/* * ***** 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) 2009 Blender Foundation, Joshua Leung * All rights reserved. * * Contributor(s): Joshua Leung (original author) * * ***** END GPL LICENSE BLOCK ***** */ #ifndef __BKE_ANIMSYS_H__ #define __BKE_ANIMSYS_H__ /** \file BKE_animsys.h * \ingroup bke * \author Joshua Leung */ struct ID; struct ListBase; struct Main; struct AnimData; struct KeyingSet; struct KS_Path; struct PointerRNA; struct ReportList; struct bAction; struct bActionGroup; struct AnimMapper; /* ************************************* */ /* AnimData API */ /* Check if the given ID-block can have AnimData */ short id_type_can_have_animdata(struct ID *id); /* Get AnimData from the given ID-block */ struct AnimData *BKE_animdata_from_id(struct ID *id); /* Add AnimData to the given ID-block */ struct AnimData *BKE_id_add_animdata(struct ID *id); /* Set active action used by AnimData from the given ID-block */ short BKE_animdata_set_action(struct ReportList *reports, struct ID *id, struct bAction *act); /* Free AnimData */ void BKE_free_animdata(struct ID *id); /* Copy AnimData */ struct AnimData *BKE_copy_animdata(struct AnimData *adt, const bool do_action); /* Copy AnimData */ int BKE_copy_animdata_id(struct ID *id_to, struct ID *id_from, const bool do_action); /* Copy AnimData Actions */ void BKE_copy_animdata_id_action(struct ID *id); /* Make Local */ void BKE_animdata_make_local(struct AnimData *adt); /* Re-Assign ID's */ void BKE_relink_animdata(struct AnimData *adt); /* ************************************* */ /* KeyingSets API */ /* Used to create a new 'custom' KeyingSet for the user, that will be automatically added to the stack */ struct KeyingSet *BKE_keyingset_add(struct ListBase *list, const char idname[], const char name[], short flag, short keyingflag); /* Add a path to a KeyingSet */ struct KS_Path *BKE_keyingset_add_path(struct KeyingSet *ks, struct ID *id, const char group_name[], const char rna_path[], int array_index, short flag, short groupmode); /* Find the destination matching the criteria given */ struct KS_Path *BKE_keyingset_find_path(struct KeyingSet *ks, struct ID *id, const char group_name[], const char rna_path[], int array_index, int group_mode); /* Copy all KeyingSets in the given list */ void BKE_keyingsets_copy(struct ListBase *newlist, struct ListBase *list); /* Free the given Keying Set path */ void BKE_keyingset_free_path(struct KeyingSet *ks, struct KS_Path *ksp); /* Free data for KeyingSet but not set itself */ void BKE_keyingset_free(struct KeyingSet *ks); /* Free all the KeyingSets in the given list */ void BKE_keyingsets_free(struct ListBase *list); /* ************************************* */ /* Path Fixing API */ /* Fix all the paths for the given ID+AnimData */ void BKE_animdata_fix_paths_rename(struct ID *owner_id, struct AnimData *adt, struct ID *ref_id, const char *prefix, const char *oldName, const char *newName, int oldSubscript, int newSubscript, int verify_paths); /* Fix all the paths for the entire database... */ void BKE_all_animdata_fix_paths_rename(ID *ref_id, const char *prefix, const char *oldName, const char *newName); /* -------------------------------------- */ /* Move animation data from src to destination if it's paths are based on basepaths */ void BKE_animdata_separate_by_basepath(struct ID *srcID, struct ID *dstID, struct ListBase *basepaths); /* Move F-Curves from src to destination if it's path is based on basepath */ void action_move_fcurves_by_basepath(struct bAction *srcAct, struct bAction *dstAct, const char basepath[]); /* ************************************* */ /* Batch AnimData API */ /* Define for callback looper used in BKE_animdata_main_cb */ typedef void (*ID_AnimData_Edit_Callback)(struct ID *id, struct AnimData *adt, void *user_data); /* Loop over all datablocks applying callback */ void BKE_animdata_main_cb(struct Main *main, ID_AnimData_Edit_Callback func, void *user_data); /* ************************************* */ // TODO: overrides, remapping, and path-finding api's /* ************************************* */ /* Evaluation API */ /* ------------- Main API -------------------- */ /* In general, these ones should be called to do all animation evaluation */ /* Evaluation loop for evaluating animation data */ void BKE_animsys_evaluate_animdata(struct Scene *scene, struct ID *id, struct AnimData *adt, float ctime, short recalc); /* Evaluation of all ID-blocks with Animation Data blocks - Animation Data Only */ void BKE_animsys_evaluate_all_animation(struct Main *main, struct Scene *scene, float ctime); /* ------------ Specialized API --------------- */ /* There are a few special tools which require these following functions. They are NOT to be used * for standard animation evaluation UNDER ANY CIRCUMSTANCES! * * i.e. Pose Library (PoseLib) uses some of these for selectively applying poses, but * Particles/Sequencer performing funky time manipulation is not ok. */ /* Evaluate Action (F-Curve Bag) */ void animsys_evaluate_action(struct PointerRNA *ptr, struct bAction *act, struct AnimMapper *remap, float ctime); /* Evaluate Action Group */ void animsys_evaluate_action_group(struct PointerRNA *ptr, struct bAction *act, struct bActionGroup *agrp, struct AnimMapper *remap, float ctime); /* ************************************* */ #endif /* __BKE_ANIMSYS_H__*/