* Fixed all the dangerous code added in 27907. Using the code there, scripters could corrupt animation files in ways which would render them useless, with channels not appearing in any animation editors, and others not getting evaluated at all. * Partial fix of bug 21818, by disabling destructive replacement of keyframes. Will followup this commit with a more comprehensive commit which gets rid of the rest of the problems, by incorporating some requests from Durian team. * Fixed problems with users being able to see+edit the name of the active Keying Set in the Scene buttons. There is still a bug though with the list widget given how the indices are now interpreted...
221 lines
6.7 KiB
C++
221 lines
6.7 KiB
C++
/* BKE_action.h May 2001
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*
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* Blender kernel action and pose functionality
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*
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* Reevan McKay
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*
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* $Id$
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*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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): Full recode, Ton Roosendaal, Crete 2005
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* Full recode, Joshua Leung, 2009
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef BKE_ACTION_H
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#define BKE_ACTION_H
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#include "DNA_listBase.h"
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/* The following structures are defined in DNA_action_types.h, and DNA_anim_types.h */
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struct bAction;
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struct bActionGroup;
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struct FCurve;
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struct bPose;
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struct bItasc;
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struct bPoseChannel;
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struct Object;
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struct Scene;
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struct ID;
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/* Kernel prototypes */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Action Lib Stuff ----------------- */
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/* Allocate a new bAction with the given name */
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struct bAction *add_empty_action(const char name[]);
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/* Allocate a copy of the given Action and all its data */
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struct bAction *copy_action(struct bAction *src);
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/* Deallocate all of the Action's data, but not the Action itself */
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void free_action(struct bAction *act);
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// XXX is this needed?
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void make_local_action(struct bAction *act);
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/* Action API ----------------- */
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/* types of transforms applied to the given item
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* - these are the return falgs for action_get_item_transforms()
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*/
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typedef enum eAction_TransformFlags {
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/* location */
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ACT_TRANS_LOC = (1<<0),
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/* rotation */
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ACT_TRANS_ROT = (1<<1),
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/* scaling */
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ACT_TRANS_SCALE = (1<<2),
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/* all flags */
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ACT_TRANS_ALL = (ACT_TRANS_LOC|ACT_TRANS_ROT|ACT_TRANS_SCALE),
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} eAction_TransformFlags;
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/* Return flags indicating which transforms the given object/posechannel has
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* - if 'curves' is provided, a list of links to these curves are also returned
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* whose nodes WILL NEED FREEING
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*/
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short action_get_item_transforms(struct bAction *act, struct Object *ob, struct bPoseChannel *pchan, ListBase *curves);
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/* Some kind of bounding box operation on the action */
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void calc_action_range(const struct bAction *act, float *start, float *end, short incl_modifiers);
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/* Does action have any motion data at all? */
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short action_has_motion(const struct bAction *act);
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/* Action Groups API ----------------- */
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/* Get the active action-group for an Action */
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struct bActionGroup *get_active_actiongroup(struct bAction *act);
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/* Make the given Action Group the active one */
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void set_active_action_group(struct bAction *act, struct bActionGroup *agrp, short select);
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/* Add a new action group with the given name to the action */
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struct bActionGroup *action_groups_add_new(struct bAction *act, const char name[]);
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/* Add given channel into (active) group */
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void action_groups_add_channel(struct bAction *act, struct bActionGroup *agrp, struct FCurve *fcurve);
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/* Remove the given channel from all groups */
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void action_groups_remove_channel(struct bAction *act, struct FCurve *fcu);
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/* Find a group with the given name */
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struct bActionGroup *action_groups_find_named(struct bAction *act, const char name[]);
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/* Pose API ----------------- */
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/**
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* Deallocates a pose channel.
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* Does not free the pose channel itself.
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*/
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void free_pose_channel(struct bPoseChannel *pchan);
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/**
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* Removes and deallocates all channels from a pose.
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* Does not free the pose itself.
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*/
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void free_pose_channels(struct bPose *pose);
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/**
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* Removes the hash for quick lookup of channels, must
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* be done when adding/removing channels.
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*/
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void make_pose_channels_hash(struct bPose *pose);
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void free_pose_channels_hash(struct bPose *pose);
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/**
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* Removes and deallocates all data from a pose, and also frees the pose.
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*/
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void free_pose(struct bPose *pose);
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/**
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* Allocate a new pose on the heap, and copy the src pose and it's channels
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* into the new pose. *dst is set to the newly allocated structure, and assumed to be NULL.
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*/
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void copy_pose(struct bPose **dst, struct bPose *src, int copyconstraints);
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/**
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* Copy the internal members of each pose channel including constraints
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* and ID-Props, used when duplicating bones in editmode.
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*/
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void duplicate_pose_channel_data(struct bPoseChannel *pchan, const struct bPoseChannel *pchan_from);
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/**
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* Return a pointer to the pose channel of the given name
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* from this pose.
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*/
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struct bPoseChannel *get_pose_channel(const struct bPose *pose, const char *name);
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/**
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* Return a pointer to the active pose channel from this Object.
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* (Note: Object, not bPose is used here, as we need layer info from Armature)
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*/
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struct bPoseChannel *get_active_posechannel(struct Object *ob);
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/**
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* Looks to see if the channel with the given name
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* already exists in this pose - if not a new one is
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* allocated and initialized.
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*/
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struct bPoseChannel *verify_pose_channel(struct bPose* pose, const char* name);
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/* Copy the data from the action-pose (src) into the pose */
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void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
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/* sets constraint flags */
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void update_pose_constraint_flags(struct bPose *pose);
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/* return the name of structure pointed by pose->ikparam */
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const char *get_ikparam_name(struct bPose *pose);
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/* allocate and initialize pose->ikparam according to pose->iksolver */
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void init_pose_ikparam(struct bPose *pose);
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/* initialize a bItasc structure with default value */
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void init_pose_itasc(struct bItasc *itasc);
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/* clears BONE_UNKEYED flags for frame changing */
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// XXX to be depreceated for a more general solution in animsys...
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void framechange_poses_clear_unkeyed(void);
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/* Bone Groups API --------------------- */
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/* Adds a new bone-group */
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void pose_add_group(struct Object *ob);
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/* Remove the active bone-group */
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void pose_remove_group(struct Object *ob);
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/* Assorted Evaluation ----------------- */
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/* Used for the Action Constraint */
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void what_does_obaction(struct Scene *scene, struct Object *ob, struct Object *workob, struct bPose *pose, struct bAction *act, char groupname[], float cframe);
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/* for proxy */
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void copy_pose_result(struct bPose *to, struct bPose *from);
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/* clear all transforms */
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void rest_pose(struct bPose *pose);
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#ifdef __cplusplus
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};
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#endif
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#endif
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