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blender-archive/source/blender/blenkernel/BKE_animsys.h
Brecht Van Lommel 3daa283604 2.5: Object module
* 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...
2009-09-09 11:52:56 +00:00

114 lines
3.9 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation, Joshua Leung
* All rights reserved.
*
* Contributor(s): Joshua Leung (original author)
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef BKE_ANIM_SYS_H
#define BKE_ANIM_SYS_H
struct ID;
struct ListBase;
struct Main;
struct AnimData;
struct KeyingSet;
struct KS_Path;
struct PointerRNA;
struct bAction;
struct bActionGroup;
struct AnimMapper;
/* ************************************* */
/* AnimData API */
/* Get AnimData from the given ID-block. */
struct AnimData *BKE_animdata_from_id(struct ID *id);
/* Add AnimData to the given ID-block */
struct AnimData *BKE_id_add_animdata(struct ID *id);
/* Free AnimData */
void BKE_free_animdata(struct ID *id);
/* Copy AnimData */
struct AnimData *BKE_copy_animdata(struct AnimData *adt);
/* Make Local */
void BKE_animdata_make_local(struct AnimData *adt);
/* ************************************* */
/* KeyingSets API */
/* Used to create a new 'custom' KeyingSet for the user, that will be automatically added to the stack */
struct KeyingSet *BKE_keyingset_add(struct ListBase *list, const char name[], short flag, short keyingflag);
/* Add a destination to a KeyingSet */
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);
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);
/* Copy all KeyingSets in the given list */
void BKE_keyingsets_copy(struct ListBase *newlist, struct ListBase *list);
/* Free data for KeyingSet but not set itself */
void BKE_keyingset_free(struct KeyingSet *ks);
/* Free all the KeyingSets in the given list */
void BKE_keyingsets_free(struct ListBase *list);
/* ************************************* */
// TODO: overrides, remapping, and path-finding api's
/* ************************************* */
/* Evaluation API */
/* ------------- Main API -------------------- */
/* In general, these ones should be called to do all animation evaluation */
/* Evaluation loop for evaluating animation data */
void BKE_animsys_evaluate_animdata(struct ID *id, struct AnimData *adt, float ctime, short recalc);
/* Evaluation of all ID-blocks with Animation Data blocks - Animation Data Only */
void BKE_animsys_evaluate_all_animation(struct Main *main, float ctime);
/* ------------ Specialised API --------------- */
/* There are a few special tools which require these following functions. They are NOT to be used
* for standard animation evaluation UNDER ANY CIRCUMSTANCES!
*
* i.e. Pose Library (PoseLib) uses some of these for selectively applying poses, but
* Particles/Sequencer performing funky time manipulation is not ok.
*/
/* Evaluate Action (F-Curve Bag) */
void animsys_evaluate_action(struct PointerRNA *ptr, struct bAction *act, struct AnimMapper *remap, float ctime);
/* Evaluate Action Group */
void animsys_evaluate_action_group(struct PointerRNA *ptr, struct bAction *act, struct bActionGroup *agrp, struct AnimMapper *remap, float ctime);
/* ************************************* */
#endif /* BKE_ANIM_SYS_H*/