tornavis/source/blender/editors/armature/armature_skinning.cc

506 lines
16 KiB
C++

/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edarmature
* API's for creating vertex groups from bones
* - Interfaces with heat weighting in meshlaplacian.
*/
#include "DNA_armature_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_math_matrix.h"
#include "BLI_math_vector.h"
#include "BLI_string_utils.hh"
#include "BKE_action.h"
#include "BKE_armature.hh"
#include "BKE_attribute.hh"
#include "BKE_deform.hh"
#include "BKE_mesh_iterators.hh"
#include "BKE_modifier.hh"
#include "BKE_object.hh"
#include "BKE_object_deform.h"
#include "BKE_report.hh"
#include "BKE_subsurf.hh"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_query.hh"
#include "ED_armature.hh"
#include "ED_mesh.hh"
#include "ED_object_vgroup.hh"
#include "ANIM_bone_collections.hh"
#include "armature_intern.hh"
#include "meshlaplacian.h"
/* ******************************* 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 Arg {
Object *armob;
void *list;
int heat;
bool is_weight_paint;
} *data = static_cast<Arg *>(datap);
if (!(data->is_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 != nullptr) {
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 * /*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 (!BKE_object_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 = nullptr;
int a, segments;
struct Arg {
Object *armob;
void *list;
int heat;
bool is_weight_paint;
} *data = static_cast<Arg *>(datap);
bArmature *arm = static_cast<bArmature *>(data->armob->data);
if (!data->is_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->is_weight_paint ||
(ANIM_bone_in_visible_collection(arm, bone) && (bone->flag & BONE_SELECTED)))
{
if (!(defgroup = BKE_object_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 #43814. */
defgroup = nullptr;
}
}
if (data->list != nullptr) {
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)
{
using namespace blender;
/* Create vertex group weights from envelopes */
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;
}
const bke::AttributeAccessor attributes = mesh->attributes();
const VArray select_vert = *attributes.lookup<bool>(".select_vert", bke::AttrDomain::Point);
/* for each vertex in the mesh */
for (int i = 0; i < mesh->verts_num; i++) {
if (use_mask && !(select_vert && select_vert[i])) {
continue;
}
int iflip = (dgroupflip) ? mesh_get_x_mirror_vert(ob, nullptr, i, use_topology) : -1;
/* for each skinnable bone */
for (int j = 0; j < numbones; j++) {
if (!selected[j]) {
continue;
}
Bone *bone = bonelist[j];
bDeformGroup *dgroup = dgrouplist[j];
/* store the distance-factor from the vertex to the bone */
float 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) {
blender::ed::object::vgroup_vert_add(ob, dgroup, i, distance, WEIGHT_REPLACE);
}
else {
blender::ed::object::vgroup_vert_remove(ob, dgroup, i);
}
/* do same for mirror */
if (dgroupflip && dgroupflip[j] && iflip != -1) {
if (distance != 0.0f) {
blender::ed::object::vgroup_vert_add(ob, dgroupflip[j], iflip, distance, WEIGHT_REPLACE);
}
else {
blender::ed::object::vgroup_vert_remove(ob, dgroupflip[j], iflip);
}
}
}
}
}
static void add_verts_to_dgroups(ReportList *reports,
Depsgraph *depsgraph,
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 weight-paint + pose-mode. 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 evaluated mesh in weight-paint mode, the final sub-surface coords
* when parenting, or simply the original mesh coords.
*/
bArmature *arm = static_cast<bArmature *>(par->data);
Bone **bonelist, *bone;
bDeformGroup **dgrouplist, **dgroupflip;
bDeformGroup *dgroup;
bPoseChannel *pchan;
Mesh *mesh;
Mat4 bbone_array[MAX_BBONE_SUBDIV], *bbone = nullptr;
float(*root)[3], (*tip)[3], (*verts)[3];
int *selected;
int numbones, vertsfilled = 0, segments = 0;
const bool wpmode = (ob->mode & OB_MODE_WEIGHT_PAINT);
struct {
Object *armob;
void *list;
int heat;
bool is_weight_paint;
} looper_data;
looper_data.armob = par;
looper_data.heat = heat;
looper_data.list = nullptr;
looper_data.is_weight_paint = wpmode;
/* count the number of skinnable bones */
numbones = bone_looper(
ob, static_cast<Bone *>(arm->bonebase.first), &looper_data, bone_skinnable_cb);
if (numbones == 0) {
return;
}
if (BKE_object_defgroup_data_create(static_cast<ID *>(ob->data)) == nullptr) {
return;
}
/* create an array of pointer to bones that are skinnable
* and fill it with all of the skinnable bones */
bonelist = static_cast<Bone **>(MEM_callocN(numbones * sizeof(Bone *), "bonelist"));
looper_data.list = bonelist;
bone_looper(ob, static_cast<Bone *>(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 = static_cast<bDeformGroup **>(
MEM_callocN(numbones * sizeof(bDeformGroup *), "dgrouplist"));
dgroupflip = static_cast<bDeformGroup **>(
MEM_callocN(numbones * sizeof(bDeformGroup *), "dgroupflip"));
looper_data.list = dgrouplist;
bone_looper(ob, static_cast<Bone *>(arm->bonebase.first), &looper_data, dgroup_skinnable_cb);
/* create an array of root and tip positions transformed into
* global coords */
root = static_cast<float(*)[3]>(MEM_callocN(sizeof(float[3]) * numbones, "root"));
tip = static_cast<float(*)[3]>(MEM_callocN(sizeof(float[3]) * numbones, "tip"));
selected = static_cast<int *>(MEM_callocN(sizeof(int) * numbones, "selected"));
for (int j = 0; j < numbones; j++) {
bone = bonelist[j];
dgroup = dgrouplist[j];
/* handle bbone */
if (heat) {
if (segments == 0) {
segments = 1;
bbone = nullptr;
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, true, false, 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->object_to_world().ptr(), root[j]);
mul_m4_v3(par->object_to_world().ptr(), tip[j]);
/* set selected */
if (wpmode) {
if (ANIM_bone_in_visible_collection(arm, bone) && (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] = BKE_object_defgroup_find_name(ob, name_flip);
}
}
/* create verts */
mesh = (Mesh *)ob->data;
verts = static_cast<float(*)[3]>(
MEM_callocN(mesh->verts_num * sizeof(*verts), "closestboneverts"));
if (wpmode) {
/* if in weight paint mode, use final verts from evaluated mesh */
const Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
const Mesh *mesh_eval = BKE_object_get_evaluated_mesh(ob_eval);
if (mesh_eval) {
BKE_mesh_foreach_mapped_vert_coords_get(mesh_eval, verts, mesh->verts_num);
vertsfilled = 1;
}
}
else if (BKE_modifiers_findby_type(ob, eModifierType_Subsurf)) {
/* Is subdivision-surface on? Lets use the verts on the limit surface then.
* = same amount of vertices as mesh, but vertices moved to the
* subdivision-surfaced position, like for 'optimal'. */
subsurf_calculate_limit_positions(mesh, verts);
vertsfilled = 1;
}
/* transform verts to global space */
const blender::Span<blender::float3> positions = mesh->vert_positions();
for (int i = 0; i < mesh->verts_num; i++) {
if (!vertsfilled) {
copy_v3_v3(verts[i], positions[i]);
}
mul_m4_v3(ob->object_to_world().ptr(), verts[i]);
}
/* compute the weights based on gathered vertices and bones */
if (heat) {
const char *error = nullptr;
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->object_to_world().ptr()));
}
/* only generated in some cases but can call anyway */
ED_mesh_mirror_spatial_table_end(ob);
/* 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,
Depsgraph *depsgraph,
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 = static_cast<bArmature *>(par->data);
if (mode == ARM_GROUPS_NAME) {
const int defbase_tot = BKE_object_defgroup_count(ob);
int defbase_add;
/* Traverse the bone list, trying to create empty vertex
* groups corresponding to the bone.
*/
defbase_add = bone_looper(
ob, static_cast<Bone *>(arm->bonebase.first), nullptr, vgroup_add_unique_bone_cb);
if (defbase_add) {
/* It's possible there are DWeights outside the range of the current
* object's deform groups. In this case the new groups won't be empty #33889. */
blender::ed::object::vgroup_data_clamp_range(static_cast<ID *>(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, depsgraph, scene, ob, par, (mode == ARM_GROUPS_AUTO), mirror);
}
}