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Diffstat (limited to 'source/blender/blenkernel/BKE_action.h')
-rw-r--r--source/blender/blenkernel/BKE_action.h64
1 files changed, 21 insertions, 43 deletions
diff --git a/source/blender/blenkernel/BKE_action.h b/source/blender/blenkernel/BKE_action.h
index 11e2b828436..444a97364ab 100644
--- a/source/blender/blenkernel/BKE_action.h
+++ b/source/blender/blenkernel/BKE_action.h
@@ -26,6 +26,7 @@
* All rights reserved.
*
* Contributor(s): Full recode, Ton Roosendaal, Crete 2005
+ * Full recode, Joshua Leung, 2009
*
* ***** END GPL LICENSE BLOCK *****
*/
@@ -36,11 +37,10 @@
#include "DNA_listBase.h"
/**
- * The following structures are defined in DNA_action_types.h
+ * The following structures are defined in DNA_action_types.h, and DNA_anim_types.h
*/
-struct bAction;
-struct bActionChannel;
+struct nAction;
struct bPose;
struct bPoseChannel;
struct Object;
@@ -52,7 +52,23 @@ struct ID;
extern "C" {
#endif
-struct bAction *add_empty_action(const char name[]);
+struct nAction *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);
+
+/**
+ * Deallocate the action's channels including constraint channels.
+ * does not free the action structure.
+ */
+void free_action(struct nAction *act);
+
+// XXX is this needed?
+void make_local_action(struct nAction *act);
/**
* Removes and deallocates all channels from a pose.
@@ -72,18 +88,6 @@ void free_pose(struct bPose *pose);
void copy_pose(struct bPose **dst, struct bPose *src,
int copyconstraints);
-/**
- * Deallocate the action's channels including constraint channels.
- * does not free the action structure.
- */
-void free_action(struct bAction * id);
-
-void make_local_action(struct bAction *act);
-
-/* only for armatures, doing pose actions only too */
-void do_all_pose_actions(struct Scene *scene, struct Object *);
-/* only for objects, doing only 1 channel */
-void do_all_object_actions(struct Scene *scene, struct Object *);
/**
@@ -114,13 +118,6 @@ void update_pose_constraint_flags(struct bPose *pose);
void framechange_poses_clear_unkeyed(void);
/**
- * Allocate a new bAction on the heap and copy
- * the contents of src into it. If src is NULL NULL is returned.
- */
-
-struct bAction *copy_action(struct bAction *src);
-
-/**
* Some kind of bounding box operation on the action.
*/
void calc_action_range(const struct bAction *act, float *start, float *end, int incl_hidden);
@@ -135,22 +132,6 @@ void extract_pose_from_action(struct bPose *pose, struct bAction *act, float cti
*/
void what_does_obaction(struct Scene *scene, struct Object *ob, struct Object *workob, struct bAction *act, float cframe);
-/**
- * Iterate through the action channels of the action
- * and return the channel with the given name.
- * Returns NULL if no channel.
- */
-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);
-
- /* baking */
-struct bAction *bake_obIPO_to_action(struct Object *ob);
-
/* exported for game engine */
void blend_poses(struct bPose *dst, struct bPose *src, float srcweight, short mode);
void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
@@ -164,10 +145,7 @@ void rest_pose(struct bPose *pose);
float get_action_frame(struct Object *ob, float cframe);
/* map strip time to global time (frame nr) */
float get_action_frame_inv(struct Object *ob, float cframe);
-/* builds a list of NlaIpoChannel with ipo values to write in datablock */
-void extract_ipochannels_from_action(ListBase *lb, struct ID *id, struct bAction *act, const char *name, float ctime);
-/* write values returned by extract_ipochannels_from_action, returns the number of value written */
-int execute_ipochannels(ListBase *lb);
+
/* functions used by the game engine */
void game_copy_pose(struct bPose **dst, struct bPose *src);