I'm committing some work-in-progress code for "bone groups" now, as I there have been are some major bugs caused by the timeoffset stuff (some of my test files were not loading, and other files were showing all sorts of weird problems). Anyway, in this commit, the following things for "bone groups" have been done: * Bone groups are stored per armature (internally, this is per bPose block) * Added controls for editing bone-groups per armature - "add", "remove", "rename". These can be found in the "Links and Materials" panel in PoseMode, beside the settings for PoseLib. * Reorganised buttons for editing selected bones in PoseMode. I've replaced the "dist" and "weight" buttons (they existed in EditMode anyway) with a menu to choose the bone-group and the custom-shape-ob field. In the place of the old custom-shape-ob field, I've restored the "Hide" button. This might break muscle-memory a bit, but there isn't a lot of space to play with there. Some stuff I'd been originally planning to do before committing: * When adding keyframes for bones, an action-group with the same name as the bone's group will be added to the action, and the action-channel will be made a member of that. * New action/bone groups have unique names (renaming/adding new should check if name exists before assigning it) * There's a setting under Bone-Groups stuff which sets which custom-colour set is used to colour that group's bones. Currently, this is non-functional, as the necessary drawing code for armatures is not in place yet.
170 lines
4.8 KiB
C++
170 lines
4.8 KiB
C++
/* BKE_action.h May 2001
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*
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* Blender kernel action 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/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): Full recode, Ton Roosendaal, Crete 2005
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*
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* ***** END GPL/BL DUAL 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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/**
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* The following structures are defined in DNA_action_types.h
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*/
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struct bAction;
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struct bActionChannel;
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struct bPose;
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struct bPoseChannel;
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struct Object;
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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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/**
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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 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,
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int copyconstraints);
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/**
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* Deallocate the action's channels including constraint channels.
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* does not free the action structure.
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*/
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void free_action(struct bAction * id);
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void make_local_action(struct bAction *act);
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/* only for armatures, doing pose actions only too */
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void do_all_pose_actions(struct Object *);
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/* only for objects, doing only 1 channel */
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void do_all_object_actions(struct Object *);
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/* only for Mesh, Curve, Surface, Lattice, doing only Shape channel */
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void do_all_shape_actions(struct Object *);
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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,
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const char *name);
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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,
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const char* name);
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/* sets constraint flags */
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void update_pose_constraint_flags(struct bPose *pose);
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/* clears BONE_UNKEYED flags for frame changing */
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void framechange_poses_clear_unkeyed(void);
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/**
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* Allocate a new bAction on the heap and copy
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* the contents of src into it. If src is NULL NULL is returned.
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*/
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struct bAction *copy_action(struct bAction *src);
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/**
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* Some kind of bounding box operation on the action.
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*/
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void calc_action_range(const struct bAction *act, float *start, float *end, int incl_hidden);
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/**
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* Set the pose channels from the given action.
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*/
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void extract_pose_from_action(struct bPose *pose, struct bAction *act, float ctime);
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/**
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* Get the effects of the given action using a workob
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*/
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void what_does_obaction(struct Object *ob, struct bAction *act, float cframe);
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/**
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* Iterate through the action channels of the action
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* and return the channel with the given name.
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* Returns NULL if no channel.
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*/
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struct bActionChannel *get_action_channel(struct bAction *act, const char *name);
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/**
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* Iterate through the action channels of the action
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* and return the channel with the given name.
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* Returns and adds new channel if no channel.
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*/
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struct bActionChannel *verify_action_channel(struct bAction *act, const char *name);
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/* baking */
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struct bAction *bake_obIPO_to_action(struct Object *ob);
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/* exported for game engine */
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void blend_poses(struct bPose *dst, struct bPose *src, float srcweight, short mode);
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void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
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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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/* map global time (frame nr) to strip converted time, doesn't clip */
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float get_action_frame(struct Object *ob, float cframe);
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/* map strip time to global time (frame nr) */
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float get_action_frame_inv(struct Object *ob, float cframe);
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#ifdef __cplusplus
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};
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#endif
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#endif
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