diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/makesdna/DNA_armature_types.h | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/makesdna/DNA_armature_types.h')
-rw-r--r-- | source/blender/makesdna/DNA_armature_types.h | 328 |
1 files changed, 164 insertions, 164 deletions
diff --git a/source/blender/makesdna/DNA_armature_types.h b/source/blender/makesdna/DNA_armature_types.h index 3e725d131f2..0b1bd23bd9c 100644 --- a/source/blender/makesdna/DNA_armature_types.h +++ b/source/blender/makesdna/DNA_armature_types.h @@ -39,220 +39,220 @@ struct AnimData; */ typedef struct Bone { - /** Next/prev elements within this list. */ - struct Bone *next, *prev; - /** User-Defined Properties on this Bone. */ - IDProperty *prop; - /** Parent (ik parent if appropriate flag is set. */ - struct Bone *parent; - /** Children . */ - ListBase childbase; - /** Name of the bone - must be unique within the armature, MAXBONENAME. */ - char name[64]; + /** Next/prev elements within this list. */ + struct Bone *next, *prev; + /** User-Defined Properties on this Bone. */ + IDProperty *prop; + /** Parent (ik parent if appropriate flag is set. */ + struct Bone *parent; + /** Children . */ + ListBase childbase; + /** Name of the bone - must be unique within the armature, MAXBONENAME. */ + char name[64]; - /** roll is input for editmode, length calculated. */ - float roll; - float head[3]; - /** head/tail and roll in Bone Space . */ - float tail[3]; - /** rotation derived from head/tail/roll. */ - float bone_mat[3][3]; + /** roll is input for editmode, length calculated. */ + float roll; + float head[3]; + /** head/tail and roll in Bone Space . */ + float tail[3]; + /** rotation derived from head/tail/roll. */ + float bone_mat[3][3]; - int flag; + int flag; - float arm_head[3]; - /** head/tail in Armature Space (rest pos). */ - float arm_tail[3]; - /** matrix: (bonemat(b)+head(b))*arm_mat(b-1), rest po.s*/ - float arm_mat[4][4]; - /** Roll in Armature Space (rest pos). */ - float arm_roll; + float arm_head[3]; + /** head/tail in Armature Space (rest pos). */ + float arm_tail[3]; + /** matrix: (bonemat(b)+head(b))*arm_mat(b-1), rest po.s*/ + float arm_mat[4][4]; + /** Roll in Armature Space (rest pos). */ + float arm_roll; - /** dist, weight: for non-deformgroup deforms. */ - float dist, weight; - /** width: for block bones. keep in this order, transform!. */ - float xwidth, length, zwidth; - /** Radius for head/tail sphere, defining deform as well, parent->rad_tip overrides rad_head. */ - float rad_head, rad_tail; + /** dist, weight: for non-deformgroup deforms. */ + float dist, weight; + /** width: for block bones. keep in this order, transform!. */ + float xwidth, length, zwidth; + /** Radius for head/tail sphere, defining deform as well, parent->rad_tip overrides rad_head. */ + float rad_head, rad_tail; - /** Curved bones settings - these define the "restpose" for a curved bone. */ - float roll1, roll2; - float curveInX, curveInY; - float curveOutX, curveOutY; - /** Length of bezier handles. */ - float ease1, ease2; - float scaleIn, scaleOut; + /** Curved bones settings - these define the "restpose" for a curved bone. */ + float roll1, roll2; + float curveInX, curveInY; + float curveOutX, curveOutY; + /** Length of bezier handles. */ + float ease1, ease2; + float scaleIn, scaleOut; - /** patch for upward compat, UNUSED!. */ - float size[3]; - /** Layers that bone appears on. */ - int layer; - /** for B-bones. */ - short segments; + /** patch for upward compat, UNUSED!. */ + float size[3]; + /** Layers that bone appears on. */ + int layer; + /** for B-bones. */ + short segments; - /** Type of next/prev bone handles. */ - char bbone_prev_type; - char bbone_next_type; - /** Next/prev bones to use as handle references when calculating bbones (optional). */ - struct Bone *bbone_prev; - struct Bone *bbone_next; + /** Type of next/prev bone handles. */ + char bbone_prev_type; + char bbone_next_type; + /** Next/prev bones to use as handle references when calculating bbones (optional). */ + struct Bone *bbone_prev; + struct Bone *bbone_next; } Bone; typedef struct bArmature { - ID id; - struct AnimData *adt; + ID id; + struct AnimData *adt; - ListBase bonebase; - ListBase chainbase; - /** Editbone listbase, we use pointer so we can check state. */ - ListBase *edbo; + ListBase bonebase; + ListBase chainbase; + /** Editbone listbase, we use pointer so we can check state. */ + ListBase *edbo; - /* active bones should work like active object where possible - * - active and selection are unrelated - * - active & hidden is not allowed - * - from the user perspective active == last selected - * - active should be ignored when not visible (hidden layer) */ + /* active bones should work like active object where possible + * - active and selection are unrelated + * - active & hidden is not allowed + * - from the user perspective active == last selected + * - active should be ignored when not visible (hidden layer) */ - /** Active bone. */ - Bone *act_bone; - /** Active editbone (in editmode). */ - struct EditBone *act_edbone; + /** Active bone. */ + Bone *act_bone; + /** Active editbone (in editmode). */ + struct EditBone *act_edbone; - int flag; - int drawtype; - /** How vertex deformation is handled in the ge. */ - int gevertdeformer; - char _pad[4]; - short deformflag; - short pathflag; + int flag; + int drawtype; + /** How vertex deformation is handled in the ge. */ + int gevertdeformer; + char _pad[4]; + short deformflag; + short pathflag; - /** For UI, to show which layers are there. */ - unsigned int layer_used; - /** For buttons to work, both variables in this order together. */ - unsigned int layer, layer_protected; + /** For UI, to show which layers are there. */ + unsigned int layer_used; + /** For buttons to work, both variables in this order together. */ + unsigned int layer, layer_protected; } bArmature; /* armature->flag */ /* don't use bit 7, was saved in files to disable stuff */ typedef enum eArmature_Flag { - ARM_RESTPOS = (1 << 0), - /** XRAY is here only for backwards converting */ - ARM_FLAG_UNUSED_1 = (1 << 1), /* cleared */ - ARM_DRAWAXES = (1 << 2), - ARM_DRAWNAMES = (1 << 3), - ARM_POSEMODE = (1 << 4), - ARM_FLAG_UNUSED_5 = (1 << 5), /* cleared */ - ARM_DELAYDEFORM = (1 << 6), - ARM_FLAG_UNUSED_7 = (1 << 7), /* cleared */ - ARM_MIRROR_EDIT = (1 << 8), - ARM_AUTO_IK = (1 << 9), - /** made option negative, for backwards compat */ - ARM_NO_CUSTOM = (1 << 10), - /** draw custom colors */ - ARM_COL_CUSTOM = (1 << 11), - /** when ghosting, only show selected bones (this should belong to ghostflag instead) */ - ARM_FLAG_UNUSED_12 = (1 << 12), /* cleared */ - /** dopesheet channel is expanded */ - ARM_DS_EXPAND = (1 << 13), - /** other objects are used for visualizing various states (hack for efficient updates) */ - ARM_HAS_VIZ_DEPS = (1 << 14), + ARM_RESTPOS = (1 << 0), + /** XRAY is here only for backwards converting */ + ARM_FLAG_UNUSED_1 = (1 << 1), /* cleared */ + ARM_DRAWAXES = (1 << 2), + ARM_DRAWNAMES = (1 << 3), + ARM_POSEMODE = (1 << 4), + ARM_FLAG_UNUSED_5 = (1 << 5), /* cleared */ + ARM_DELAYDEFORM = (1 << 6), + ARM_FLAG_UNUSED_7 = (1 << 7), /* cleared */ + ARM_MIRROR_EDIT = (1 << 8), + ARM_AUTO_IK = (1 << 9), + /** made option negative, for backwards compat */ + ARM_NO_CUSTOM = (1 << 10), + /** draw custom colors */ + ARM_COL_CUSTOM = (1 << 11), + /** when ghosting, only show selected bones (this should belong to ghostflag instead) */ + ARM_FLAG_UNUSED_12 = (1 << 12), /* cleared */ + /** dopesheet channel is expanded */ + ARM_DS_EXPAND = (1 << 13), + /** other objects are used for visualizing various states (hack for efficient updates) */ + ARM_HAS_VIZ_DEPS = (1 << 14), } eArmature_Flag; /* armature->drawtype */ typedef enum eArmature_Drawtype { - ARM_OCTA = 0, - ARM_LINE = 1, - ARM_B_BONE = 2, - ARM_ENVELOPE = 3, - ARM_WIRE = 4, + ARM_OCTA = 0, + ARM_LINE = 1, + ARM_B_BONE = 2, + ARM_ENVELOPE = 3, + ARM_WIRE = 4, } eArmature_Drawtype; /* armature->gevertdeformer */ typedef enum eArmature_VertDeformer { - ARM_VDEF_BLENDER = 0, - ARM_VDEF_BGE_CPU = 1, + ARM_VDEF_BLENDER = 0, + ARM_VDEF_BGE_CPU = 1, } eArmature_VertDeformer; /* armature->deformflag */ typedef enum eArmature_DeformFlag { - ARM_DEF_VGROUP = (1 << 0), - ARM_DEF_ENVELOPE = (1 << 1), - ARM_DEF_QUATERNION = (1 << 2), + ARM_DEF_VGROUP = (1 << 0), + ARM_DEF_ENVELOPE = (1 << 1), + ARM_DEF_QUATERNION = (1 << 2), #ifdef DNA_DEPRECATED - ARM_DEF_B_BONE_REST = (1 << 3), /* deprecated */ + ARM_DEF_B_BONE_REST = (1 << 3), /* deprecated */ #endif - ARM_DEF_INVERT_VGROUP = (1 << 4), + ARM_DEF_INVERT_VGROUP = (1 << 4), } eArmature_DeformFlag; /* armature->pathflag */ // XXX deprecated... old animation system (armature only viz) #ifdef DNA_DEPRECATED typedef enum eArmature_PathFlag { - ARM_PATH_FNUMS = (1 << 0), - ARM_PATH_KFRAS = (1 << 1), - ARM_PATH_HEADS = (1 << 2), - ARM_PATH_ACFRA = (1 << 3), - ARM_PATH_KFNOS = (1 << 4), + ARM_PATH_FNUMS = (1 << 0), + ARM_PATH_KFRAS = (1 << 1), + ARM_PATH_HEADS = (1 << 2), + ARM_PATH_ACFRA = (1 << 3), + ARM_PATH_KFNOS = (1 << 4), } eArmature_PathFlag; #endif /* bone->flag */ typedef enum eBone_Flag { - BONE_SELECTED = (1 << 0), - BONE_ROOTSEL = (1 << 1), - BONE_TIPSEL = (1 << 2), - /** Used instead of BONE_SELECTED during transform (clear before use) */ - BONE_TRANSFORM = (1 << 3), - /** when bone has a parent, connect head of bone to parent's tail*/ - BONE_CONNECTED = (1 << 4), - /* 32 used to be quatrot, was always set in files, do not reuse unless you clear it always */ - /** hidden Bones when drawing PoseChannels */ - BONE_HIDDEN_P = (1 << 6), - /** For detecting cyclic dependencies */ - BONE_DONE = (1 << 7), - /** active is on mouse clicks only - deprecated, ONLY USE FOR DRAWING */ - BONE_DRAW_ACTIVE = (1 << 8), - /** No parent rotation or scale */ - BONE_HINGE = (1 << 9), - /** hidden Bones when drawing Armature Editmode */ - BONE_HIDDEN_A = (1 << 10), - /** multiplies vgroup with envelope */ - BONE_MULT_VG_ENV = (1 << 11), - /** bone doesn't deform geometry */ - BONE_NO_DEFORM = (1 << 12), - /** set to prevent destruction of its unkeyframed pose (after transform) */ - BONE_UNKEYED = (1 << 13), - /** set to prevent hinge child bones from influencing the transform center */ - BONE_HINGE_CHILD_TRANSFORM = (1 << 14), - /** No parent scale */ - BONE_NO_SCALE = (1 << 15), - /** hidden bone when drawing PoseChannels (for ghost drawing) */ - BONE_HIDDEN_PG = (1 << 16), - /** bone should be drawn as OB_WIRE, regardless of draw-types of view+armature */ - BONE_DRAWWIRE = (1 << 17), - /** when no parent, bone will not get cyclic offset */ - BONE_NO_CYCLICOFFSET = (1 << 18), - /** bone transforms are locked in EditMode */ - BONE_EDITMODE_LOCKED = (1 << 19), - /** Indicates that a parent is also being transformed */ - BONE_TRANSFORM_CHILD = (1 << 20), - /** bone cannot be selected */ - BONE_UNSELECTABLE = (1 << 21), - /** bone location is in armature space */ - BONE_NO_LOCAL_LOCATION = (1 << 22), - /** object child will use relative transform (like deform) */ - BONE_RELATIVE_PARENTING = (1 << 23), - /** it will add the parent end roll to the inroll */ - BONE_ADD_PARENT_END_ROLL = (1 << 24), + BONE_SELECTED = (1 << 0), + BONE_ROOTSEL = (1 << 1), + BONE_TIPSEL = (1 << 2), + /** Used instead of BONE_SELECTED during transform (clear before use) */ + BONE_TRANSFORM = (1 << 3), + /** when bone has a parent, connect head of bone to parent's tail*/ + BONE_CONNECTED = (1 << 4), + /* 32 used to be quatrot, was always set in files, do not reuse unless you clear it always */ + /** hidden Bones when drawing PoseChannels */ + BONE_HIDDEN_P = (1 << 6), + /** For detecting cyclic dependencies */ + BONE_DONE = (1 << 7), + /** active is on mouse clicks only - deprecated, ONLY USE FOR DRAWING */ + BONE_DRAW_ACTIVE = (1 << 8), + /** No parent rotation or scale */ + BONE_HINGE = (1 << 9), + /** hidden Bones when drawing Armature Editmode */ + BONE_HIDDEN_A = (1 << 10), + /** multiplies vgroup with envelope */ + BONE_MULT_VG_ENV = (1 << 11), + /** bone doesn't deform geometry */ + BONE_NO_DEFORM = (1 << 12), + /** set to prevent destruction of its unkeyframed pose (after transform) */ + BONE_UNKEYED = (1 << 13), + /** set to prevent hinge child bones from influencing the transform center */ + BONE_HINGE_CHILD_TRANSFORM = (1 << 14), + /** No parent scale */ + BONE_NO_SCALE = (1 << 15), + /** hidden bone when drawing PoseChannels (for ghost drawing) */ + BONE_HIDDEN_PG = (1 << 16), + /** bone should be drawn as OB_WIRE, regardless of draw-types of view+armature */ + BONE_DRAWWIRE = (1 << 17), + /** when no parent, bone will not get cyclic offset */ + BONE_NO_CYCLICOFFSET = (1 << 18), + /** bone transforms are locked in EditMode */ + BONE_EDITMODE_LOCKED = (1 << 19), + /** Indicates that a parent is also being transformed */ + BONE_TRANSFORM_CHILD = (1 << 20), + /** bone cannot be selected */ + BONE_UNSELECTABLE = (1 << 21), + /** bone location is in armature space */ + BONE_NO_LOCAL_LOCATION = (1 << 22), + /** object child will use relative transform (like deform) */ + BONE_RELATIVE_PARENTING = (1 << 23), + /** it will add the parent end roll to the inroll */ + BONE_ADD_PARENT_END_ROLL = (1 << 24), } eBone_Flag; /* bone->bbone_prev_type, bbone_next_type */ typedef enum eBone_BBoneHandleType { - BBONE_HANDLE_AUTO = 0, /* Default mode based on parents & children. */ - BBONE_HANDLE_ABSOLUTE, /* Custom handle in absolute position mode. */ - BBONE_HANDLE_RELATIVE, /* Custom handle in relative position mode. */ - BBONE_HANDLE_TANGENT, /* Custom handle in tangent mode (use direction, not location). */ + BBONE_HANDLE_AUTO = 0, /* Default mode based on parents & children. */ + BBONE_HANDLE_ABSOLUTE, /* Custom handle in absolute position mode. */ + BBONE_HANDLE_RELATIVE, /* Custom handle in relative position mode. */ + BBONE_HANDLE_TANGENT, /* Custom handle in tangent mode (use direction, not location). */ } eBone_BBoneHandleType; #define MAXBONENAME 64 |