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blender-archive/source/blender/editors/armature/armature_intern.h
Sybren A. Stüvel 48b5dcdbe8 Animation: Removal of most of the old pose library
Remove most of the old (pre-3.0) pose library:

- Remove The entire `editors/armature/pose_lib.c` file
- Deprecate `Object::poselib` in DNA
- Remove Operators marked as deprecated in T93405
- Remove RNA property `Object.pose_library`
- Add comment to clarify that the call `BLO_read_id_address(reader,
  ob->id.lib, &ob->poselib);` handles deprecated data.

Note that this functionality has been documented as deprecated since
Blender 3.2.

What remains of the old pose library: The DNA for action markers
(`bAction::markers`) and the corresponding Python API. This will allow
future versions of Blender to still convert old pose libraries to new
ones (via the Pose Library panel in the Action editor).

Manifest task: T93406
2022-12-06 18:37:10 +01:00

333 lines
12 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2009 Blender Foundation. All rights reserved. */
/** \file
* \ingroup edarmature
*/
#pragma once
/* internal exports only */
struct wmOperatorType;
struct Base;
struct GPUSelectResult;
struct Object;
struct Scene;
struct bContext;
struct bPoseChannel;
struct Bone;
struct EditBone;
struct bArmature;
struct LinkData;
struct ListBase;
/* -------------------------------------------------------------------- */
/** \name Armature EditMode Operators
* \{ */
void ARMATURE_OT_bone_primitive_add(struct wmOperatorType *ot);
void ARMATURE_OT_align(struct wmOperatorType *ot);
void ARMATURE_OT_calculate_roll(struct wmOperatorType *ot);
void ARMATURE_OT_roll_clear(struct wmOperatorType *ot);
void ARMATURE_OT_switch_direction(struct wmOperatorType *ot);
void ARMATURE_OT_subdivide(struct wmOperatorType *ot);
void ARMATURE_OT_parent_set(struct wmOperatorType *ot);
void ARMATURE_OT_parent_clear(struct wmOperatorType *ot);
void ARMATURE_OT_select_all(struct wmOperatorType *ot);
void ARMATURE_OT_select_mirror(struct wmOperatorType *ot);
void ARMATURE_OT_select_more(struct wmOperatorType *ot);
void ARMATURE_OT_select_less(struct wmOperatorType *ot);
void ARMATURE_OT_select_hierarchy(struct wmOperatorType *ot);
void ARMATURE_OT_select_linked_pick(struct wmOperatorType *ot);
void ARMATURE_OT_select_linked(struct wmOperatorType *ot);
void ARMATURE_OT_select_similar(struct wmOperatorType *ot);
void ARMATURE_OT_shortest_path_pick(struct wmOperatorType *ot);
void ARMATURE_OT_delete(struct wmOperatorType *ot);
void ARMATURE_OT_dissolve(struct wmOperatorType *ot);
void ARMATURE_OT_duplicate(struct wmOperatorType *ot);
void ARMATURE_OT_symmetrize(struct wmOperatorType *ot);
void ARMATURE_OT_extrude(struct wmOperatorType *ot);
void ARMATURE_OT_hide(struct wmOperatorType *ot);
void ARMATURE_OT_reveal(struct wmOperatorType *ot);
void ARMATURE_OT_click_extrude(struct wmOperatorType *ot);
void ARMATURE_OT_fill(struct wmOperatorType *ot);
void ARMATURE_OT_separate(struct wmOperatorType *ot);
void ARMATURE_OT_split(struct wmOperatorType *ot);
void ARMATURE_OT_autoside_names(struct wmOperatorType *ot);
void ARMATURE_OT_flip_names(struct wmOperatorType *ot);
void ARMATURE_OT_layers_show_all(struct wmOperatorType *ot);
void ARMATURE_OT_armature_layers(struct wmOperatorType *ot);
void ARMATURE_OT_bone_layers(struct wmOperatorType *ot);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Pose-Mode Operators
* \{ */
void POSE_OT_hide(struct wmOperatorType *ot);
void POSE_OT_reveal(struct wmOperatorType *ot);
void POSE_OT_armature_apply(struct wmOperatorType *ot);
void POSE_OT_visual_transform_apply(struct wmOperatorType *ot);
void POSE_OT_rot_clear(struct wmOperatorType *ot);
void POSE_OT_loc_clear(struct wmOperatorType *ot);
void POSE_OT_scale_clear(struct wmOperatorType *ot);
void POSE_OT_transforms_clear(struct wmOperatorType *ot);
void POSE_OT_user_transforms_clear(struct wmOperatorType *ot);
void POSE_OT_copy(struct wmOperatorType *ot);
void POSE_OT_paste(struct wmOperatorType *ot);
void POSE_OT_select_all(struct wmOperatorType *ot);
void POSE_OT_select_parent(struct wmOperatorType *ot);
void POSE_OT_select_hierarchy(struct wmOperatorType *ot);
void POSE_OT_select_linked(struct wmOperatorType *ot);
void POSE_OT_select_linked_pick(struct wmOperatorType *ot);
void POSE_OT_select_constraint_target(struct wmOperatorType *ot);
void POSE_OT_select_grouped(struct wmOperatorType *ot);
void POSE_OT_select_mirror(struct wmOperatorType *ot);
void POSE_OT_group_add(struct wmOperatorType *ot);
void POSE_OT_group_remove(struct wmOperatorType *ot);
void POSE_OT_group_move(struct wmOperatorType *ot);
void POSE_OT_group_sort(struct wmOperatorType *ot);
void POSE_OT_group_assign(struct wmOperatorType *ot);
void POSE_OT_group_unassign(struct wmOperatorType *ot);
void POSE_OT_group_select(struct wmOperatorType *ot);
void POSE_OT_group_deselect(struct wmOperatorType *ot);
void POSE_OT_paths_calculate(struct wmOperatorType *ot);
void POSE_OT_paths_update(struct wmOperatorType *ot);
void POSE_OT_paths_clear(struct wmOperatorType *ot);
void POSE_OT_paths_range_update(struct wmOperatorType *ot);
void POSE_OT_autoside_names(struct wmOperatorType *ot);
void POSE_OT_flip_names(struct wmOperatorType *ot);
void POSE_OT_rotation_mode_set(struct wmOperatorType *ot);
void POSE_OT_quaternions_flip(struct wmOperatorType *ot);
void POSE_OT_bone_layers(struct wmOperatorType *ot);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Pose Tool Utilities (for PoseLib, Pose Sliding, etc.)
* \{ */
/* pose_utils.c */
/* Temporary data linking PoseChannels with the F-Curves they affect */
typedef struct tPChanFCurveLink {
struct tPChanFCurveLink *next, *prev;
/** Object this Pose Channel belongs to. */
struct Object *ob;
/** F-Curves for this PoseChannel (wrapped with LinkData) */
ListBase fcurves;
/** Pose Channel which data is attached to */
struct bPoseChannel *pchan;
/** RNA Path to this Pose Channel (needs to be freed when we're done) */
char *pchan_path;
/** transform values at start of operator (to be restored before each modal step) */
float oldloc[3];
float oldrot[3];
float oldscale[3];
float oldquat[4];
float oldangle;
float oldaxis[3];
/** old bbone values (to be restored along with the transform properties) */
float roll1, roll2;
/** (NOTE: we haven't renamed these this time, as their names are already long enough) */
float curve_in_x, curve_in_z;
float curve_out_x, curve_out_z;
float ease1, ease2;
float scale_in[3];
float scale_out[3];
/** copy of custom properties at start of operator (to be restored before each modal step) */
struct IDProperty *oldprops;
} tPChanFCurveLink;
/* ----------- */
/** Returns a valid pose armature for this object, else returns NULL. */
struct Object *poseAnim_object_get(struct Object *ob_);
/** Get sets of F-Curves providing transforms for the bones in the Pose. */
void poseAnim_mapping_get(struct bContext *C, ListBase *pfLinks);
/** Free F-Curve <-> PoseChannel links. */
void poseAnim_mapping_free(ListBase *pfLinks);
/**
* Helper for apply() / reset() - refresh the data.
*/
void poseAnim_mapping_refresh(struct bContext *C, struct Scene *scene, struct Object *ob);
/**
* Reset changes made to current pose.
*/
void poseAnim_mapping_reset(ListBase *pfLinks);
/** Perform auto-key-framing after changes were made + confirmed. */
void poseAnim_mapping_autoKeyframe(struct bContext *C,
struct Scene *scene,
ListBase *pfLinks,
float cframe);
/**
* Find the next F-Curve for a PoseChannel with matching path...
* - path is not just the pfl rna_path, since that path doesn't have property info yet.
*/
LinkData *poseAnim_mapping_getNextFCurve(ListBase *fcuLinks, LinkData *prev, const char *path);
/** \} */
/* -------------------------------------------------------------------- */
/** \name PoseLib
* \{ */
/* pose_lib_2.c */
void POSELIB_OT_apply_pose_asset(struct wmOperatorType *ot);
void POSELIB_OT_blend_pose_asset(struct wmOperatorType *ot);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Pose Sliding Tools
* \{ */
/* pose_slide.c */
void POSE_OT_push(struct wmOperatorType *ot);
void POSE_OT_relax(struct wmOperatorType *ot);
void POSE_OT_push_rest(struct wmOperatorType *ot);
void POSE_OT_relax_rest(struct wmOperatorType *ot);
void POSE_OT_breakdown(struct wmOperatorType *ot);
void POSE_OT_blend_to_neighbors(struct wmOperatorType *ot);
void POSE_OT_propagate(struct wmOperatorType *ot);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Various Armature Edit/Pose Editing API's
* \{ */
/* Ideally, many of these defines would not be needed as everything would be strictly
* self-contained within each file,
* but some tools still have a bit of overlap which makes things messy -- Feb 2013
*/
struct EditBone *make_boneList(struct ListBase *edbo,
struct ListBase *bones,
struct Bone *actBone);
/* Duplicate method. */
/** Call this before doing any duplications. */
void preEditBoneDuplicate(struct ListBase *editbones);
void postEditBoneDuplicate(struct ListBase *editbones, struct Object *ob);
struct EditBone *duplicateEditBone(struct EditBone *cur_bone,
const char *name,
struct ListBase *editbones,
struct Object *ob);
/* Duplicate method (cross objects). */
/**
* \param editbones: The target list.
*/
struct EditBone *duplicateEditBoneObjects(struct EditBone *cur_bone,
const char *name,
struct ListBase *editbones,
struct Object *src_ob,
struct Object *dst_ob);
/** Adds an EditBone between the nominated locations (should be in the right space). */
struct EditBone *add_points_bone(struct Object *obedit, float head[3], float tail[3]);
void bone_free(struct bArmature *arm, struct EditBone *bone);
void armature_tag_select_mirrored(struct bArmature *arm);
/**
* Helper function for tools to work on mirrored parts.
* it leaves mirrored bones selected then too, which is a good indication of what happened.
*/
void armature_select_mirrored_ex(struct bArmature *arm, int flag);
void armature_select_mirrored(struct bArmature *arm);
/** Only works when tagged. */
void armature_tag_unselect(struct bArmature *arm);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Selection Picking
* \{ */
struct EditBone *ED_armature_pick_ebone(struct bContext *C,
const int xy[2],
bool findunsel,
struct Base **r_base);
struct bPoseChannel *ED_armature_pick_pchan(struct bContext *C,
const int xy[2],
bool findunsel,
struct Base **r_base);
struct Bone *ED_armature_pick_bone(struct bContext *C,
const int xy[2],
bool findunsel,
struct Base **r_base);
struct EditBone *ED_armature_pick_ebone_from_selectbuffer(struct Base **bases,
uint bases_len,
const struct GPUSelectResult *buffer,
short hits,
bool findunsel,
bool do_nearest,
struct Base **r_base);
struct bPoseChannel *ED_armature_pick_pchan_from_selectbuffer(struct Base **bases,
uint bases_len,
const struct GPUSelectResult *buffer,
short hits,
bool findunsel,
bool do_nearest,
struct Base **r_base);
struct Bone *ED_armature_pick_bone_from_selectbuffer(struct Base **bases,
uint bases_len,
const struct GPUSelectResult *buffer,
short hits,
bool findunsel,
bool do_nearest,
struct Base **r_base);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Iteration
* \{ */
/**
* XXX: bone_looper is only to be used when we want to access settings
* (i.e. editability/visibility/selected) that context doesn't offer.
*/
int bone_looper(struct Object *ob,
struct Bone *bone,
void *data,
int (*bone_func)(struct Object *, struct Bone *, void *));
/** \} */