* Split object_edit.c into multiple files: object_add.c, object_edit.c, object_hook.c, object_relations.c, object_select.c, object_transform.c. * Rename files to have consistent object_ and mball_ prefix: object_shapekey.c, object_lattice.c, object_vgroup.c, mball_edit.c. * Added operators: * vertex group menu and set active * apply location, rotation, scale, visual transform (location is new) * make local * make vertex parent * move to layer * convert to curve/mesh (not finished yet) * Many small fixes for marked issues, but still much code to be cleaned up here...
114 lines
3.9 KiB
C++
114 lines
3.9 KiB
C++
/**
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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) 2009 Blender Foundation, Joshua Leung
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* All rights reserved.
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*
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* Contributor(s): Joshua Leung (original author)
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef BKE_ANIM_SYS_H
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#define BKE_ANIM_SYS_H
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struct ID;
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struct ListBase;
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struct Main;
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struct AnimData;
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struct KeyingSet;
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struct KS_Path;
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struct PointerRNA;
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struct bAction;
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struct bActionGroup;
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struct AnimMapper;
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/* ************************************* */
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/* AnimData API */
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/* Get AnimData from the given ID-block. */
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struct AnimData *BKE_animdata_from_id(struct ID *id);
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/* Add AnimData to the given ID-block */
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struct AnimData *BKE_id_add_animdata(struct ID *id);
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/* Free AnimData */
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void BKE_free_animdata(struct ID *id);
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/* Copy AnimData */
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struct AnimData *BKE_copy_animdata(struct AnimData *adt);
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/* Make Local */
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void BKE_animdata_make_local(struct AnimData *adt);
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/* ************************************* */
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/* KeyingSets API */
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/* Used to create a new 'custom' KeyingSet for the user, that will be automatically added to the stack */
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struct KeyingSet *BKE_keyingset_add(struct ListBase *list, const char name[], short flag, short keyingflag);
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/* Add a destination to a KeyingSet */
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void BKE_keyingset_add_destination(struct KeyingSet *ks, struct ID *id, const char group_name[], const char rna_path[], int array_index, short flag, short groupmode);
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struct KS_Path *BKE_keyingset_find_destination(struct KeyingSet *ks, struct ID *id, const char group_name[], const char rna_path[], int array_index, int group_mode);
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/* Copy all KeyingSets in the given list */
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void BKE_keyingsets_copy(struct ListBase *newlist, struct ListBase *list);
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/* Free data for KeyingSet but not set itself */
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void BKE_keyingset_free(struct KeyingSet *ks);
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/* Free all the KeyingSets in the given list */
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void BKE_keyingsets_free(struct ListBase *list);
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/* ************************************* */
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// TODO: overrides, remapping, and path-finding api's
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/* ************************************* */
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/* Evaluation API */
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/* ------------- Main API -------------------- */
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/* In general, these ones should be called to do all animation evaluation */
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/* Evaluation loop for evaluating animation data */
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void BKE_animsys_evaluate_animdata(struct ID *id, struct AnimData *adt, float ctime, short recalc);
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/* Evaluation of all ID-blocks with Animation Data blocks - Animation Data Only */
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void BKE_animsys_evaluate_all_animation(struct Main *main, float ctime);
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/* ------------ Specialised API --------------- */
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/* There are a few special tools which require these following functions. They are NOT to be used
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* for standard animation evaluation UNDER ANY CIRCUMSTANCES!
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*
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* i.e. Pose Library (PoseLib) uses some of these for selectively applying poses, but
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* Particles/Sequencer performing funky time manipulation is not ok.
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*/
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/* Evaluate Action (F-Curve Bag) */
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void animsys_evaluate_action(struct PointerRNA *ptr, struct bAction *act, struct AnimMapper *remap, float ctime);
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/* Evaluate Action Group */
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void animsys_evaluate_action_group(struct PointerRNA *ptr, struct bAction *act, struct bActionGroup *agrp, struct AnimMapper *remap, float ctime);
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/* ************************************* */
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#endif /* BKE_ANIM_SYS_H*/
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