, mval[1]+12);
/* See if there are any selected bones in this group */
if (hits>0) {
if(hits==1) {
if (!(buffer[3] & BONESEL_NOSEL))
besthitresult= buffer[3];
}
else {
for (i=0; i< hits; i++) {
hitresult= buffer[3+(i*4)];
if (!(hitresult & BONESEL_NOSEL)) {
int dep;
ebone = BLI_findlink(&G.edbo, hitresult & ~BONESEL_ANY);
/* clicks on bone points get advantage */
if( hitresult & (BONESEL_ROOT|BONESEL_TIP)) {
/* but also the unselected one */
if(findunsel) {
if( (hitresult & BONESEL_ROOT) && (ebone->flag & BONE_ROOTSEL)==0)
dep= 1;
else if( (hitresult & BONESEL_TIP) && (ebone->flag & BONE_TIPSEL)==0)
dep= 1;
else
dep= 2;
}
else dep= 2;
}
else {
/* bone found */
if(findunsel) {
if((ebone->flag & BONE_SELECTED)==0)
dep= 2;
else
dep= 3;
}
else dep= 3;
}
if(dep < mindep) {
mindep= dep;
besthitresult= hitresult;
}
}
}
}
if (!(besthitresult & BONESEL_NOSEL)) {
ebone= BLI_findlink(&G.edbo, besthitresult & ~BONESEL_ANY);
*selmask = 0;
if (besthitresult & BONESEL_ROOT)
*selmask |= BONE_ROOTSEL;
if (besthitresult & BONESEL_TIP)
*selmask |= BONE_TIPSEL;
if (besthitresult & BONESEL_BONE)
*selmask |= BONE_SELECTED;
return ebone;
}
}
*selmask = 0;
return NULL;
}
static void delete_bone(EditBone* exBone)
{
EditBone *curBone;
/* Find any bones that refer to this bone */
for (curBone=G.edbo.first;curBone;curBone=curBone->next){
if (curBone->parent==exBone){
curBone->parent=exBone->parent;
curBone->flag &= ~BONE_CONNECTED;
}
}
BLI_freelinkN (&G.edbo,exBone);
}
/* only editmode! */
void delete_armature(void)
{
bArmature *arm= G.obedit->data;
EditBone *curBone, *next;
bConstraint *con;
TEST_EDITARMATURE;
if (okee("Erase selected bone(s)")==0) return;
/* Select mirrored bones */
if (arm->flag & ARM_MIRROR_EDIT) {
for (curBone=G.edbo.first; curBone; curBone=curBone->next) {
if (arm->layer & curBone->layer) {
if (curBone->flag & BONE_SELECTED) {
next = armature_bone_get_mirrored(curBone);
if (next)
next->flag |= BONE_SELECTED;
}
}
}
}
/* First erase any associated pose channel */
if (G.obedit->pose) {
bPoseChannel *chan, *next;
for (chan=G.obedit->pose->chanbase.first; chan; chan=next) {
next= chan->next;
curBone = editbone_name_exists (&G.edbo, chan->name);
if (curBone && (curBone->flag & BONE_SELECTED) && (arm->layer & curBone->layer)) {
free_constraints(&chan->constraints);
BLI_freelinkN (&G.obedit->pose->chanbase, chan);
}
else {
for (con= chan->constraints.first; con; con= con->next) {
bConstraintTypeInfo *cti= constraint_get_typeinfo(con);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
if (cti && cti->get_constraint_targets) {
cti->get_constraint_targets(con, &targets);
for (ct= targets.first; ct; ct= ct->next) {
if (ct->tar == G.obedit) {
if (ct->subtarget[0]) {
curBone = editbone_name_exists(&G.edbo, ct->subtarget);
if (curBone && (curBone->flag & BONE_SELECTED) && (arm->layer & curBone->layer)) {
con->flag |= CONSTRAINT_DISABLE;
ct->subtarget[0]= 0;
}
}
}
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(con, &targets, 0);
}
}
}
}
}
for (curBone=G.edbo.first;curBone;curBone=next) {
next=curBone->next;
if (arm->layer & curBone->layer)
if (curBone->flag & BONE_SELECTED)
delete_bone(curBone);
}
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWOOPS, 0);
countall(); // flushes selection!
BIF_undo_push("Delete bone(s)");
}
/* context: editmode armature */
void mouse_armature(void)
{
EditBone *nearBone = NULL, *ebone;
int selmask;
nearBone= get_nearest_editbonepoint(1, &selmask);
if (nearBone) {
if (!(G.qual & LR_SHIFTKEY)) {
deselectall_armature(0, 0);
}
/* by definition the non-root connected bones have no root point drawn,
so a root selection needs to be delivered to the parent tip,
countall() (bad location) flushes these flags */
if(selmask & BONE_SELECTED) {
if(nearBone->parent && (nearBone->flag & BONE_CONNECTED)) {
/* click in a chain */
if(G.qual & LR_SHIFTKEY) {
/* hold shift inverts this bone's selection */
if(nearBone->flag & BONE_SELECTED) {
/* deselect this bone */
nearBone->flag &= ~(BONE_TIPSEL|BONE_SELECTED);
/* only deselect parent tip if it is not selected */
if(!(nearBone->parent->flag & BONE_SELECTED))
nearBone->parent->flag &= ~BONE_TIPSEL;
}
else {
/* select this bone */
nearBone->flag |= BONE_TIPSEL;
nearBone->parent->flag |= BONE_TIPSEL;
}
}
else {
/* select this bone */
nearBone->flag |= BONE_TIPSEL;
nearBone->parent->flag |= BONE_TIPSEL;
}
}
else {
if(G.qual & LR_SHIFTKEY) {
/* hold shift inverts this bone's selection */
if(nearBone->flag & BONE_SELECTED)
nearBone->flag &= ~(BONE_TIPSEL|BONE_ROOTSEL);
else
nearBone->flag |= (BONE_TIPSEL|BONE_ROOTSEL);
}
else nearBone->flag |= (BONE_TIPSEL|BONE_ROOTSEL);
}
}
else {
if ((G.qual & LR_SHIFTKEY) && (nearBone->flag & selmask))
nearBone->flag &= ~selmask;
else
nearBone->flag |= selmask;
}
countall(); // flushes selection!
if(nearBone) {
/* then now check for active status */
for (ebone=G.edbo.first;ebone;ebone=ebone->next) ebone->flag &= ~BONE_ACTIVE;
if(nearBone->flag & BONE_SELECTED) nearBone->flag |= BONE_ACTIVE;
}
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWOOPS, 0);
}
rightmouse_transform();
}
void free_editArmature(void)
{
/* Clear the editbones list */
if (G.edbo.first){
BLI_freelistN (&G.edbo);
}
}
void remake_editArmature(void)
{
if(okee("Reload original data")==0) return;
make_editArmature();
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWOOPS, 0);
allqueue(REDRAWBUTSHEAD, 0);
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
// BIF_undo_push("Delete bone");
}
/* Put object in EditMode */
void make_editArmature(void)
{
bArmature *arm;
if (G.obedit==0) return;
free_editArmature();
arm= get_armature(G.obedit);
if (!arm)
return;
make_boneList (&G.edbo, &arm->bonebase,NULL);
}
/* put EditMode back in Object */
void load_editArmature(void)
{
bArmature *arm;
arm= get_armature(G.obedit);
if (!arm) return;
editbones_to_armature(&G.edbo, G.obedit);
}
/* toggle==0: deselect
toggle==1: swap
toggle==2: only active tag
*/
void deselectall_armature(int toggle, int doundo)
{
bArmature *arm= G.obedit->data;
EditBone *eBone;
int sel=1;
if(toggle==1) {
/* Determine if there are any selected bones
And therefore whether we are selecting or deselecting */
for (eBone=G.edbo.first;eBone;eBone=eBone->next){
// if(arm->layer & eBone->layer) {
if (eBone->flag & (BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL)){
sel=0;
break;
}
// }
}
}
else sel= toggle;
/* Set the flags */
for (eBone=G.edbo.first;eBone;eBone=eBone->next){
if (sel==1) {
if(arm->layer & eBone->layer && (eBone->flag & BONE_HIDDEN_A)==0) {
eBone->flag |= (BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL);
if(eBone->parent)
eBone->parent->flag |= (BONE_TIPSEL);
}
}
else if (sel==2)
eBone->flag &= ~(BONE_ACTIVE);
else
eBone->flag &= ~(BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL | BONE_ACTIVE);
}
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWOOPS, 0);
countall(); // flushes selection!
if (doundo) {
if (sel==1) BIF_undo_push("Select All");
else BIF_undo_push("Deselect All");
}
}
/* Sets the roll value of selected bones, depending on the mode
* mode == 0: their z-axes point upwards
* mode == 1: their z-axes point towards 3d-cursor
*/
void auto_align_armature(short mode)
{
bArmature *arm= G.obedit->data;
EditBone *ebone;
EditBone *flipbone = NULL;
float delta[3];
float curmat[3][3];
float *cursor= give_cursor();
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
if (arm->layer & ebone->layer) {
if (arm->flag & ARM_MIRROR_EDIT)
flipbone = armature_bone_get_mirrored(ebone);
if ((ebone->flag & BONE_SELECTED) ||
(flipbone && flipbone->flag & BONE_SELECTED))
{
/* specific method used to calculate roll depends on mode */
if (mode == 1) {
/* Z-Axis point towards cursor */
float mat[4][4], tmat[4][4], imat[4][4];
float rmat[4][4], rot[3];
float vec[3];
/* find the current bone matrix as a 4x4 matrix (in Armature Space) */
VecSubf(delta, ebone->tail, ebone->head);
vec_roll_to_mat3(delta, ebone->roll, curmat);
Mat4CpyMat3(mat, curmat);
VECCOPY(mat[3], ebone->head);
/* multiply bone-matrix by object matrix (so that bone-matrix is in WorldSpace) */
Mat4MulMat4(tmat, mat, G.obedit->obmat);
Mat4Invert(imat, tmat);
/* find position of cursor relative to bone */
VecMat4MulVecfl(vec, imat, cursor);
/* check that cursor is in usable position */
if ((IS_EQ(vec[0], 0)==0) && (IS_EQ(vec[2], 0)==0)) {
/* Compute a rotation matrix around y */
rot[1] = atan2(vec[0], vec[2]);
rot[0] = rot[2] = 0.0f;
EulToMat4(rot, rmat);
/* Multiply the bone matrix by rotation matrix. This should be new bone-matrix */
Mat4MulMat4(tmat, rmat, mat);
Mat3CpyMat4(curmat, tmat);
/* Now convert from new bone-matrix, back to a roll value (in radians) */
mat3_to_vec_roll(curmat, delta, &ebone->roll);
}
}
else {
/* Z-Axis Point Up */
float xaxis[3]={1.0, 0.0, 0.0}, yaxis[3], zaxis[3]={0.0, 0.0, 1.0};
float targetmat[3][3], imat[3][3], diffmat[3][3];
/* Find the current bone matrix */
VecSubf(delta, ebone->tail, ebone->head);
vec_roll_to_mat3(delta, 0.0, curmat);
/* Make new matrix based on y axis & z-up */
VECCOPY (yaxis, curmat[1]);
Mat3One(targetmat);
VECCOPY (targetmat[0], xaxis);
VECCOPY (targetmat[1], yaxis);
VECCOPY (targetmat[2], zaxis);
Mat3Ortho(targetmat);
/* Find the difference between the two matrices */
Mat3Inv(imat, targetmat);
Mat3MulMat3(diffmat, imat, curmat);
ebone->roll = atan2(diffmat[2][0], diffmat[2][2]);
}
}
}
}
}
/* **************** undo for armatures ************** */
static void undoBones_to_editBones(void *lbv)
{
ListBase *lb= lbv;
EditBone *ebo, *newebo;
BLI_freelistN(&G.edbo);
/* copy */
for(ebo= lb->first; ebo; ebo= ebo->next) {
newebo= MEM_dupallocN(ebo);
ebo->temp= newebo;
BLI_addtail(&G.edbo, newebo);
}
/* set pointers */
for(newebo= G.edbo.first; newebo; newebo= newebo->next) {
if(newebo->parent) newebo->parent= newebo->parent->temp;
}
/* be sure they dont hang ever */
for(newebo= G.edbo.first; newebo; newebo= newebo->next) {
newebo->temp= NULL;
}
}
static void *editBones_to_undoBones(void)
{
ListBase *lb;
EditBone *ebo, *newebo;
lb= MEM_callocN(sizeof(ListBase), "listbase undo");
/* copy */
for(ebo= G.edbo.first; ebo; ebo= ebo->next) {
newebo= MEM_dupallocN(ebo);
ebo->temp= newebo;
BLI_addtail(lb, newebo);
}
/* set pointers */
for(newebo= lb->first; newebo; newebo= newebo->next) {
if(newebo->parent) newebo->parent= newebo->parent->temp;
}
return lb;
}
static void free_undoBones(void *lbv)
{
ListBase *lb= lbv;
BLI_freelistN(lb);
MEM_freeN(lb);
}
/* and this is all the undo system needs to know */
void undo_push_armature(char *name)
{
undo_editmode_push(name, free_undoBones, undoBones_to_editBones, editBones_to_undoBones, NULL);
}
/* **************** END EditMode stuff ********************** */
/* *************** Adding stuff in editmode *************** */
/* default bone add, returns it selected, but without tail set */
static EditBone *add_editbone(char *name)
{
bArmature *arm= G.obedit->data;
EditBone *bone= MEM_callocN(sizeof(EditBone), "eBone");
BLI_strncpy(bone->name, name, 32);
unique_editbone_name(&G.edbo, bone->name);
BLI_addtail(&G.edbo, bone);
bone->flag |= BONE_TIPSEL;
bone->weight= 1.0F;
bone->dist= 0.25F;
bone->xwidth= 0.1;
bone->zwidth= 0.1;
bone->ease1= 1.0;
bone->ease2= 1.0;
bone->rad_head= 0.10;
bone->rad_tail= 0.05;
bone->segments= 1;
bone->layer= arm->layer;
return bone;
}
static void add_primitive_bone(Object *ob, short newob)
{
float obmat[3][3], curs[3], viewmat[3][3], totmat[3][3], imat[3][3];
EditBone *bone;
VECCOPY (curs, give_cursor());
/* Get inverse point for head and orientation for tail */
Mat4Invert(G.obedit->imat, G.obedit->obmat);
Mat4MulVecfl(G.obedit->imat, curs);
if ( !(newob) || U.flag & USER_ADD_VIEWALIGNED) Mat3CpyMat4(obmat, G.vd->viewmat);
else Mat3One(obmat);
Mat3CpyMat4(viewmat, G.obedit->obmat);
Mat3MulMat3(totmat, obmat, viewmat);
Mat3Inv(imat, totmat);
deselectall_armature(0, 0);
/* Create a bone */
bone= add_editbone("Bone");
VECCOPY(bone->head, curs);
if ( !(newob) || U.flag & USER_ADD_VIEWALIGNED)
VecAddf(bone->tail, bone->head, imat[1]); // bone with unit length 1
else
VecAddf(bone->tail, bone->head, imat[2]); // bone with unit length 1, pointing up Z
}
void add_primitiveArmature(int type)
{
short newob=0;
if(G.scene->id.lib) return;
/* this function also comes from an info window */
if ELEM(curarea->spacetype, SPACE_VIEW3D, SPACE_INFO); else return;
if(G.vd==NULL) return;
G.f &= ~(G_VERTEXPAINT+G_TEXTUREPAINT+G_WEIGHTPAINT);
setcursor_space(SPACE_VIEW3D, CURSOR_STD);
check_editmode(OB_ARMATURE);
/* If we're not the "obedit", make a new object and enter editmode */
if(G.obedit==NULL) {
add_object(OB_ARMATURE);
base_init_from_view3d(BASACT, G.vd);
G.obedit= BASACT->object;
where_is_object(G.obedit);
make_editArmature();
setcursor_space(SPACE_VIEW3D, CURSOR_EDIT);
newob=1;
}
/* no primitive support yet */
add_primitive_bone(G.obedit, newob);
countall(); // flushes selection!
if ( (newob) && !(U.flag & USER_ADD_EDITMODE)) {
exit_editmode(2);
}
allqueue(REDRAWALL, 0);
BIF_undo_push("Add primitive");
}
/* the ctrl-click method */
void addvert_armature(void)
{
bArmature *arm= G.obedit->data;
EditBone *ebone, *newbone, *flipbone;
float *curs, mat[3][3],imat[3][3];
int a, to_root= 0;
TEST_EDITARMATURE;
/* find the active or selected bone */
for (ebone = G.edbo.first; ebone; ebone=ebone->next)
if(arm->layer & ebone->layer)
if(ebone->flag & (BONE_ACTIVE|BONE_TIPSEL)) break;
if(ebone==NULL) {
for (ebone = G.edbo.first; ebone; ebone=ebone->next)
if(arm->layer & ebone->layer)
if(ebone->flag & (BONE_ACTIVE|BONE_ROOTSEL)) break;
if(ebone==NULL)
return;
to_root= 1;
}
deselectall_armature(0, 0);
/* we re-use code for mirror editing... */
flipbone= NULL;
if(arm->flag & ARM_MIRROR_EDIT)
flipbone= armature_bone_get_mirrored(ebone);
for(a=0; a<2; a++) {
if(a==1) {
if(flipbone==NULL)
break;
else {
SWAP(EditBone *, flipbone, ebone);
}
}
newbone= add_editbone(ebone->name);
newbone->flag |= BONE_ACTIVE;
if(to_root) {
VECCOPY(newbone->head, ebone->head);
newbone->rad_head= ebone->rad_tail;
newbone->parent= ebone->parent;
}
else {
VECCOPY(newbone->head, ebone->tail);
newbone->rad_head= ebone->rad_tail;
newbone->parent= ebone;
newbone->flag |= BONE_CONNECTED;
}
curs= give_cursor();
VECCOPY(newbone->tail, curs);
VecSubf(newbone->tail, newbone->tail, G.obedit->obmat[3]);
if(a==1)
newbone->tail[0]= -newbone->tail[0];
Mat3CpyMat4(mat, G.obedit->obmat);
Mat3Inv(imat, mat);
Mat3MulVecfl(imat, newbone->tail);
newbone->length= VecLenf(newbone->head, newbone->tail);
newbone->rad_tail= newbone->length*0.05f;
newbone->dist= newbone->length*0.25f;
}
countall();
BIF_undo_push("Add Bone");
allqueue(REDRAWVIEW3D, 0);
while(get_mbut()&R_MOUSE);
}
/* adds an EditBone between the nominated locations (should be in the right space) */
static EditBone *add_points_bone (float head[], float tail[])
{
EditBone *ebo;
ebo= add_editbone("Bone");
VECCOPY(ebo->head, head);
VECCOPY(ebo->tail, tail);
return ebo;
}
static EditBone *get_named_editbone(char *name)
{
EditBone *eBone;
if (name)
for (eBone=G.edbo.first; eBone; eBone=eBone->next){
if (!strcmp (name, eBone->name))
return eBone;
}
return NULL;
}
static void update_dup_subtarget(EditBone *dupBone)
{
/* If an edit bone has been duplicated, lets
* update it's constraints if the subtarget
* they point to has also been duplicated
*/
EditBone *oldtarget, *newtarget;
bPoseChannel *chan;
bConstraint *curcon;
ListBase *conlist;
if ( (chan = verify_pose_channel(OBACT->pose, dupBone->name)) ) {
if ( (conlist = &chan->constraints) ) {
for (curcon = conlist->first; curcon; curcon=curcon->next) {
/* does this constraint have a subtarget in
* this armature?
*/
bConstraintTypeInfo *cti= constraint_get_typeinfo(curcon);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
if (cti && cti->get_constraint_targets) {
cti->get_constraint_targets(curcon, &targets);
for (ct= targets.first; ct; ct= ct->next) {
if ((ct->tar == G.obedit) && (ct->subtarget[0])) {
oldtarget = get_named_editbone(ct->subtarget);
if (oldtarget) {
/* was the subtarget bone duplicated too? If
* so, update the constraint to point at the
* duplicate of the old subtarget.
*/
if (oldtarget->flag & BONE_SELECTED){
newtarget = (EditBone *) oldtarget->temp;
strcpy(ct->subtarget, newtarget->name);
}
}
}
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(curcon, &targets, 0);
}
}
}
}
}
void adduplicate_armature(void)
{
bArmature *arm= G.obedit->data;
EditBone *eBone = NULL;
EditBone *curBone;
EditBone *firstDup=NULL; /* The beginning of the duplicated bones in the edbo list */
countall(); // flushes selection!
/* Select mirrored bones */
if (arm->flag & ARM_MIRROR_EDIT) {
for (curBone=G.edbo.first; curBone; curBone=curBone->next) {
if (arm->layer & curBone->layer) {
if (curBone->flag & BONE_SELECTED) {
eBone = armature_bone_get_mirrored(curBone);
if (eBone)
eBone->flag |= BONE_SELECTED;
}
}
}
}
/* Find the selected bones and duplicate them as needed */
for (curBone=G.edbo.first; curBone && curBone!=firstDup; curBone=curBone->next){
if (arm->layer & curBone->layer) {
if (curBone->flag & BONE_SELECTED) {
eBone=MEM_callocN(sizeof(EditBone), "addup_editbone");
eBone->flag |= BONE_SELECTED;
/* Copy data from old bone to new bone */
memcpy (eBone, curBone, sizeof(EditBone));
curBone->temp = eBone;
eBone->temp = curBone;
unique_editbone_name (&G.edbo, eBone->name);
BLI_addtail (&G.edbo, eBone);
if (!firstDup)
firstDup=eBone;
/* Lets duplicate the list of constraints that the
* current bone has.
*/
if (OBACT->pose) {
bPoseChannel *chanold, *channew;
ListBase *listold, *listnew;
chanold = verify_pose_channel (OBACT->pose, curBone->name);
if (chanold) {
listold = &chanold->constraints;
if (listold) {
/* WARNING: this creates a new posechannel, but there will not be an attached bone
* yet as the new bones created here are still 'EditBones' not 'Bones'.
*/
channew =
verify_pose_channel(OBACT->pose, eBone->name);
if (channew) {
/* copy transform locks */
channew->protectflag = chanold->protectflag;
/* ik (dof) settings */
channew->ikflag = chanold->ikflag;
VECCOPY(channew->limitmin, chanold->limitmin);
VECCOPY(channew->limitmax, chanold->limitmax);
VECCOPY(channew->stiffness, chanold->stiffness);
channew->ikstretch= chanold->ikstretch;
/* constraints */
listnew = &channew->constraints;
copy_constraints (listnew, listold);
}
}
}
}
}
}
}
/* Run though the list and fix the pointers */
for (curBone=G.edbo.first; curBone && curBone!=firstDup; curBone=curBone->next){
if(arm->layer & curBone->layer) {
if (curBone->flag & BONE_SELECTED){
eBone=(EditBone*) curBone->temp;
/* If this bone has no parent,
Set the duplicate->parent to NULL
*/
if (!curBone->parent){
eBone->parent = NULL;
}
/* If this bone has a parent that IS selected,
Set the duplicate->parent to the curBone->parent->duplicate
*/
else if (curBone->parent->flag & BONE_SELECTED){
eBone->parent=(EditBone*) curBone->parent->temp;
}
/* If this bone has a parent that IS not selected,
Set the duplicate->parent to the curBone->parent
*/
else {
eBone->parent=(EditBone*) curBone->parent;
eBone->flag &= ~BONE_CONNECTED;
}
/* Lets try to fix any constraint subtargets that might
have been duplicated */
update_dup_subtarget(eBone);
}
}
}
/* Deselect the old bones and select the new ones */
for (curBone=G.edbo.first; curBone && curBone!=firstDup; curBone=curBone->next){
if(arm->layer & curBone->layer)
curBone->flag &= ~(BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL | BONE_ACTIVE);
}
BIF_TransformSetUndo("Add Duplicate");
initTransform(TFM_TRANSLATION, CTX_NO_PET);
Transform();
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWOOPS, 0);
}
/* *************** END Adding stuff in editmode *************** */
/* ************** Add/Remove stuff in editmode **************** */
/* temporary data-structure for merge/fill bones */
typedef struct EditBonePoint {
struct EditBonePoint *next, *prev;
EditBone *head_owner; /* EditBone which uses this point as a 'head' point */
EditBone *tail_owner; /* EditBone which uses this point as a 'tail' point */
float vec[3]; /* the actual location of the point in local/EditMode space */
} EditBonePoint;
/* find chain-tips (i.e. bones without children) */
static void chains_find_tips (ListBase *list)
{
EditBone *curBone, *ebo;
LinkData *ld;
/* note: this is potentially very slow ... there's got to be a better way */
for (curBone= G.edbo.first; curBone; curBone= curBone->next) {
short stop= 0;
/* is this bone contained within any existing chain? (skip if so) */
for (ld= list->first; ld; ld= ld->next) {
for (ebo= ld->data; ebo; ebo= ebo->parent) {
if (ebo == curBone) {
stop= 1;
break;
}
}
if (stop) break;
}
/* skip current bone if it is part of an existing chain */
if (stop) continue;
/* is any existing chain part of the chain formed by this bone? */
stop= 0;
for (ebo= curBone->parent; ebo; ebo= ebo->parent) {
for (ld= list->first; ld; ld= ld->next) {
if (ld->data == ebo) {
ld->data= curBone;
stop= 1;
break;
}
}
if (stop) break;
}
/* current bone has already been added to a chain? */
if (stop) continue;
/* add current bone to a new chain */
ld= MEM_callocN(sizeof(LinkData), "BoneChain");
ld->data= curBone;
BLI_addtail(list, ld);
}
}
static void fill_add_joint (EditBone *ebo, short eb_tail, ListBase *points)
{
EditBonePoint *ebp;
float vec[3];
short found= 0;
if (eb_tail) {
VECCOPY(vec, ebo->tail);
}
else {
VECCOPY(vec, ebo->head);
}
// FIXME: this algorithm sucks... it misses things it shouldn't
for (ebp= points->first; ebp; ebp= ebp->next) {
if (VecEqual(ebp->vec, vec)) {
if (eb_tail) {
if ((ebp->head_owner) && (ebp->head_owner->parent == ebo)) {
/* so this bone's tail owner is this bone*/
ebp->tail_owner= ebo;
found= 1;
break;
}
}
else {
if ((ebp->tail_owner) && (ebo->parent == ebp->tail_owner)) {
/* so this bone's head owner is this bone */
ebp->head_owner= ebo;
found = 1;
break;
}
}
}
}
/* allocate a new point if no existing point was related */
if (found == 0) {
ebp= MEM_callocN(sizeof(EditBonePoint), "EditBonePoint");
if (eb_tail) {
VECCOPY(ebp->vec, ebo->tail);
ebp->tail_owner= ebo;
}
else {
VECCOPY(ebp->vec, ebo->head);
ebp->head_owner= ebo;
}
BLI_addtail(points, ebp);
}
}
/* bone adding between selected joints */
void fill_bones_armature(void)
{
bArmature *arm= G.obedit->data;
EditBone *ebo, *newbone=NULL;
ListBase points = {NULL, NULL};
int count;
/* loop over all bones, and only consider if visible */
for (ebo= G.edbo.first; ebo; ebo= ebo->next) {
if ((arm->layer & ebo->layer) && !(ebo->flag & BONE_HIDDEN_A)) {
if (!(ebo->flag & BONE_CONNECTED) && (ebo->flag & BONE_ROOTSEL))
fill_add_joint(ebo, 0, &points);
if (ebo->flag & BONE_TIPSEL)
fill_add_joint(ebo, 1, &points);
}
}
/* the number of joints determines how we fill:
* 1) between joint and cursor (joint=head, cursor=tail)
* 2) between the two joints (order is dependent on active-bone/hierachy)
* 3+) error (a smarter method involving finding chains needs to be worked out
*/
count= BLI_countlist(&points);
if (count == 0) {
error("No joints selected");
return;
}
else if (count == 1) {
EditBonePoint *ebp;
float curs[3];
/* Get Points - selected joint */
ebp= (EditBonePoint *)points.first;
/* Get points - cursor (tail) */
VECCOPY (curs, give_cursor());
Mat4Invert(G.obedit->imat, G.obedit->obmat);
Mat4MulVecfl(G.obedit->imat, curs);
/* Create a bone */
newbone= add_points_bone(ebp->vec, curs);
}
else if (count == 2) {
EditBonePoint *ebp, *ebp2;
float head[3], tail[3];
/* check that the points don't belong to the same bone */
ebp= (EditBonePoint *)points.first;
ebp2= ebp->next;
if ((ebp->head_owner==ebp2->tail_owner) && (ebp->head_owner!=NULL)) {
error("Same bone selected...");
BLI_freelistN(&points);
return;
}
if ((ebp->tail_owner==ebp2->head_owner) && (ebp->tail_owner!=NULL)) {
error("Same bone selected...");
BLI_freelistN(&points);
return;
}
/* find which one should be the 'head' */
if ((ebp->head_owner && ebp2->head_owner) || (ebp->tail_owner && ebp2->tail_owner)) {
/* rule: whichever one is closer to 3d-cursor */
float curs[3];
float vecA[3], vecB[3];
float distA, distB;
/* get cursor location */
VECCOPY (curs, give_cursor());
Mat4Invert(G.obedit->imat, G.obedit->obmat);
Mat4MulVecfl(G.obedit->imat, curs);
/* get distances */
VecSubf(vecA, ebp->vec, curs);
VecSubf(vecB, ebp2->vec, curs);
distA= VecLength(vecA);
distB= VecLength(vecB);
/* compare distances - closer one therefore acts as direction for bone to go */
if (distA < distB) {
VECCOPY(head, ebp2->vec);
VECCOPY(tail, ebp->vec);
}
else {
VECCOPY(head, ebp->vec);
VECCOPY(tail, ebp2->vec);
}
}
else if (ebp->head_owner) {
VECCOPY(head, ebp->vec);
VECCOPY(tail, ebp2->vec);
}
else if (ebp2->head_owner) {
VECCOPY(head, ebp2->vec);
VECCOPY(tail, ebp->vec);
}
/* add new bone */
newbone= add_points_bone(head, tail);
}
else {
// FIXME.. figure out a method for multiple bones
error("Too many points selected");
printf("Points selected: %d \n", count);
BLI_freelistN(&points);
return;
}
/* free points */
BLI_freelistN(&points);
/* undo + updates */
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
BIF_undo_push("Fill Bones");
}
/* this function merges between two bones, removes them and those in-between,
* and adjusts the parent relationships for those in-between
*/
static void bones_merge(EditBone *start, EditBone *end, ListBase *chains)
{
EditBone *ebo, *ebone, *newbone;
LinkData *chain;
float head[3], tail[3];
/* check if same bone */
if (start == end) {
printf("Error: same bone! \n");
printf("\tstart = %s, end = %s \n", start->name, end->name);
}
/* step 1: add a new bone
* - head = head/tail of start (default head)
* - tail = head/tail of end (default tail)
* - parent = parent of start
*/
if ((start->flag & BONE_TIPSEL) && !(start->flag & (BONE_SELECTED|BONE_ACTIVE))) {
VECCOPY(head, start->tail);
}
else {
VECCOPY(head, start->head);
}
if ((end->flag & BONE_ROOTSEL) && !(end->flag & (BONE_SELECTED|BONE_ACTIVE))) {
VECCOPY(tail, end->head);
}
else {
VECCOPY(tail, end->tail);
}
newbone= add_points_bone(head, tail);
newbone->parent = start->parent;
/* step 2: parent children of in-between bones to newbone */
for (chain= chains->first; chain; chain= chain->next) {
/* ick: we need to check if parent of each bone in chain is */
for (ebo= chain->data; ebo; ebo= ebo->parent) {
short found= 0;
/* try to find which bone from the list to be removed, is the parent */
for (ebone= end; ebone; ebone= ebone->parent) {
if (ebo->parent == ebone) {
found= 1;
break;
}
}
/* adjust this bone's parent to newbone then */
if (found) {
ebo->parent= newbone;
break;
}
}
}
/* step 3: delete all bones between and including start and end */
for (ebo= end; ebo; ebo= ebone) {
ebone= (ebo == start) ? (NULL) : (ebo->parent);
BLI_freelinkN(&G.edbo, ebo);
}
}
/* bone merging - has a menu! */
void merge_armature(void)
{
bArmature *arm= G.obedit->data;
short val= 0;
/* process a menu to determine how to merge */
// TODO: there's room for more modes of merging stuff...
val= pupmenu("Merge Selected Bones%t|Within Chains%x1");
if (val <= 0) return;
if (val == 1) {
/* go down chains, merging bones */
ListBase chains = {NULL, NULL};
LinkData *chain, *nchain;
EditBone *ebo;
/* get chains (ends on chains) */
chains_find_tips(&chains);
if (chains.first == NULL) return;
/* each 'chain' is the last bone in the chain (with no children) */
for (chain= chains.first; chain; chain= nchain) {
EditBone *bstart= NULL, *bend= NULL;
/* temporarily remove chain from list of chains */
nchain= chain->next;
BLI_remlink(&chains, chain);
/* only consider bones that are visible and selected */
for (ebo= chain->data; ebo; ebo= ebo->parent) {
/* check if visible + selected */
if ( (arm->layer & ebo->layer) && !(ebo->flag & BONE_HIDDEN_A) &&
((ebo->flag & BONE_CONNECTED) || (ebo->parent==NULL)) &&
(ebo->flag & (BONE_SELECTED|BONE_ACTIVE)) )
{
/* set either end or start (end gets priority, unless it is already set) */
if (bend == NULL)
bend= ebo;
else
bstart= ebo;
}
else {
/* chain is broken... merge any continous segments then clear */
if (bstart && bend)
bones_merge(bstart, bend, &chains);
bstart = NULL;
bend = NULL;
}
}
/* merge from bstart to bend if something not merged */
if (bstart && bend)
bones_merge(bstart, bend, &chains);
/* put back link */
BLI_insertlinkbefore(&chains, nchain, chain);
}
BLI_freelistN(&chains);
}
/* undo + updates */
countall();
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
BIF_undo_push("Merge Bones");
}
/* ************** END Add/Remove stuff in editmode ************ */
/* *************** Tools in editmode *********** */
void hide_selected_armature_bones(void)
{
bArmature *arm= G.obedit->data;
EditBone *ebone;
for (ebone = G.edbo.first; ebone; ebone=ebone->next){
if(arm->layer & ebone->layer) {
if(ebone->flag & (BONE_SELECTED)) {
ebone->flag &= ~(BONE_TIPSEL|BONE_SELECTED|BONE_ROOTSEL|BONE_ACTIVE);
ebone->flag |= BONE_HIDDEN_A;
}
}
}
countall();
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
BIF_undo_push("Hide Bones");
}
void hide_unselected_armature_bones(void)
{
EditBone *ebone;
for (ebone = G.edbo.first; ebone; ebone=ebone->next){
bArmature *arm= G.obedit->data;
if(arm->layer & ebone->layer) {
if(ebone->flag & (BONE_TIPSEL|BONE_SELECTED|BONE_ROOTSEL));
else {
ebone->flag &= ~BONE_ACTIVE;
ebone->flag |= BONE_HIDDEN_A;
}
}
}
countall();
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
BIF_undo_push("Hide Unselected Bones");
}
void show_all_armature_bones(void)
{
EditBone *ebone;
for (ebone = G.edbo.first; ebone; ebone=ebone->next){
bArmature *arm= G.obedit->data;
if(arm->layer & ebone->layer) {
if(ebone->flag & BONE_HIDDEN_A) {
ebone->flag |= (BONE_TIPSEL|BONE_SELECTED|BONE_ROOTSEL);
ebone->flag &= ~BONE_HIDDEN_A;
}
}
}
countall();
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
BIF_undo_push("Reveal Bones");
}
/* check for null, before calling! */
static void bone_connect_to_existing_parent(EditBone *bone)
{
bone->flag |= BONE_CONNECTED;
VECCOPY(bone->head, bone->parent->tail);
bone->rad_head = bone->parent->rad_tail;
}
static void bone_connect_to_new_parent(EditBone *selbone, EditBone *actbone, short mode)
{
EditBone *ebone;
float offset[3];
if ((selbone->parent) && (selbone->flag & BONE_CONNECTED))
selbone->parent->flag &= ~(BONE_TIPSEL);
/* make actbone the parent of selbone */
selbone->parent= actbone;
/* in actbone tree we cannot have a loop */
for (ebone= actbone->parent; ebone; ebone= ebone->parent) {
if (ebone->parent==selbone) {
ebone->parent= NULL;
ebone->flag &= ~BONE_CONNECTED;
}
}
if (mode == 1) {
/* Connected: Child bones will be moved to the parent tip */
selbone->flag |= BONE_CONNECTED;
VecSubf(offset, actbone->tail, selbone->head);
VECCOPY(selbone->head, actbone->tail);
selbone->rad_head= actbone->rad_tail;
VecAddf(selbone->tail, selbone->tail, offset);
/* offset for all its children */
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
EditBone *par;
for (par= ebone->parent; par; par= par->parent) {
if (par==selbone) {
VecAddf(ebone->head, ebone->head, offset);
VecAddf(ebone->tail, ebone->tail, offset);
break;
}
}
}
}
else {
/* Offset: Child bones will retain their distance from the parent tip */
selbone->flag &= ~BONE_CONNECTED;
}
}
void make_bone_parent(void)
{
bArmature *arm= G.obedit->data;
EditBone *actbone, *ebone, *selbone;
EditBone *flipbone, *flippar;
short allchildbones= 0, foundselbone= 0;
short val;
/* find active bone to parent to */
for (actbone = G.edbo.first; actbone; actbone=actbone->next) {
if (arm->layer & actbone->layer) {
if (actbone->flag & BONE_ACTIVE)
break;
}
}
if (actbone == NULL) {
error("Needs an active bone");
return;
}
/* find selected bones */
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
if (arm->layer & ebone->layer) {
if ((ebone->flag & BONE_SELECTED) && (ebone != actbone)) {
foundselbone++;
if (ebone->parent != actbone) allchildbones= 1;
}
}
}
/* abort if no selected bones, and active bone doesn't have a parent to work with instead */
if (foundselbone==0 && actbone->parent==NULL) {
error("Need selected bone(s)");
return;
}
/* 'Keep Offset' option is only displayed if it's likely to be useful */
if (allchildbones)
val= pupmenu("Make Parent%t|Connected%x1|Keep Offset%x2");
else
val= pupmenu("Make Parent%t|Connected%x1");
if (val < 1) return;
if (foundselbone==0 && actbone->parent) {
/* When only the active bone is selected, and it has a parent,
* connect it to the parent, as that is the only possible outcome.
*/
bone_connect_to_existing_parent(actbone);
if (arm->flag & ARM_MIRROR_EDIT) {
flipbone = armature_bone_get_mirrored(actbone);
if (flipbone)
bone_connect_to_existing_parent(flipbone);
}
}
else {
/* loop through all editbones, parenting all selected bones to the active bone */
for (selbone = G.edbo.first; selbone; selbone=selbone->next) {
if (arm->layer & selbone->layer) {
if ((selbone->flag & BONE_SELECTED) && (selbone!=actbone)) {
/* parent selbone to actbone */
bone_connect_to_new_parent(selbone, actbone, val);
if (arm->flag & ARM_MIRROR_EDIT) {
/* - if there's a mirrored copy of selbone, try to find a mirrored copy of actbone
* (i.e. selbone="child.L" and actbone="parent.L", find "child.R" and "parent.R").
* This is useful for arm-chains, for example parenting lower arm to upper arm
* - if there's no mirrored copy of actbone (i.e. actbone = "parent.C" or "parent")
* then just use actbone. Useful when doing upper arm to spine.
*/
flipbone = armature_bone_get_mirrored(selbone);
flippar = armature_bone_get_mirrored(actbone);
if (flipbone) {
if (flippar)
bone_connect_to_new_parent(flipbone, flippar, val);
else
bone_connect_to_new_parent(flipbone, actbone, val);
}
}
}
}
}
}
countall(); /* checks selection */
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWOOPS, 0);
BIF_undo_push("Make Parent");
return;
}
static void editbone_clear_parent(EditBone *ebone, int mode)
{
if (ebone->parent) {
/* for nice selection */
ebone->parent->flag &= ~(BONE_TIPSEL);
}
if(mode==1) ebone->parent= NULL;
ebone->flag &= ~BONE_CONNECTED;
}
void clear_bone_parent(void)
{
bArmature *arm= G.obedit->data;
EditBone *ebone;
EditBone *flipbone = NULL;
short val;
val= pupmenu("Clear Parent%t|Clear Parent%x1|Disconnect Bone%x2");
if(val<1) return;
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
if(arm->layer & ebone->layer) {
if(ebone->flag & BONE_SELECTED) {
if(arm->flag & ARM_MIRROR_EDIT)
flipbone = armature_bone_get_mirrored(ebone);
if (flipbone)
editbone_clear_parent(flipbone, val);
editbone_clear_parent(ebone, val);
}
}
}
countall(); // checks selection
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWOOPS, 0);
BIF_undo_push("Clear Parent");
}
static EditBone *editbone_name_exists (ListBase *ebones, char *name)
{
EditBone *eBone;
if (ebones == NULL) ebones = &G.edbo;
for (eBone=ebones->first; eBone; eBone=eBone->next){
if (!strcmp (name, eBone->name))
return eBone;
}
return NULL;
}
/* note: there's a unique_bone_name() too! */
void unique_editbone_name (ListBase *ebones, char *name)
{
char tempname[64];
int number;
char *dot;
if (editbone_name_exists(ebones, name)) {
/* Strip off the suffix, if it's a number */
number= strlen(name);
if(number && isdigit(name[number-1])) {
dot= strrchr(name, '.'); // last occurrance
if (dot)
*dot=0;
}
for (number = 1; number <=999; number++){
sprintf (tempname, "%s.%03d", name, number);
if (!editbone_name_exists(ebones, tempname)){
BLI_strncpy (name, tempname, 32);
return;
}
}
}
}
/* context; editmode armature */
/* if forked && mirror-edit: makes two bones with flipped names */
void extrude_armature(int forked)
{
bArmature *arm= G.obedit->data;
EditBone *newbone, *ebone, *flipbone, *first=NULL;
int a, totbone= 0, do_extrude;
TEST_EDITARMATURE;
/* since we allow root extrude too, we have to make sure selection is OK */
for (ebone = G.edbo.first; ebone; ebone=ebone->next){
if(arm->layer & ebone->layer) {
if(ebone->flag & BONE_ROOTSEL) {
if(ebone->parent && (ebone->flag & BONE_CONNECTED)) {
if(ebone->parent->flag & BONE_TIPSEL)
ebone->flag &= ~BONE_ROOTSEL;
}
}
}
}
/* Duplicate the necessary bones */
for (ebone = G.edbo.first; ((ebone) && (ebone!=first)); ebone=ebone->next){
if(arm->layer & ebone->layer) {
/* we extrude per definition the tip */
do_extrude= 0;
if (ebone->flag & (BONE_TIPSEL|BONE_SELECTED))
do_extrude= 1;
else if(ebone->flag & BONE_ROOTSEL) {
/* but, a bone with parent deselected we do the root... */
if(ebone->parent && (ebone->parent->flag & BONE_TIPSEL));
else do_extrude= 2;
}
if (do_extrude) {
/* we re-use code for mirror editing... */
flipbone= NULL;
if(arm->flag & ARM_MIRROR_EDIT) {
flipbone= armature_bone_get_mirrored(ebone);
if (flipbone) {
forked= 0; // we extrude 2 different bones
if(flipbone->flag & (BONE_TIPSEL|BONE_ROOTSEL|BONE_SELECTED))
/* don't want this bone to be selected... */
flipbone->flag &= ~(BONE_TIPSEL|BONE_SELECTED|BONE_ROOTSEL|BONE_ACTIVE);
}
if(flipbone==NULL && forked)
flipbone= ebone;
}
for(a=0; a<2; a++) {
if(a==1) {
if(flipbone==NULL)
break;
else {
SWAP(EditBone *, flipbone, ebone);
}
}
totbone++;
newbone = MEM_callocN(sizeof(EditBone), "extrudebone");
if(do_extrude==1) {
VECCOPY (newbone->head, ebone->tail);
VECCOPY (newbone->tail, newbone->head);
newbone->parent = ebone;
newbone->flag = ebone->flag & BONE_TIPSEL; // copies it, in case mirrored bone
}
else {
VECCOPY(newbone->head, ebone->head);
VECCOPY(newbone->tail, ebone->head);
newbone->parent= ebone->parent;
newbone->flag= BONE_TIPSEL;
}
newbone->weight= ebone->weight;
newbone->dist= ebone->dist;
newbone->xwidth= ebone->xwidth;
newbone->zwidth= ebone->zwidth;
newbone->ease1= ebone->ease1;
newbone->ease2= ebone->ease2;
newbone->rad_head= ebone->rad_tail; // dont copy entire bone...
newbone->rad_tail= ebone->rad_tail;
newbone->segments= 1;
newbone->layer= ebone->layer;
if(newbone->parent) newbone->flag |= BONE_CONNECTED;
BLI_strncpy (newbone->name, ebone->name, 32);
if(flipbone && forked) { // only set if mirror edit
if(strlen(newbone->name)<30) {
if(a==0) strcat(newbone->name, "_L");
else strcat(newbone->name, "_R");
}
}
unique_editbone_name(&G.edbo, newbone->name);
/* Add the new bone to the list */
BLI_addtail(&G.edbo, newbone);
if (!first)
first = newbone;
/* restore ebone if we were flipping */
if(a==1 && flipbone)
SWAP(EditBone *, flipbone, ebone);
}
}
/* Deselect the old bone */
ebone->flag &= ~(BONE_TIPSEL|BONE_SELECTED|BONE_ROOTSEL|BONE_ACTIVE);
}
}
/* if only one bone, make this one active */
if(totbone==1 && first) first->flag |= BONE_ACTIVE;
/* Transform the endpoints */
countall(); // flushes selection!
BIF_TransformSetUndo("Extrude");
initTransform(TFM_TRANSLATION, CTX_NO_PET);
Transform();
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWOOPS, 0);
}
/* context; editmode armature */
void subdivide_armature(int numcuts)
{
bArmature *arm= G.obedit->data;
EditBone *ebone, *newbone, *tbone, *mbone;
int a, i;
if(numcuts < 1) return;
for (mbone = G.edbo.last; mbone; mbone= mbone->prev) {
if(arm->layer & mbone->layer) {
if(mbone->flag & BONE_SELECTED) {
for(i=numcuts+1; i>1; i--) {
/* compute cut ratio first */
float cutratio= 1/(float)i;
float cutratioI= 1-cutratio;
/* take care of mirrored stuff */
for(a=0; a<2; a++) {
float val1[3];
float val2[3];
float val3[3];
/* try to find mirrored bone on a != 0 */
if(a) {
if(arm->flag & ARM_MIRROR_EDIT)
ebone= armature_bone_get_mirrored(mbone);
else ebone= NULL;
}
else
ebone= mbone;
if(ebone) {
newbone= MEM_mallocN(sizeof(EditBone), "ebone subdiv");
*newbone = *ebone;
BLI_addtail(&G.edbo, newbone);
/* calculate location of newbone->head */
VECCOPY(val1, ebone->head);
VECCOPY(val2, ebone->tail);
VECCOPY(val3, newbone->head);
val3[0]= val1[0]*cutratio+val2[0]*cutratioI;
val3[1]= val1[1]*cutratio+val2[1]*cutratioI;
val3[2]= val1[2]*cutratio+val2[2]*cutratioI;
VECCOPY(newbone->head, val3);
VECCOPY(newbone->tail, ebone->tail);
VECCOPY(ebone->tail, newbone->head);
newbone->rad_head= 0.5*(ebone->rad_head+ebone->rad_tail);
ebone->rad_tail= newbone->rad_head;
newbone->flag |= BONE_CONNECTED;
unique_editbone_name (&G.edbo, newbone->name);
/* correct parent bones */
for (tbone = G.edbo.first; tbone; tbone=tbone->next){
if(tbone->parent==ebone)
tbone->parent= newbone;
}
newbone->parent= ebone;
}
}
}
}
}
}
if(numcuts==1) BIF_undo_push("Subdivide");
else BIF_undo_push("Subdivide multi");
}
/* ***************** Pose tools ********************* */
void clear_armature(Object *ob, char mode)
{
bPoseChannel *pchan;
bArmature *arm;
arm=get_armature(ob);
if (!arm)
return;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if(pchan->bone && (pchan->bone->flag & BONE_SELECTED)) {
if(arm->layer & pchan->bone->layer) {
switch (mode) {
case 'r':
pchan->quat[1]=pchan->quat[2]=pchan->quat[3]=0.0F; pchan->quat[0]=1.0F;
break;
case 'g':
pchan->loc[0]=pchan->loc[1]=pchan->loc[2]=0.0F;
break;
case 's':
pchan->size[0]=pchan->size[1]=pchan->size[2]=1.0F;
break;
}
/* the current values from IPO's may not be zero, so tag as unkeyed */
pchan->bone->flag |= BONE_UNKEYED;
}
}
}
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
/* no update for this object, this will execute the action again */
/* is weak... like for ipo editing which uses ctime now... */
where_is_pose (ob);
ob->recalc= 0;
}
/* helper for function below */
static int clear_active_flag(Object *ob, Bone *bone, void *data)
{
bone->flag &= ~BONE_ACTIVE;
return 0;
}
/* called from editview.c, for mode-less pose selection */
int do_pose_selectbuffer(Base *base, unsigned int *buffer, short hits)
{
Object *ob= base->object;
Bone *nearBone;
if (!ob || !ob->pose) return 0;
nearBone= get_bone_from_selectbuffer(base, buffer, hits, 1);
if (nearBone) {
bArmature *arm= ob->data;
/* since we do unified select, we don't shift+select a bone if the armature object was not active yet */
if (!(G.qual & LR_SHIFTKEY) || base!=BASACT){
deselectall_posearmature(ob, 0, 0);
nearBone->flag |= (BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL|BONE_ACTIVE);
select_actionchannel_by_name(ob->action, nearBone->name, 1);
}
else {
if (nearBone->flag & BONE_SELECTED) {
/* if not active, we make it active */
if((nearBone->flag & BONE_ACTIVE)==0) {
bone_looper(ob, arm->bonebase.first, NULL, clear_active_flag);
nearBone->flag |= BONE_ACTIVE;
}
else {
nearBone->flag &= ~(BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL|BONE_ACTIVE);
select_actionchannel_by_name(ob->action, nearBone->name, 0);
}
}
else{
bone_looper(ob, arm->bonebase.first, NULL, clear_active_flag);
nearBone->flag |= (BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL|BONE_ACTIVE);
select_actionchannel_by_name(ob->action, nearBone->name, 1);
}
}
/* in weightpaint we select the associated vertex group too */
if(G.f & G_WEIGHTPAINT) {
if(nearBone->flag & BONE_ACTIVE) {
vertexgroup_select_by_name(OBACT, nearBone->name);
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
}
}
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWACTION, 0);
allqueue(REDRAWIPO, 0); /* To force action/constraint ipo update */
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWOOPS, 0);
}
return nearBone!=NULL;
}
/* test==0: deselect all
test==1: swap select
test==2: only clear active tag
*/
void deselectall_posearmature (Object *ob, int test, int doundo)
{
bArmature *arm;
bPoseChannel *pchan;
int selectmode= 0;
/* we call this from outliner too, but with OBACT set OK */
if(!ob || !ob->pose) return;
arm= get_armature(ob);
/* Determine if we're selecting or deselecting */
if (test==1) {
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next)
if(pchan->bone->layer & arm->layer && !(pchan->bone->flag & BONE_HIDDEN_P))
if(pchan->bone->flag & BONE_SELECTED)
break;
if (pchan==NULL)
selectmode= 1;
}
else if(test==2)
selectmode= 2;
/* Set the flags accordingly */
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if(pchan->bone->layer & arm->layer && !(pchan->bone->flag & BONE_HIDDEN_P)) {
if(selectmode==0) pchan->bone->flag &= ~(BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL|BONE_ACTIVE);
else if(selectmode==1) pchan->bone->flag |= BONE_SELECTED;
else pchan->bone->flag &= ~BONE_ACTIVE;
}
}
/* action editor */
deselect_actionchannels(ob->action, 0); /* deselects for sure */
if(selectmode==1)
deselect_actionchannels(ob->action, 1); /* swaps */
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWOOPS, 0);
allqueue(REDRAWACTION, 0);
countall();
if (doundo) {
if (selectmode==1) BIF_undo_push("Select All");
else BIF_undo_push("Deselect All");
}
}
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;
}
static int bone_skinnable(Object *ob, Bone *bone, void *datap)
{
/* Bones that are deforming
* 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;
int a, segments;
struct { Object *armob; void *list; int heat; } *data = datap;
if(!(G.f & G_WEIGHTPAINT) || !(bone->flag & BONE_HIDDEN_P)) {
if (!(bone->flag & BONE_NO_DEFORM)) {
if(data->heat && data->armob->pose && get_pose_channel(data->armob->pose, bone->name))
segments = bone->segments;
else
segments = 1;
if (data->list != NULL) {
hbone = (Bone ***) &data->list;
for(a=0; a<segments; a++) {
**hbone = bone;
++*hbone;
}
}
return segments;
}
}
return 0;
}
static 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 (provided the bone is skinnable).
* If such a vertex group aleady exist the routine exits.
*/
if (!(bone->flag & BONE_NO_DEFORM)) {
if (!get_named_vertexgroup(ob,bone->name)) {
add_defgroup_name(ob, bone->name);
return 1;
}
}
return 0;
}
static int dgroup_skinnable(Object *ob, Bone *bone, void *datap)
{
/* Bones that are deforming
* 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;
int a, segments;
struct { Object *armob; void *list; int heat; } *data= datap;
if(!(G.f & G_WEIGHTPAINT) || !(bone->flag & BONE_HIDDEN_P)) {
if (!(bone->flag & BONE_NO_DEFORM)) {
if(data->heat && data->armob->pose && get_pose_channel(data->armob->pose, bone->name))
segments = bone->segments;
else
segments = 1;
if(!(defgroup = get_named_vertexgroup(ob, bone->name)))
defgroup = add_defgroup_name(ob, bone->name);
if (data->list != NULL) {
hgroup = (bDeformGroup ***) &data->list;
for(a=0; a<segments; a++) {
**hgroup = defgroup;
++*hgroup;
}
}
return segments;
}
}
return 0;
}
static void add_vgroups__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
{
/* DerivedMesh mapFunc for getting final coords in weight paint mode */
float (*verts)[3] = userData;
VECCOPY(verts[index], co);
}
static void envelope_bone_weighting(Object *ob, Mesh *mesh, float (*verts)[3], int numbones, Bone **bonelist, bDeformGroup **dgrouplist, bDeformGroup **dgroupflip, float (*root)[3], float (*tip)[3], int *selected, float scale)
{
/* Create vertex group weights from envelopes */
Bone *bone;
bDeformGroup *dgroup;
float distance;
int i, iflip, j;
/* for each vertex in the mesh */
for (i=0; i < mesh->totvert; i++) {
iflip = (dgroupflip)? mesh_get_x_mirror_vert(ob, i): 0;
/* for each skinnable bone */
for (j=0; j < numbones; ++j) {
if(!selected[j])
continue;
bone = bonelist[j];
dgroup = dgrouplist[j];
/* store the distance-factor from the vertex to the bone */
distance = distfactor_to_bone (verts[i], root[j], tip[j],
bone->rad_head * scale, bone->rad_tail * scale, bone->dist * scale);
/* add the vert to the deform group if weight!=0.0 */
if (distance!=0.0)
add_vert_to_defgroup (ob, dgroup, i, distance, WEIGHT_REPLACE);
else
remove_vert_defgroup (ob, dgroup, i);
/* do same for mirror */
if (dgroupflip && dgroupflip[j] && iflip >= 0) {
if (distance!=0.0)
add_vert_to_defgroup (ob, dgroupflip[j], iflip, distance,
WEIGHT_REPLACE);
else
remove_vert_defgroup (ob, dgroupflip[j], iflip);
}
}
}
}
void add_verts_to_dgroups(Object *ob, Object *par, int heat, int 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;
Bone **bonelist, *bone;
bDeformGroup **dgrouplist, **dgroupflip;
bDeformGroup *dgroup, *curdg;
bPoseChannel *pchan;
Mesh *mesh;
Mat4 *bbone = NULL;
float (*root)[3], (*tip)[3], (*verts)[3];
int *selected;
int numbones, vertsfilled = 0, i, j, segments = 0;
int wpmode = (G.f & G_WEIGHTPAINT);
struct { Object *armob; void *list; int heat; } looper_data;
/* If the parent object is not an armature exit */
arm = get_armature(par);
if (!arm)
return;
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);
if (numbones == 0)
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);
/* create an array of pointers to the deform groups that
* coorespond 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);
/* 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=get_pose_channel(par->pose, bone->name))) {
if(bone->segments > 1) {
segments = bone->segments;
bbone = b_bone_spline_setup(pchan, 1);
}
}
}
segments--;
}
/* compute root and tip */
if(bbone) {
VECCOPY(root[j], bbone[segments].mat[3]);
Mat4MulVecfl(bone->arm_mat, root[j]);
if(segments+1 < bone->segments) {
VECCOPY(tip[j], bbone[segments+1].mat[3])
Mat4MulVecfl(bone->arm_mat, tip[j]);
}
else
VECCOPY(tip[j], bone->arm_tail)
}
else {
VECCOPY(root[j], bone->arm_head);
VECCOPY(tip[j], bone->arm_tail);
}
Mat4MulVecfl(par->obmat, root[j]);
Mat4MulVecfl(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(mirror) {
char name[32];
BLI_strncpy(name, dgroup->name, 32);
// 0 = don't strip off number extensions
bone_flip_name(name, 0);
for (curdg = ob->defbase.first; curdg; curdg=curdg->next)
if (!strcmp(curdg->name, name))
break;
dgroupflip[j] = curdg;
}
}
/* 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(ob, CD_MASK_BAREMESH);
if(dm->foreachMappedVert) {
dm->foreachMappedVert(dm, add_vgroups__mapFunc, (void*)verts);
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)
VECCOPY(verts[i], mesh->mvert[i].co)
Mat4MulVecfl(ob->obmat, verts[i]);
}
/* compute the weights based on gathered vertices and bones */
if (heat)
heat_bone_weighting(ob, mesh, verts, numbones, dgrouplist, dgroupflip,
root, tip, selected);
else
envelope_bone_weighting(ob, mesh, verts, numbones, bonelist, dgrouplist,
dgroupflip, root, tip, selected, Mat4ToScalef(par->obmat));
/* 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);
}
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("Create Vertex Groups? %t|"
"Don't Create Groups %x1|"
"Name Groups %x2|"
"Create From Envelopes %x3|"
"Create From Bone Heat %x4|");
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);
if (ob->type == OB_MESH)
create_dverts(ob->data);
break;
case 3:
case 4:
/* 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(ob, par, (mode == 4), 0);
break;
}
}
static int hide_selected_pose_bone(Object *ob, Bone *bone, void *ptr)
{
bArmature *arm= ob->data;
if(arm->layer & bone->layer) {
if (bone->flag & BONE_SELECTED) {
bone->flag |= BONE_HIDDEN_P;
bone->flag &= ~(BONE_SELECTED|BONE_ACTIVE);
}
}
return 0;
}
/* active object is armature */
void hide_selected_pose_bones(void)
{
bArmature *arm= OBACT->data;
if (!arm)
return;
bone_looper(OBACT, arm->bonebase.first, NULL,
hide_selected_pose_bone);
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWACTION, 0);
BIF_undo_push("Hide Bones");
}
static int hide_unselected_pose_bone(Object *ob, Bone *bone, void *ptr)
{
bArmature *arm= ob->data;
if(arm->layer & bone->layer) {
if (~bone->flag & BONE_SELECTED) {
bone->flag |= BONE_HIDDEN_P;
bone->flag &= ~BONE_ACTIVE;
}
}
return 0;
}
/* active object is armature */
void hide_unselected_pose_bones(void)
{
bArmature *arm;
arm=get_armature (OBACT);
if (!arm)
return;
bone_looper(OBACT, arm->bonebase.first, NULL,
hide_unselected_pose_bone);
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
BIF_undo_push("Hide Unselected Bone");
}
static int show_pose_bone(Object *ob, Bone *bone, void *ptr)
{
bArmature *arm= ob->data;
if(arm->layer & bone->layer) {
if (bone->flag & BONE_HIDDEN_P) {
bone->flag &= ~BONE_HIDDEN_P;
bone->flag |= BONE_SELECTED;
}
}
return 0;
}
/* active object is armature in posemode */
void show_all_pose_bones(void)
{
bArmature *arm;
arm=get_armature (OBACT);
if (!arm)
return;
bone_looper(OBACT, arm->bonebase.first, NULL,
show_pose_bone);
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
BIF_undo_push("Reveal Bones");
}
/* ************* RENAMING DISASTERS ************ */
/* note: there's a unique_editbone_name() too! */
void unique_bone_name (bArmature *arm, char *name)
{
char tempname[64];
int number;
char *dot;
if (get_named_bone(arm, name)) {
/* Strip off the suffix, if it's a number */
number= strlen(name);
if(number && isdigit(name[number-1])) {
dot= strrchr(name, '.'); // last occurrance
if (dot)
*dot=0;
}
for (number = 1; number <=999; number++){
sprintf (tempname, "%s.%03d", name, number);
if (!get_named_bone(arm, tempname)){
BLI_strncpy (name, tempname, 32);
return;
}
}
}
}
#define MAXBONENAME 32
/* helper call for below */
static void constraint_bone_name_fix(Object *ob, ListBase *conlist, char *oldname, char *newname)
{
bConstraint *curcon;
bConstraintTarget *ct;
for (curcon = conlist->first; curcon; curcon=curcon->next) {
bConstraintTypeInfo *cti= constraint_get_typeinfo(curcon);
ListBase targets = {NULL, NULL};
if (cti && cti->get_constraint_targets) {
cti->get_constraint_targets(curcon, &targets);
for (ct= targets.first; ct; ct= ct->next) {
if (ct->tar == ob) {
if (!strcmp(ct->subtarget, oldname) )
BLI_strncpy(ct->subtarget, newname, MAXBONENAME);
}
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(curcon, &targets, 0);
}
}
}
/* called by UI for renaming a bone */
/* warning: make sure the original bone was not renamed yet! */
/* seems messy, but thats what you get with not using pointers but channel names :) */
void armature_bone_rename(bArmature *arm, char *oldnamep, char *newnamep)
{
Object *ob;
char newname[MAXBONENAME];
char oldname[MAXBONENAME];
/* names better differ! */
if(strncmp(oldnamep, newnamep, MAXBONENAME)) {
/* we alter newname string... so make copy */
BLI_strncpy(newname, newnamep, MAXBONENAME);
/* we use oldname for search... so make copy */
BLI_strncpy(oldname, oldnamep, MAXBONENAME);
/* now check if we're in editmode, we need to find the unique name */
if(G.obedit && G.obedit->data==arm) {
EditBone *eBone;
eBone= editbone_name_exists(&G.edbo, oldname);
if(eBone) {
unique_editbone_name (&G.edbo, newname);
BLI_strncpy(eBone->name, newname, MAXBONENAME);
}
else return;
}
else {
Bone *bone= get_named_bone (arm, oldname);
if(bone) {
unique_bone_name (arm, newname);
BLI_strncpy(bone->name, newname, MAXBONENAME);
}
else return;
}
/* do entire dbase */
for(ob= G.main->object.first; ob; ob= ob->id.next) {
/* we have the object using the armature */
if(arm==ob->data) {
Object *cob;
bAction *act;
bActionChannel *achan;
bActionStrip *strip;
/* Rename action channel if necessary */
act = ob->action;
if (act && !act->id.lib) {
/* Find the appropriate channel */
achan= get_action_channel(act, oldname);
if(achan) BLI_strncpy(achan->name, newname, MAXBONENAME);
}
/* Rename the pose channel, if it exists */
if (ob->pose) {
bPoseChannel *pchan = get_pose_channel(ob->pose, oldname);
if (pchan) {
BLI_strncpy (pchan->name, newname, MAXBONENAME);
}
}
/* check all nla-strips too */
for (strip= ob->nlastrips.first; strip; strip= strip->next) {
/* Rename action channel if necessary */
act = strip->act;
if (act && !act->id.lib) {
/* Find the appropriate channel */
achan= get_action_channel(act, oldname);
if(achan) BLI_strncpy(achan->name, newname, MAXBONENAME);
}
}
/* Update any object constraints to use the new bone name */
for(cob= G.main->object.first; cob; cob= cob->id.next) {
if(cob->constraints.first)
constraint_bone_name_fix(ob, &cob->constraints, oldname, newname);
if (cob->pose) {
bPoseChannel *pchan;
for (pchan = cob->pose->chanbase.first; pchan; pchan=pchan->next) {
constraint_bone_name_fix(ob, &pchan->constraints, oldname, newname);
}
}
}
}
/* See if an object is parented to this armature */
if (ob->parent && (ob->parent->data == arm)) {
if(ob->partype==PARBONE) {
/* bone name in object */
if (!strcmp(ob->parsubstr, oldname))
BLI_strncpy(ob->parsubstr, newname, MAXBONENAME);
}
}
if(modifiers_usesArmature(ob, arm)) {
bDeformGroup *dg;
/* bone name in defgroup */
for (dg=ob->defbase.first; dg; dg=dg->next) {
if(!strcmp(dg->name, oldname))
BLI_strncpy(dg->name, newname, MAXBONENAME);
}
}
}
}
}
/* context editmode object */
void armature_flip_names(void)
{
bArmature *arm= G.obedit->data;
EditBone *ebone;
char newname[32];
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
if(arm->layer & ebone->layer) {
if(ebone->flag & BONE_SELECTED) {
BLI_strncpy(newname, ebone->name, sizeof(newname));
bone_flip_name(newname, 1); // 1 = do strip off number extensions
armature_bone_rename(G.obedit->data, ebone->name, newname);
}
}
}
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWACTION, 0);
allqueue(REDRAWOOPS, 0);
BIF_undo_push("Flip names");
}
/* context: edtimode armature */
void armature_autoside_names(short axis)
{
bArmature *arm= G.obedit->data;
EditBone *ebone;
char newname[32];
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
if (arm->layer & ebone->layer) {
if (ebone->flag & BONE_SELECTED) {
BLI_strncpy(newname, ebone->name, sizeof(newname));
bone_autoside_name(newname, 1, axis, ebone->head[axis], ebone->tail[axis]);
armature_bone_rename(G.obedit->data, ebone->name, newname);
}
}
}
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWACTION, 0);
allqueue(REDRAWOOPS, 0);
BIF_undo_push("Auto-side name");
}
/* context: editmode armature */
EditBone *armature_bone_get_mirrored(EditBone *ebo)
{
EditBone *eboflip= NULL;
char name[32];
BLI_strncpy(name, ebo->name, sizeof(name));
bone_flip_name(name, 0); // 0 = don't strip off number extensions
for (eboflip=G.edbo.first; eboflip; eboflip=eboflip->next)
if(ebo!=eboflip)
if (!strcmp (name, eboflip->name)) break;
return eboflip;
}
/* if editbone (partial) selected, copy data */
/* context; editmode armature, with mirror editing enabled */
void transform_armature_mirror_update(void)
{
EditBone *ebo, *eboflip;
for (ebo=G.edbo.first; ebo; ebo=ebo->next) {
/* no layer check, correct mirror is more important */
if(ebo->flag & (BONE_TIPSEL|BONE_ROOTSEL)) {
eboflip= armature_bone_get_mirrored(ebo);
if(eboflip) {
/* we assume X-axis flipping for now */
if(ebo->flag & BONE_TIPSEL) {
eboflip->tail[0]= -ebo->tail[0];
eboflip->tail[1]= ebo->tail[1];
eboflip->tail[2]= ebo->tail[2];
eboflip->rad_tail= ebo->rad_tail;
}
if(ebo->flag & BONE_ROOTSEL) {
eboflip->head[0]= -ebo->head[0];
eboflip->head[1]= ebo->head[1];
eboflip->head[2]= ebo->head[2];
eboflip->rad_head= ebo->rad_head;
}
if(ebo->flag & BONE_SELECTED) {
eboflip->dist= ebo->dist;
eboflip->roll= -ebo->roll;
eboflip->xwidth= ebo->xwidth;
eboflip->zwidth= ebo->zwidth;
}
}
}
}
}
/*****************************************************************************************************/
/*************************************** SKELETON GENERATOR ******************************************/
/*****************************************************************************************************/
/**************************************** SYMMETRY HANDLING ******************************************/
void markdownSymmetryArc(ReebArc *arc, ReebNode *node, int level);
void mirrorAlongAxis(float v[3], float center[3], float axis[3])
{
float dv[3], pv[3];
VecSubf(dv, v, center);
Projf(pv, dv, axis);
VecMulf(pv, -2);
VecAddf(v, v, pv);
}
/* Helper structure for radial symmetry */
typedef struct RadialArc
{
ReebArc *arc;
float n[3]; /* normalized vector joining the nodes of the arc */
} RadialArc;
void reestablishRadialSymmetry(ReebNode *node, int depth, float axis[3])
{
RadialArc *ring = NULL;
RadialArc *unit;
float limit = G.scene->toolsettings->skgen_symmetry_limit;
int symmetric = 1;
int count = 0;
int i;
/* count the number of arcs in the symmetry ring */
for (i = 0; node->arcs[i] != NULL; i++)
{
ReebArc *connectedArc = node->arcs[i];
/* depth is store as a negative in flag. symmetry level is positive */
if (connectedArc->flags == -depth)
{
count++;
}
}
ring = MEM_callocN(sizeof(RadialArc) * count, "radial symmetry ring");
unit = ring;
/* fill in the ring */
for (unit = ring, i = 0; node->arcs[i] != NULL; i++)
{
ReebArc *connectedArc = node->arcs[i];
/* depth is store as a negative in flag. symmetry level is positive */
if (connectedArc->flags == -depth)
{
ReebNode *otherNode = OTHER_NODE(connectedArc, node);
float vec[3];
unit->arc = connectedArc;
/* project the node to node vector on the symmetry plane */
VecSubf(unit->n, otherNode->p, node->p);
Projf(vec, unit->n, axis);
VecSubf(unit->n, unit->n, vec);
Normalize(unit->n);
unit++;
}
}
/* sort ring */
for (i = 0; i < count - 1; i++)
{
float minAngle = 3; /* arbitrary high value, higher than 2, at least */
int minIndex = -1;
int j;
for (j = i + 1; j < count; j++)
{
float angle = Inpf(ring[i].n, ring[j].n);
/* map negative values to 1..2 */
if (angle < 0)
{
angle = 1 - angle;
}
if (angle < minAngle)
{
minIndex = j;
minAngle = angle;
}
}
/* swap if needed */
if (minIndex != i + 1)
{
RadialArc tmp;
tmp = ring[i + 1];
ring[i + 1] = ring[minIndex];
ring[minIndex] = tmp;
}
}
for (i = 0; i < count && symmetric; i++)
{
ReebNode *node1, *node2;
float tangent[3];
float normal[3];
float p[3];
int j = (i + 1) % count; /* next arc in the circular list */
VecAddf(tangent, ring[i].n, ring[j].n);
Crossf(normal, tangent, axis);
node1 = OTHER_NODE(ring[i].arc, node);
node2 = OTHER_NODE(ring[j].arc, node);
VECCOPY(p, node2->p);
mirrorAlongAxis(p, node->p, normal);
/* check if it's within limit before continuing */
if (VecLenf(node1->p, p) > limit)
{
symmetric = 0;
}
}
if (symmetric)
{
/* first pass, merge incrementally */
for (i = 0; i < count - 1; i++)
{
ReebNode *node1, *node2;
float tangent[3];
float normal[3];
int j = i + 1;
VecAddf(tangent, ring[i].n, ring[j].n);
Crossf(normal, tangent, axis);
node1 = OTHER_NODE(ring[i].arc, node);
node2 = OTHER_NODE(ring[j].arc, node);
/* mirror first node and mix with the second */
mirrorAlongAxis(node1->p, node->p, normal);
VecLerpf(node2->p, node2->p, node1->p, 1.0f / (j + 1));
/* Merge buckets
* there shouldn't be any null arcs here, but just to be safe
* */
if (ring[i].arc->bcount > 0 && ring[j].arc->bcount > 0)
{
ReebArcIterator iter1, iter2;
EmbedBucket *bucket1 = NULL, *bucket2 = NULL;
initArcIterator(&iter1, ring[i].arc, node);
initArcIterator(&iter2, ring[j].arc, node);
bucket1 = nextBucket(&iter1);
bucket2 = nextBucket(&iter2);
/* Make sure they both start at the same value */
while(bucket1 && bucket1->val < bucket2->val)
{
bucket1 = nextBucket(&iter1);
}
while(bucket2 && bucket2->val < bucket1->val)
{
bucket2 = nextBucket(&iter2);
}
for ( ;bucket1 && bucket2; bucket1 = nextBucket(&iter1), bucket2 = nextBucket(&iter2))
{
bucket2->nv += bucket1->nv; /* add counts */
/* mirror on axis */
mirrorAlongAxis(bucket1->p, node->p, normal);
/* add bucket2 in bucket1 */
VecLerpf(bucket2->p, bucket2->p, bucket1->p, (float)bucket1->nv / (float)(bucket2->nv));
}
}
}
/* second pass, mirror back on previous arcs */
for (i = count - 1; i > 0; i--)
{
ReebNode *node1, *node2;
float tangent[3];
float normal[3];
int j = i - 1;
VecAddf(tangent, ring[i].n, ring[j].n);
Crossf(normal, tangent, axis);
node1 = OTHER_NODE(ring[i].arc, node);
node2 = OTHER_NODE(ring[j].arc, node);
/* copy first node than mirror */
VECCOPY(node2->p, node1->p);
mirrorAlongAxis(node2->p, node->p, normal);
/* Copy buckets
* there shouldn't be any null arcs here, but just to be safe
* */
if (ring[i].arc->bcount > 0 && ring[j].arc->bcount > 0)
{
ReebArcIterator iter1, iter2;
EmbedBucket *bucket1 = NULL, *bucket2 = NULL;
initArcIterator(&iter1, ring[i].arc, node);
initArcIterator(&iter2, ring[j].arc, node);
bucket1 = nextBucket(&iter1);
bucket2 = nextBucket(&iter2);
/* Make sure they both start at the same value */
while(bucket1 && bucket1->val < bucket2->val)
{
bucket1 = nextBucket(&iter1);
}
while(bucket2 && bucket2->val < bucket1->val)
{
bucket2 = nextBucket(&iter2);
}
for ( ;bucket1 && bucket2; bucket1 = nextBucket(&iter1), bucket2 = nextBucket(&iter2))
{
/* copy and mirror back to bucket2 */
bucket2->nv = bucket1->nv;
VECCOPY(bucket2->p, bucket1->p);
mirrorAlongAxis(bucket2->p, node->p, normal);
}
}
}
}
MEM_freeN(ring);
}
void reestablishAxialSymmetry(ReebNode *node, int depth, float axis[3])
{
ReebArc *arc1 = NULL;
ReebArc *arc2 = NULL;
ReebNode *node1 = NULL, *node2 = NULL;
float limit = G.scene->toolsettings->skgen_symmetry_limit;
float nor[3], vec[3], p[3];
int i;
for (i = 0; node->arcs[i] != NULL; i++)
{
ReebArc *connectedArc = node->arcs[i];
/* depth is store as a negative in flag. symmetry level is positive */
if (connectedArc->flags == -depth)
{
if (arc1 == NULL)
{
arc1 = connectedArc;
node1 = OTHER_NODE(arc1, node);
}
else
{
arc2 = connectedArc;
node2 = OTHER_NODE(arc2, node);
break; /* Can stop now, the two arcs have been found */
}
}
}
/* shouldn't happen, but just to be sure */
if (node1 == NULL || node2 == NULL)
{
return;
}
VecSubf(p, node1->p, node->p);
Crossf(vec, p, axis);
Crossf(nor, vec, axis);
/* mirror node2 along axis */
VECCOPY(p, node2->p);
mirrorAlongAxis(p, node->p, nor);
/* check if it's within limit before continuing */
if (VecLenf(node1->p, p) <= limit)
{
/* average with node1 */
VecAddf(node1->p, node1->p, p);
VecMulf(node1->p, 0.5f);
/* mirror back on node2 */
VECCOPY(node2->p, node1->p);
mirrorAlongAxis(node2->p, node->p, nor);
/* Merge buckets
* there shouldn't be any null arcs here, but just to be safe
* */
if (arc1->bcount > 0 && arc2->bcount > 0)
{
ReebArcIterator iter1, iter2;
EmbedBucket *bucket1 = NULL, *bucket2 = NULL;
initArcIterator(&iter1, arc1, node);
initArcIterator(&iter2, arc2, node);
bucket1 = nextBucket(&iter1);
bucket2 = nextBucket(&iter2);
/* Make sure they both start at the same value */
while(bucket1 && bucket1->val < bucket2->val)
{
bucket1 = nextBucket(&iter1);
}
while(bucket2 && bucket2->val < bucket1->val)
{
bucket2 = nextBucket(&iter2);
}
for ( ;bucket1 && bucket2; bucket1 = nextBucket(&iter1), bucket2 = nextBucket(&iter2))
{
bucket1->nv += bucket2->nv; /* add counts */
/* mirror on axis */
mirrorAlongAxis(bucket2->p, node->p, nor);
/* add bucket2 in bucket1 */
VecLerpf(bucket1->p, bucket1->p, bucket2->p, (float)bucket2->nv / (float)(bucket1->nv));
/* copy and mirror back to bucket2 */
bucket2->nv = bucket1->nv;
VECCOPY(bucket2->p, bucket1->p);
mirrorAlongAxis(bucket2->p, node->p, nor);
}
}
}
}
void markdownSecondarySymmetry(ReebNode *node, int depth, int level)
{
float axis[3] = {0, 0, 0};
int count = 0;
int i;
/* Only reestablish spatial symmetry if needed */
if (G.scene->toolsettings->skgen_options & SKGEN_SYMMETRY)
{
/* count the number of branches in this symmetry group
* and determinte the axis of symmetry
* */
for (i = 0; node->arcs[i] != NULL; i++)
{
ReebArc *connectedArc = node->arcs[i];
/* depth is store as a negative in flag. symmetry level is positive */
if (connectedArc->flags == -depth)
{
count++;
}
/* If arc is on the axis */
else if (connectedArc->flags == level)
{
VecAddf(axis, axis, connectedArc->v1->p);
VecSubf(axis, axis, connectedArc->v2->p);
}
}
Normalize(axis);
/* Split between axial and radial symmetry */
if (count == 2)
{
reestablishAxialSymmetry(node, depth, axis);
}
else
{
reestablishRadialSymmetry(node, depth, axis);
}
}
/* markdown secondary symetries */
for (i = 0; node->arcs[i] != NULL; i++)
{
ReebArc *connectedArc = node->arcs[i];
if (connectedArc->flags == -depth)
{
/* markdown symmetry for branches corresponding to the depth */
markdownSymmetryArc(connectedArc, node, level + 1);
}
}
}
void markdownSymmetryArc(ReebArc *arc, ReebNode *node, int level)
{
int i;
arc->flags = level;
node = OTHER_NODE(arc, node);
for (i = 0; node->arcs[i] != NULL; i++)
{
ReebArc *connectedArc = node->arcs[i];
if (connectedArc != arc)
{
ReebNode *connectedNode = OTHER_NODE(connectedArc, node);
/* symmetry level is positive value, negative values is subtree depth */
connectedArc->flags = -subtreeDepth(connectedNode, connectedArc);
}
}
arc = NULL;
for (i = 0; node->arcs[i] != NULL; i++)
{
int issymmetryAxis = 0;
ReebArc *connectedArc = node->arcs[i];
/* only arcs not already marked as symetric */
if (connectedArc->flags < 0)
{
int j;
/* true by default */
issymmetryAxis = 1;
for (j = 0; node->arcs[j] != NULL && issymmetryAxis == 1; j++)
{
ReebArc *otherArc = node->arcs[j];
/* different arc, same depth */
if (otherArc != connectedArc && otherArc->flags == connectedArc->flags)
{
/* not on the symmetry axis */
issymmetryAxis = 0;
}
}
}
/* arc could be on the symmetry axis */
if (issymmetryAxis == 1)
{
/* no arc as been marked previously, keep this one */
if (arc == NULL)
{
arc = connectedArc;
}
else
{
/* there can't be more than one symmetry arc */
arc = NULL;
break;
}
}
}
/* go down the arc continuing the symmetry axis */
if (arc)
{
markdownSymmetryArc(arc, node, level);
}
/* secondary symmetry */
for (i = 0; node->arcs[i] != NULL; i++)
{
ReebArc *connectedArc = node->arcs[i];
/* only arcs not already marked as symetric and is not the next arc on the symmetry axis */
if (connectedArc->flags < 0)
{
/* subtree depth is store as a negative value in the flag */
markdownSecondarySymmetry(node, -connectedArc->flags, level);
}
}
}
void markdownSymmetry(ReebGraph *rg)
{
ReebNode *node;
ReebArc *arc;
/* only for Acyclic graphs */
int cyclic = isGraphCyclic(rg);
/* mark down all arcs as non-symetric */
for (arc = rg->arcs.first; arc; arc = arc->next)
{
arc->flags = 0;
}
/* mark down all nodes as not on the symmetry axis */
for (node = rg->nodes.first; node; node = node->next)
{
node->flags = 0;
}
/* node list is sorted, so lowest node is always the head (by design) */
node = rg->nodes.first;
/* only work on acyclic graphs and if only one arc is incident on the first node */
if (cyclic == 0 && countConnectedArcs(rg, node) == 1)
{
arc = node->arcs[0];
markdownSymmetryArc(arc, node, 1);
/* mark down non-symetric arcs */
for (arc = rg->arcs.first; arc; arc = arc->next)
{
if (arc->flags < 0)
{
arc->flags = 0;
}
else
{
/* mark down nodes with the lowest level symmetry axis */
if (arc->v1->flags == 0 || arc->v1->flags > arc->flags)
{
arc->v1->flags = arc->flags;
}
if (arc->v2->flags == 0 || arc->v2->flags > arc->flags)
{
arc->v2->flags = arc->flags;
}
}
}
}
}
/**************************************** SUBDIVISION ALGOS ******************************************/
EditBone * subdivideByAngle(ReebArc *arc, ReebNode *head, ReebNode *tail)
{
EditBone *lastBone = NULL;
if (G.scene->toolsettings->skgen_options & SKGEN_CUT_ANGLE)
{
ReebArcIterator iter;
EmbedBucket *current = NULL;
EmbedBucket *previous = NULL;
EditBone *child = NULL;
EditBone *parent = NULL;
EditBone *root = NULL;
float angleLimit = (float)cos(G.scene->toolsettings->skgen_angle_limit * M_PI / 180.0f);
parent = add_editbone("Bone");
parent->flag |= BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
VECCOPY(parent->head, head->p);
root = parent;
for (initArcIterator(&iter, arc, head), previous = nextBucket(&iter), current = nextBucket(&iter);
current;
previous = current, current = nextBucket(&iter))
{
float vec1[3], vec2[3];
float len1, len2;
VecSubf(vec1, previous->p, parent->head);
VecSubf(vec2, current->p, previous->p);
len1 = Normalize(vec1);
len2 = Normalize(vec2);
if (len1 > 0.0f && len2 > 0.0f && Inpf(vec1, vec2) < angleLimit)
{
VECCOPY(parent->tail, previous->p);
child = add_editbone("Bone");
VECCOPY(child->head, parent->tail);
child->parent = parent;
child->flag |= BONE_CONNECTED|BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
parent = child; /* new child is next parent */
}
}
VECCOPY(parent->tail, tail->p);
/* If the bone wasn't subdivided, delete it and return NULL
* to let subsequent subdivision methods do their thing.
* */
if (parent == root)
{
delete_bone(parent);
parent = NULL;
}
lastBone = parent; /* set last bone in the chain */
}
return lastBone;
}
float calcCorrelation(ReebArc *arc, int start, int end, float v0[3], float n[3])
{
int len = 2 + abs(end - start);
if (len > 2)
{
ReebArcIterator iter;
EmbedBucket *bucket = NULL;
float avg_t = 0.0f;
float s_t = 0.0f;
float s_xyz = 0.0f;
/* First pass, calculate average */
for (initArcIterator2(&iter, arc, start, end), bucket = nextBucket(&iter);
bucket;
bucket = nextBucket(&iter))
{
float v[3];
VecSubf(v, bucket->p, v0);
avg_t += Inpf(v, n);
}
avg_t /= Inpf(n, n);
avg_t += 1.0f; /* adding start (0) and end (1) values */
avg_t /= len;
/* Second pass, calculate s_xyz and s_t */
for (initArcIterator2(&iter, arc, start, end), bucket = nextBucket(&iter);
bucket;
bucket = nextBucket(&iter))
{
float v[3], d[3];
float dt;
VecSubf(v, bucket->p, v0);
Projf(d, v, n);
VecSubf(v, v, d);
dt = VecLength(d) - avg_t;
s_t += dt * dt;
s_xyz += Inpf(v, v);
}
/* adding start(0) and end(1) values to s_t */
s_t += (avg_t * avg_t) + (1 - avg_t) * (1 - avg_t);
return 1.0f - s_xyz / s_t;
}
else
{
return 1.0f;
}
}
EditBone * subdivideByCorrelation(ReebArc *arc, ReebNode *head, ReebNode *tail)
{
ReebArcIterator iter;
float n[3];
float CORRELATION_THRESHOLD = G.scene->toolsettings->skgen_correlation_limit;
EditBone *lastBone = NULL;
/* init iterator to get start and end from head */
initArcIterator(&iter, arc, head);
/* Calculate overall */
VecSubf(n, arc->buckets[iter.end].p, head->p);
if (G.scene->toolsettings->skgen_options & SKGEN_CUT_CORRELATION &&
calcCorrelation(arc, iter.start, iter.end, head->p, n) < CORRELATION_THRESHOLD)
{
EmbedBucket *bucket = NULL;
EmbedBucket *previous = NULL;
EditBone *child = NULL;
EditBone *parent = NULL;
int boneStart = iter.start;
parent = add_editbone("Bone");
parent->flag = BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
VECCOPY(parent->head, head->p);
for (previous = nextBucket(&iter), bucket = nextBucket(&iter);
bucket;
previous = bucket, bucket = nextBucket(&iter))
{
/* Calculate normal */
VecSubf(n, bucket->p, parent->head);
if (calcCorrelation(arc, boneStart, iter.index, parent->head, n) < CORRELATION_THRESHOLD)
{
VECCOPY(parent->tail, previous->p);
child = add_editbone("Bone");
VECCOPY(child->head, parent->tail);
child->parent = parent;
child->flag |= BONE_CONNECTED|BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
parent = child; // new child is next parent
boneStart = iter.index; // start from end
}
}
VECCOPY(parent->tail, tail->p);
lastBone = parent; /* set last bone in the chain */
}
return lastBone;
}
float arcLengthRatio(ReebArc *arc)
{
float arcLength = 0.0f;
float embedLength = 0.0f;
int i;
arcLength = VecLenf(arc->v1->p, arc->v2->p);
if (arc->bcount > 0)
{
/* Add the embedding */
for ( i = 1; i < arc->bcount; i++)
{
embedLength += VecLenf(arc->buckets[i - 1].p, arc->buckets[i].p);
}
/* Add head and tail -> embedding vectors */
embedLength += VecLenf(arc->v1->p, arc->buckets[0].p);
embedLength += VecLenf(arc->v2->p, arc->buckets[arc->bcount - 1].p);
}
else
{
embedLength = arcLength;
}
return embedLength / arcLength;
}
EditBone * subdivideByLength(ReebArc *arc, ReebNode *head, ReebNode *tail)
{
EditBone *lastBone = NULL;
if ((G.scene->toolsettings->skgen_options & SKGEN_CUT_LENGTH) &&
arcLengthRatio(arc) >= G.scene->toolsettings->skgen_length_ratio)
{
ReebArcIterator iter;
EmbedBucket *bucket = NULL;
EmbedBucket *previous = NULL;
EditBone *child = NULL;
EditBone *parent = NULL;
float lengthLimit = G.scene->toolsettings->skgen_length_limit;
int same = 0;
parent = add_editbone("Bone");
parent->flag |= BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
VECCOPY(parent->head, head->p);
initArcIterator(&iter, arc, head);
bucket = nextBucket(&iter);
while (bucket != NULL)
{
float *vec0 = NULL;
float *vec1 = bucket->p;
/* first bucket. Previous is head */
if (previous == NULL)
{
vec0 = head->p;
}
/* Previous is a valid bucket */
else
{
vec0 = previous->p;
}
/* If lengthLimit hits the current segment */
if (VecLenf(vec1, parent->head) > lengthLimit)
{
if (same == 0)
{
float dv[3], off[3];
float a, b, c, f;
/* Solve quadratic distance equation */
VecSubf(dv, vec1, vec0);
a = Inpf(dv, dv);
VecSubf(off, vec0, parent->head);
b = 2 * Inpf(dv, off);
c = Inpf(off, off) - (lengthLimit * lengthLimit);
f = (-b + (float)sqrt(b * b - 4 * a * c)) / (2 * a);
//printf("a %f, b %f, c %f, f %f\n", a, b, c, f);
if (isnan(f) == 0 && f < 1.0f)
{
VECCOPY(parent->tail, dv);
VecMulf(parent->tail, f);
VecAddf(parent->tail, parent->tail, vec0);
}
else
{
VECCOPY(parent->tail, vec1);
}
}
else
{
float dv[3];
VecSubf(dv, vec1, vec0);
Normalize(dv);
VECCOPY(parent->tail, dv);
VecMulf(parent->tail, lengthLimit);
VecAddf(parent->tail, parent->tail, parent->head);
}
child = add_editbone("Bone");
VECCOPY(child->head, parent->tail);
child->parent = parent;
child->flag |= BONE_CONNECTED|BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
parent = child; // new child is next parent
same = 1; // mark as same
}
else
{
previous = bucket;
bucket = nextBucket(&iter);
same = 0; // Reset same
}
}
VECCOPY(parent->tail, tail->p);
lastBone = parent; /* set last bone in the chain */
}
return lastBone;
}
/***************************************** MAIN ALGORITHM ********************************************/
void generateSkeletonFromReebGraph(ReebGraph *rg)
{
GHash *arcBoneMap = NULL;
ReebArc *arc = NULL;
ReebNode *node = NULL;
Object *src = NULL;
Object *dst = NULL;
src = BASACT->object;
if (G.obedit != NULL)
{
exit_editmode(EM_FREEDATA|EM_FREEUNDO|EM_WAITCURSOR); // freedata, and undo
}
setcursor_space(SPACE_VIEW3D, CURSOR_WAIT);
dst = add_object(OB_ARMATURE);
base_init_from_view3d(BASACT, G.vd);
G.obedit= BASACT->object;
/* Copy orientation from source */
VECCOPY(dst->loc, src->obmat[3]);
Mat4ToEul(src->obmat, dst->rot);
Mat4ToSize(src->obmat, dst->size);
where_is_object(G.obedit);
make_editArmature();
arcBoneMap = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp);
markdownSymmetry(rg);
for (arc = rg->arcs.first; arc; arc = arc->next)
{
EditBone *lastBone = NULL;
ReebNode *head, *tail;
int i;
/* Find out the direction of the arc through simple heuristics (in order of priority) :
*
* 1- Arcs on primary symmetry axis (flags == 1) point up (head: high weight -> tail: low weight)
* 2- Arcs starting on a primary axis point away from it (head: node on primary axis)
* 3- Arcs point down (head: low weight -> tail: high weight)
*
* Finally, the arc direction is stored in its flags: 1 (low -> high), -1 (high -> low)
*/
/* if arc is a symmetry axis, internal bones go up the tree */
if (arc->flags == 1 && arc->v2->degree != 1)
{
head = arc->v2;
tail = arc->v1;
arc->flags = -1; /* mark arc direction */
}
/* Bones point AWAY from the symmetry axis */
else if (arc->v1->flags == 1)
{
head = arc->v1;
tail = arc->v2;
arc->flags = 1; /* mark arc direction */
}
else if (arc->v2->flags == 1)
{
head = arc->v2;
tail = arc->v1;
arc->flags = -1; /* mark arc direction */
}
/* otherwise, always go from low weight to high weight */
else
{
head = arc->v1;
tail = arc->v2;
arc->flags = 1; /* mark arc direction */
}
/* Loop over subdivision methods */
for (i = 0; lastBone == NULL && i < SKGEN_SUB_TOTAL; i++)
{
switch(G.scene->toolsettings->skgen_subdivisions[i])
{
case SKGEN_SUB_LENGTH:
lastBone = subdivideByLength(arc, head, tail);
break;
case SKGEN_SUB_ANGLE:
lastBone = subdivideByAngle(arc, head, tail);
break;
case SKGEN_SUB_CORRELATION:
lastBone = subdivideByCorrelation(arc, head, tail);
break;
}
}
if (lastBone == NULL)
{
EditBone *bone;
bone = add_editbone("Bone");
bone->flag |= BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
VECCOPY(bone->head, head->p);
VECCOPY(bone->tail, tail->p);
/* set first and last bone, since there's only one */
lastBone = bone;
}
BLI_ghash_insert(arcBoneMap, arc, lastBone);
}
/* Second pass, setup parent relationship between arcs */
for (node = rg->nodes.first; node; node = node->next)
{
ReebArc *incomingArc = NULL;
int i;
for (i = 0; node->arcs[i] != NULL; i++)
{
arc = node->arcs[i];
/* if arc is incoming into the node */
if ((arc->v1 == node && arc->flags == -1) || (arc->v2 == node && arc->flags == 1))
{
if (incomingArc == NULL)
{
incomingArc = arc;
/* loop further to make sure there's only one incoming arc */
}
else
{
/* skip this node if more than one incomingArc */
incomingArc = NULL;
break; /* No need to look further, we are skipping already */
}
}
}
if (incomingArc != NULL)
{
EditBone *parentBone = BLI_ghash_lookup(arcBoneMap, incomingArc);
/* Look for outgoing arcs and parent their bones */
for (i = 0; node->arcs[i] != NULL; i++)
{
arc = node->arcs[i];
/* if arc is outgoing from the node */
if ((arc->v1 == node && arc->flags == 1) || (arc->v2 == node && arc->flags == -1))
{
EditBone *childBone = BLI_ghash_lookup(arcBoneMap, arc);
/* find the root bone */
while(childBone->parent != NULL)
{
childBone = childBone->parent;
}
childBone->parent = parentBone;
childBone->flag |= BONE_CONNECTED;
}
}
}
}
BLI_ghash_free(arcBoneMap, NULL, NULL);
setcursor_space(SPACE_VIEW3D, CURSOR_EDIT);
BIF_undo_push("Generate Skeleton");
}
void generateSkeleton(void)
{
EditMesh *em = G.editMesh;
ReebGraph *rg = NULL;
int i;
if (em == NULL)
return;
setcursor_space(SPACE_VIEW3D, CURSOR_WAIT);
if (weightFromDistance(em) == 0)
{
error("No selected vertex\n");
return;
}
renormalizeWeight(em, 1.0f);
weightToHarmonic(em);
#ifdef DEBUG_REEB
weightToVCol(em);
#endif
rg = generateReebGraph(em, G.scene->toolsettings->skgen_resolution);
verifyBuckets(rg);
/* Remove arcs without embedding */
filterNullReebGraph(rg);
verifyBuckets(rg);
i = 1;
/* filter until there's nothing more to do */
while (i == 1)
{
i = 0; /* no work done yet */
if (G.scene->toolsettings->skgen_options & SKGEN_FILTER_EXTERNAL)
{
i |= filterExternalReebGraph(rg, G.scene->toolsettings->skgen_threshold_external * G.scene->toolsettings->skgen_resolution);
}
verifyBuckets(rg);
if (G.scene->toolsettings->skgen_options & SKGEN_FILTER_INTERNAL)
{
i |= filterInternalReebGraph(rg, G.scene->toolsettings->skgen_threshold_internal * G.scene->toolsettings->skgen_resolution);
}
}
verifyBuckets(rg);
repositionNodes(rg);
verifyBuckets(rg);
/* Filtering might have created degree 2 nodes, so remove them */
removeNormalNodes(rg);
verifyBuckets(rg);
for(i = 0; i < G.scene->toolsettings->skgen_postpro_passes; i++)
{
postprocessGraph(rg, G.scene->toolsettings->skgen_postpro);
}
buildAdjacencyList(rg);
sortNodes(rg);
sortArcs(rg);
generateSkeletonFromReebGraph(rg);
freeGraph(rg);
}