diff options
author | Joshua Leung <aligorith@gmail.com> | 2009-01-18 13:41:45 +0300 |
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committer | Joshua Leung <aligorith@gmail.com> | 2009-01-18 13:41:45 +0300 |
commit | 53ae509cc5ad75dca490dea8c632d542285e0058 (patch) | |
tree | 3ccf1ca8583c46b67391ceca2b07698c19f28c8c /source/blender/blenkernel/BKE_action.h | |
parent | 711d04a4995f16abbbaca0deecadd48fefbbe165 (diff) |
2.5 - AnimSys Data management stuff...
* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so.
* Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use...
* Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code).
* File writing code should now only write the new data to files
Diffstat (limited to 'source/blender/blenkernel/BKE_action.h')
-rw-r--r-- | source/blender/blenkernel/BKE_action.h | 23 |
1 files changed, 13 insertions, 10 deletions
diff --git a/source/blender/blenkernel/BKE_action.h b/source/blender/blenkernel/BKE_action.h index 444a97364ab..9ef91d60e89 100644 --- a/source/blender/blenkernel/BKE_action.h +++ b/source/blender/blenkernel/BKE_action.h @@ -40,7 +40,7 @@ * The following structures are defined in DNA_action_types.h, and DNA_anim_types.h */ -struct nAction; +struct bAction; struct bPose; struct bPoseChannel; struct Object; @@ -52,23 +52,28 @@ struct ID; extern "C" { #endif -struct nAction *add_empty_action(const char name[]); +struct bAction *add_empty_action(const char name[]); /** * Allocate a new bAction on the heap and copy * the contents of src into it. If src is NULL NULL is returned. */ -struct nAction *copy_action(struct nAction *src); +struct bAction *copy_action(struct bAction *src); /** * Deallocate the action's channels including constraint channels. * does not free the action structure. */ -void free_action(struct nAction *act); +void free_action(struct bAction *act); // XXX is this needed? -void make_local_action(struct nAction *act); +void make_local_action(struct bAction *act); + +/** + * Some kind of bounding box operation on the action. + */ +void calc_action_range(const struct bAction *act, float *start, float *end, int incl_hidden); /** * Removes and deallocates all channels from a pose. @@ -115,21 +120,19 @@ struct bPoseChannel *verify_pose_channel(struct bPose* pose, void update_pose_constraint_flags(struct bPose *pose); /* clears BONE_UNKEYED flags for frame changing */ +// XXX to be depreceated for a more general solution in animsys... void framechange_poses_clear_unkeyed(void); /** - * 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. */ +// XXX old crap void extract_pose_from_action(struct bPose *pose, struct bAction *act, float ctime); /** * Get the effects of the given action using a workob */ +// XXX old crap, used for action constraint though! void what_does_obaction(struct Scene *scene, struct Object *ob, struct Object *workob, struct bAction *act, float cframe); /* exported for game engine */ |