/** * $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): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** */ #ifndef ED_ARMATURE_H #define ED_ARMATURE_H struct bContext; struct Scene; struct Object; struct Base; struct Bone; struct bArmature; struct bPoseChannel; struct wmWindowManager; struct ListBase; struct View3D; struct RegionView3D; typedef struct EditBone { struct EditBone *next, *prev; 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 parNr; /* Used for retrieving values from the menu system */ float dist, weight; float xwidth, length, zwidth; /* put them in order! transform uses this as scale */ float ease1, ease2; float rad_head, rad_tail; short layer, segments; float oldlength; /* for envelope scaling */ } EditBone; #define BONESEL_ROOT 0x10000000 #define BONESEL_TIP 0x20000000 #define BONESEL_BONE 0x40000000 #define BONESEL_ANY (BONESEL_TIP|BONESEL_ROOT|BONESEL_BONE) #define BONESEL_NOSEL 0x80000000 /* 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_keymap_armature(struct wmWindowManager *wm); /* editarmature.c */ void ED_armature_from_edit(struct Scene *scene, struct Object *obedit); void ED_armature_to_edit(struct Object *ob); void ED_armature_edit_free(struct Object *ob); void ED_armature_edit_remake(struct Object *obedit); int ED_do_pose_selectbuffer(struct Scene *scene, struct Base *base, unsigned int *buffer, short hits, short extend); void mouse_armature(struct bContext *C, short mval[2], int extend); struct Bone *get_indexed_bone (struct Object *ob, int index); float ED_rollBoneToVector(EditBone *bone, float new_up_axis[3]); EditBone *ED_armature_bone_get_mirrored(struct ListBase *edbo, EditBone *ebo); // XXX this is needed for populating the context iterators void add_primitive_bone(struct Scene *scene, struct View3D *v3d, struct RegionView3D *rv3d); void transform_armature_mirror_update(struct Object *obedit); void clear_armature(struct Scene *scene, struct Object *ob, char mode); void create_vgroups_from_armature(struct Scene *scene, struct Object *ob, struct Object *par); void docenter_armature (struct Scene *scene, struct View3D *v3d, struct Object *ob, int centermode); 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 armature_bone_rename(struct Object *ob, char *oldnamep, char *newnamep); void undo_push_armature(struct bContext *C, char *name); /* poseobject.c */ 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, int doundo); /* sketch */ int BIF_paintSketch(struct bContext *C, short mbut); void BIF_endStrokeSketch(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 */ int BIF_validSketchMode(struct bContext *C); int BIF_fullSketchMode(struct bContext *C); /* full sketch turned on (not Quick) */ void BIF_cancelStrokeSketch(struct bContext *C); void BIF_sk_selectStroke(struct bContext *C, short mval[2], int extend); void BIF_makeListTemplates(struct bContext *C); char *BIF_listTemplates(struct bContext *C); int BIF_currentTemplate(struct bContext *C); void BIF_freeTemplates(struct bContext *C); void BIF_setTemplate(struct bContext *C, int index); int BIF_nbJointsTemplate(struct bContext *C); char * BIF_nameBoneTemplate(struct bContext *C); void BDR_queueDrawSketch(struct bContext *C); void BDR_drawSketch(struct bContext *C); void BDR_drawSketchNames(struct bContext *C); #endif /* ED_ARMATURE_H */