/** * $Id$ * * ***** 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. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #ifndef BIF_EDITARMATURE_H #define BIF_EDITARMATURE_H struct Object; struct Base; struct Bone; struct bArmature; struct ListBase; 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; 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 docenter_armature (struct Object *ob, int centermode); void clear_armature(struct Object *ob, char mode); void delete_armature(void); void deselectall_armature(int toggle, int doundo); void deselectall_posearmature (struct Object *ob, int test, int doundo); int draw_armature(struct Base *base, int dt, int flag); void extrude_armature(int forked); void subdivide_armature(int numcuts); void fill_bones_armature(void); void merge_armature(void); void free_editArmature(void); int join_armature(void); void separate_armature(void); void apply_armature_pose2bones(void); void load_editArmature(void); void make_bone_parent(void); void clear_bone_parent(void); struct Bone *get_indexed_bone (struct Object *ob, int index); void make_editArmature(void); void make_trans_bones (char mode); void remake_editArmature(void); void editbones_to_armature(struct ListBase *list, struct Object *ob); int do_pose_selectbuffer(struct Base *base, unsigned int *buffer, short hits); void generateSkeleton(void); void mouse_armature(void); void selectconnected_armature(void); void selectconnected_posearmature(void); void armature_select_hierarchy(short direction, short add_to_sel); void setflag_armature(short mode); void unique_editbone_name (struct ListBase *ebones, char *name); void auto_align_armature(short mode); void switch_direction_armature(void); void create_vgroups_from_armature(struct Object *ob, struct Object *par); void add_verts_to_dgroups(struct Object *ob, struct Object *par, int heat, int mirror); void hide_selected_pose_bones(void); void hide_unselected_pose_bones(void); void show_all_pose_bones(void); int bone_looper(struct Object *ob, struct Bone *bone, void *data, int (*bone_func)(struct Object *, struct Bone *, void *)); void undo_push_armature(char *name); void armature_bone_rename(struct bArmature *arm, char *oldname, char *newname); void armature_flip_names(void); void armature_autoside_names(short axis); EditBone *armature_bone_get_mirrored(EditBone *ebo); void transform_armature_mirror_update(void); void hide_selected_armature_bones(void); void hide_unselected_armature_bones(void); void show_all_armature_bones(void); #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 #endif