Works like for Object layers, but local within Armature itself. Each Bone can be in (16 now) any layer, and the Armature layer defines what is visible or not. Also note that hiding will still work too. Since the Blender code is *stuffed* with Bone options now, this commit requires a good test if all tools we got now comply to layers... (I counted 130 cases for checking for selected Bones in code!) In PoseMode; hotkey M will show 'movetolayer' menu. Not in editmode... then its the mirror menu. Todo: make action/nla drawing comply to Armature layer settings.
144 lines
3.1 KiB
C++
144 lines
3.1 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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* Contributor(s): Joseph Gilbert
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef EXPP_BONE_H
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#define EXPP_BONE_H
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#include <Python.h>
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#include "DNA_armature_types.h"
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//-------------------TYPE CHECKS---------------------------------
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#define BoneObject_Check(v) ((v)->ob_type == &Bone_Type)
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#define EditBoneObject_Check(v) ((v)->ob_type == &EditBone_Type)
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//-------------------TYPEOBJECT----------------------------------
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PyTypeObject EditBone_Type;
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PyTypeObject Bone_Type;
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//-------------------STRUCT DEFINITION----------------------------
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typedef struct {
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PyObject_HEAD
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Bone * bone;
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} BPy_Bone;
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typedef struct {
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PyObject_HEAD
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struct Bone *temp; //temp tracking
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char parent[32];
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char name[32];
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float roll;
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float head[3];
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float tail[3];
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int flag;
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float length;
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float dist;
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float weight;
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float xwidth;
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float zwidth;
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float ease1;
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float ease2;
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float rad_head;
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float rad_tail;
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short segments;
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} BPy_EditBone;
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//-------------------VISIBLE PROTOTYPES-------------------------
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PyObject *PyBone_FromBone(struct Bone *bone);
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struct Bone *PyBone_AsBone(BPy_Bone *py_Bone);
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#endif
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/*
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#ifndef EXPP_BONE_H
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#define EXPP_BONE_H
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#include <Python.h>
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#include "DNA_armature_types.h"
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#include "Mathutils.h"
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//--------------------------Python BPy_Bone structure definition.-------
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typedef struct {
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PyObject_HEAD
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//reference to data if bone is linked to an armature
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Bone * bone;
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//list of vars that define the bone
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char *name;
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char *parent;
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float roll;
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int flag;
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float dist;
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float weight;
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VectorObject *head;
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VectorObject *tail;
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VectorObject *loc;
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VectorObject *dloc;
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VectorObject *size;
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VectorObject *dsize;
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QuaternionObject *quat;
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QuaternionObject *dquat;
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MatrixObject *obmat;
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MatrixObject *parmat;
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MatrixObject *defmat;
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MatrixObject *irestmat;
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MatrixObject *posemat;
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} BPy_Bone;
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//------------------------------visible prototypes----------------------
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PyObject *Bone_CreatePyObject( struct Bone *obj );
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int Bone_CheckPyObject( PyObject * py_obj );
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Bone *Bone_FromPyObject( PyObject * py_obj );
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PyObject *Bone_Init( void );
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int updateBoneData( BPy_Bone * self, Bone * parent );
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#endif
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*/
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