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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
/*
* 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.
*/
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/** \file
* \ingroup editors
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*/
#ifndef __ED_ARMATURE_H__
#define __ED_ARMATURE_H__
#ifdef __cplusplus
extern "C" {
#endif
struct Base;
struct Bone;
struct Depsgraph;
struct IDProperty;
struct ListBase;
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struct Main;
struct Main;
struct Mesh;
struct MeshDeformModifierData;
struct Object;
struct ReportList;
struct Scene;
struct UndoType;
struct View3D;
struct ViewLayer;
struct bArmature;
struct bContext;
struct bPoseChannel;
struct wmKeyConfig;
struct wmOperator;
typedef struct EditBone {
struct EditBone *next, *prev;
/** User-Defined Properties on this Bone */
struct IDProperty *prop;
/** 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. */
struct EditBone *parent;
/** (64 == MAXBONENAME) */
char name[64];
/** 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 roll;
/** Orientation and length is implicit during editing */
float head[3];
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;
Armature: add Inherit Scale options to remove shear or average the scale. As an inherent property of matrix-based transformation math, non- uniform scaling of a parent bone induces shear into the transform matrix of any rotated child. Such matrices cannot be cleanly decomposed into a combination of location/rotation/scale, which causes issues for rigging and animation tools. Blender bones have options to exclude rotation and/or scale from the inherited transformation, but don't have any support for removing the often undesired shear component. That goal requires replacing simple parenting with a combination of multiple bones and constraints. The same is true about the goal of inheriting some scale, but completely avoiding shear. This patch replaces the old Inherit Scale checkbox with a enum that supports multiple options: * Full: inherit all effects of scale, like with enabled Inherit Scale. * Fix Shear: removes shear from the final inherited transformation. The cleanup math is specifically designed to preserve the main axis of the bone, its length and total volume, and minimally affect roll on average. It however will not prevent reappearance of shear due to local rotation of the child or its children. * Average: inherit uniform scale that represents the parent volume. This is the simplest foolproof solution that will inherit some scale without ever causing shear. * None: completely remove scale and shear. * None (Legacy): old disabled Inherit Scale checkbox. This mode does not handle parent shear in any way, so the child is likely to end up having both scale and shear. It is retained for backward compatibility. Since many rigging-related addons access the use_inherit_scale property from Python, it is retained as a backward compatibility stub that provides the old functionality. As a side effect of reworking the code, this also fixes a matrix multiplication order bug in the Inherit Rotation code, which caused the parent local scale to be applied in world space. In rigger opinion this option is useless in production rigs, so this fix should not be a problem. Reviewers: brecht Differential Revision: https://developer.blender.org/D5588
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char inherit_scale_mode;
/* Envelope distance & weight */
float dist, weight;
/** put them in order! transform uses this as scale */
float xwidth, length, zwidth;
float rad_head, rad_tail;
/* Bendy-Bone parameters */
short segments;
float roll1, roll2;
float curve_in_x, curve_in_y;
float curve_out_x, curve_out_y;
float ease1, ease2;
float scale_in_x, scale_in_y;
float scale_out_x, scale_out_y;
/** for envelope scaling */
float oldlength;
/** Type of next/prev bone handles */
char bbone_prev_type;
char bbone_next_type;
/** Next/prev bones to use as handle references when calculating bbones (optional) */
struct EditBone *bbone_prev;
struct EditBone *bbone_next;
/* Used for display */
/** in Armature space, rest pos matrix */
float disp_mat[4][4];
/** in Armature space, rest pos matrix */
float disp_tail_mat[4][4];
/** in Armature space, rest pos matrix (32 == MAX_BBONE_SUBDIV) */
float disp_bbone_mat[32][4][4];
/** connected child temporary during drawing */
struct EditBone *bbone_child;
/* 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)))
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/* used in armature_select.c and pose_select.c */
#define BONE_SELECT_PARENT 0
#define BONE_SELECT_CHILD 1
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/* armature_add.c */
EditBone *ED_armature_ebone_add(struct bArmature *arm, const char *name);
EditBone *ED_armature_ebone_add_primitive(struct Object *obedit_arm,
float length,
bool view_aligned);
/* armature_edit.c */
float ED_armature_ebone_roll_to_vector(const EditBone *bone,
const float new_up_axis[3],
const bool axis_only);
void ED_armature_origin_set(
struct Main *bmain, struct Object *ob, const float cursor[3], int centermode, int around);
void ED_armature_edit_transform(struct bArmature *arm, const float mat[4][4], const bool do_props);
void ED_armature_transform(struct bArmature *arm, const float mat[4][4], const bool do_props);
/* armature_naming.c */
void ED_armature_ebone_unique_name(struct ListBase *ebones, char *name, EditBone *bone);
void ED_armature_bone_rename(struct Main *bmain,
struct bArmature *arm,
const char *oldnamep,
const char *newnamep);
void ED_armature_bones_flip_names(struct Main *bmain,
struct bArmature *arm,
struct ListBase *bones_names,
const bool do_strip_numbers);
/* armature_ops.c */
void ED_operatortypes_armature(void);
void ED_operatormacros_armature(void);
void ED_keymap_armature(struct wmKeyConfig *keyconf);
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/* armature_relations.c */
int join_armature_exec(struct bContext *C, struct wmOperator *op);
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/* armature_select.c */
struct Base *ED_armature_base_and_ebone_from_select_buffer(struct Base **bases,
uint bases_len,
int hit,
struct EditBone **r_ebone);
struct Object *ED_armature_object_and_ebone_from_select_buffer(struct Object **objects,
uint objects_len,
int hit,
struct EditBone **r_ebone);
struct Base *ED_armature_base_and_bone_from_select_buffer(struct Base **bases,
uint bases_len,
int hit,
struct Bone **r_bone);
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bool ED_armature_edit_deselect_all(struct Object *obedit);
bool ED_armature_edit_deselect_all_visible(struct Object *obedit);
bool ED_armature_edit_deselect_all_multi_ex(struct Base **bases, uint bases_len);
bool ED_armature_edit_deselect_all_visible_multi_ex(struct Base **bases, uint bases_len);
bool ED_armature_edit_deselect_all_visible_multi(struct bContext *C);
bool ED_armature_edit_select_pick(
struct bContext *C, const int mval[2], bool extend, bool deselect, bool toggle);
bool ED_armature_edit_select_op_from_tagged(struct bArmature *arm, const int sel_op);
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/* armature_skinning.c */
#define ARM_GROUPS_NAME 1
#define ARM_GROUPS_ENVELOPE 2
#define ARM_GROUPS_AUTO 3
void ED_object_vgroup_calc_from_armature(struct ReportList *reports,
struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob,
struct Object *par,
const int mode,
const bool mirror);
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/* editarmature_undo.c */
void ED_armature_undosys_type(struct UndoType *ut);
/* armature_utils.c */
void ED_armature_edit_sync_selection(struct ListBase *edbo);
void ED_armature_edit_validate_active(struct bArmature *arm);
void ED_armature_edit_refresh_layer_used(struct bArmature *arm);
void ED_armature_ebone_remove_ex(struct bArmature *arm, EditBone *exBone, bool clear_connected);
void ED_armature_ebone_remove(struct bArmature *arm, EditBone *exBone);
bool ED_armature_ebone_is_child_recursive(EditBone *ebone_parent, EditBone *ebone_child);
EditBone *ED_armature_ebone_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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EditBone *ED_armature_ebone_find_name(const struct ListBase *edbo, const char *name);
EditBone *ED_armature_ebone_get_mirrored(const struct ListBase *edbo, EditBone *ebo);
void ED_armature_ebone_transform_mirror_update(struct bArmature *arm,
EditBone *ebo,
bool check_select);
void ED_armature_edit_transform_mirror_update(struct Object *obedit);
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void ED_armature_from_edit(struct Main *bmain, 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_ebone_listbase_free(struct ListBase *lb);
void ED_armature_ebone_listbase_copy(struct ListBase *lb_dst, struct ListBase *lb_src);
/* 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);
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/* pose_edit.c */
struct Object *ED_pose_object_from_context(struct bContext *C);
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bool ED_object_posemode_exit_ex(struct Main *bmain, struct Object *ob);
bool ED_object_posemode_exit(struct bContext *C, struct Object *ob);
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bool ED_object_posemode_enter_ex(struct Main *bmain, struct Object *ob);
bool ED_object_posemode_enter(struct bContext *C, struct Object *ob);
/* Corresponds to eAnimvizCalcRange. */
typedef enum ePosePathCalcRange {
POSE_PATH_CALC_RANGE_CURRENT_FRAME,
POSE_PATH_CALC_RANGE_CHANGED,
POSE_PATH_CALC_RANGE_FULL,
} ePosePathCalcRange;
void ED_pose_recalculate_paths(struct bContext *C,
struct Scene *scene,
struct Object *ob,
ePosePathCalcRange range);
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/* pose_select.c */
bool ED_armature_pose_select_pick_with_buffer(struct ViewLayer *view_layer,
struct View3D *v3d,
struct Base *base,
const unsigned int *buffer,
short hits,
bool extend,
bool deselect,
bool toggle,
bool do_nearest);
void ED_armature_pose_select_in_wpaint_mode(struct ViewLayer *view_layer,
struct Base *base_select);
bool ED_pose_deselect_all_multi_ex(struct Base **bases,
uint bases_len,
int select_mode,
const bool ignore_visibility);
bool ED_pose_deselect_all_multi(struct bContext *C, int select_mode, const bool ignore_visibility);
bool ED_pose_deselect_all(struct Object *ob, int select_mode, const bool ignore_visibility);
void ED_pose_bone_select_tag_update(struct Object *ob);
void ED_pose_bone_select(struct Object *ob, struct bPoseChannel *pchan, bool select);
/* meshlaplacian.c */
void ED_mesh_deform_bind_callback(struct MeshDeformModifierData *mmd,
struct Mesh *cagemesh,
float *vertexcos,
int totvert,
float cagemat[4][4]);
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#ifdef __cplusplus
}
#endif
#endif /* __ED_ARMATURE_H__ */