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blender-archive/source/blender/blenkernel/BKE_action.h
Campbell Barton 2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00

230 lines
7.1 KiB
C++

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Full recode, Ton Roosendaal, Crete 2005
* Full recode, Joshua Leung, 2009
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BKE_ACTION_H__
#define __BKE_ACTION_H__
/** \file BKE_action.h
* \ingroup bke
* \brief Blender kernel action and pose functionality.
* \author Reevan McKay
* \author Ton Roosendaal (full recode 2005)
* \author Joshua Leung (full recode 2009)
* \since may 2001
*/
#include "DNA_listBase.h"
/* The following structures are defined in DNA_action_types.h, and DNA_anim_types.h */
struct bAction;
struct bActionGroup;
struct FCurve;
struct bPose;
struct bItasc;
struct bPoseChannel;
struct Object;
struct Scene;
struct ID;
/* Kernel prototypes */
#ifdef __cplusplus
extern "C" {
#endif
/* Action Lib Stuff ----------------- */
/* Allocate a new bAction with the given name */
struct bAction *add_empty_action(const char name[]);
/* Allocate a copy of the given Action and all its data */
struct bAction *copy_action(struct bAction *src);
/* Deallocate all of the Action's data, but not the Action itself */
void free_action(struct bAction *act);
// XXX is this needed?
void make_local_action(struct bAction *act);
/* Action API ----------------- */
/* types of transforms applied to the given item
* - these are the return falgs for action_get_item_transforms()
*/
typedef enum eAction_TransformFlags {
/* location */
ACT_TRANS_LOC = (1<<0),
/* rotation */
ACT_TRANS_ROT = (1<<1),
/* scaling */
ACT_TRANS_SCALE = (1<<2),
/* strictly not a transform, but custom properties are also
* quite often used in modern rigs
*/
ACT_TRANS_PROP = (1<<3),
/* all flags */
ACT_TRANS_ONLY = (ACT_TRANS_LOC|ACT_TRANS_ROT|ACT_TRANS_SCALE),
ACT_TRANS_ALL = (ACT_TRANS_ONLY|ACT_TRANS_PROP)
} eAction_TransformFlags;
/* Return flags indicating which transforms the given object/posechannel has
* - if 'curves' is provided, a list of links to these curves are also returned
* whose nodes WILL NEED FREEING
*/
short action_get_item_transforms(struct bAction *act, struct Object *ob, struct bPoseChannel *pchan, ListBase *curves);
/* Some kind of bounding box operation on the action */
void calc_action_range(const struct bAction *act, float *start, float *end, short incl_modifiers);
/* Does action have any motion data at all? */
short action_has_motion(const struct bAction *act);
/* Action Groups API ----------------- */
/* Get the active action-group for an Action */
struct bActionGroup *get_active_actiongroup(struct bAction *act);
/* Make the given Action Group the active one */
void set_active_action_group(struct bAction *act, struct bActionGroup *agrp, short select);
/* Add a new action group with the given name to the action */
struct bActionGroup *action_groups_add_new(struct bAction *act, const char name[]);
/* Add given channel into (active) group */
void action_groups_add_channel(struct bAction *act, struct bActionGroup *agrp, struct FCurve *fcurve);
/* Remove the given channel from all groups */
void action_groups_remove_channel(struct bAction *act, struct FCurve *fcu);
/* Find a group with the given name */
struct bActionGroup *action_groups_find_named(struct bAction *act, const char name[]);
/* Clear all 'temp' flags on all groups */
void action_groups_clear_tempflags(struct bAction *act);
/* Pose API ----------------- */
/**
* Deallocates a pose channel.
* Does not free the pose channel itself.
*/
void free_pose_channel(struct bPoseChannel *pchan);
/**
* Removes and deallocates all channels from a pose.
* Does not free the pose itself.
*/
void free_pose_channels(struct bPose *pose);
/**
* Removes the hash for quick lookup of channels, must
* be done when adding/removing channels.
*/
void make_pose_channels_hash(struct bPose *pose);
void free_pose_channels_hash(struct bPose *pose);
/**
* Removes and deallocates all data from a pose, and also frees the pose.
*/
void free_pose(struct bPose *pose);
/**
* Allocate a new pose on the heap, and copy the src pose and it's channels
* into the new pose. *dst is set to the newly allocated structure, and assumed to be NULL.
*/
void copy_pose(struct bPose **dst, struct bPose *src, int copyconstraints);
/**
* Copy the internal members of each pose channel including constraints
* and ID-Props, used when duplicating bones in editmode.
*/
void duplicate_pose_channel_data(struct bPoseChannel *pchan, const struct bPoseChannel *pchan_from);
/**
* Return a pointer to the pose channel of the given name
* from this pose.
*/
struct bPoseChannel *get_pose_channel(const struct bPose *pose, const char *name);
/**
* Return a pointer to the active pose channel from this Object.
* (Note: Object, not bPose is used here, as we need layer info from Armature)
*/
struct bPoseChannel *get_active_posechannel(struct Object *ob);
/**
* Looks to see if the channel with the given name
* already exists in this pose - if not a new one is
* allocated and initialized.
*/
struct bPoseChannel *verify_pose_channel(struct bPose* pose, const char* name);
/* Copy the data from the action-pose (src) into the pose */
void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
/* sets constraint flags */
void update_pose_constraint_flags(struct bPose *pose);
/* return the name of structure pointed by pose->ikparam */
const char *get_ikparam_name(struct bPose *pose);
/* allocate and initialize pose->ikparam according to pose->iksolver */
void init_pose_ikparam(struct bPose *pose);
/* initialize a bItasc structure with default value */
void init_pose_itasc(struct bItasc *itasc);
/* clears BONE_UNKEYED flags for frame changing */
// XXX to be depreceated for a more general solution in animsys...
void framechange_poses_clear_unkeyed(void);
/* Bone Groups API --------------------- */
/* Adds a new bone-group */
void pose_add_group(struct Object *ob);
/* Remove the active bone-group */
void pose_remove_group(struct Object *ob);
/* Assorted Evaluation ----------------- */
/* Used for the Action Constraint */
void what_does_obaction(struct Object *ob, struct Object *workob, struct bPose *pose, struct bAction *act, char groupname[], float cframe);
/* for proxy */
void copy_pose_result(struct bPose *to, struct bPose *from);
/* clear all transforms */
void rest_pose(struct bPose *pose);
#ifdef __cplusplus
};
#endif
#endif