2011-02-18 13:05:18 +00:00
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/*
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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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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2012-02-17 18:59:41 +00:00
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#ifndef __BKE_KEY_H__
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#define __BKE_KEY_H__
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2002-10-12 11:37:38 +00:00
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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup bke
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2011-02-18 13:05:18 +00:00
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*/
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2019-01-28 21:08:24 +11:00
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struct Curve;
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struct ID;
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2002-10-12 11:37:38 +00:00
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struct Key;
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struct KeyBlock;
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struct Lattice;
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2019-01-28 21:08:24 +11:00
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struct ListBase;
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2016-07-09 14:44:48 +02:00
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struct Main;
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2002-10-12 11:37:38 +00:00
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struct Mesh;
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2019-01-28 21:08:24 +11:00
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struct Object;
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2013-08-19 10:36:39 +00:00
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struct WeightsArrayCache;
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2002-10-12 11:37:38 +00:00
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2008-06-18 06:46:49 +00:00
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/* Kernel prototypes */
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#ifdef __cplusplus
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extern "C" {
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#endif
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2012-09-19 10:12:07 +00:00
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void BKE_key_free(struct Key *sc);
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void BKE_key_free_nolib(struct Key *key);
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2018-06-12 12:53:27 +02:00
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struct Key *BKE_key_add(struct Main *bmain, struct ID *id);
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Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
2017-08-07 16:39:55 +02:00
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void BKE_key_copy_data(struct Main *bmain, struct Key *key_dst, const struct Key *key_src, const int flag);
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2017-06-14 22:36:30 +02:00
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struct Key *BKE_key_copy(struct Main *bmain, const struct Key *key);
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2012-09-19 10:12:07 +00:00
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struct Key *BKE_key_copy_nolib(struct Key *key);
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void BKE_key_sort(struct Key *key);
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2005-09-26 15:34:21 +00:00
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2012-05-22 13:59:58 +00:00
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void key_curve_position_weights(float t, float data[4], int type);
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void key_curve_tangent_weights(float t, float data[4], int type);
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void key_curve_normal_weights(float t, float data[4], int type);
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2005-09-26 15:34:21 +00:00
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2015-01-07 02:02:55 +11:00
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float *BKE_key_evaluate_object_ex(
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struct Object *ob, int *r_totelem,
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float *arr, size_t arr_size);
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float *BKE_key_evaluate_object(
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struct Object *ob, int *r_totelem);
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Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
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2019-01-25 17:37:19 +01:00
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bool BKE_key_idtype_support(const short id_type);
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2015-10-08 18:19:28 +11:00
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struct Key **BKE_key_from_id_p(struct ID *id);
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struct Key *BKE_key_from_id(struct ID *id);
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2019-02-26 18:14:09 -03:00
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struct Key **BKE_key_from_object_p(const struct Object *ob);
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struct Key *BKE_key_from_object(const struct Object *ob);
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2012-09-19 10:12:07 +00:00
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struct KeyBlock *BKE_keyblock_from_object(struct Object *ob);
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struct KeyBlock *BKE_keyblock_from_object_reference(struct Object *ob);
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struct KeyBlock *BKE_keyblock_add(struct Key *key, const char *name);
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2014-02-03 18:55:59 +11:00
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struct KeyBlock *BKE_keyblock_add_ctime(struct Key *key, const char *name, const bool do_force);
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2012-09-19 10:12:07 +00:00
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struct KeyBlock *BKE_keyblock_from_key(struct Key *key, int index);
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struct KeyBlock *BKE_keyblock_find_name(struct Key *key, const char name[]);
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2012-09-19 12:11:28 +00:00
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void BKE_keyblock_copy_settings(struct KeyBlock *kb_dst, const struct KeyBlock *kb_src);
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2012-09-19 10:12:07 +00:00
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char *BKE_keyblock_curval_rnapath_get(struct Key *key, struct KeyBlock *kb);
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2013-08-19 10:36:39 +00:00
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2009-12-28 15:26:36 +00:00
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/* conversion functions */
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2014-11-16 18:50:23 +01:00
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/* Note: 'update_from' versions do not (re)allocate mem in kb, while 'convert_from' do. */
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2014-11-16 19:15:23 +01:00
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void BKE_keyblock_update_from_lattice(struct Lattice *lt, struct KeyBlock *kb);
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void BKE_keyblock_convert_from_lattice(struct Lattice *lt, struct KeyBlock *kb);
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void BKE_keyblock_convert_to_lattice(struct KeyBlock *kb, struct Lattice *lt);
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2014-11-16 18:50:23 +01:00
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Put the Radius property of Curve points under shape key control.
Since shape keys are stored as raw floating point data, this
unfortunately requires changes to all code that works with it.
An additional complication is that bezier and nurbs control
points have different entry size, and can be mixed in the same
object (and hence shape key buffer).
Shape key entries are changed from:
bezier: float v1[3], v2[3], v3[3], tilt, pad, pad;
nurbs: float vec[3], tilt;
To:
bezier: float v1[3], v2[3], v3[3], tilt, radius, pad;
nurbs: float vec[3], tilt, radius, pad;
The official shape key element size is changed to 3 floats,
with 4 elements for bezier nodes, and 2 for nurbs. This also
means that the element count is not equal to the vertex count
anymore.
While searching for all curve Shape Key code, I also found that
BKE_curve_transform_ex and BKE_curve_translate were broken. This
can be seen by trying to change the Origin of a Curve with keys.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D3676
2018-09-05 16:17:59 +03:00
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int BKE_keyblock_curve_element_count(struct ListBase *nurb);
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2014-11-16 19:15:23 +01:00
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void BKE_keyblock_update_from_curve(struct Curve *cu, struct KeyBlock *kb, struct ListBase *nurb);
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void BKE_keyblock_convert_from_curve(struct Curve *cu, struct KeyBlock *kb, struct ListBase *nurb);
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void BKE_keyblock_convert_to_curve(struct KeyBlock *kb, struct Curve *cu, struct ListBase *nurb);
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2014-11-16 18:50:23 +01:00
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2014-11-16 19:15:23 +01:00
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void BKE_keyblock_update_from_mesh(struct Mesh *me, struct KeyBlock *kb);
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2018-06-21 18:24:32 +02:00
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void BKE_keyblock_convert_from_mesh(struct Mesh *me, struct Key *key, struct KeyBlock *kb);
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2014-11-16 19:15:23 +01:00
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void BKE_keyblock_convert_to_mesh(struct KeyBlock *kb, struct Mesh *me);
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2015-10-12 20:12:55 +02:00
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void BKE_keyblock_mesh_calc_normals(
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struct KeyBlock *kb, struct Mesh *mesh, float (*r_vertnors)[3], float (*r_polynors)[3], float (*r_loopnors)[3]);
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2014-11-16 18:50:23 +01:00
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2014-11-16 19:15:23 +01:00
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void BKE_keyblock_update_from_vertcos(struct Object *ob, struct KeyBlock *kb, float (*vertCos)[3]);
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void BKE_keyblock_convert_from_vertcos(struct Object *ob, struct KeyBlock *kb, float (*vertCos)[3]);
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float (*BKE_keyblock_convert_to_vertcos(struct Object *ob, struct KeyBlock *kb))[3];
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2014-11-16 18:50:23 +01:00
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2014-11-16 19:15:23 +01:00
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void BKE_keyblock_update_from_offset(struct Object *ob, struct KeyBlock *kb, float (*ofs)[3]);
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2009-12-28 15:26:36 +00:00
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2014-10-21 11:59:14 +02:00
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/* other management */
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bool BKE_keyblock_move(struct Object *ob, int org_index, int new_index);
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2014-11-16 21:45:40 +01:00
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bool BKE_keyblock_is_basis(struct Key *key, const int index);
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2008-06-18 06:46:49 +00:00
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#ifdef __cplusplus
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};
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#endif
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2005-07-15 17:55:19 +00:00
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2012-10-09 13:36:42 +00:00
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#endif /* __BKE_KEY_H__ */
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