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authorJoshua Leung <aligorith@gmail.com>2009-01-18 13:41:45 +0300
committerJoshua Leung <aligorith@gmail.com>2009-01-18 13:41:45 +0300
commit53ae509cc5ad75dca490dea8c632d542285e0058 (patch)
tree3ccf1ca8583c46b67391ceca2b07698c19f28c8c /source/blender/blenkernel/BKE_action.h
parent711d04a4995f16abbbaca0deecadd48fefbbe165 (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.h23
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 */