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blender-archive/source/blender/editors/include/ED_armature.h

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2011-02-21 07:25:24 +00:00
/*
* ***** 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,
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* 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.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
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/** \file ED_armature.h
* \ingroup editors
*/
#ifndef __ED_ARMATURE_H__
#define __ED_ARMATURE_H__
#ifdef __cplusplus
extern "C" {
#endif
struct bArmature;
struct Base;
struct bContext;
struct Bone;
2.5: Space Image ported back Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
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struct bPoseChannel;
struct IDProperty;
struct ListBase;
struct MeshDeformModifierData;
struct DerivedMesh;
struct Object;
struct ReportList;
struct Scene;
struct ViewContext;
struct wmKeyConfig;
struct wmOperator;
typedef struct EditBone {
struct EditBone *next, *prev;
struct IDProperty *prop; /* User-Defined Properties on this Bone */
struct EditBone *parent; /* Editbones have a one-way link (i.e. children refer
* to parents. This is converted to a two-way link for
* normal bones when leaving editmode. */
char name[64]; /* MAXBONENAME */
float roll; /* Roll along axis. We'll ultimately use the axis/angle method
* for determining the transformation matrix of the bone. The axis
* is tail-head while roll provides the angle. Refer to Graphics
* Gems 1 p. 466 (section IX.6) if it's not already in here somewhere*/
float head[3]; /* Orientation and length is implicit during editing */
float tail[3];
/* All joints are considered to have zero rotation with respect to
* their parents. Therefore any rotations specified during the
* animation are automatically relative to the bones' rest positions*/
int flag;
int layer;
float dist, weight;
float xwidth, length, zwidth; /* put them in order! transform uses this as scale */
float ease1, ease2;
float rad_head, rad_tail;
Bendy Bones: Advanced B-Bones for Easier + Simple Rigging This commit/patch/branch brings a bunch of powerful new options for B-Bones and for working with B-Bones, making it easier for animators to create their own rigs, using fewer bones (which also means hopefully lighter + faster rigs ;) This functionality was first demoed by Daniel at BConf15 Some highlights from this patch include: * You can now directly control the shape of B-Bones using a series of properties instead of being restricted to trying to indirectly control them through the neighbouring bones. See the "Bendy Bones" panel... * B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone. This is useful for things like eyebrows and mouths/eyelids * You can now make B-Bones use custom bones as their reference bone handles, instead of only using the parent/child bones. To do so, enable the "Use Custom Reference Handles" toggle. If none are specified, then the BBone will only use the Bendy Bone properties. * Constraints Head/Tail option can now slide along the B-Bone shape, instead of just linearly interpolating between the endpoints of the bone. For more details, see: * http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html * http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html -- Credits -- Original Idea: Daniel M Lara (pepeland) Original Patch/Research: Jose Molina Additional Development + Polish: Joshua Leung (aligorith) Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
2016-05-18 03:19:06 +12:00
float roll1, roll2;
float curveOutX, curveOutY;
float curveInX, curveInY;
float scaleIn, scaleOut;
float oldlength; /* for envelope scaling */
short segments;
/* Used to store temporary data */
union {
struct EditBone *ebone;
struct Bone *bone;
void *p;
int i;
} temp;
} EditBone;
#define BONESEL_ROOT (1 << 28)
#define BONESEL_TIP (1 << 29)
#define BONESEL_BONE (1 << 30)
#define BONESEL_ANY (BONESEL_TIP | BONESEL_ROOT | BONESEL_BONE)
#define BONESEL_NOSEL (1u << 31u)
/* useful macros */
#define EBONE_VISIBLE(arm, ebone) ( \
CHECK_TYPE_INLINE(arm, bArmature *), \
CHECK_TYPE_INLINE(ebone, EditBone *), \
(((arm)->layer & (ebone)->layer) && !((ebone)->flag & BONE_HIDDEN_A)) \
)
#define EBONE_SELECTABLE(arm, ebone) (EBONE_VISIBLE(arm, ebone) && !(ebone->flag & BONE_UNSELECTABLE))
#define EBONE_EDITABLE(ebone) ( \
CHECK_TYPE_INLINE(ebone, EditBone *), \
(((ebone)->flag & BONE_SELECTED) && !((ebone)->flag & BONE_EDITMODE_LOCKED)) \
)
/* used in armature_select_hierarchy_exec() */
#define BONE_SELECT_PARENT 0
#define BONE_SELECT_CHILD 1
/* armature_ops.c */
void ED_operatortypes_armature(void);
void ED_operatormacros_armature(void);
void ED_keymap_armature(struct wmKeyConfig *keyconf);
/* editarmature.c */
void ED_armature_from_edit(struct bArmature *arm);
void ED_armature_to_edit(struct bArmature *arm);
void ED_armature_edit_free(struct bArmature *arm);
void ED_armature_ebone_listbase_temp_clear(struct ListBase *lb);
void ED_armature_deselect_all(struct Object *obedit);
void ED_armature_deselect_all_visible(struct Object *obedit);
bool ED_do_pose_selectbuffer(
struct Scene *scene, struct Base *base, const unsigned int *buffer, short hits,
bool extend, bool deselect, bool toggle, bool do_nearest);
bool ED_armature_select_pick(struct bContext *C, const int mval[2], bool extend, bool deselect, bool toggle);
int join_armature_exec(struct bContext *C, struct wmOperator *op);
struct Bone *get_indexed_bone(struct Object *ob, int index);
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float ED_rollBoneToVector(EditBone *bone, const float new_up_axis[3], const bool axis_only);
EditBone *ED_armature_bone_find_name(const ListBase *edbo, const char *name);
EditBone *ED_armature_bone_get_mirrored(const struct ListBase *edbo, EditBone *ebo);
void ED_armature_sync_selection(struct ListBase *edbo);
void ED_armature_validate_active(struct bArmature *arm);
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EditBone *ED_armature_edit_bone_add_primitive(struct Object *obedit_arm, float length, bool view_aligned);
EditBone *ED_armature_edit_bone_add(struct bArmature *arm, const char *name);
void ED_armature_edit_bone_remove(struct bArmature *arm, EditBone *exBone);
bool ED_armature_ebone_is_child_recursive(EditBone *ebone_parent, EditBone *ebone_child);
EditBone *ED_armature_bone_find_shared_parent(EditBone *ebone_child[], const unsigned int ebone_child_tot);
void ED_armature_ebone_to_mat3(EditBone *ebone, float mat[3][3]);
void ED_armature_ebone_to_mat4(EditBone *ebone, float mat[4][4]);
void ED_armature_ebone_from_mat3(EditBone *ebone, float mat[3][3]);
void ED_armature_ebone_from_mat4(EditBone *ebone, float mat[4][4]);
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void transform_armature_mirror_update(struct Object *obedit);
void ED_armature_origin_set(struct Scene *scene, struct Object *ob, float cursor[3], int centermode, int around);
void ED_armature_transform_bones(struct bArmature *arm, float mat[4][4], const bool do_props);
void ED_armature_apply_transform(struct Object *ob, float mat[4][4], const bool do_props);
void ED_armature_transform(struct bArmature *arm, float mat[4][4], const bool do_props);
#define ARM_GROUPS_NAME 1
#define ARM_GROUPS_ENVELOPE 2
#define ARM_GROUPS_AUTO 3
void create_vgroups_from_armature(struct ReportList *reports, struct Scene *scene, struct Object *ob,
struct Object *par, const int mode, const bool mirror);
/* if bone is already in list, pass it as param to ignore it */
void unique_editbone_name(struct ListBase *ebones, char *name, EditBone *bone);
void ED_armature_bone_rename(struct bArmature *arm, const char *oldnamep, const char *newnamep);
void ED_armature_bones_flip_names(struct bArmature *arm, struct ListBase *bones_names);
void undo_push_armature(struct bContext *C, const char *name);
/* low level selection functions which handle */
int ED_armature_ebone_selectflag_get(const EditBone *ebone);
void ED_armature_ebone_selectflag_set(EditBone *ebone, int flag);
void ED_armature_ebone_select_set(EditBone *ebone, bool select);
void ED_armature_ebone_selectflag_enable(EditBone *ebone, int flag);
void ED_armature_ebone_selectflag_disable(EditBone *ebone, int flag);
/* poseobject.c */
void ED_armature_exit_posemode(struct bContext *C, struct Base *base);
void ED_armature_enter_posemode(struct bContext *C, struct Base *base);
void ED_pose_de_selectall(struct Object *ob, int select_mode, const bool ignore_visibility);
void ED_pose_bone_select(struct Object *ob, struct bPoseChannel *pchan, bool select);
void ED_pose_recalculate_paths(struct Scene *scene, struct Object *ob);
struct Object *ED_pose_object_from_context(struct bContext *C);
/* sketch */
int ED_operator_sketch_mode_active_stroke(struct bContext *C);
int ED_operator_sketch_full_mode(struct bContext *C);
int ED_operator_sketch_mode(const struct bContext *C);
void BIF_convertSketch(struct bContext *C);
void BIF_deleteSketch(struct bContext *C);
void BIF_selectAllSketch(struct bContext *C, int mode); /* -1: deselect, 0: select, 1: toggle */
void BIF_makeListTemplates(const struct bContext *C);
int BIF_currentTemplate(const struct bContext *C);
void BIF_freeTemplates(struct bContext *C);
void BIF_setTemplate(struct bContext *C, int index);
int BIF_nbJointsTemplate(const struct bContext *C);
const char *BIF_nameBoneTemplate(const struct bContext *C);
void BDR_drawSketch(const struct bContext *vc);
int BDR_drawSketchNames(struct ViewContext *vc);
/* meshlaplacian.c */
void mesh_deform_bind(struct Scene *scene,
struct MeshDeformModifierData *mmd,
struct DerivedMesh *cagedm,
float *vertexcos, int totvert, float cagemat[4][4]);
#ifdef __cplusplus
}
#endif
#endif /* __ED_ARMATURE_H__ */