/* BKE_action.h May 2001 * * Blender kernel action functionality * * Reevan McKay * * $Id$ * * ***** 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): Full recode, Ton Roosendaal, Crete 2005 * Full recode, Joshua Leung, 2009 * * ***** END GPL LICENSE BLOCK ***** */ #ifndef BKE_ACTION_H #define BKE_ACTION_H #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 bPoseChannel; struct Object; struct Scene; struct ID; /* Kernel prototypes */ #ifdef __cplusplus extern "C" { #endif /* Action API ----------------- */ /* 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); /* Some kind of bounding box operation on the action */ void calc_action_range(const struct bAction *act, float *start, float *end, int incl_hidden); /* Action Groups API ----------------- */ /* Make the given Action Group the active one */ void set_active_action_group(struct bAction *act, struct bActionGroup *agrp, short select); /* 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[]); /* Pose API ----------------- */ /** * Removes and deallocates all channels from a pose. * Does not free the pose itself. */ void free_pose_channels(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); /** * 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); /* sets constraint flags */ 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); /* 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); /* map global time (frame nr) to strip converted time, doesn't clip */ 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); /* functions used by the game engine */ void game_copy_pose(struct bPose **dst, struct bPose *src); void game_free_pose(struct bPose *pose); #ifdef __cplusplus }; #endif #endif