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/* BKE_action.h May 2001
*
* Blender kernel action functionality
*
* Reevan McKay
*
* $Id$
*
* ***** 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): Full recode, Ton Roosendaal, Crete 2005
* Full recode, Joshua Leung, 2009
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef BKE_ACTION_H
#define BKE_ACTION_H
#include "DNA_listBase.h"
/* The following structures are defined in DNA_action_types.h, and DNA_anim_types.h */
struct bAction;
struct bActionGroup;
struct FCurve;
struct bPose;
struct bPoseChannel;
struct Object;
struct Scene;
struct ID;
/* Kernel prototypes */
#ifdef __cplusplus
extern "C" {
#endif
/* Action API ----------------- */
/* Allocate a new bAction with the given name */
struct bAction *add_empty_action(const char name[]);
/* Allocate a copy of the given Action and all its data */
struct bAction *copy_action(struct bAction *src);
/* Deallocate all of the Action's data, but not the Action itself */
void free_action(struct bAction *act);
// XXX is this needed?
void make_local_action(struct bAction *act);
/* Some kind of bounding box operation on the action */
void calc_action_range(const struct bAction *act, float *start, float *end, int incl_hidden);
/* Action Groups API ----------------- */
/* Make the given Action Group the active one */
void set_active_action_group(struct bAction *act, struct bActionGroup *agrp, short select);
/* Add given channel into (active) group */
void action_groups_add_channel(struct bAction *act, struct bActionGroup *agrp, struct FCurve *fcurve);
/* Remove the given channel from all groups */
void action_groups_remove_channel(struct bAction *act, struct FCurve *fcu);
/* Find a group with the given name */
struct bActionGroup *action_groups_find_named(struct bAction *act, const char name[]);
/* Pose API ----------------- */
/**
* Removes and deallocates all channels from a pose.
* Does not free the pose itself.
*/
void free_pose_channels(struct bPose *pose);
/**
* Removes and deallocates all data from a pose, and also frees the pose.
*/
void free_pose(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);
/**
* 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);
/**
* Return a pointer to the active pose channel from this Object.
* (Note: Object, not bPose is used here, as we need layer info from Armature)
*/
struct bPoseChannel *get_active_posechannel(struct Object *ob);
/**
* 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);
/* clears BONE_UNKEYED flags for frame changing */
// XXX to be depreceated for a more general solution in animsys...
void framechange_poses_clear_unkeyed(void);
/* Used for the Action Constraint */
void what_does_obaction(struct Scene *scene, struct Object *ob, struct Object *workob, struct bPose *pose, struct bAction *act, float cframe);
/* exported for game engine */
void blend_poses(struct bPose *dst, struct bPose *src, float srcweight, short mode);
void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
/* for proxy */
void copy_pose_result(struct bPose *to, struct bPose *from);
/* clear all transforms */
void rest_pose(struct bPose *pose);
/* map global time (frame nr) to strip converted time, doesn't clip */
float get_action_frame(struct Object *ob, float cframe);
/* map strip time to global time (frame nr) */
float get_action_frame_inv(struct Object *ob, float cframe);
/* functions used by the game engine */
void game_copy_pose(struct bPose **dst, struct bPose *src);
void game_free_pose(struct bPose *pose);
#ifdef __cplusplus
};
#endif
#endif
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