* A patch to make sure that constraints on bones that point to
external objects are evaluated correctly (and that the bones that
depend on these bones are evaluated correctly, etc, ad nauseum).
This addresses some of intrr's issues (the blender-related ones,
that is).
* Make sure that deformed displists are updated when the user
manipulates any of the constraint buttons.
* Added a nice little function, ik_chain_looper(), that executes a
callback for every bone in an IK chain.
133 lines
4.5 KiB
C++
133 lines
4.5 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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* 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 BIF_EDITARMATURE_H
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#define BIF_EDITARMATURE_H
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struct Object;
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struct Bone;
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struct bArmature;
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typedef struct EditBone
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{
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struct EditBone *next, *prev;
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struct EditBone *parent;/* Editbones have a one-way link (i.e. children refer
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to parents. This is converted to a two-way link for
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normal bones when leaving editmode. */
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void *temp; /* Used to store temporary data */
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char name[32];
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char oldname[32];
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float roll; /* Roll along axis. We'll ultimately use the axis/angle method
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for determining the transformation matrix of the bone. The axis
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is tail-head while roll provides the angle. Refer to Graphics
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Gems 1 p. 466 (section IX.6) if it's not already in here somewhere*/
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float head[3]; /* Orientation and length is implicit during editing */
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float tail[3];
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/* All joints are considered to have zero rotation with respect to
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their parents. Therefore any rotations specified during the
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animation are automatically relative to the bones' rest positions*/
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short sHead[2];
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short sTail[2];
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int flag;
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int parNr; /* Used for retrieving values from the menu system */
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/* Storage for transformation data used by the posing system.
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Maybe a better solution would be to make bones a blenderObject
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variant? Or perhaps to use a TOTALLY custom transformation scheme
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for pose element, rather than trying to use the existing transObject
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system?
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*/
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float dist, weight;
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float loc[3], dloc[3];
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float size[3], dsize[3];
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float rot[3], drot[3];
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float quat[4], dquat[4];
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float obmat[4][4];
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short boneclass;
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} EditBone;
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void adduplicate_armature(void);
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void addvert_armature(void);
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void add_primitiveArmature(int type);
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void apply_rot_armature (struct Object *ob, float mat[3][3]);
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void clear_armature(struct Object *ob, char mode);
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void clever_numbuts_armature (void);
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void clever_numbuts_posearmature (void);
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void delete_armature(void);
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void deselectall_armature(void);
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void deselectall_posearmature (int test);
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void draw_armature(struct Object *ob);
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void extrude_armature(void);
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void free_editArmature(void);
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void join_armature(void);
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void load_editArmature(void);
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char* make_bone_menu(struct bArmature *arm);
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void make_bone_parent(void);
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void make_editArmature(void);
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void make_trans_bones (char mode);
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void mousepose_armature(void);
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void mouse_armature(void);
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void remake_editArmature(void);
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void selectconnected_armature(void);
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void selectconnected_posearmature(void);
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void select_bone_by_name (struct bArmature *arm, char *name, int select);
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void unique_editbone_name (char* name);
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void attach_bone_to_parent(EditBone *bone);
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void attach_bone_to_parent_cb(void *bonev, void *arg2_unused);
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struct Bone *get_first_selected_bone (void);
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void auto_align_armature(void);
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void create_vgroups_from_armature(Object *ob, Object *par);
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void hide_selected_pose_bones(void);
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void hide_unselected_pose_bones(void);
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void show_all_pose_bones(void);
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int bone_looper(Object *ob, struct Bone *bone, void *data,
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int (*bone_func)(Object *, struct Bone *, void *));
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int ik_chain_looper(Object *ob, struct Bone *bone, void *data,
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int (*bone_func)(Object *, struct Bone *, void *));
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int is_delay_deform(void);
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#define BONESEL_TIP 0x08000000
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#define BONESEL_ROOT 0x04000000
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#define BONESEL_BONE (BONESEL_TIP|BONESEL_ROOT)
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#define BONESEL_NOSEL 0x80000000 /* Indicates a negative number */
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#endif
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