/* * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * Contributor(s): Full recode, Ton Roosendaal, Crete 2005 * Full recode, Joshua Leung, 2009 * * ***** END GPL LICENSE BLOCK ***** */ #ifndef BKE_ACTION_H #define BKE_ACTION_H /** \file BKE_action.h * \ingroup bke * \brief Blender kernel action and pose functionality. * \author Reevan McKay * \author Ton Roosendaal (full recode 2005) * \author Joshua Leung (full recode 2009) * \since may 2001 */ #include "DNA_listBase.h" /* The following structures are defined in DNA_action_types.h, and DNA_anim_types.h */ struct bAction; struct bActionGroup; struct FCurve; struct bPose; struct bItasc; struct bPoseChannel; struct Object; struct Scene; struct ID; /* Kernel prototypes */ #ifdef __cplusplus extern "C" { #endif /* Action Lib Stuff ----------------- */ /* Allocate a new bAction with the given name */ struct bAction *add_empty_action(const char name[]); /* Allocate a copy of the given Action and all its data */ struct bAction *copy_action(struct bAction *src); /* Deallocate all of the Action's data, but not the Action itself */ void free_action(struct bAction *act); // XXX is this needed? void make_local_action(struct bAction *act); /* Action API ----------------- */ /* types of transforms applied to the given item * - these are the return falgs for action_get_item_transforms() */ typedef enum eAction_TransformFlags { /* location */ ACT_TRANS_LOC = (1<<0), /* rotation */ ACT_TRANS_ROT = (1<<1), /* scaling */ ACT_TRANS_SCALE = (1<<2), /* strictly not a transform, but custom properties are also * quite often used in modern rigs */ ACT_TRANS_PROP = (1<<3), /* all flags */ ACT_TRANS_ONLY = (ACT_TRANS_LOC|ACT_TRANS_ROT|ACT_TRANS_SCALE), ACT_TRANS_ALL = (ACT_TRANS_ONLY|ACT_TRANS_PROP) } eAction_TransformFlags; /* Return flags indicating which transforms the given object/posechannel has * - if 'curves' is provided, a list of links to these curves are also returned * whose nodes WILL NEED FREEING */ short action_get_item_transforms(struct bAction *act, struct Object *ob, struct bPoseChannel *pchan, ListBase *curves); /* Some kind of bounding box operation on the action */ void calc_action_range(const struct bAction *act, float *start, float *end, short incl_modifiers); /* Does action have any motion data at all? */ short action_has_motion(const struct bAction *act); /* Action Groups API ----------------- */ /* Get the active action-group for an Action */ struct bActionGroup *get_active_actiongroup(struct bAction *act); /* Make the given Action Group the active one */ void set_active_action_group(struct bAction *act, struct bActionGroup *agrp, short select); /* Add a new action group with the given name to the action */ struct bActionGroup *action_groups_add_new(struct bAction *act, const char name[]); /* Add given channel into (active) group */ void action_groups_add_channel(struct bAction *act, struct bActionGroup *agrp, struct FCurve *fcurve); /* Remove the given channel from all groups */ void action_groups_remove_channel(struct bAction *act, struct FCurve *fcu); /* Find a group with the given name */ struct bActionGroup *action_groups_find_named(struct bAction *act, const char name[]); /* Clear all 'temp' flags on all groups */ void action_groups_clear_tempflags(struct bAction *act); /* Pose API ----------------- */ /** * Deallocates a pose channel. * Does not free the pose channel itself. */ void free_pose_channel(struct bPoseChannel *pchan); /** * Removes and deallocates all channels from a pose. * Does not free the pose itself. */ void free_pose_channels(struct bPose *pose); /** * Removes the hash for quick lookup of channels, must * be done when adding/removing channels. */ void make_pose_channels_hash(struct bPose *pose); void free_pose_channels_hash(struct bPose *pose); /** * Removes and deallocates all data from a pose, and also frees the pose. */ 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); /** * Copy the internal members of each pose channel including constraints * and ID-Props, used when duplicating bones in editmode. */ void duplicate_pose_channel_data(struct bPoseChannel *pchan, const struct bPoseChannel *pchan_from); /** * 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); /** * 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) */ struct bPoseChannel *get_active_posechannel(struct Object *ob); /** * Looks to see if the channel with the given name * 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); /* Copy the data from the action-pose (src) into the pose */ void extract_pose_from_pose(struct bPose *pose, const struct bPose *src); /* sets constraint flags */ void update_pose_constraint_flags(struct bPose *pose); /* return the name of structure pointed by pose->ikparam */ const char *get_ikparam_name(struct bPose *pose); /* allocate and initialize pose->ikparam according to pose->iksolver */ void init_pose_ikparam(struct bPose *pose); /* initialize a bItasc structure with default value */ void init_pose_itasc(struct bItasc *itasc); /* clears BONE_UNKEYED flags for frame changing */ // 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 Object *ob, struct Object *workob, struct bPose *pose, struct bAction *act, char groupname[], float cframe); /* for proxy */ void copy_pose_result(struct bPose *to, struct bPose *from); /* clear all transforms */ void rest_pose(struct bPose *pose); #ifdef __cplusplus }; #endif #endif