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authorJoshua Leung <aligorith@gmail.com>2009-07-21 14:18:08 +0400
committerJoshua Leung <aligorith@gmail.com>2009-07-21 14:18:08 +0400
commit6d074526f24320eb23be6ad14fd372a2f9c70b89 (patch)
treebfdd6138ce9b24dc8d234b8472f558e2878c5586 /source/blender/blenkernel/BKE_action.h
parent8c9ade81e8a916521fbfb110aade7627131f3610 (diff)
2.5 - Restoring Bone Groups
* Added Bone Groups UI to 'Armature' context buttons for now. Later, it may be more convenient to have these with bones instead? * Added operators for the operations that can be performed on these groups. Moved the core adding/removing functions to blenkernel so that they can be used elsewhere in future if need be. * Properly wrapped bone groups in RNA. Copied the way that Vertex Groups are wrapped, since they share some similarities. Setting colours for bone groups still needs more work though.
Diffstat (limited to 'source/blender/blenkernel/BKE_action.h')
-rw-r--r--source/blender/blenkernel/BKE_action.h37
1 files changed, 24 insertions, 13 deletions
diff --git a/source/blender/blenkernel/BKE_action.h b/source/blender/blenkernel/BKE_action.h
index 0c9bba5e413..d35acb5447a 100644
--- a/source/blender/blenkernel/BKE_action.h
+++ b/source/blender/blenkernel/BKE_action.h
@@ -1,6 +1,6 @@
/* BKE_action.h May 2001
*
- * Blender kernel action functionality
+ * Blender kernel action and pose functionality
*
* Reevan McKay
*
@@ -26,7 +26,7 @@
* All rights reserved.
*
* Contributor(s): Full recode, Ton Roosendaal, Crete 2005
- * Full recode, Joshua Leung, 2009
+ * Full recode, Joshua Leung, 2009
*
* ***** END GPL LICENSE BLOCK *****
*/
@@ -103,8 +103,7 @@ 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);
+void copy_pose(struct bPose **dst, struct bPose *src, int copyconstraints);
@@ -112,9 +111,8 @@ void copy_pose(struct bPose **dst, struct bPose *src,
* 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);
-
+struct bPoseChannel *get_pose_channel(const struct bPose *pose, const char *name);
+
/**
* Return a pointer to the active pose channel from this Object.
* (Note: Object, not bPose is used here, as we need layer info from Armature)
@@ -126,8 +124,9 @@ struct bPoseChannel *get_active_posechannel(struct Object *ob);
* 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);
+struct bPoseChannel *verify_pose_channel(struct bPose* pose, const char* name);
+
+
/* sets constraint flags */
void update_pose_constraint_flags(struct bPose *pose);
@@ -136,18 +135,30 @@ void update_pose_constraint_flags(struct bPose *pose);
// XXX to be depreceated for a more general solution in animsys...
void framechange_poses_clear_unkeyed(void);
+/* Bone Groups API --------------------- */
+
+/* Adds a new bone-group */
+void pose_add_group(struct Object *ob);
+
+/* Remove the active bone-group */
+void pose_remove_group(struct Object *ob);
+
+/* Assorted Evaluation ----------------- */
+
/* Used for the Action Constraint */
void what_does_obaction(struct Scene *scene, struct Object *ob, struct Object *workob, struct bPose *pose, struct bAction *act, char groupname[], float cframe);
-/* exported for game engine */
-void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight/*, short mode*/); /* was blend_poses */
-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);
+/* Game Engine ------------------------- */
+
+/* exported for game engine */
+void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight/*, short mode*/); /* was blend_poses */
+void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
+
/* functions used by the game engine */
void game_copy_pose(struct bPose **dst, struct bPose *src);
void game_free_pose(struct bPose *pose);