/* * ***** 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): Full recode, Ton Roosendaal, Crete 2005 * * ***** END GPL LICENSE BLOCK ***** */ /** \file DNA_armature_types.h * \ingroup DNA */ #ifndef __DNA_ARMATURE_TYPES_H__ #define __DNA_ARMATURE_TYPES_H__ #include "DNA_listBase.h" #include "DNA_ID.h" struct AnimData; /* this system works on different transformation space levels; * * 1) Bone Space; with each Bone having own (0,0,0) origin * 2) Armature Space; the rest position, in Object space, Bones Spaces are applied hierarchical * 3) Pose Space; the animation position, in Object space * 4) World Space; Object matrix applied to Pose or Armature space * */ typedef struct Bone { struct Bone *next, *prev; /* Next/prev elements within this list */ IDProperty *prop; /* User-Defined Properties on this Bone */ struct Bone *parent; /* Parent (ik parent if appropriate flag is set */ ListBase childbase; /* Children */ char name[64]; /* Name of the bone - must be unique within the armature, MAXBONENAME */ float roll; /* roll is input for editmode, length calculated */ float head[3]; float tail[3]; /* head/tail and roll in Bone Space */ float bone_mat[3][3]; /* rotation derived from head/tail/roll */ int flag; float arm_head[3]; float arm_tail[3]; /* head/tail in Armature Space (rest pos) */ float arm_mat[4][4]; /* matrix: (bonemat(b)+head(b))*arm_mat(b-1), rest pos*/ float arm_roll; /* roll in Armature Space (rest pos) */ float dist, weight; /* dist, weight: for non-deformgroup deforms */ float xwidth, length, zwidth; /* width: for block bones. keep in this order, transform! */ float ease1, ease2; /* length of bezier handles */ float rad_head, rad_tail; /* radius for head/tail sphere, defining deform as well, parent->rad_tip overrides rad_head */ float size[3]; /* patch for upward compat, UNUSED! */ int layer; /* layers that bone appears on */ short segments; /* for B-bones */ short pad[1]; } Bone; typedef struct bArmature { ID id; struct AnimData *adt; ListBase bonebase; ListBase chainbase; ListBase *edbo; /* editbone listbase, we use pointer so we can check state */ /* active bones should work like active object where possible * - active and selection are unrelated * - active & hidden is not allowed * - from the user perspective active == last selected * - active should be ignored when not visible (hidden layer) */ Bone *act_bone; /* active bone (when not in editmode) */ struct EditBone *act_edbone; /* active editbone (in editmode) */ void *sketch; /* sketch struct for etch-a-ton */ int flag; int drawtype; int gevertdeformer; /* how vertex deformation is handled in the ge */ int pad; short deformflag; short pathflag; unsigned int layer_used; /* for UI, to show which layers are there */ unsigned int layer, layer_protected; /* for buttons to work, both variables in this order together */ // XXX deprecated... old animaton system (armature only viz) --- short ghostep, ghostsize; /* number of frames to ghosts to show, and step between them */ short ghosttype, pathsize; /* ghost drawing options and number of frames between points of path */ int ghostsf, ghostef; /* start and end frames of ghost-drawing range */ int pathsf, pathef; /* start and end frames of path-calculation range for all bones */ int pathbc, pathac; /* number of frames before/after current frame of path-calculation for all bones */ // XXX end of deprecated code ---------------------------------- } bArmature; /* armature->flag */ /* don't use bit 7, was saved in files to disable stuff */ typedef enum eArmature_Flag { ARM_RESTPOS = (1<<0), ARM_DRAWXRAY = (1<<1), /* XRAY is here only for backwards converting */ ARM_DRAWAXES = (1<<2), ARM_DRAWNAMES = (1<<3), ARM_POSEMODE = (1<<4), ARM_EDITMODE = (1<<5), ARM_DELAYDEFORM = (1<<6), ARM_DONT_USE = (1<<7), ARM_MIRROR_EDIT = (1<<8), ARM_AUTO_IK = (1<<9), ARM_NO_CUSTOM = (1<<10), /* made option negative, for backwards compat */ ARM_COL_CUSTOM = (1<<11), /* draw custom colors */ ARM_GHOST_ONLYSEL = (1<<12), /* when ghosting, only show selected bones (this should belong to ghostflag instead) */ /* XXX deprecated */ ARM_DS_EXPAND = (1<<13), /* dopesheet channel is expanded */ ARM_HAS_VIZ_DEPS = (1<<14), /* other objects are used for visualizing various states (hack for efficient updates) */ } eArmature_Flag; /* armature->drawtype */ typedef enum eArmature_Drawtype { ARM_OCTA = 0, ARM_LINE = 1, ARM_B_BONE = 2, ARM_ENVELOPE = 3, ARM_WIRE = 4 } eArmature_Drawtype; /* armature->gevertdeformer */ typedef enum eArmature_VertDeformer { ARM_VDEF_BLENDER = 0, ARM_VDEF_BGE_CPU = 1 } eArmature_VertDeformer; /* armature->deformflag */ typedef enum eArmature_DeformFlag { ARM_DEF_VGROUP = (1<<0), ARM_DEF_ENVELOPE = (1<<1), ARM_DEF_QUATERNION = (1<<2), ARM_DEF_B_BONE_REST = (1<<3), /* deprecated */ ARM_DEF_INVERT_VGROUP = (1<<4) } eArmature_DeformFlag; /* armature->pathflag */ // XXX deprecated... old animation system (armature only viz) typedef enum eArmature_PathFlag { ARM_PATH_FNUMS = (1<<0), ARM_PATH_KFRAS = (1<<1), ARM_PATH_HEADS = (1<<2), ARM_PATH_ACFRA = (1<<3), ARM_PATH_KFNOS = (1<<4) } eArmature_PathFlag; /* armature->ghosttype */ // XXX deprecated... old animation system (armature only viz) typedef enum eArmature_GhostType { ARM_GHOST_CUR = 0, ARM_GHOST_RANGE = 1, ARM_GHOST_KEYS = 2 } eArmature_GhostType; /* bone->flag */ typedef enum eBone_Flag { BONE_SELECTED = (1 << 0), BONE_ROOTSEL = (1 << 1), BONE_TIPSEL = (1 << 2), BONE_TRANSFORM = (1 << 3), /* Used instead of BONE_SELECTED during transform */ BONE_CONNECTED = (1 << 4), /* when bone has a parent, connect head of bone to parent's tail*/ /* 32 used to be quatrot, was always set in files, do not reuse unless you clear it always */ BONE_HIDDEN_P = (1 << 6), /* hidden Bones when drawing PoseChannels */ BONE_DONE = (1 << 7), /* For detecting cyclic dependencies */ BONE_DRAW_ACTIVE = (1 << 8), /* active is on mouse clicks only - deprecated, ONLY USE FOR DRAWING */ BONE_HINGE = (1 << 9), /* No parent rotation or scale */ BONE_HIDDEN_A = (1 << 10), /* hidden Bones when drawing Armature Editmode */ BONE_MULT_VG_ENV = (1 << 11), /* multiplies vgroup with envelope */ BONE_NO_DEFORM = (1 << 12), /* bone doesn't deform geometry */ BONE_UNKEYED = (1 << 13), /* set to prevent destruction of its unkeyframed pose (after transform) */ BONE_HINGE_CHILD_TRANSFORM = (1 << 14), /* set to prevent hinge child bones from influencing the transform center */ BONE_NO_SCALE = (1 << 15), /* No parent scale */ BONE_HIDDEN_PG = (1 << 16), /* hidden bone when drawing PoseChannels (for ghost drawing) */ BONE_DRAWWIRE = (1 << 17), /* bone should be drawn as OB_WIRE, regardless of draw-types of view+armature */ BONE_NO_CYCLICOFFSET = (1 << 18), /* when no parent, bone will not get cyclic offset */ BONE_EDITMODE_LOCKED = (1 << 19), /* bone transforms are locked in EditMode */ BONE_TRANSFORM_CHILD = (1 << 20), /* Indicates that a parent is also being transformed */ BONE_UNSELECTABLE = (1 << 21), /* bone cannot be selected */ BONE_NO_LOCAL_LOCATION = (1 << 22), /* bone location is in armature space */ BONE_RELATIVE_PARENTING = (1 << 23) /* object child will use relative transform (like deform) */ } eBone_Flag; #define MAXBONENAME 64 #endif