The B-Bones!
(where the B can be read as 'block' or 'bezier' or 'b-spline')
- set option on/off in edit buttons, armature panel
- scaling of B-bones only works in editmode, use ALT+S to make bones fatter
or thinner. Also works for constrainted transform
- In pose mode, you now have a buttons panel with per-bone settings too
Here you can find the "segments" button, which allows bones to
interpolate between previous/next bones, including roll.
- Buttons to control interpolation ("In" and "Out" are disabled, doesn't
work satisfying yet
NOTE: this doesn't give deform yet! Main purpose for now is to test if this
drawing method serves to animate/pose armatures well.
Still need to review proper interpolation methods... maybe bezier is too
limited.
121 lines
3.6 KiB
C++
121 lines
3.6 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 PoseChain;
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struct ListBase;
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typedef struct PoseChain
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{
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struct PoseChain *next, *prev; // hurms
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struct bPoseChannel **pchanchain;
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struct bConstraint *con;
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struct Bone *root, *target;
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struct bPose *pose;
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int totchannel;
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float goal[3];
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float tolerance;
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int iterations;
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float goalinv[4][4];
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struct IK_Chain_Extern *solver;
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} PoseChain;
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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 calc_armature_deform (struct Object *ob, float *co, int index);
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void init_armature_deform(struct Object *parent, struct Object *ob);
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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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struct Bone *get_indexed_bone (struct Object *ob, int index);
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float dist_to_bone (float vec[3], float b1[3], float b2[3]);
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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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/* Animation functions */
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struct PoseChain *ik_chain_to_posechain (struct Object *ob, struct Bone *bone);
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void solve_posechain (PoseChain *chain);
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void free_posechain (PoseChain *chain);
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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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