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/*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
* API's for creating vertex groups from bones
* - Interfaces with heat weighting in meshlaplacian
*/
/** \file blender/editors/armature/armature_skinning.c
* \ingroup edarmature
*/
#include "DNA_mesh_types.h"
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_string_utils.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_deform.h"
#include "BKE_object_deform.h"
#include "BKE_report.h"
#include "BKE_subsurf.h"
#include "BKE_modifier.h"
#include "ED_armature.h"
#include "ED_mesh.h"
#include "eigen_capi.h"
#include "armature_intern.h"
#include "meshlaplacian.h"
#if 0
#include "reeb.h"
#endif
/* ********************************** Bone Skinning *********************************************** */
static int bone_skinnable_cb(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 (!(ob->mode & OB_MODE_WEIGHT_PAINT) || !(bone->flag & BONE_HIDDEN_P)) {
if (!(bone->flag & BONE_NO_DEFORM)) {
if (data->heat && data->armob->pose && BKE_pose_channel_find_name(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 vgroup_add_unique_bone_cb(Object *ob, Bone *bone, void *UNUSED(ptr))
{
/* 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 already exist the routine exits.
*/
if (!(bone->flag & BONE_NO_DEFORM)) {
if (!defgroup_find_name(ob, bone->name)) {
BKE_object_defgroup_add_name(ob, bone->name);
return 1;
}
}
return 0;
}
static int dgroup_skinnable_cb(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 = NULL;
int a, segments;
struct { Object *armob; void *list; int heat; } *data = datap;
int wpmode = (ob->mode & OB_MODE_WEIGHT_PAINT);
bArmature *arm = data->armob->data;
if (!wpmode || !(bone->flag & BONE_HIDDEN_P)) {
if (!(bone->flag & BONE_NO_DEFORM)) {
if (data->heat && data->armob->pose && BKE_pose_channel_find_name(data->armob->pose, bone->name))
segments = bone->segments;
else
segments = 1;
if (!wpmode || ((arm->layer & bone->layer) && (bone->flag & BONE_SELECTED))) {
if (!(defgroup = defgroup_find_name(ob, bone->name))) {
defgroup = BKE_object_defgroup_add_name(ob, bone->name);
}
else if (defgroup->flag & DG_LOCK_WEIGHT) {
/* In case vgroup already exists and is locked, do not modify it here. See T43814. */
defgroup = NULL;
}
}
if (data->list != NULL) {
hgroup = (bDeformGroup ***) &data->list;
for (a = 0; a < segments; a++) {
**hgroup = defgroup;
++*hgroup;
}
}
return segments;
}
}
return 0;
}
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], const int *selected, float scale)
{
/* Create vertex group weights from envelopes */
Bone *bone;
bDeformGroup *dgroup;
float distance;
int i, iflip, j;
bool use_topology = (mesh->editflag & ME_EDIT_MIRROR_TOPO) != 0;
bool use_mask = false;
if ((ob->mode & OB_MODE_WEIGHT_PAINT) &&
(mesh->editflag & (ME_EDIT_PAINT_FACE_SEL | ME_EDIT_PAINT_VERT_SEL)))
{
use_mask = true;
}
/* for each vertex in the mesh */
for (i = 0; i < mesh->totvert; i++) {
if (use_mask && !(mesh->mvert[i].flag & SELECT)) {
continue;
}
iflip = (dgroupflip) ? mesh_get_x_mirror_vert(ob, NULL, i, use_topology) : -1;
/* 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 != 0.0f)
ED_vgroup_vert_add(ob, dgroup, i, distance, WEIGHT_REPLACE);
else
ED_vgroup_vert_remove(ob, dgroup, i);
/* do same for mirror */
if (dgroupflip && dgroupflip[j] && iflip != -1) {
if (distance != 0.0f)
ED_vgroup_vert_add(ob, dgroupflip[j], iflip, distance,
WEIGHT_REPLACE);
else
ED_vgroup_vert_remove(ob, dgroupflip[j], iflip);
}
}
}
}
static void add_verts_to_dgroups(ReportList *reports, Scene *scene, Object *ob, Object *par,
int heat, const bool mirror)
{
/* This functions implements the automatic computation of vertex group
* weights, either through envelopes or using a heat equilibrium.
*
* This function can be called both when parenting a mesh to an armature,
* or in weightpaint + posemode. In the latter case selection is taken
* into account and vertex weights can be mirrored.
*
* The mesh vertex positions used are either the final deformed coords
* from the derivedmesh in weightpaint mode, the final subsurf coords
* when parenting, or simply the original mesh coords.
*/
bArmature *arm = par->data;
Bone **bonelist, *bone;
bDeformGroup **dgrouplist, **dgroupflip;
bDeformGroup *dgroup;
bPoseChannel *pchan;
Mesh *mesh;
Mat4 bbone_array[MAX_BBONE_SUBDIV], *bbone = NULL;
float (*root)[3], (*tip)[3], (*verts)[3];
int *selected;
int numbones, vertsfilled = 0, i, j, segments = 0;
int wpmode = (ob->mode & OB_MODE_WEIGHT_PAINT);
struct { Object *armob; void *list; int heat; } looper_data;
looper_data.armob = par;
looper_data.heat = heat;
looper_data.list = NULL;
/* count the number of skinnable bones */
numbones = bone_looper(ob, arm->bonebase.first, &looper_data, bone_skinnable_cb);
if (numbones == 0)
return;
if (BKE_object_defgroup_data_create(ob->data) == NULL)
return;
/* create an array of pointer to bones that are skinnable
* and fill it with all of the skinnable bones */
bonelist = MEM_callocN(numbones * sizeof(Bone *), "bonelist");
looper_data.list = bonelist;
bone_looper(ob, arm->bonebase.first, &looper_data, bone_skinnable_cb);
/* create an array of pointers to the deform groups that
* correspond to the skinnable bones (creating them
* as necessary. */
dgrouplist = MEM_callocN(numbones * sizeof(bDeformGroup *), "dgrouplist");
dgroupflip = MEM_callocN(numbones * sizeof(bDeformGroup *), "dgroupflip");
looper_data.list = dgrouplist;
bone_looper(ob, arm->bonebase.first, &looper_data, dgroup_skinnable_cb);
/* create an array of root and tip positions transformed into
* global coords */
root = MEM_callocN(numbones * sizeof(float) * 3, "root");
tip = MEM_callocN(numbones * sizeof(float) * 3, "tip");
selected = MEM_callocN(numbones * sizeof(int), "selected");
for (j = 0; j < numbones; ++j) {
bone = bonelist[j];
dgroup = dgrouplist[j];
/* handle bbone */
if (heat) {
if (segments == 0) {
segments = 1;
bbone = NULL;
if ((par->pose) && (pchan = BKE_pose_channel_find_name(par->pose, bone->name))) {
if (bone->segments > 1) {
segments = bone->segments;
BKE_pchan_bbone_spline_setup(pchan, 1, bbone_array);
bbone = bbone_array;
}
}
}
segments--;
}
/* compute root and tip */
if (bbone) {
mul_v3_m4v3(root[j], bone->arm_mat, bbone[segments].mat[3]);
if ((segments + 1) < bone->segments) {
mul_v3_m4v3(tip[j], bone->arm_mat, bbone[segments + 1].mat[3]);
}
else {
copy_v3_v3(tip[j], bone->arm_tail);
}
}
else {
copy_v3_v3(root[j], bone->arm_head);
copy_v3_v3(tip[j], bone->arm_tail);
}
mul_m4_v3(par->obmat, root[j]);
mul_m4_v3(par->obmat, tip[j]);
/* set selected */
if (wpmode) {
if ((arm->layer & bone->layer) && (bone->flag & BONE_SELECTED))
selected[j] = 1;
}
else
selected[j] = 1;
/* find flipped group */
if (dgroup && mirror) {
char name_flip[MAXBONENAME];
BLI_string_flip_side_name(name_flip, dgroup->name, false, sizeof(name_flip));
dgroupflip[j] = defgroup_find_name(ob, name_flip);
}
}
/* create verts */
mesh = (Mesh *)ob->data;
verts = MEM_callocN(mesh->totvert * sizeof(*verts), "closestboneverts");
if (wpmode) {
/* if in weight paint mode, use final verts from derivedmesh */
DerivedMesh *dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
if (dm->foreachMappedVert) {
mesh_get_mapped_verts_coords(dm, verts, mesh->totvert);
vertsfilled = 1;
}
dm->release(dm);
}
else if (modifiers_findByType(ob, eModifierType_Subsurf)) {
/* is subsurf on? Lets use the verts on the limit surface then.
* = same amount of vertices as mesh, but vertices moved to the
* subsurfed position, like for 'optimal'. */
subsurf_calculate_limit_positions(mesh, verts);
vertsfilled = 1;
}
/* transform verts to global space */
for (i = 0; i < mesh->totvert; i++) {
if (!vertsfilled)
copy_v3_v3(verts[i], mesh->mvert[i].co);
mul_m4_v3(ob->obmat, verts[i]);
}
/* compute the weights based on gathered vertices and bones */
if (heat) {
const char *error = NULL;
heat_bone_weighting(ob, mesh, verts, numbones, dgrouplist, dgroupflip,
root, tip, selected, &error);
if (error) {
BKE_report(reports, RPT_WARNING, error);
}
}
else {
envelope_bone_weighting(ob, mesh, verts, numbones, bonelist, dgrouplist,
dgroupflip, root, tip, selected, mat4_to_scale(par->obmat));
}
/* only generated in some cases but can call anyway */
ED_mesh_mirror_spatial_table(ob, NULL, NULL, NULL, 'e');
/* free the memory allocated */
MEM_freeN(bonelist);
MEM_freeN(dgrouplist);
MEM_freeN(dgroupflip);
MEM_freeN(root);
MEM_freeN(tip);
MEM_freeN(selected);
MEM_freeN(verts);
}
void ED_object_vgroup_calc_from_armature(ReportList *reports, Scene *scene, Object *ob, Object *par,
const int mode, const bool mirror)
{
/* Lets try to create some vertex groups
* based on the bones of the parent armature.
*/
bArmature *arm = par->data;
if (mode == ARM_GROUPS_NAME) {
const int defbase_tot = BLI_listbase_count(&ob->defbase);
int defbase_add;
/* Traverse the bone list, trying to create empty vertex
* groups corresponding to the bone.
*/
defbase_add = bone_looper(ob, arm->bonebase.first, NULL, vgroup_add_unique_bone_cb);
if (defbase_add) {
/* its possible there are DWeight's outside the range of the current
* objects deform groups, in this case the new groups wont be empty [#33889] */
ED_vgroup_data_clamp_range(ob->data, defbase_tot);
}
}
else if (ELEM(mode, ARM_GROUPS_ENVELOPE, ARM_GROUPS_AUTO)) {
/* Traverse the bone list, trying to create vertex groups
* that are populated with the vertices for which the
* bone is closest.
*/
add_verts_to_dgroups(reports, scene, ob, par, (mode == ARM_GROUPS_AUTO), mirror);
}
}
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