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blender-archive/source/blender/blenkernel/BKE_action.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

167 lines
4.6 KiB
C++

/* BKE_action.h May 2001
*
* Blender kernel action functionality
*
* Reevan McKay
*
* $Id$
*
* ***** 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.
*
* Contributor(s): Full recode, Ton Roosendaal, Crete 2005
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef BKE_ACTION_H
#define BKE_ACTION_H
#include "DNA_listBase.h"
/**
* The following structures are defined in DNA_action_types.h
*/
struct bAction;
struct bActionChannel;
struct bPose;
struct bPoseChannel;
struct Object;
/* Kernel prototypes */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Removes and deallocates all channels from a pose.
* Does not free the pose itself.
*/
void free_pose_channels(struct bPose *pose);
/**
* Removes and deallocates all data from a pose, and also frees the pose.
*/
void free_pose(struct bPose *pose);
/**
* Allocate a new pose on the heap, and copy the src pose and it's channels
* into the new pose. *dst is set to the newly allocated structure, and assumed to be NULL.
*/
void copy_pose(struct bPose **dst, struct bPose *src,
int copyconstraints);
/**
* Deallocate the action's channels including constraint channels.
* does not free the action structure.
*/
void free_action(struct bAction * id);
void make_local_action(struct bAction *act);
/* only for armatures, doing pose actions only too */
void do_all_pose_actions(struct Object *);
/* only for objects, doing only 1 channel */
void do_all_object_actions(struct Object *);
/* only for Mesh, Curve, Surface, Lattice, doing only Shape channel */
void do_all_shape_actions(struct Object *);
/**
* Return a pointer to the pose channel of the given name
* from this pose.
*/
struct bPoseChannel *get_pose_channel(const struct bPose *pose,
const char *name);
/**
* Looks to see if the channel with the given name
* already exists in this pose - if not a new one is
* allocated and initialized.
*/
struct bPoseChannel *verify_pose_channel(struct bPose* pose,
const char* name);
/* sets constraint flags */
void update_pose_constraint_flags(struct bPose *pose);
/* clears BONE_UNKEYED flags for frame changing */
void framechange_poses_clear_unkeyed(void);
/**
* Allocate a new bAction on the heap and copy
* the contents of src into it. If src is NULL NULL is returned.
*/
struct bAction *copy_action(struct bAction *src);
/**
* Some kind of bounding box operation on the action.
*/
void calc_action_range(const struct bAction *act, float *start, float *end, int incl_hidden);
/**
* Set the pose channels from the given action.
*/
void extract_pose_from_action(struct bPose *pose, struct bAction *act, float ctime);
/**
* Get the effects of the given action using a workob
*/
void what_does_obaction(struct Object *ob, struct bAction *act, float cframe);
/**
* Iterate through the action channels of the action
* and return the channel with the given name.
* Returns NULL if no channel.
*/
struct bActionChannel *get_action_channel(struct bAction *act, const char *name);
/**
* Iterate through the action channels of the action
* and return the channel with the given name.
* Returns and adds new channel if no channel.
*/
struct bActionChannel *verify_action_channel(struct bAction *act, const char *name);
/* baking */
struct bAction *bake_obIPO_to_action(struct Object *ob);
/* exported for game engine */
void blend_poses(struct bPose *dst, struct bPose *src, float srcweight, short mode);
void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
/* for proxy */
void copy_pose_result(struct bPose *to, struct bPose *from);
/* clear all transforms */
void rest_pose(struct bPose *pose);
/* map global time (frame nr) to strip converted time, doesn't clip */
float get_action_frame(struct Object *ob, float cframe);
/* map strip time to global time (frame nr) */
float get_action_frame_inv(struct Object *ob, float cframe);
#ifdef __cplusplus
};
#endif
#endif