diff options
author | Ton Roosendaal <ton@blender.org> | 2005-10-10 22:05:30 +0400 |
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committer | Ton Roosendaal <ton@blender.org> | 2005-10-10 22:05:30 +0400 |
commit | 4bd9775936c1b5a1656713d8c6a679b711b93d93 (patch) | |
tree | 7a4d0c39ffef76f3f34f5dea7ad85a02587414a1 /source/blender/blenkernel/BKE_action.h | |
parent | 9b8868532a9e0970f83eb68ef36144eaca9525a1 (diff) |
Stupid me! Committed in wrong console with wrong dir... here's the rest of
all files for the Ipo/Action/NLA makeover...
Diffstat (limited to 'source/blender/blenkernel/BKE_action.h')
-rw-r--r-- | source/blender/blenkernel/BKE_action.h | 22 |
1 files changed, 17 insertions, 5 deletions
diff --git a/source/blender/blenkernel/BKE_action.h b/source/blender/blenkernel/BKE_action.h index 5b8c8c1a929..21e7b2f7fc0 100644 --- a/source/blender/blenkernel/BKE_action.h +++ b/source/blender/blenkernel/BKE_action.h @@ -75,8 +75,13 @@ void free_action(struct bAction * id); void make_local_action(struct bAction *act); -/* if NULL it does all, otherwise only from Object */ -void do_all_actions(struct Object *); +/* 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 @@ -121,13 +126,20 @@ void extract_pose_from_action(struct bPose *pose, struct bAction *act, * and return the channel with the given name. * Returns NULL if no channel. */ -struct bActionChannel *get_named_actionchannel(struct bAction *act, - const char *name); +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); -// exported for game engine +/* exported for game engine */ void blend_poses(struct bPose *dst, const struct bPose *src, float srcweight, short mode); void extract_pose_from_pose(struct bPose *pose, const struct bPose *src); +/* map global time (frame nr) to strip converted time, doesn't clip */ +float get_action_frame(struct Object *ob, float cframe); #ifdef __cplusplus }; |