diff options
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 */ |