2009-01-05 15:19:31 +00:00
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/**
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* $Id:
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef ED_ARMATURE_H
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#define ED_ARMATURE_H
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2009-01-05 19:32:04 +00:00
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struct bContext;
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2009-01-05 15:19:31 +00:00
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struct Scene;
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struct Object;
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struct Base;
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struct Bone;
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struct bArmature;
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struct ListBase;
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typedef struct EditBone
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{
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struct EditBone *next, *prev;
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struct EditBone *parent;/* Editbones have a one-way link (i.e. children refer
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to parents. This is converted to a two-way link for
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normal bones when leaving editmode. */
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void *temp; /* Used to store temporary data */
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char name[32];
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float roll; /* Roll along axis. We'll ultimately use the axis/angle method
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for determining the transformation matrix of the bone. The axis
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is tail-head while roll provides the angle. Refer to Graphics
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Gems 1 p. 466 (section IX.6) if it's not already in here somewhere*/
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float head[3]; /* Orientation and length is implicit during editing */
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float tail[3];
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/* All joints are considered to have zero rotation with respect to
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their parents. Therefore any rotations specified during the
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animation are automatically relative to the bones' rest positions*/
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int flag;
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int parNr; /* Used for retrieving values from the menu system */
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float dist, weight;
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float xwidth, length, zwidth; /* put them in order! transform uses this as scale */
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float ease1, ease2;
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float rad_head, rad_tail;
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short layer, segments;
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float oldlength; /* for envelope scaling */
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} EditBone;
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#define BONESEL_ROOT 0x10000000
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#define BONESEL_TIP 0x20000000
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#define BONESEL_BONE 0x40000000
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#define BONESEL_ANY (BONESEL_TIP|BONESEL_ROOT|BONESEL_BONE)
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#define BONESEL_NOSEL 0x80000000 /* Indicates a negative number */
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/* useful macros */
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#define EBONE_VISIBLE(arm, ebone) ((arm->layer & ebone->layer) && !(ebone->flag & BONE_HIDDEN_A))
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#define EBONE_EDITABLE(ebone) ((ebone->flag & BONE_SELECTED) && !(ebone->flag & BONE_EDITMODE_LOCKED))
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/* used in bone_select_hierachy() */
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#define BONE_SELECT_PARENT 0
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#define BONE_SELECT_CHILD 1
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2009-01-05 16:15:23 +00:00
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/* editarmature.c */
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2009-01-05 15:19:31 +00:00
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void ED_armature_from_edit(struct Scene *scene, struct Object *obedit);
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void ED_armature_to_edit(struct Object *ob);
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void ED_armature_edit_free(struct Object *ob);
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void ED_armature_edit_remake(struct Object *obedit);
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2009-01-05 19:32:04 +00:00
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int ED_do_pose_selectbuffer(struct Scene *scene, struct Base *base, unsigned int *buffer,
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short hits, short extend);
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void mouse_armature(struct bContext *C, short mval[2], int extend);
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2009-01-05 15:19:31 +00:00
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2009-01-05 16:15:23 +00:00
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/* poseobject.c */
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2009-01-05 19:32:04 +00:00
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void ED_armature_exit_posemode(struct Base *base);
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void ED_armature_enter_posemode(struct Base *base);
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2009-01-05 16:15:23 +00:00
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int ED_pose_channel_in_IK_chain(struct Object *ob, struct bPoseChannel *pchan);
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void ED_pose_deselectall(struct Object *ob, int test, int doundo);
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2009-01-05 15:19:31 +00:00
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#endif /* ED_ARMATURE_H */
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