* F-Modifiers on F-Curves can now taken into account when calculating the extents of actions. This is used when there are some NLA strips and some action with some F-Modifiers is being played back on top of those. * The toggles in the NLA channels list now respect the width of the list instead of using a hardcoded position. This means that clicking on these toggles when the list is resized works again.
		
			
				
	
	
		
			172 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			172 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*  BKE_action.h   May 2001
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 *  
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 *  Blender kernel action and pose functionality
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 *
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 *	Reevan McKay
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 *
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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) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * Contributor(s): Full recode, Ton Roosendaal, Crete 2005
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 *				 Full recode, Joshua Leung, 2009
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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#ifndef BKE_ACTION_H
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#define BKE_ACTION_H
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#include "DNA_listBase.h"
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/* The following structures are defined in DNA_action_types.h, and DNA_anim_types.h */
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struct bAction;
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struct bActionGroup;
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struct FCurve;
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struct bPose;
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struct bPoseChannel;
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struct Object;
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struct Scene;
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struct ID;
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/* Kernel prototypes */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Action API ----------------- */
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/* Allocate a new bAction with the given name */
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struct bAction *add_empty_action(const char name[]);
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/* Allocate a copy of the given Action and all its data */	
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struct bAction *copy_action(struct bAction *src);
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/* Deallocate all of the Action's data, but not the Action itself */
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void free_action(struct bAction *act);
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// XXX is this needed?
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void make_local_action(struct bAction *act);
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/* Some kind of bounding box operation on the action */
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void calc_action_range(const struct bAction *act, float *start, float *end, short incl_modifiers);
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/* Does action have any motion data at all? */
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short action_has_motion(const struct bAction *act);
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/* Action Groups API ----------------- */
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/* Make the given Action Group the active one */
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void set_active_action_group(struct bAction *act, struct bActionGroup *agrp, short select);
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/* Add given channel into (active) group  */
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void action_groups_add_channel(struct bAction *act, struct bActionGroup *agrp, struct FCurve *fcurve);
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/* Remove the given channel from all groups */
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void action_groups_remove_channel(struct bAction *act, struct FCurve *fcu);
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/* Find a group with the given name */
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struct bActionGroup *action_groups_find_named(struct bAction *act, const char name[]);
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/* Pose API ----------------- */	
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/**
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 * Removes and deallocates all channels from a pose.
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 * Does not free the pose itself.
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 */
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void free_pose_channels(struct bPose *pose);
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/** 
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 * Removes and deallocates all data from a pose, and also frees the pose.
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 */
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void free_pose(struct bPose *pose);
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/**
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 * Allocate a new pose on the heap, and copy the src pose and it's channels
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 * into the new pose. *dst is set to the newly allocated structure, and assumed to be NULL.
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 */ 
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void copy_pose(struct bPose **dst, struct bPose *src, int copyconstraints);
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/**
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 * Return a pointer to the pose channel of the given name
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 * from this pose.
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 */
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struct bPoseChannel *get_pose_channel(const struct bPose *pose, const char *name);
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/**
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 * Return a pointer to the active pose channel from this Object.
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 * (Note: Object, not bPose is used here, as we need layer info from Armature)
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 */
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struct bPoseChannel *get_active_posechannel(struct Object *ob);
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/** 
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 * Looks to see if the channel with the given name
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 * already exists in this pose - if not a new one is
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 * allocated and initialized.
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 */
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struct bPoseChannel *verify_pose_channel(struct bPose* pose, const char* name);
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/* sets constraint flags */
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void update_pose_constraint_flags(struct bPose *pose);
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/* clears BONE_UNKEYED flags for frame changing */
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// XXX to be depreceated for a more general solution in animsys...
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void framechange_poses_clear_unkeyed(void);
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/* Bone Groups API --------------------- */	
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/* Adds a new bone-group */
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void pose_add_group(struct Object *ob);
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/* Remove the active bone-group */
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void pose_remove_group(struct Object *ob);
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/* Assorted Evaluation ----------------- */	
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/* Used for the Action Constraint */
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void what_does_obaction(struct Scene *scene, struct Object *ob, struct Object *workob, struct bPose *pose, struct bAction *act, char groupname[], float cframe);
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/* for proxy */
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void copy_pose_result(struct bPose *to, struct bPose *from);
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/* clear all transforms */
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void rest_pose(struct bPose *pose);
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/* Game Engine ------------------------- */
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/* exported for game engine */
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void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight/*, short mode*/); /* was blend_poses */
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void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
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/* functions used by the game engine */
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void game_copy_pose(struct bPose **dst, struct bPose *src);
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void game_free_pose(struct bPose *pose);
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#ifdef __cplusplus
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};
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#endif
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#endif
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