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Diffstat (limited to 'source/blender/blenkernel/BKE_action.h')
-rw-r--r--source/blender/blenkernel/BKE_action.h37
1 files changed, 24 insertions, 13 deletions
diff --git a/source/blender/blenkernel/BKE_action.h b/source/blender/blenkernel/BKE_action.h
index 0c9bba5e413..d35acb5447a 100644
--- a/source/blender/blenkernel/BKE_action.h
+++ b/source/blender/blenkernel/BKE_action.h
@@ -1,6 +1,6 @@
/* BKE_action.h May 2001
*
- * Blender kernel action functionality
+ * Blender kernel action and pose functionality
*
* Reevan McKay
*
@@ -26,7 +26,7 @@
* All rights reserved.
*
* Contributor(s): Full recode, Ton Roosendaal, Crete 2005
- * Full recode, Joshua Leung, 2009
+ * Full recode, Joshua Leung, 2009
*
* ***** END GPL LICENSE BLOCK *****
*/
@@ -103,8 +103,7 @@ void free_pose(struct bPose *pose);
* Allocate a new pose on the heap, and copy the src pose and it's channels
* into the new pose. *dst is set to the newly allocated structure, and assumed to be NULL.
*/
-void copy_pose(struct bPose **dst, struct bPose *src,
- int copyconstraints);
+void copy_pose(struct bPose **dst, struct bPose *src, int copyconstraints);
@@ -112,9 +111,8 @@ void copy_pose(struct bPose **dst, struct bPose *src,
* Return a pointer to the pose channel of the given name
* from this pose.
*/
-struct bPoseChannel *get_pose_channel(const struct bPose *pose,
- const char *name);
-
+struct bPoseChannel *get_pose_channel(const struct bPose *pose, const char *name);
+
/**
* Return a pointer to the active pose channel from this Object.
* (Note: Object, not bPose is used here, as we need layer info from Armature)
@@ -126,8 +124,9 @@ struct bPoseChannel *get_active_posechannel(struct Object *ob);
* already exists in this pose - if not a new one is
* allocated and initialized.
*/
-struct bPoseChannel *verify_pose_channel(struct bPose* pose,
- const char* name);
+struct bPoseChannel *verify_pose_channel(struct bPose* pose, const char* name);
+
+
/* sets constraint flags */
void update_pose_constraint_flags(struct bPose *pose);
@@ -136,18 +135,30 @@ void update_pose_constraint_flags(struct bPose *pose);
// XXX to be depreceated for a more general solution in animsys...
void framechange_poses_clear_unkeyed(void);
+/* Bone Groups API --------------------- */
+
+/* Adds a new bone-group */
+void pose_add_group(struct Object *ob);
+
+/* Remove the active bone-group */
+void pose_remove_group(struct Object *ob);
+
+/* Assorted Evaluation ----------------- */
+
/* Used for the Action Constraint */
void what_does_obaction(struct Scene *scene, struct Object *ob, struct Object *workob, struct bPose *pose, struct bAction *act, char groupname[], float cframe);
-/* exported for game engine */
-void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight/*, short mode*/); /* was blend_poses */
-void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
-
/* for proxy */
void copy_pose_result(struct bPose *to, struct bPose *from);
/* clear all transforms */
void rest_pose(struct bPose *pose);
+/* Game Engine ------------------------- */
+
+/* exported for game engine */
+void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight/*, short mode*/); /* was blend_poses */
+void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
+
/* functions used by the game engine */
void game_copy_pose(struct bPose **dst, struct bPose *src);
void game_free_pose(struct bPose *pose);