/** * $Id$ * * ***** BEGIN GPL/BL DUAL 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. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * 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. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ #ifndef BIF_EDITARMATURE_H #define BIF_EDITARMATURE_H struct Object; struct Bone; struct bArmature; 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]; char oldname[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*/ short sHead[2]; short sTail[2]; int flag; int parNr; /* Used for retrieving values from the menu system */ /* Storage for transformation data used by the posing system. Maybe a better solution would be to make bones a blenderObject variant? Or perhaps to use a TOTALLY custom transformation scheme for pose element, rather than trying to use the existing transObject system? */ float dist, weight; float loc[3], dloc[3]; float size[3], dsize[3]; float rot[3], drot[3]; float quat[4], dquat[4]; float obmat[4][4]; } EditBone; void adduplicate_armature(void); void addvert_armature(void); void add_primitiveArmature(int type); void apply_rot_armature (struct Object *ob, float mat[3][3]); void armaturebuts(void); void clear_armature(struct Object *ob, char mode); void clever_numbuts_armature (void); void clever_numbuts_posearmature (void); void delete_armature(void); void deselectall_armature(void); void deselectall_posearmature (int test); void draw_armature(struct Object *ob); void extrude_armature(void); void free_editArmature(void); void join_armature(void); void load_editArmature(void); char* make_bone_menu(struct bArmature *arm); void make_bone_parent(void); void make_editArmature(void); void make_trans_bones (char mode); void mousepose_armature(void); void mouse_armature(void); void remake_editArmature(void); void selectconnected_armature(void); void selectconnected_posearmature(void); void select_bone_by_name (struct bArmature *arm, char *name, int select); struct Bone *get_first_selected_bone (void); void auto_align_armature(void); #define BONESEL_TIP 0x08000000 #define BONESEL_ROOT 0x04000000 #define BONESEL_BONE (BONESEL_TIP|BONESEL_ROOT) #define BONESEL_NOSEL 0x80000000 /* Indicates a negative number */ #endif