BKE_pose_channel_in_IK_chain() This was needed for depsgraph work, and it's cleaner for RNA to have fewer dependencies on editors
205 lines
7.7 KiB
C++
205 lines
7.7 KiB
C++
/*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file ED_armature.h
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* \ingroup editors
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*/
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#ifndef __ED_ARMATURE_H__
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#define __ED_ARMATURE_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct bArmature;
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struct Base;
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struct bContext;
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struct Bone;
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struct bPoseChannel;
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struct DerivedMesh;
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struct IDProperty;
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struct ListBase;
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struct MeshDeformModifierData;
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struct Object;
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struct RegionView3D;
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struct ReportList;
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struct Scene;
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struct SK_Sketch;
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struct View3D;
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struct ViewContext;
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struct wmKeyConfig;
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struct wmOperator;
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typedef struct EditBone {
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struct EditBone *next, *prev;
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struct IDProperty *prop; /* User-Defined Properties on this Bone */
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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[64]; /* MAXBONENAME */
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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 layer;
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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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float oldlength; /* for envelope scaling */
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short segments;
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} EditBone;
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#define BONESEL_ROOT (1 << 28)
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#define BONESEL_TIP (1 << 29)
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#define BONESEL_BONE (1 << 30)
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#define BONESEL_ANY (BONESEL_TIP | BONESEL_ROOT | BONESEL_BONE)
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#define BONESEL_NOSEL (1 << 31) /* Indicates a negative number */
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/* useful macros */
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#define EBONE_VISIBLE(arm, ebone) ( \
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CHECK_TYPE_INLINE(arm, bArmature *), \
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CHECK_TYPE_INLINE(ebone, EditBone *), \
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(((arm)->layer & (ebone)->layer) && !((ebone)->flag & BONE_HIDDEN_A)) \
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)
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#define EBONE_SELECTABLE(arm, ebone) (EBONE_VISIBLE(arm, ebone) && !(ebone->flag & BONE_UNSELECTABLE))
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#define EBONE_EDITABLE(ebone) ( \
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CHECK_TYPE_INLINE(ebone, EditBone *), \
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(((ebone)->flag & BONE_SELECTED) && !((ebone)->flag & BONE_EDITMODE_LOCKED)) \
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)
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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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/* armature_ops.c */
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void ED_operatortypes_armature(void);
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void ED_operatormacros_armature(void);
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void ED_keymap_armature(struct wmKeyConfig *keyconf);
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/* editarmature.c */
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void ED_armature_from_edit(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_deselect_all(struct Object *obedit, int toggle);
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void ED_armature_deselect_all_visible(struct Object *obedit);
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int ED_do_pose_selectbuffer(struct Scene *scene, struct Base *base, unsigned int *buffer,
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short hits, bool extend, bool deselect, bool toggle);
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bool mouse_armature(struct bContext *C, const int mval[2], bool extend, bool deselect, bool toggle);
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int join_armature_exec(struct bContext *C, struct wmOperator *op);
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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 short axis_only);
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EditBone *ED_armature_bone_get_mirrored(struct ListBase *edbo, EditBone *ebo); // XXX this is needed for populating the context iterators
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void ED_armature_sync_selection(struct ListBase *edbo);
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void ED_armature_validate_active(struct bArmature *arm);
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void add_primitive_bone(struct Object *obedit_arm, bool view_aligned);
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struct EditBone *ED_armature_edit_bone_add(struct bArmature *arm, const char *name);
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void ED_armature_edit_bone_remove(struct bArmature *arm, EditBone *exBone);
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bool ED_armature_ebone_is_child_recursive(EditBone *ebone_parent, EditBone *ebone_child);
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void ED_armature_ebone_to_mat3(EditBone *ebone, float mat[3][3]);
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void ED_armature_ebone_to_mat4(EditBone *ebone, float mat[4][4]);
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void transform_armature_mirror_update(struct Object *obedit);
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void ED_armature_origin_set(struct Scene *scene, struct Object *ob, float cursor[3], int centermode, int around);
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void ED_armature_apply_transform(struct Object *ob, float mat[4][4]);
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#define ARM_GROUPS_NAME 1
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#define ARM_GROUPS_ENVELOPE 2
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#define ARM_GROUPS_AUTO 3
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void create_vgroups_from_armature(struct ReportList *reports, struct Scene *scene, struct Object *ob, struct Object *par, int mode, int mirror);
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void unique_editbone_name(struct ListBase *ebones, char *name, EditBone *bone); /* if bone is already in list, pass it as param to ignore it */
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void ED_armature_bone_rename(struct bArmature *arm, const char *oldnamep, const char *newnamep);
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void undo_push_armature(struct bContext *C, const char *name);
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/* low level selection functions which handle */
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int ED_armature_ebone_selectflag_get(const EditBone *ebone);
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void ED_armature_ebone_selectflag_set(EditBone *ebone, int flag);
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void ED_armature_ebone_select_set(EditBone *ebone, bool select);
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void ED_armature_ebone_selectflag_enable(EditBone *ebone, int flag);
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void ED_armature_ebone_selectflag_disable(EditBone *ebone, int flag);
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/* poseobject.c */
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void ED_armature_exit_posemode(struct bContext *C, struct Base *base);
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void ED_armature_enter_posemode(struct bContext *C, struct Base *base);
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void ED_pose_deselectall(struct Object *ob, int test);
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void ED_pose_recalculate_paths(struct Scene *scene, struct Object *ob);
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struct Object *ED_pose_object_from_context(struct bContext *C);
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/* sketch */
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int ED_operator_sketch_mode_active_stroke(struct bContext *C);
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int ED_operator_sketch_full_mode(struct bContext *C);
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int ED_operator_sketch_mode(const struct bContext *C);
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void BIF_convertSketch(struct bContext *C);
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void BIF_deleteSketch(struct bContext *C);
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void BIF_selectAllSketch(struct bContext *C, int mode); /* -1: deselect, 0: select, 1: toggle */
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void BIF_makeListTemplates(const struct bContext *C);
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const char *BIF_listTemplates(const struct bContext *C);
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int BIF_currentTemplate(const struct bContext *C);
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void BIF_freeTemplates(struct bContext *C);
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void BIF_setTemplate(struct bContext *C, int index);
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int BIF_nbJointsTemplate(const struct bContext *C);
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const char *BIF_nameBoneTemplate(const struct bContext *C);
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void BDR_drawSketch(const struct bContext *vc);
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int BDR_drawSketchNames(struct ViewContext *vc);
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/* meshlaplacian.c */
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void mesh_deform_bind(struct Scene *scene,
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struct MeshDeformModifierData *mmd,
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float *vertexcos, int totvert, float cagemat[4][4]);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __ED_ARMATURE_H__ */
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