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Diffstat (limited to 'source/blender/src/editarmature_generate.c')
-rw-r--r--source/blender/src/editarmature_generate.c327
1 files changed, 0 insertions, 327 deletions
diff --git a/source/blender/src/editarmature_generate.c b/source/blender/src/editarmature_generate.c
deleted file mode 100644
index 189a823ab98..00000000000
--- a/source/blender/src/editarmature_generate.c
+++ /dev/null
@@ -1,327 +0,0 @@
-/**
- * $Id: editarmature_generate.c $
- *
- * ***** BEGIN GPL 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.
- *
- * 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 LICENSE BLOCK *****
- * editarmature.c: Interface for creating and posing armature objects
- */
-
-#include <string.h>
-#include <math.h>
-
-#include "MEM_guardedalloc.h"
-
-#include "DNA_listBase.h"
-#include "DNA_scene_types.h"
-#include "DNA_armature_types.h"
-
-#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
-#include "BLI_graph.h"
-
-#include "BKE_utildefines.h"
-#include "BKE_global.h"
-
-#include "BIF_editarmature.h"
-#include "BIF_generate.h"
-
-void setBoneRollFromNormal(EditBone *bone, float *no, float invmat[][4], float tmat[][3])
-{
- if (no != NULL && !VecIsNull(no))
- {
- float tangent[3], cotangent[3], normal[3];
-
- VECCOPY(normal, no);
- Mat3MulVecfl(tmat, normal);
-
- VecSubf(tangent, bone->tail, bone->head);
- Crossf(cotangent, tangent, normal);
- Crossf(normal, cotangent, tangent);
-
- Normalize(normal);
-
- bone->roll = rollBoneToVector(bone, normal);
- }
-}
-
-float calcArcCorrelation(BArcIterator *iter, int start, int end, float v0[3], float n[3])
-{
- int len = 2 + abs(end - start);
-
- if (len > 2)
- {
- float avg_t = 0.0f;
- float s_t = 0.0f;
- float s_xyz = 0.0f;
- int i;
-
- /* First pass, calculate average */
- for (i = start; i <= end; i++)
- {
- float v[3];
-
- IT_peek(iter, i);
- VecSubf(v, iter->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 (i = start; i <= end; i++)
- {
- float v[3], d[3];
- float dt;
-
- IT_peek(iter, i);
- VecSubf(v, iter->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;
- }
-}
-
-int nextFixedSubdivision(BArcIterator *iter, int start, int end, float head[3], float p[3])
-{
- static float stroke_length = 0;
- static float current_length;
- static char n;
- float *v1, *v2;
- float length_threshold;
- int i;
-
- if (stroke_length == 0)
- {
- current_length = 0;
-
- IT_peek(iter, start);
- v1 = iter->p;
-
- for (i = start + 1; i <= end; i++)
- {
- IT_peek(iter, i);
- v2 = iter->p;
-
- stroke_length += VecLenf(v1, v2);
-
- v1 = v2;
- }
-
- n = 0;
- current_length = 0;
- }
-
- n++;
-
- length_threshold = n * stroke_length / G.scene->toolsettings->skgen_subdivision_number;
-
- IT_peek(iter, start);
- v1 = iter->p;
-
- /* < and not <= because we don't care about end, it is P_EXACT anyway */
- for (i = start + 1; i < end; i++)
- {
- IT_peek(iter, i);
- v2 = iter->p;
-
- current_length += VecLenf(v1, v2);
-
- if (current_length >= length_threshold)
- {
- VECCOPY(p, v2);
- return i;
- }
-
- v1 = v2;
- }
-
- stroke_length = 0;
-
- return -1;
-}
-int nextAdaptativeSubdivision(BArcIterator *iter, int start, int end, float head[3], float p[3])
-{
- float correlation_threshold = G.scene->toolsettings->skgen_correlation_limit;
- float *start_p;
- float n[3];
- int i;
-
- IT_peek(iter, start);
- start_p = iter->p;
-
- for (i = start + 2; i <= end; i++)
- {
- /* Calculate normal */
- IT_peek(iter, i);
- VecSubf(n, iter->p, head);
-
- if (calcArcCorrelation(iter, start, i, start_p, n) < correlation_threshold)
- {
- IT_peek(iter, i - 1);
- VECCOPY(p, iter->p);
- return i - 1;
- }
- }
-
- return -1;
-}
-
-int nextLengthSubdivision(BArcIterator *iter, int start, int end, float head[3], float p[3])
-{
- float lengthLimit = G.scene->toolsettings->skgen_length_limit;
- int same = 1;
- int i;
-
- i = start + 1;
- while (i <= end)
- {
- float *vec0;
- float *vec1;
-
- IT_peek(iter, i - 1);
- vec0 = iter->p;
-
- IT_peek(iter, i);
- vec1 = iter->p;
-
- /* If lengthLimit hits the current segment */
- if (VecLenf(vec1, 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, 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(p, dv);
- VecMulf(p, f);
- VecAddf(p, p, vec0);
- }
- else
- {
- VECCOPY(p, vec1);
- }
- }
- else
- {
- float dv[3];
-
- VecSubf(dv, vec1, vec0);
- Normalize(dv);
-
- VECCOPY(p, dv);
- VecMulf(p, lengthLimit);
- VecAddf(p, p, head);
- }
-
- return i - 1; /* restart at lower bound */
- }
- else
- {
- i++;
- same = 0; // Reset same
- }
- }
-
- return -1;
-}
-
-EditBone * subdivideArcBy(bArmature *arm, ListBase *editbones, BArcIterator *iter, float invmat[][4], float tmat[][3], NextSubdivisionFunc next_subdividion)
-{
- EditBone *lastBone = NULL;
- EditBone *child = NULL;
- EditBone *parent = NULL;
- int bone_start = 0;
- int end = iter->length;
- int index;
-
- IT_head(iter);
-
- parent = addEditBone("Bone", editbones, arm);
- VECCOPY(parent->head, iter->p);
-
- index = next_subdividion(iter, bone_start, end, parent->head, parent->tail);
- while (index != -1)
- {
- IT_peek(iter, index);
-
- child = addEditBone("Bone", editbones, arm);
- VECCOPY(child->head, parent->tail);
- child->parent = parent;
- child->flag |= BONE_CONNECTED;
-
- /* going to next bone, fix parent */
- Mat4MulVecfl(invmat, parent->tail);
- Mat4MulVecfl(invmat, parent->head);
- setBoneRollFromNormal(parent, iter->no, invmat, tmat);
-
- parent = child; // new child is next parent
- bone_start = index; // start next bone from current index
-
- index = next_subdividion(iter, bone_start, end, parent->head, parent->tail);
- }
-
- iter->tail(iter);
-
- VECCOPY(parent->tail, iter->p);
-
- /* fix last bone */
- Mat4MulVecfl(invmat, parent->tail);
- Mat4MulVecfl(invmat, parent->head);
- setBoneRollFromNormal(parent, iter->no, invmat, tmat);
- lastBone = parent;
-
- return lastBone;
-}