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blender-archive/source/blender/blenkernel/BKE_action.h
Ton Roosendaal b474f95c84 Revision of NLA stride option.
Previously, using the "Stride Bone" tried to get that Bone motionless on
the path by correcting the internal time of the Action. This however caused
too many problems, especially with irregular walks.

The new system also tries to keep the Stride Bone motionless, but this by
moving the entire armature, and not changing the timing of the Action.
Give much nicer results. :)

To make editing Strides easier, I've added a new option in the NLA
panel to disable the path. This way you can quickly switch to editing the
action itself (keying the stride bone) and viewing the result.
2005-11-15 22:39:20 +00:00

156 lines
4.3 KiB
C++

/* BKE_action.h May 2001
*
* Blender kernel action functionality
*
* Reevan McKay
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Full recode, Ton Roosendaal, Crete 2005
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef BKE_ACTION_H
#define BKE_ACTION_H
#include "DNA_listBase.h"
/**
* The following structures are defined in DNA_action_types.h
*/
struct bAction;
struct bActionChannel;
struct bPose;
struct bPoseChannel;
struct Object;
/* Kernel prototypes */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Removes and deallocates all channels from a pose.
* Does not free the pose itself.
*/
void free_pose_channels(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);
/**
* Deallocate the action's channels including constraint channels.
* does not free the action structure.
*/
void free_action(struct bAction * id);
void make_local_action(struct bAction *act);
/* only for armatures, doing pose actions only too */
void do_all_pose_actions(struct Object *);
/* only for objects, doing only 1 channel */
void do_all_object_actions(struct Object *);
/* only for Mesh, Curve, Surface, Lattice, doing only Shape channel */
void do_all_shape_actions(struct Object *);
/**
* 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);
/**
* 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);
/* sets constraint flags */
void update_pose_constraint_flags(struct bPose *pose);
/**
* Allocate a new bAction on the heap and copy
* the contents of src into it. If src is NULL NULL is returned.
*/
struct bAction *copy_action(struct bAction *src);
/**
* Some kind of bounding box operation on the action.
*/
void calc_action_range(const struct bAction *act, float *start, float *end);
/**
* Set the pose channels from the given action.
*/
void extract_pose_from_action(struct bPose *pose, struct bAction *act,
float ctime);
/**
* Iterate through the action channels of the action
* and return the channel with the given name.
* Returns NULL if no channel.
*/
struct bActionChannel *get_action_channel(struct bAction *act, const char *name);
/**
* Iterate through the action channels of the action
* and return the channel with the given name.
* Returns and adds new channel if no channel.
*/
struct bActionChannel *verify_action_channel(struct bAction *act, const char *name);
/* exported for game engine */
void blend_poses(struct bPose *dst, struct bPose *src, float srcweight, short mode);
void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
/* map global time (frame nr) to strip converted time, doesn't clip */
float get_action_frame(struct Object *ob, float cframe);
/* map strip time to global time (frame nr) */
float get_action_frame_inv(struct Object *ob, float cframe);
#ifdef __cplusplus
};
#endif
/* nla strip flag */
enum {
POSE_BLEND = 0,
POSE_ADD
};
#endif