module -- the previous method could be off pretty far. - Added drawing of transparent surface for it, instead of just the border. - Added "stretch IK", allowing bones not only to rotate, but also scale. The "Stretch" value below the DoF buttons is used to enabled this. - Some code tweaking: slightly simplified computation of transform for IK, renamed chain to tree, removed unused pchan->ik_mat, .. Internal IK module work: - Do damping per DoF also based on stiffness, hopefully makes it converge faster with very stiff joints. - Instead of having two joints types (translational and rotational), now all 6 DoF's can be enabled for one joint. - Added limits for translational joints.
125 lines
3.9 KiB
C++
125 lines
3.9 KiB
C++
/**
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* blenlib/BKE_armature.h (mar-2001 nzc)
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*
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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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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef BKE_ARMATURE_H
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#define BKE_ARMATURE_H
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struct Bone;
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struct Main;
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struct bArmature;
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struct bPose;
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struct bPoseChannel;
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struct bConstraint;
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struct Object;
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struct MDeformVert;
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struct Mesh;
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struct PoseTree;
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struct ListBase;
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typedef struct PoseTarget
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{
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struct PoseTarget *next, *prev;
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struct bConstraint *con; /* the constrait of this target */
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int tip; /* index of tip pchan in PoseTree */
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} PoseTarget;
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typedef struct PoseTree
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{
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struct PoseTree *next, *prev;
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struct ListBase targets; /* list of targets of the tree */
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struct bPoseChannel **pchan; /* array of pose channels */
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int *parent; /* and their parents */
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int totchannel; /* number of pose channels */
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float (*basis_change)[3][3]; /* basis change result from solver */
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float tolerance; /* tolerance from the constraint */
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int iterations; /* iterations from the constraint */
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} PoseTree;
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/* Core armature functionality */
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct bArmature *add_armature(void);
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void free_boneChildren(struct Bone *bone);
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void free_bones (struct bArmature *arm);
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void unlink_armature(struct bArmature *arm);
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void free_armature(struct bArmature *arm);
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void make_local_armature(struct bArmature *arm);
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struct bArmature *copy_armature(struct bArmature *arm);
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void bone_flip_name (char *name, int strip_number);
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struct bArmature* get_armature (struct Object* ob);
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struct Bone *get_named_bone (struct bArmature *arm, const char *name);
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float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, float rad2, float rdist);
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void where_is_armature (struct bArmature *arm);
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void where_is_armature_bone(struct Bone *bone, struct Bone *prevbone);
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void armature_rebuild_pose(struct Object *ob, struct bArmature *arm);
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void where_is_pose (struct Object *ob);
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/* get_objectspace_bone_matrix has to be removed still */
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void get_objectspace_bone_matrix (struct Bone* bone, float M_accumulatedMatrix[][4], int root, int posed);
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void vec_roll_to_mat3(float *vec, float roll, float mat[][3]);
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void mat3_to_vec_roll(float mat[][3], float *vec, float *roll);
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/* Animation functions */
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struct PoseTree *ik_tree_to_posetree(struct Object *ob, struct Bone *bone);
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void solve_posetree(PoseTree *tree);
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void free_posetree(PoseTree *tree);
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/* Gameblender hacks */
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void GB_init_armature_deform(struct ListBase *defbase, float premat[][4], float postmat[][4]);
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void GB_calc_armature_deform (float *co, struct MDeformVert *dvert);
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void GB_build_mats (float parmat[][4], float obmat[][4], float premat[][4], float postmat[][4]);
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void GB_validate_defgroups (struct Mesh *mesh, struct ListBase *defbase);
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/* B-Bone support */
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typedef struct Mat4 {
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float mat[4][4];
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} Mat4;
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Mat4 *b_bone_spline_setup(struct bPoseChannel *pchan);
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#ifdef __cplusplus
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}
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#endif
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#endif
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