diff options
author | Joshua Leung <aligorith@gmail.com> | 2016-05-17 18:19:06 +0300 |
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committer | Joshua Leung <aligorith@gmail.com> | 2016-05-17 18:19:06 +0300 |
commit | 49aeee5a3dfa9fc0ae29e99f7c5c0cc0124e560e (patch) | |
tree | 49ace019e0509cd188f24d11c8f799ab676f6bbd /source/blender/editors/space_view3d/drawarmature.c | |
parent | 29a17d54da1f4b85a59487e032165bb44dc1b065 (diff) |
Bendy Bones: Advanced B-Bones for Easier + Simple Rigging
This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15
Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
instead of being restricted to trying to indirectly control them through the
neighbouring bones. See the "Bendy Bones" panel...
* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
This is useful for things like eyebrows and mouths/eyelids
* You can now make B-Bones use custom bones as their reference bone handles,
instead of only using the parent/child bones. To do so, enable the
"Use Custom Reference Handles" toggle. If none are specified, then the BBone will
only use the Bendy Bone properties.
* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
just linearly interpolating between the endpoints of the bone.
For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html
-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawarmature.c | 98 |
1 files changed, 90 insertions, 8 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c index 5cda721be44..f7c1e2ee981 100644 --- a/source/blender/editors/space_view3d/drawarmature.c +++ b/source/blender/editors/space_view3d/drawarmature.c @@ -53,6 +53,7 @@ #include "BKE_global.h" #include "BKE_modifier.h" #include "BKE_nla.h" +#include "BKE_curve.h" #include "BIF_gl.h" @@ -1093,20 +1094,101 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned glPopMatrix(); } -static void draw_b_bone_boxes(const short dt, bPoseChannel *pchan, float xwidth, float length, float zwidth) +/* A partial copy of b_bone_spline_setup(), with just the parts for previewing editmode curve settings + * + * This assumes that prev/next bones don't have any impact (since they should all still be in the "straight" + * position here anyway), and that we can simply apply the bbone settings to get the desired effect... + */ +static void ebone_spline_preview(EditBone *ebone, Mat4 result_array[MAX_BBONE_SUBDIV]) +{ + float h1[3], h2[3], length, hlength1, hlength2, roll1 = 0.0f, roll2 = 0.0f; + float mat3[3][3]; + float data[MAX_BBONE_SUBDIV + 1][4], *fp; + int a; + + length = ebone->length; + + hlength1 = ebone->ease1 * length * 0.390464f; /* 0.5f * sqrt(2) * kappa, the handle length for near-perfect circles */ + hlength2 = ebone->ease2 * length * 0.390464f; + + /* find the handle points, since this is inside bone space, the + * first point = (0, 0, 0) + * last point = (0, length, 0) + * + * we also just apply all the "extra effects", since they're the whole reason we're doing this... + */ + h1[0] = ebone->curveInX; + h1[1] = hlength1; + h1[2] = ebone->curveInY; + roll1 = ebone->roll1; + + h2[0] = ebone->curveOutX; + h2[1] = -hlength2; + h2[2] = ebone->curveOutY; + roll2 = ebone->roll2; + + /* make curve */ + if (ebone->segments > MAX_BBONE_SUBDIV) + ebone->segments = MAX_BBONE_SUBDIV; + + BKE_curve_forward_diff_bezier(0.0f, h1[0], h2[0], 0.0f, data[0], MAX_BBONE_SUBDIV, 4 * sizeof(float)); + BKE_curve_forward_diff_bezier(0.0f, h1[1], length + h2[1], length, data[0] + 1, MAX_BBONE_SUBDIV, 4 * sizeof(float)); + BKE_curve_forward_diff_bezier(0.0f, h1[2], h2[2], 0.0f, data[0] + 2, MAX_BBONE_SUBDIV, 4 * sizeof(float)); + BKE_curve_forward_diff_bezier(roll1, roll1 + 0.390464f * (roll2 - roll1), roll2 - 0.390464f * (roll2 - roll1), roll2, data[0] + 3, MAX_BBONE_SUBDIV, 4 * sizeof(float)); + + equalize_bbone_bezier(data[0], ebone->segments); /* note: does stride 4! */ + + /* make transformation matrices for the segments for drawing */ + for (a = 0, fp = data[0]; a < ebone->segments; a++, fp += 4) { + sub_v3_v3v3(h1, fp + 4, fp); + vec_roll_to_mat3(h1, fp[3], mat3); /* fp[3] is roll */ + + copy_m4_m3(result_array[a].mat, mat3); + copy_v3_v3(result_array[a].mat[3], fp); + + /* "extra" scale facs... */ + { + const int num_segments = ebone->segments; + + const float scaleFactorIn = 1.0f + (ebone->scaleIn - 1.0f) * ((float)(num_segments - a) / (float)num_segments); + const float scaleFactorOut = 1.0f + (ebone->scaleOut - 1.0f) * ((float)(a + 1) / (float)num_segments); + + const float scalefac = scaleFactorIn * scaleFactorOut; + float bscalemat[4][4], bscale[3]; + + bscale[0] = scalefac; + bscale[1] = 1.0f; + bscale[2] = scalefac; + + size_to_mat4(bscalemat, bscale); + + /* Note: don't multiply by inverse scale mat here, as it causes problems with scaling shearing and breaking segment chains */ + mul_m4_series(result_array[a].mat, result_array[a].mat, bscalemat); + } + } +} + +static void draw_b_bone_boxes(const short dt, bPoseChannel *pchan, EditBone *ebone, float xwidth, float length, float zwidth) { int segments = 0; if (pchan) segments = pchan->bone->segments; + else if (ebone) + segments = ebone->segments; - if ((segments > 1) && (pchan)) { + if (segments > 1) { float dlen = length / (float)segments; Mat4 bbone[MAX_BBONE_SUBDIV]; int a; - - b_bone_spline_setup(pchan, 0, bbone); - + + if (pchan) { + b_bone_spline_setup(pchan, 0, bbone); + } + else if (ebone) { + ebone_spline_preview(ebone, bbone); + } + for (a = 0; a < segments; a++) { glPushMatrix(); glMultMatrixf(bbone[a].mat); @@ -1177,7 +1259,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl else UI_ThemeColor(TH_BONE_SOLID); - draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth); + draw_b_bone_boxes(OB_SOLID, pchan, ebone, xwidth, length, zwidth); /* disable solid drawing */ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); @@ -1190,7 +1272,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl if (set_pchan_glColor(PCHAN_COLOR_CONSTS, boneflag, constflag)) { glEnable(GL_BLEND); - draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth); + draw_b_bone_boxes(OB_SOLID, pchan, ebone, xwidth, length, zwidth); glDisable(GL_BLEND); } @@ -1200,7 +1282,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl } } - draw_b_bone_boxes(OB_WIRE, pchan, xwidth, length, zwidth); + draw_b_bone_boxes(OB_WIRE, pchan, ebone, xwidth, length, zwidth); } } |