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source/blender/include/BIF_editarmature.h
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source/blender/include/BIF_editarmature.h
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef BIF_EDITARMATURE_H
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#define BIF_EDITARMATURE_H
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struct Object;
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struct Bone;
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struct bArmature;
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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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char oldname[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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short sHead[2];
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short sTail[2];
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int flag;
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int parNr; /* Used for retrieving values from the menu system */
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/* Storage for transformation data used by the posing system.
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Maybe a better solution would be to make bones a blenderObject
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variant? Or perhaps to use a TOTALLY custom transformation scheme
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for pose element, rather than trying to use the existing transObject
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system?
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*/
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float dist, weight;
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float loc[3], dloc[3];
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float size[3], dsize[3];
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float rot[3], drot[3];
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float quat[4], dquat[4];
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float obmat[4][4];
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} EditBone;
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void adduplicate_armature(void);
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void addvert_armature(void);
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void add_primitiveArmature(int type);
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void apply_rot_armature (struct Object *ob, float mat[3][3]);
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void armaturebuts(void);
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void clear_armature(struct Object *ob, char mode);
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void clever_numbuts_armature (void);
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void clever_numbuts_posearmature (void);
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void delete_armature(void);
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void deselectall_armature(void);
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void deselectall_posearmature (int test);
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void draw_armature(struct Object *ob);
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void extrude_armature(void);
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void free_editArmature(void);
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void join_armature(void);
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void load_editArmature(void);
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char* make_bone_menu(struct bArmature *arm);
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void make_bone_parent(void);
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void make_editArmature(void);
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void make_trans_bones (char mode);
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void mousepose_armature(void);
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void mouse_armature(void);
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void remake_editArmature(void);
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void selectconnected_armature(void);
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void selectconnected_posearmature(void);
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void select_bone_by_name (struct bArmature *arm, char *name, int select);
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struct Bone *get_first_selected_bone (void);
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void auto_align_armature(void);
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#define BONESEL_TIP 0x08000000
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#define BONESEL_ROOT 0x04000000
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#define BONESEL_BONE (BONESEL_TIP|BONESEL_ROOT)
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#define BONESEL_NOSEL 0x80000000 /* Indicates a negative number */
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#endif
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