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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2007-10-10 13:00:47 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2007-10-10 13:00:47 +0400
commit87b186e6e74e1f468655aed794edeb32d47c3359 (patch)
tree8c27dd1366743302db7780c7a7e238e07f6d2170 /source
parentda792a426ad8a842e497d8d9bf3667b95a2f66de (diff)
Make B-Bones not deform in rest position by default.
B-Bones already deformed the mesh in the armature rest position, which is unconvenient. For backwards compatibility existing .blend files still have a button for the old behavior enabled. (peach feature request)
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/BKE_armature.h2
-rw-r--r--source/blender/blenkernel/BKE_blender.h2
-rw-r--r--source/blender/blenkernel/intern/armature.c43
-rw-r--r--source/blender/blenloader/intern/readfile.c15
-rw-r--r--source/blender/makesdna/DNA_armature_types.h1
-rw-r--r--source/blender/src/buttons_editing.c10
-rw-r--r--source/blender/src/drawarmature.c2
7 files changed, 55 insertions, 20 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h
index 37022d89ac1..0e3857603b6 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -112,7 +112,7 @@ typedef struct Mat4 {
float mat[4][4];
} Mat4;
-Mat4 *b_bone_spline_setup(struct bPoseChannel *pchan);
+Mat4 *b_bone_spline_setup(struct bPoseChannel *pchan, int rest);
#ifdef __cplusplus
}
diff --git a/source/blender/blenkernel/BKE_blender.h b/source/blender/blenkernel/BKE_blender.h
index c79076b4e68..328d9775deb 100644
--- a/source/blender/blenkernel/BKE_blender.h
+++ b/source/blender/blenkernel/BKE_blender.h
@@ -44,7 +44,7 @@ struct ListBase;
struct MemFile;
#define BLENDER_VERSION 245
-#define BLENDER_SUBVERSION 3
+#define BLENDER_SUBVERSION 4
#define BLENDER_MINVERSION 240
#define BLENDER_MINSUBVERSION 0
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index 31a25a984c4..15e45dfd01f 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -404,9 +404,11 @@ static void equalize_bezier(float *data, int desired)
/* returns pointer to static array, filled with desired amount of bone->segments elements */
/* this calculation is done within unit bone space */
-Mat4 *b_bone_spline_setup(bPoseChannel *pchan)
+Mat4 *b_bone_spline_setup(bPoseChannel *pchan, int rest)
{
static Mat4 bbone_array[MAX_BBONE_SUBDIV];
+ static Mat4 bbone_rest_array[MAX_BBONE_SUBDIV];
+ Mat4 *result_array= (rest)? bbone_rest_array: bbone_array;
bPoseChannel *next, *prev;
Bone *bone= pchan->bone;
float h1[3], h2[3], length, hlength1, hlength2, roll;
@@ -430,11 +432,17 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan)
first point = (0,0,0)
last point = (0, length, 0) */
- Mat4Invert(imat, pchan->pose_mat);
+ if(rest)
+ Mat4Invert(imat, pchan->bone->arm_mat);
+ else
+ Mat4Invert(imat, pchan->pose_mat);
if(prev) {
/* transform previous point inside this bone space */
- VECCOPY(h1, prev->pose_head);
+ if(rest)
+ VECCOPY(h1, prev->bone->arm_head)
+ else
+ VECCOPY(h1, prev->pose_head)
Mat4MulVecfl(imat, h1);
/* if previous bone is B-bone too, use average handle direction */
if(prev->bone->segments>1) h1[1]-= length;
@@ -448,14 +456,20 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan)
float difmat[4][4], result[3][3], imat3[3][3];
/* transform next point inside this bone space */
- VECCOPY(h2, next->pose_tail);
+ if(rest)
+ VECCOPY(h2, next->bone->arm_tail)
+ else
+ VECCOPY(h2, next->pose_tail)
Mat4MulVecfl(imat, h2);
/* if next bone is B-bone too, use average handle direction */
if(next->bone->segments>1);
else h2[1]-= length;
/* find the next roll to interpolate as well */
- Mat4MulMat4(difmat, next->pose_mat, imat);
+ if(rest)
+ Mat4MulMat4(difmat, next->pose_mat, imat);
+ else
+ Mat4MulMat4(difmat, next->bone->arm_mat, imat);
Mat3CpyMat4(result, difmat); // the desired rotation at beginning of next bone
vec_roll_to_mat3(h2, 0.0f, mat3); // the result of vec_roll without roll
@@ -490,19 +504,20 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan)
for(a=0, fp= data[0]; a<bone->segments; a++, fp+=4) {
VecSubf(h1, fp+4, fp);
vec_roll_to_mat3(h1, fp[3], mat3); // fp[3] is roll
- Mat4CpyMat3(bbone_array[a].mat, mat3);
- VECCOPY(bbone_array[a].mat[3], fp);
+ Mat4CpyMat3(result_array[a].mat, mat3);
+ VECCOPY(result_array[a].mat[3], fp);
}
- return bbone_array;
+ return result_array;
}
/* ************ Armature Deform ******************* */
-static void pchan_b_bone_defmats(bPoseChannel *pchan, int use_quaternion)
+static void pchan_b_bone_defmats(bPoseChannel *pchan, int use_quaternion, int rest_def)
{
Bone *bone= pchan->bone;
- Mat4 *b_bone= b_bone_spline_setup(pchan);
+ Mat4 *b_bone= b_bone_spline_setup(pchan, 0);
+ Mat4 *b_bone_rest= (rest_def)? NULL: b_bone_spline_setup(pchan, 1);
Mat4 *b_bone_mats;
DualQuat *b_bone_dual_quats= NULL;
float tmat[4][4];
@@ -529,7 +544,10 @@ static void pchan_b_bone_defmats(bPoseChannel *pchan, int use_quaternion)
Mat4One(tmat);
for(a=0; a<bone->segments; a++) {
- tmat[3][1] = -a*(bone->length/(float)bone->segments);
+ if(b_bone_rest)
+ Mat4Invert(tmat, b_bone_rest[a].mat);
+ else
+ tmat[3][1] = -a*(bone->length/(float)bone->segments);
Mat4MulSerie(b_bone_mats[a+1].mat, pchan->chan_mat, bone->arm_mat,
b_bone[a].mat, tmat, b_bone_mats[0].mat, NULL, NULL, NULL);
@@ -726,6 +744,7 @@ void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm,
float obinv[4][4], premat[4][4], postmat[4][4];
int use_envelope = deformflag & ARM_DEF_ENVELOPE;
int use_quaternion = deformflag & ARM_DEF_QUATERNION;
+ int bbone_rest_def = deformflag & ARM_DEF_B_BONE_REST;
int numGroups = 0; /* safety for vertexgroup index overflow */
int i, target_totvert = 0; /* safety for vertexgroup overflow */
int use_dverts = 0;
@@ -751,7 +770,7 @@ void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm,
for(pchan = armOb->pose->chanbase.first; pchan; pchan = pchan->next) {
if(!(pchan->bone->flag & BONE_NO_DEFORM)) {
if(pchan->bone->segments > 1)
- pchan_b_bone_defmats(pchan, use_quaternion);
+ pchan_b_bone_defmats(pchan, use_quaternion, bbone_rest_def);
if(use_quaternion) {
pchan->dual_quat= &dualquats[totchan++];
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 4f33a90daef..487cce9e44f 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -6750,6 +6750,21 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
}
}
+ if ((main->versionfile < 245) || (main->versionfile == 245 && main->subversionfile < 4)) {
+ bArmature *arm;
+ ModifierData *md;
+ Object *ob;
+
+ for(arm= main->armature.first; arm; arm= arm->id.next)
+ arm->deformflag |= ARM_DEF_B_BONE_REST;
+
+ for(ob = main->object.first; ob; ob= ob->id.next)
+ for(md=ob->modifiers.first; md; md=md->next)
+ if(md->type==eModifierType_Armature)
+ ((ArmatureModifierData*)md)->deformflag |= ARM_DEF_B_BONE_REST;
+ }
+
+
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
/* WATCH IT 2!: Userdef struct init has to be in src/usiblender.c! */
diff --git a/source/blender/makesdna/DNA_armature_types.h b/source/blender/makesdna/DNA_armature_types.h
index 31a95363802..1fc50f4eec4 100644
--- a/source/blender/makesdna/DNA_armature_types.h
+++ b/source/blender/makesdna/DNA_armature_types.h
@@ -114,6 +114,7 @@ typedef struct bArmature {
#define ARM_DEF_VGROUP 1
#define ARM_DEF_ENVELOPE 2
#define ARM_DEF_QUATERNION 4
+#define ARM_DEF_B_BONE_REST 8
/* armature->pathflag */
#define ARM_PATH_FNUMS 0x001
diff --git a/source/blender/src/buttons_editing.c b/source/blender/src/buttons_editing.c
index da60aaef71f..c389c2ddc7e 100644
--- a/source/blender/src/buttons_editing.c
+++ b/source/blender/src/buttons_editing.c
@@ -1912,9 +1912,8 @@ static void draw_modifier(uiBlock *block, Object *ob, ModifierData *md, int *xco
uiButSetCompleteFunc(but, autocomplete_vgroup, (void *)ob);
uiDefButBitS(block, TOG, ARM_DEF_VGROUP, B_ARM_RECALCDATA, "Vert.Groups", lx,cy-=19,buttonWidth/2,20, &amd->deformflag, 0, 0, 0, 0, "Enable VertexGroups defining deform");
uiDefButBitS(block, TOG, ARM_DEF_ENVELOPE, B_ARM_RECALCDATA, "Envelopes", lx+buttonWidth/2,cy,(buttonWidth + 1)/2,20, &amd->deformflag, 0, 0, 0, 0, "Enable Bone Envelopes defining deform");
- uiDefButBitS(block, TOG, ARM_DEF_QUATERNION, B_ARM_RECALCDATA, "Quaternion", lx,(cy-=19),buttonWidth + 1,20, &amd->deformflag, 0, 0, 0, 0, "Enable deform rotation interpolation with Quaternions");
-
-
+ uiDefButBitS(block, TOG, ARM_DEF_QUATERNION, B_ARM_RECALCDATA, "Quaternion", lx,(cy-=19),buttonWidth/2,20, &amd->deformflag, 0, 0, 0, 0, "Enable deform rotation interpolation with Quaternions");
+ uiDefButBitS(block, TOG, ARM_DEF_B_BONE_REST, B_ARM_RECALCDATA, "B-Bone Rest", lx+buttonWidth/2,cy,(buttonWidth + 1)/2,20, &amd->deformflag, 0, 0, 0, 0, "Make B-Bones deform already in rest position");
} else if (md->type==eModifierType_Hook) {
HookModifierData *hmd = (HookModifierData*) md;
uiDefButF(block, NUM, B_MODIFIER_RECALC, "Falloff: ", lx, (cy-=19), buttonWidth,19, &hmd->falloff, 0.0, 100.0, 100, 0, "If not zero, the distance from hook where influence ends");
@@ -3641,8 +3640,9 @@ static void editing_panel_armature_type(Object *ob, bArmature *arm)
uiDefButBitS(block, TOG, ARM_DEF_VGROUP, B_ARM_RECALCDATA, "Vertex Groups", 10, 20,100,20, &arm->deformflag, 0, 0, 0, 0, "Enable VertexGroups defining deform (not for Modifiers)");
uiDefButBitS(block, TOG, ARM_DEF_ENVELOPE, B_ARM_RECALCDATA, "Envelopes", 110,20,100,20, &arm->deformflag, 0, 0, 0, 0, "Enable Bone Envelopes defining deform (not for Modifiers)");
uiDefButBitS(block, TOG, ARM_DEF_QUATERNION, B_ARM_RECALCDATA, "Quaternion", 210,20,100,20, &arm->deformflag, 0, 0, 0, 0, "Enable deform rotation interpolation with Quaternions (not for Modifiers)");
- uiDefButBitI(block, TOG, ARM_RESTPOS, B_ARM_RECALCDATA,"Rest Position", 10,0,150,20, &arm->flag, 0, 0, 0, 0, "Show armature rest position, no posing possible");
- uiDefButBitI(block, TOG, ARM_DELAYDEFORM, REDRAWVIEW3D, "Delay Deform", 160,0,150,20, &arm->flag, 0, 0, 0, 0, "Don't deform children when manipulating bones in pose mode");
+ uiDefButBitI(block, TOG, ARM_RESTPOS, B_ARM_RECALCDATA,"Rest Position", 10,0,100,20, &arm->flag, 0, 0, 0, 0, "Show armature rest position, no posing possible");
+ uiDefButBitI(block, TOG, ARM_DELAYDEFORM, REDRAWVIEW3D, "Delay Deform", 110,0,100,20, &arm->flag, 0, 0, 0, 0, "Don't deform children when manipulating bones in pose mode");
+ uiDefButBitS(block, TOG, ARM_DEF_B_BONE_REST, B_ARM_RECALCDATA,"B-Bone Rest", 210,0,100,20, &arm->deformflag, 0, 0, 0, 0, "Make B-Bones deform already in rest position");
uiBlockEndAlign(block);
}
diff --git a/source/blender/src/drawarmature.c b/source/blender/src/drawarmature.c
index 1592a05aeb3..601a3fdf589 100644
--- a/source/blender/src/drawarmature.c
+++ b/source/blender/src/drawarmature.c
@@ -888,7 +888,7 @@ static void draw_b_bone_boxes(int dt, bPoseChannel *pchan, float xwidth, float l
if(segments>1 && pchan) {
float dlen= length/(float)segments;
- Mat4 *bbone= b_bone_spline_setup(pchan);
+ Mat4 *bbone= b_bone_spline_setup(pchan, 0);
int a;
for(a=0; a<segments; a++, bbone++) {