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/*  BKE_action.h   May 2001
 *  
 *  Blender kernel action functionality
 *
 *	Reevan McKay
 *
 * $Id$
 *
 * ***** 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.
 *
 * Contributor(s): Full recode, Ton Roosendaal, Crete 2005
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 */

#ifndef BKE_ACTION_H
#define BKE_ACTION_H

#include "DNA_listBase.h"

/**
 * The following structures are defined in DNA_action_types.h
 */

struct bAction;
struct bActionChannel;
struct bPose;
struct bPoseChannel;
struct Object;

/* Kernel prototypes */
#ifdef __cplusplus
extern "C" {
#endif

	
/**
 * Removes and deallocates all channels from a pose.
 * Does not free the pose itself.
 */
void free_pose_channels(struct bPose *pose);

/**
 * Allocate a new pose on the heap, and copy the src pose and it's channels
 * into the new pose. *dst is set to the newly allocated structure, and assumed to be NULL.
 */ 
void copy_pose(struct bPose **dst, struct bPose *src,
			   int copyconstraints);

/**
 * Deallocate the action's channels including constraint channels.
 * does not free the action structure.
 */
void free_action(struct bAction * id);

void make_local_action(struct bAction *act);

/* if NULL it does all, otherwise only from Object */
void do_all_actions(struct Object *);

/**
 * Return a pointer to the pose channel of the given name
 * from this pose.
 */
struct  bPoseChannel *get_pose_channel(const struct bPose *pose,
									   const char *name);

/** 
 * Looks to see if the channel with the given name
 * already exists in this pose - if not a new one is
 * allocated and initialized.
 */
struct bPoseChannel *verify_pose_channel(struct bPose* pose, 
										 const char* name);

/* sets constraint flags */
void update_pose_constraint_flags(struct bPose *pose);

/**
 * Allocate a new bAction on the heap and copy 
 * the contents of src into it. If src is NULL NULL is returned.
 */

struct bAction *copy_action(struct bAction *src);

/**
 * Some kind of bounding box operation on the action.
 */
float calc_action_start(const struct bAction *act);

float calc_action_end(const struct bAction *act);

/**
 * Set the pose channels from the given action.
 */
void extract_pose_from_action(struct bPose *pose, struct bAction *act,
                                                  float ctime);

/**
 * Iterate through the action channels of the action
 * and return the channel with the given name.
 * Returns NULL if no channel.
 */
struct bActionChannel *get_named_actionchannel(struct bAction *act,
											   const char *name);

// exported for game engine
void blend_poses(struct bPose *dst, const struct bPose *src, float srcweight, short mode);
void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);


#ifdef __cplusplus
};
#endif

/* nla strip flag */
enum	{
			POSE_BLEND		= 0,
			POSE_ADD
};

#endif