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Diffstat (limited to 'source/blender/editors/include/ED_armature.h')
-rw-r--r--source/blender/editors/include/ED_armature.h95
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diff --git a/source/blender/editors/include/ED_armature.h b/source/blender/editors/include/ED_armature.h
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+/**
+ * $Id:
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#ifndef ED_ARMATURE_H
+#define ED_ARMATURE_H
+
+struct Scene;
+struct Object;
+struct Base;
+struct Bone;
+struct bArmature;
+struct ListBase;
+
+typedef struct EditBone
+{
+ struct EditBone *next, *prev;
+ struct EditBone *parent;/* Editbones have a one-way link (i.e. children refer
+ to parents. This is converted to a two-way link for
+ normal bones when leaving editmode. */
+ void *temp; /* Used to store temporary data */
+
+ char name[32];
+ float roll; /* Roll along axis. We'll ultimately use the axis/angle method
+ for determining the transformation matrix of the bone. The axis
+ is tail-head while roll provides the angle. Refer to Graphics
+ Gems 1 p. 466 (section IX.6) if it's not already in here somewhere*/
+
+ float head[3]; /* Orientation and length is implicit during editing */
+ float tail[3];
+ /* All joints are considered to have zero rotation with respect to
+ their parents. Therefore any rotations specified during the
+ animation are automatically relative to the bones' rest positions*/
+ int flag;
+
+ int parNr; /* Used for retrieving values from the menu system */
+
+ float dist, weight;
+ float xwidth, length, zwidth; /* put them in order! transform uses this as scale */
+ float ease1, ease2;
+ float rad_head, rad_tail;
+ short layer, segments;
+
+ float oldlength; /* for envelope scaling */
+
+} EditBone;
+
+#define BONESEL_ROOT 0x10000000
+#define BONESEL_TIP 0x20000000
+#define BONESEL_BONE 0x40000000
+#define BONESEL_ANY (BONESEL_TIP|BONESEL_ROOT|BONESEL_BONE)
+
+#define BONESEL_NOSEL 0x80000000 /* Indicates a negative number */
+
+/* useful macros */
+#define EBONE_VISIBLE(arm, ebone) ((arm->layer & ebone->layer) && !(ebone->flag & BONE_HIDDEN_A))
+#define EBONE_EDITABLE(ebone) ((ebone->flag & BONE_SELECTED) && !(ebone->flag & BONE_EDITMODE_LOCKED))
+
+/* used in bone_select_hierachy() */
+#define BONE_SELECT_PARENT 0
+#define BONE_SELECT_CHILD 1
+
+void ED_pose_deselectall(struct Object *ob, int test, int doundo);
+
+void ED_armature_from_edit(struct Scene *scene, struct Object *obedit);
+void ED_armature_to_edit(struct Object *ob);
+void ED_armature_edit_free(struct Object *ob);
+void ED_armature_edit_remake(struct Object *obedit);
+
+#endif /* ED_ARMATURE_H */
+
+
+