Bone Info
Availability LightWave® 6.0
Component Layout
Headerlwrender.h
The bone info global returns functions for getting bone-specific information about any
of the bones in a scene. Use the item info global to get the
bone list and for generic item information. The data returned by these functions is
read-only, but you can use commands to set
many of the parameters.
Global Call
LWBoneInfo *boneinfo;
boneinfo = global( LWBONEINFO_GLOBAL, GFUSE_TRANSIENT );
The global function returns a pointer to an LWBoneInfo.
typedef struct st_LWBoneInfo {
unsigned int (*flags) (LWItemID);
void (*restParam) (LWItemID, LWItemParam, LWDVector vec);
double (*restLength)(LWItemID);
void (*limits) (LWItemID, double *inner, double *outer);
const char * (*weightMap) (LWItemID);
double (*strength) (LWItemID);
int (*falloff) (LWItemID);
void (*jointComp) (LWItemID, double *self, double *parent);
void (*muscleFlex)(LWItemID, double *self, double *parent);
void (*type) (LWItemID);
double (*twist) (LWItemID);
int (*transform) (LWItemID, int transform, int relativeto,
LWFMatrix3 m, LWFVector pos, LWFVector end);
void (*muscleBulge) (LWItemID, double *self, double *parent);
void (*muscleBulgeMap) (LWItemID, LWTextureID *self, LWTextureID *parent);
void (*displacementMap) (LWItemID, LWTextureID *self, LWTextureID *parent);
} LWBoneInfo;
- boneflags = flags( bone )
- Returns a set of flag bits combined using bitwise-or. The flags are
LWBONEF_ACTIVE
- The bone is active.
- LWBONEF_LIMITED_RANGE
- The bone has a limited range.
- LWBONEF_SCALE_STRENGTH
- The strength of the bone is scaled by the rest length.
- LWBONEF_WEIGHT_MAP_ONLY
- Deformation will be based solely on the weight map.
- LWBONEF_WEIGHT_NORM
- The weight normalization option is turned on. The relative strength of each weight map
value is scaled so that the total for all values is 1.0.
- LWBONEF_JOINT_COMP
LWBONEF_JOINT_COMP_PAR
- Joint compensation is enabled for the bone. This can also account for the rotation of
the bone's parent.
- LWBONEF_MUSCLE_FLEX
LWBONEF_MUSCLE_FLEX_PAR
- Muscle flexing is enabled for the bone. Like joint compensation, this is a volume
preserving adjustment to the deformation caused by the bone and can include the effect of
the bone's parent.
restParam( bone, param_type, vector )
- Gets vector parameters for the rest position of a given bone. Parameters of the animated
bone can be read from the normal item info functions. See the
item info parameter list for the values that can be
passed in the param_type argument.
length = restLength( bone )
- Returns the rest length of the bone.
limits( bone, inner_limit, outer_limit )
- For limited range bones, this gets the inner and outer limit radii for the bone.
name = weightMap( bone )
- Returns the name of the weight map for the bone. The weight map is a vertex map of type LWVMAP_WGHT.
The object info and scene objects
globals provide functions for reading the values in a vmap.
bone_strength = strength( bone )
- Returns the bone strength setting.
type = falloff( bone )
- Returns the falloff as an index into an options list. In general, the falloff function
is the distance raised to the power -2type. A type of 0 is
inverse distance, 1 is inverse distance squared, 2 is inverse distance to the fourth
power, and so on.
jointComp( bone, self, parent )
- Fills in self and parent with the joint compensation amount.
muscleFlex( bone, self, parent )
- Fills in self and parent with the muscle flexing amount.
type = type( bone )
- Returns the type of the bone. The type is one of:
- LWBONETYPE_ZAXIS
- LWBONETYPE_JOINT
twist = twist( bone )
- Returns the twist value for the bone.
res = transform( bone, transform, relativeto, m, pos, end )
- Obtains the transform or coordinate system of the bone. These transforms are used
to determine how the bone deforms the mesh. A transform consists of a matrix defining
the coordinate system of the bone, the starting position of a bone, and the position
where the bone terminates. The bone coordinate system can be different from the bone's
item coordinate system. There are several coordinate systems that can be obtained:
- LWBONETRANS_REST
- The bone's rest coordinate system.
- LWBONETRANS_FINAL
- The bone's final coordinate system.
It is the change between rest and final that defines the deformation that a bone
applies to a mesh. The coordinate system can be obtained relative to one of:
- LWBONETRANS_OBJECT
- Relative to the mesh object the bone is in.
- LWBONETRANS_PARENT
- Relative to the parent of the bone.
- LWBONETRANS_WORLD
- Relative to the world.
The function returns 1 if the transform could be obtained, 0 otherwise.
muscleBulge( bone, self, parent )
- Fills in self and parent with the muscle bulge amounts.
muscleBulgeMap( bone, self, parent )
- Fills in self and parent with the muscle bulge textures, if any.
displacementMap( bone, self, parent )
- Fills in self and parent with the bone displacement textures, if any.
Example
This code fragment collects information about the bones in the scene.
#include <lwserver.h>
#include <lwrender.h>
LWItemInfo *iteminfo;
LWBoneInfo *boneinfo;
LWItemID object, bone;
unsigned int flags;
LWDVector pos;
double restlen;
iteminfo = global( LWITEMINFO_GLOBAL, GFUSE_TRANSIENT );
boneinfo = global( LWBONEINFO_GLOBAL, GFUSE_TRANSIENT );
if ( !iteminfo || !boneinfo ) return AFUNC_BADGLOBAL;
object = iteminfo->first( LWI_OBJECT, NULL );
while ( object ) {
bone = iteminfo->first( LWI_BONE, object );
while ( bone ) {
flags = boneinfo->flags( bone );
boneinfo->restParam( bone, LWIP_POSITION, pos );
restlen = boneinfo->restLength( bone );
...
bone = iteminfo->next( bone );
}
object = iteminfo->next( object );
}
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