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/*
* ***** 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) 2009 Blender Foundation, Joshua Leung
* All rights reserved.
*
* Contributor(s): Joshua Leung (original author)
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BKE_ANIMSYS_H__
#define __BKE_ANIMSYS_H__
/** \file BKE_animsys.h
* \ingroup bke
* \author Joshua Leung
*/
struct ID;
struct ListBase;
struct Main;
struct AnimData;
struct KeyingSet;
struct KS_Path;
struct PointerRNA;
struct ReportList;
struct bAction;
struct bActionGroup;
struct AnimMapper;
/* ************************************* */
/* AnimData API */
/* Check if the given ID-block can have AnimData */
short id_type_can_have_animdata(struct ID *id);
/* Get AnimData from the given ID-block */
struct AnimData *BKE_animdata_from_id(struct ID *id);
/* Add AnimData to the given ID-block */
struct AnimData *BKE_id_add_animdata(struct ID *id);
/* Set active action used by AnimData from the given ID-block */
short BKE_animdata_set_action(struct ReportList *reports, struct ID *id, struct bAction *act);
/* Free AnimData */
void BKE_free_animdata(struct ID *id);
/* Copy AnimData */
struct AnimData *BKE_copy_animdata(struct AnimData *adt, const bool do_action);
/* Copy AnimData */
int BKE_copy_animdata_id(struct ID *id_to, struct ID *id_from, const bool do_action);
/* Copy AnimData Actions */
void BKE_copy_animdata_id_action(struct ID *id);
/* Make Local */
void BKE_animdata_make_local(struct AnimData *adt);
/* Re-Assign ID's */
void BKE_relink_animdata(struct AnimData *adt);
/* ************************************* */
/* KeyingSets API */
/* Used to create a new 'custom' KeyingSet for the user, that will be automatically added to the stack */
struct KeyingSet *BKE_keyingset_add(struct ListBase *list, const char idname[], const char name[], short flag, short keyingflag);
/* Add a path to a KeyingSet */
struct KS_Path *BKE_keyingset_add_path(struct KeyingSet *ks, struct ID *id, const char group_name[], const char rna_path[], int array_index, short flag, short groupmode);
/* Find the destination matching the criteria given */
struct KS_Path *BKE_keyingset_find_path(struct KeyingSet *ks, struct ID *id, const char group_name[], const char rna_path[], int array_index, int group_mode);
/* Copy all KeyingSets in the given list */
void BKE_keyingsets_copy(struct ListBase *newlist, struct ListBase *list);
/* Free the given Keying Set path */
void BKE_keyingset_free_path(struct KeyingSet *ks, struct KS_Path *ksp);
/* Free data for KeyingSet but not set itself */
void BKE_keyingset_free(struct KeyingSet *ks);
/* Free all the KeyingSets in the given list */
void BKE_keyingsets_free(struct ListBase *list);
/* ************************************* */
/* Path Fixing API */
/* Fix all the paths for the given ID+AnimData */
void BKE_animdata_fix_paths_rename(struct ID *owner_id, struct AnimData *adt, struct ID *ref_id, const char *prefix,
const char *oldName, const char *newName, int oldSubscript, int newSubscript,
int verify_paths);
/* Fix all the paths for the entire database... */
void BKE_all_animdata_fix_paths_rename(ID *ref_id, const char *prefix, const char *oldName, const char *newName);
/* Fix the path after removing elements that are not ID (e.g., node) */
void BKE_animdata_fix_paths_remove(struct ID *id, const char *path);
/* -------------------------------------- */
/* Move animation data from src to destination if it's paths are based on basepaths */
void BKE_animdata_separate_by_basepath(struct ID *srcID, struct ID *dstID, struct ListBase *basepaths);
/* Move F-Curves from src to destination if it's path is based on basepath */
void action_move_fcurves_by_basepath(struct bAction *srcAct, struct bAction *dstAct, const char basepath[]);
/* ************************************* */
/* Batch AnimData API */
/* Define for callback looper used in BKE_animdata_main_cb */
typedef void (*ID_AnimData_Edit_Callback)(struct ID *id, struct AnimData *adt, void *user_data);
/* Loop over all datablocks applying callback */
void BKE_animdata_main_cb(struct Main *main, ID_AnimData_Edit_Callback func, void *user_data);
/* ************************************* */
// TODO: overrides, remapping, and path-finding api's
/* ************************************* */
/* Evaluation API */
/* ------------- Main API -------------------- */
/* In general, these ones should be called to do all animation evaluation */
/* Evaluation loop for evaluating animation data */
void BKE_animsys_evaluate_animdata(struct Scene *scene, struct ID *id, struct AnimData *adt, float ctime, short recalc);
/* Evaluation of all ID-blocks with Animation Data blocks - Animation Data Only */
void BKE_animsys_evaluate_all_animation(struct Main *main, struct Scene *scene, float ctime);
/* ------------ Specialized API --------------- */
/* There are a few special tools which require these following functions. They are NOT to be used
* for standard animation evaluation UNDER ANY CIRCUMSTANCES!
*
* i.e. Pose Library (PoseLib) uses some of these for selectively applying poses, but
* Particles/Sequencer performing funky time manipulation is not ok.
*/
/* Evaluate Action (F-Curve Bag) */
void animsys_evaluate_action(struct PointerRNA *ptr, struct bAction *act, struct AnimMapper *remap, float ctime);
/* Evaluate Action Group */
void animsys_evaluate_action_group(struct PointerRNA *ptr, struct bAction *act, struct bActionGroup *agrp, struct AnimMapper *remap, float ctime);
/* ************************************* */
#endif /* __BKE_ANIMSYS_H__*/
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