/* * $Id$ * * ***** 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., 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): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** */ /** \file ED_armature.h * \ingroup editors */ #ifndef ED_ARMATURE_H #define ED_ARMATURE_H #ifdef __cplusplus extern "C" { #endif struct bArmature; struct Base; struct bContext; struct Bone; struct bPoseChannel; struct DerivedMesh; struct IDProperty; struct ListBase; struct MeshDeformModifierData; struct Object; struct RegionView3D; struct ReportList; struct Scene; struct SK_Sketch; struct View3D; struct ViewContext; struct wmKeyConfig; struct wmOperator; typedef struct EditBone { struct EditBone *next, *prev; struct IDProperty *prop; /* User-Defined Properties on this Bone */ 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 layer; float dist, weight; float xwidth, length, zwidth; /* put them in order! transform uses this as scale */ float ease1, ease2; float rad_head, rad_tail; float oldlength; /* for envelope scaling */ short segments; } EditBone; #define BONESEL_ROOT (1<<28) #define BONESEL_TIP (1<<29) #define BONESEL_BONE (1<<30) #define BONESEL_ANY (BONESEL_TIP|BONESEL_ROOT|BONESEL_BONE) #define BONESEL_NOSEL (1<<31) /* 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 /* armature_ops.c */ void ED_operatortypes_armature(void); void ED_operatormacros_armature(void); void ED_keymap_armature(struct wmKeyConfig *keyconf); /* editarmature.c */ void ED_armature_from_edit(struct Object *obedit); void ED_armature_to_edit(struct Object *ob); void ED_armature_edit_free(struct Object *ob); void ED_armature_deselect_all(struct Object *obedit, int toggle); void ED_armature_deselect_all_visible(struct Object *obedit); int ED_do_pose_selectbuffer(struct Scene *scene, struct Base *base, unsigned int *buffer, short hits, short extend); int mouse_armature(struct bContext *C, const short mval[2], int extend); int join_armature_exec(struct bContext *C, struct wmOperator *op); struct Bone *get_indexed_bone (struct Object *ob, int index); float ED_rollBoneToVector(EditBone *bone, const float new_up_axis[3], const short axis_only); EditBone *ED_armature_bone_get_mirrored(struct ListBase *edbo, EditBone *ebo); // XXX this is needed for populating the context iterators void ED_armature_sync_selection(struct ListBase *edbo); void ED_armature_validate_active(struct bArmature *arm); void add_primitive_bone(struct Scene *scene, struct View3D *v3d, struct RegionView3D *rv3d); struct EditBone *ED_armature_edit_bone_add(struct bArmature *arm, const char *name); void ED_armature_edit_bone_remove(struct bArmature *arm, EditBone *exBone); void transform_armature_mirror_update(struct Object *obedit); void clear_armature(struct Scene *scene, struct Object *ob, char mode); void docenter_armature (struct Scene *scene, struct Object *ob, float cursor[3], int centermode, int around); void ED_armature_apply_transform(struct Object *ob, float mat[4][4]); #define ARM_GROUPS_NAME 1 #define ARM_GROUPS_ENVELOPE 2 #define ARM_GROUPS_AUTO 3 void create_vgroups_from_armature(struct ReportList *reports, struct Scene *scene, struct Object *ob, struct Object *par, int mode, int mirror); void auto_align_armature(struct Scene *scene, struct View3D *v3d, short mode); void unique_editbone_name(struct ListBase *ebones, char *name, EditBone *bone); /* if bone is already in list, pass it as param to ignore it */ void ED_armature_bone_rename(struct bArmature *arm, char *oldnamep, char *newnamep); void undo_push_armature(struct bContext *C, const char *name); /* poseobject.c */ struct Object *ED_object_pose_armature(struct Object *ob); void ED_armature_exit_posemode(struct bContext *C, struct Base *base); void ED_armature_enter_posemode(struct bContext *C, struct Base *base); int ED_pose_channel_in_IK_chain(struct Object *ob, struct bPoseChannel *pchan); void ED_pose_deselectall(struct Object *ob, int test); void ED_pose_recalculate_paths(struct Scene *scene, struct Object *ob); /* sketch */ int ED_operator_sketch_mode_active_stroke(struct bContext *C); int ED_operator_sketch_full_mode(struct bContext *C); int ED_operator_sketch_mode(const struct bContext *C); void BIF_convertSketch(struct bContext *C); void BIF_deleteSketch(struct bContext *C); void BIF_selectAllSketch(struct bContext *C, int mode); /* -1: deselect, 0: select, 1: toggle */ void BIF_makeListTemplates(const struct bContext *C); char *BIF_listTemplates(const struct bContext *C); int BIF_currentTemplate(const struct bContext *C); void BIF_freeTemplates(struct bContext *C); void BIF_setTemplate(struct bContext *C, int index); int BIF_nbJointsTemplate(const struct bContext *C); const char * BIF_nameBoneTemplate(const struct bContext *C); void BDR_drawSketch(const struct bContext *vc); int BDR_drawSketchNames(struct ViewContext *vc); /* meshlaplacian.c */ void mesh_deform_bind(struct Scene *scene, struct MeshDeformModifierData *mmd, float *vertexcos, int totvert, float cagemat[][4]); #ifdef __cplusplus } #endif #endif /* ED_ARMATURE_H */