/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2009 Blender Foundation. All rights reserved. */ /** \file * \ingroup edarmature */ #pragma once /* internal exports only */ struct wmOperatorType; struct Base; struct GPUSelectResult; struct Object; struct Scene; struct bContext; struct bPoseChannel; struct Bone; struct EditBone; struct bArmature; struct LinkData; struct ListBase; /* -------------------------------------------------------------------- */ /** \name Armature EditMode Operators * \{ */ void ARMATURE_OT_bone_primitive_add(struct wmOperatorType *ot); void ARMATURE_OT_align(struct wmOperatorType *ot); void ARMATURE_OT_calculate_roll(struct wmOperatorType *ot); void ARMATURE_OT_roll_clear(struct wmOperatorType *ot); void ARMATURE_OT_switch_direction(struct wmOperatorType *ot); void ARMATURE_OT_subdivide(struct wmOperatorType *ot); void ARMATURE_OT_parent_set(struct wmOperatorType *ot); void ARMATURE_OT_parent_clear(struct wmOperatorType *ot); void ARMATURE_OT_select_all(struct wmOperatorType *ot); void ARMATURE_OT_select_mirror(struct wmOperatorType *ot); void ARMATURE_OT_select_more(struct wmOperatorType *ot); void ARMATURE_OT_select_less(struct wmOperatorType *ot); void ARMATURE_OT_select_hierarchy(struct wmOperatorType *ot); void ARMATURE_OT_select_linked_pick(struct wmOperatorType *ot); void ARMATURE_OT_select_linked(struct wmOperatorType *ot); void ARMATURE_OT_select_similar(struct wmOperatorType *ot); void ARMATURE_OT_shortest_path_pick(struct wmOperatorType *ot); void ARMATURE_OT_delete(struct wmOperatorType *ot); void ARMATURE_OT_dissolve(struct wmOperatorType *ot); void ARMATURE_OT_duplicate(struct wmOperatorType *ot); void ARMATURE_OT_symmetrize(struct wmOperatorType *ot); void ARMATURE_OT_extrude(struct wmOperatorType *ot); void ARMATURE_OT_hide(struct wmOperatorType *ot); void ARMATURE_OT_reveal(struct wmOperatorType *ot); void ARMATURE_OT_click_extrude(struct wmOperatorType *ot); void ARMATURE_OT_fill(struct wmOperatorType *ot); void ARMATURE_OT_separate(struct wmOperatorType *ot); void ARMATURE_OT_split(struct wmOperatorType *ot); void ARMATURE_OT_autoside_names(struct wmOperatorType *ot); void ARMATURE_OT_flip_names(struct wmOperatorType *ot); void ARMATURE_OT_layers_show_all(struct wmOperatorType *ot); void ARMATURE_OT_armature_layers(struct wmOperatorType *ot); void ARMATURE_OT_bone_layers(struct wmOperatorType *ot); /** \} */ /* -------------------------------------------------------------------- */ /** \name Pose-Mode Operators * \{ */ void POSE_OT_hide(struct wmOperatorType *ot); void POSE_OT_reveal(struct wmOperatorType *ot); void POSE_OT_armature_apply(struct wmOperatorType *ot); void POSE_OT_visual_transform_apply(struct wmOperatorType *ot); void POSE_OT_rot_clear(struct wmOperatorType *ot); void POSE_OT_loc_clear(struct wmOperatorType *ot); void POSE_OT_scale_clear(struct wmOperatorType *ot); void POSE_OT_transforms_clear(struct wmOperatorType *ot); void POSE_OT_user_transforms_clear(struct wmOperatorType *ot); void POSE_OT_copy(struct wmOperatorType *ot); void POSE_OT_paste(struct wmOperatorType *ot); void POSE_OT_select_all(struct wmOperatorType *ot); void POSE_OT_select_parent(struct wmOperatorType *ot); void POSE_OT_select_hierarchy(struct wmOperatorType *ot); void POSE_OT_select_linked(struct wmOperatorType *ot); void POSE_OT_select_linked_pick(struct wmOperatorType *ot); void POSE_OT_select_constraint_target(struct wmOperatorType *ot); void POSE_OT_select_grouped(struct wmOperatorType *ot); void POSE_OT_select_mirror(struct wmOperatorType *ot); void POSE_OT_group_add(struct wmOperatorType *ot); void POSE_OT_group_remove(struct wmOperatorType *ot); void POSE_OT_group_move(struct wmOperatorType *ot); void POSE_OT_group_sort(struct wmOperatorType *ot); void POSE_OT_group_assign(struct wmOperatorType *ot); void POSE_OT_group_unassign(struct wmOperatorType *ot); void POSE_OT_group_select(struct wmOperatorType *ot); void POSE_OT_group_deselect(struct wmOperatorType *ot); void POSE_OT_paths_calculate(struct wmOperatorType *ot); void POSE_OT_paths_update(struct wmOperatorType *ot); void POSE_OT_paths_clear(struct wmOperatorType *ot); void POSE_OT_paths_range_update(struct wmOperatorType *ot); void POSE_OT_autoside_names(struct wmOperatorType *ot); void POSE_OT_flip_names(struct wmOperatorType *ot); void POSE_OT_rotation_mode_set(struct wmOperatorType *ot); void POSE_OT_quaternions_flip(struct wmOperatorType *ot); void POSE_OT_bone_layers(struct wmOperatorType *ot); /** \} */ /* -------------------------------------------------------------------- */ /** \name Pose Tool Utilities (for PoseLib, Pose Sliding, etc.) * \{ */ /* pose_utils.c */ /* Temporary data linking PoseChannels with the F-Curves they affect */ typedef struct tPChanFCurveLink { struct tPChanFCurveLink *next, *prev; /** Object this Pose Channel belongs to. */ struct Object *ob; /** F-Curves for this PoseChannel (wrapped with LinkData) */ ListBase fcurves; /** Pose Channel which data is attached to */ struct bPoseChannel *pchan; /** RNA Path to this Pose Channel (needs to be freed when we're done) */ char *pchan_path; /** transform values at start of operator (to be restored before each modal step) */ float oldloc[3]; float oldrot[3]; float oldscale[3]; float oldquat[4]; float oldangle; float oldaxis[3]; /** old bbone values (to be restored along with the transform properties) */ float roll1, roll2; /** (NOTE: we haven't renamed these this time, as their names are already long enough) */ float curve_in_x, curve_in_z; float curve_out_x, curve_out_z; float ease1, ease2; float scale_in[3]; float scale_out[3]; /** copy of custom properties at start of operator (to be restored before each modal step) */ struct IDProperty *oldprops; } tPChanFCurveLink; /* ----------- */ /** Returns a valid pose armature for this object, else returns NULL. */ struct Object *poseAnim_object_get(struct Object *ob_); /** Get sets of F-Curves providing transforms for the bones in the Pose. */ void poseAnim_mapping_get(struct bContext *C, ListBase *pfLinks); /** Free F-Curve <-> PoseChannel links. */ void poseAnim_mapping_free(ListBase *pfLinks); /** * Helper for apply() / reset() - refresh the data. */ void poseAnim_mapping_refresh(struct bContext *C, struct Scene *scene, struct Object *ob); /** * Reset changes made to current pose. */ void poseAnim_mapping_reset(ListBase *pfLinks); /** Perform auto-key-framing after changes were made + confirmed. */ void poseAnim_mapping_autoKeyframe(struct bContext *C, struct Scene *scene, ListBase *pfLinks, float cframe); /** * Find the next F-Curve for a PoseChannel with matching path... * - path is not just the pfl rna_path, since that path doesn't have property info yet. */ LinkData *poseAnim_mapping_getNextFCurve(ListBase *fcuLinks, LinkData *prev, const char *path); /** \} */ /* -------------------------------------------------------------------- */ /** \name PoseLib * \{ */ /* pose_lib.c */ void POSELIB_OT_new(struct wmOperatorType *ot); void POSELIB_OT_unlink(struct wmOperatorType *ot); void POSELIB_OT_action_sanitize(struct wmOperatorType *ot); void POSELIB_OT_pose_add(struct wmOperatorType *ot); void POSELIB_OT_pose_remove(struct wmOperatorType *ot); void POSELIB_OT_pose_rename(struct wmOperatorType *ot); void POSELIB_OT_pose_move(struct wmOperatorType *ot); void POSELIB_OT_browse_interactive(struct wmOperatorType *ot); void POSELIB_OT_apply_pose(struct wmOperatorType *ot); /* pose_lib_2.c */ void POSELIB_OT_apply_pose_asset(struct wmOperatorType *ot); void POSELIB_OT_blend_pose_asset(struct wmOperatorType *ot); /** \} */ /* -------------------------------------------------------------------- */ /** \name Pose Sliding Tools * \{ */ /* pose_slide.c */ void POSE_OT_push(struct wmOperatorType *ot); void POSE_OT_relax(struct wmOperatorType *ot); void POSE_OT_push_rest(struct wmOperatorType *ot); void POSE_OT_relax_rest(struct wmOperatorType *ot); void POSE_OT_breakdown(struct wmOperatorType *ot); void POSE_OT_blend_to_neighbors(struct wmOperatorType *ot); void POSE_OT_propagate(struct wmOperatorType *ot); /** \} */ /* -------------------------------------------------------------------- */ /** \name Various Armature Edit/Pose Editing API's * \{ */ /* Ideally, many of these defines would not be needed as everything would be strictly * self-contained within each file, * but some tools still have a bit of overlap which makes things messy -- Feb 2013 */ struct EditBone *make_boneList(struct ListBase *edbo, struct ListBase *bones, struct Bone *actBone); /* Duplicate method. */ /** Call this before doing any duplications. */ void preEditBoneDuplicate(struct ListBase *editbones); void postEditBoneDuplicate(struct ListBase *editbones, struct Object *ob); struct EditBone *duplicateEditBone(struct EditBone *cur_bone, const char *name, struct ListBase *editbones, struct Object *ob); /* Duplicate method (cross objects). */ /** * \param editbones: The target list. */ struct EditBone *duplicateEditBoneObjects(struct EditBone *cur_bone, const char *name, struct ListBase *editbones, struct Object *src_ob, struct Object *dst_ob); /** Adds an EditBone between the nominated locations (should be in the right space). */ struct EditBone *add_points_bone(struct Object *obedit, float head[3], float tail[3]); void bone_free(struct bArmature *arm, struct EditBone *bone); void armature_tag_select_mirrored(struct bArmature *arm); /** * Helper function for tools to work on mirrored parts. * it leaves mirrored bones selected then too, which is a good indication of what happened. */ void armature_select_mirrored_ex(struct bArmature *arm, int flag); void armature_select_mirrored(struct bArmature *arm); /** Only works when tagged. */ void armature_tag_unselect(struct bArmature *arm); /** \} */ /* -------------------------------------------------------------------- */ /** \name Selection Picking * \{ */ struct EditBone *ED_armature_pick_ebone(struct bContext *C, const int xy[2], bool findunsel, struct Base **r_base); struct bPoseChannel *ED_armature_pick_pchan(struct bContext *C, const int xy[2], bool findunsel, struct Base **r_base); struct Bone *ED_armature_pick_bone(struct bContext *C, const int xy[2], bool findunsel, struct Base **r_base); struct EditBone *ED_armature_pick_ebone_from_selectbuffer(struct Base **bases, uint bases_len, const struct GPUSelectResult *buffer, short hits, bool findunsel, bool do_nearest, struct Base **r_base); struct bPoseChannel *ED_armature_pick_pchan_from_selectbuffer(struct Base **bases, uint bases_len, const struct GPUSelectResult *buffer, short hits, bool findunsel, bool do_nearest, struct Base **r_base); struct Bone *ED_armature_pick_bone_from_selectbuffer(struct Base **bases, uint bases_len, const struct GPUSelectResult *buffer, short hits, bool findunsel, bool do_nearest, struct Base **r_base); /** \} */ /* -------------------------------------------------------------------- */ /** \name Iteration * \{ */ /** * XXX: bone_looper is only to be used when we want to access settings * (i.e. editability/visibility/selected) that context doesn't offer. */ int bone_looper(struct Object *ob, struct Bone *bone, void *data, int (*bone_func)(struct Object *, struct Bone *, void *)); /** \} */