This commit introduces two (currently only one is actually functional) new features for working with armatures. * Bone Merging (Alt-M) It is now possible to select a bunch of linked bones and "merge" them together. Currently, there's only one option to merge bones that are selected and linked to each other in a chain. * Add Bone Between Joints (FKEY) This allows you to select a few joints, and have a bone created between them. Currently, this is not yet functional (but the code is there)
148 lines
4.7 KiB
C++
148 lines
4.7 KiB
C++
/**
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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 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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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 docenter_armature (struct Object *ob, int centermode);
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void clear_armature(struct Object *ob, char mode);
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void delete_armature(void);
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void deselectall_armature(int toggle, int doundo);
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void deselectall_posearmature (struct Object *ob, int test, int doundo);
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int draw_armature(struct Base *base, int dt);
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void extrude_armature(int forked);
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void subdivide_armature(int numcuts);
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void fill_bones_armature(void);
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void merge_armature(void);
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void free_editArmature(void);
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int join_armature(void);
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void load_editArmature(void);
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void make_bone_parent(void);
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void clear_bone_parent(void);
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struct Bone *get_indexed_bone (struct Object *ob, int index);
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void make_editArmature(void);
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void make_trans_bones (char mode);
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int do_pose_selectbuffer(struct Base *base, unsigned int *buffer, short hits);
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void generateSkeleton(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_parent(void);
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void unique_editbone_name (struct ListBase *ebones, char *name);
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void auto_align_armature(short mode);
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void create_vgroups_from_armature(struct Object *ob, struct Object *par);
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void add_verts_to_dgroups(struct Object *ob, struct Object *par, int heat, int mirror);
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void hide_selected_pose_bones(void);
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void hide_unselected_pose_bones(void);
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void show_all_pose_bones(void);
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int bone_looper(struct Object *ob, struct Bone *bone, void *data,
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int (*bone_func)(struct Object *, struct Bone *, void *));
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void undo_push_armature(char *name);
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void armature_bone_rename(struct bArmature *arm, char *oldname, char *newname);
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void armature_flip_names(void);
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EditBone *armature_bone_get_mirrored(EditBone *ebo);
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void transform_armature_mirror_update(void);
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void hide_selected_armature_bones(void);
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void hide_unselected_armature_bones(void);
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void show_all_armature_bones(void);
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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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#endif
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