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blender-archive/source/blender/blenkernel/BKE_armature.h
Chris Want 5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00

122 lines
4.0 KiB
C++

/**
* blenlib/BKE_armature.h (mar-2001 nzc)
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef BKE_ARMATURE_H
#define BKE_ARMATURE_H
struct Bone;
struct Main;
struct bArmature;
struct bPose;
struct bPoseChannel;
struct bConstraint;
struct Object;
struct MDeformVert;
struct Mesh;
struct PoseTree;
struct ListBase;
typedef struct PoseTarget
{
struct PoseTarget *next, *prev;
struct bConstraint *con; /* the constrait of this target */
int tip; /* index of tip pchan in PoseTree */
} PoseTarget;
typedef struct PoseTree
{
struct PoseTree *next, *prev;
struct ListBase targets; /* list of targets of the tree */
struct bPoseChannel **pchan; /* array of pose channels */
int *parent; /* and their parents */
int totchannel; /* number of pose channels */
float (*basis_change)[3][3]; /* basis change result from solver */
int iterations; /* iterations from the constraint */
int stretch; /* disable stretching */
} PoseTree;
/* Core armature functionality */
#ifdef __cplusplus
extern "C" {
#endif
struct bArmature *add_armature(char *name);
void free_boneChildren(struct Bone *bone);
void free_bones (struct bArmature *arm);
void unlink_armature(struct bArmature *arm);
void free_armature(struct bArmature *arm);
void make_local_armature(struct bArmature *arm);
struct bArmature *copy_armature(struct bArmature *arm);
void bone_flip_name (char *name, int strip_number);
void bone_autoside_name (char *name, int strip_number, short axis, float head, float tail);
struct bArmature *get_armature (struct Object *ob);
struct Bone *get_named_bone (struct bArmature *arm, const char *name);
float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, float rad2, float rdist);
void where_is_armature (struct bArmature *arm);
void where_is_armature_bone(struct Bone *bone, struct Bone *prevbone);
void armature_rebuild_pose(struct Object *ob, struct bArmature *arm);
void where_is_pose (struct Object *ob);
/* get_objectspace_bone_matrix has to be removed still */
void get_objectspace_bone_matrix (struct Bone* bone, float M_accumulatedMatrix[][4], int root, int posed);
void vec_roll_to_mat3(float *vec, float roll, float mat[][3]);
void mat3_to_vec_roll(float mat[][3], float *vec, float *roll);
/* Common Conversions Between Co-ordinate Spaces */
void armature_mat_world_to_pose(struct Object *ob, float inmat[][4], float outmat[][4]);
void armature_loc_world_to_pose(struct Object *ob, float *inloc, float *outloc);
void armature_mat_pose_to_bone(struct bPoseChannel *pchan, float inmat[][4], float outmat[][4]);
void armature_loc_pose_to_bone(struct bPoseChannel *pchan, float *inloc, float *outloc);
void armature_mat_pose_to_delta(float delta_mat[][4], float pose_mat[][4], float arm_mat[][4]);
/* Animation functions */
struct PoseTree *ik_tree_to_posetree(struct Object *ob, struct Bone *bone);
void solve_posetree(PoseTree *tree);
void free_posetree(PoseTree *tree);
/* B-Bone support */
typedef struct Mat4 {
float mat[4][4];
} Mat4;
Mat4 *b_bone_spline_setup(struct bPoseChannel *pchan, int rest);
#ifdef __cplusplus
}
#endif
#endif