Welcome to mirror list, hosted at ThFree Co, Russian Federation.

BKE_armature.h « blenkernel « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 8836999bc9b91ddaf9edb437978ac5b729a6ae11 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
/*
 * ***** 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.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL LICENSE BLOCK *****
 */
#ifndef BKE_ARMATURE_H
#define BKE_ARMATURE_H

/** \file BKE_armature.h
 *  \ingroup bke
 *  \since March 2001
 *  \author nzc
 */

struct Bone;
struct Main;
struct bArmature;
struct bPose;
struct bPoseChannel;
struct bConstraint;
struct Scene;
struct Object;
struct MDeformVert;
struct Mesh;
struct PoseTree;
struct ListBase;

typedef struct PoseTarget
{
	struct PoseTarget *next, *prev;

	struct bConstraint *con;		/* the constrait of this target */
	int tip;						/* index of tip pchan in PoseTree */
} PoseTarget;

typedef struct PoseTree
{
	struct PoseTree *next, *prev;
	
	int 	type;					/* type of IK that this serves (CONSTRAINT_TYPE_KINEMATIC or ..._SPLINEIK) */
	int		totchannel;				/* number of pose channels */
	
	struct ListBase targets;		/* list of targets of the tree */
	struct bPoseChannel	**pchan;	/* array of pose channels */
	int		*parent;				/* and their parents */
	
	float	(*basis_change)[3][3]; 	/* basis change result from solver */
	int		iterations;				/* iterations from the constraint */
	int     stretch;				/* disable stretching */
} PoseTree;

/*	Core armature functionality */
#ifdef __cplusplus
extern "C" {
#endif

struct bArmature *add_armature(const char *name);
struct bArmature *get_armature(struct Object *ob);
void free_bonelist (struct ListBase *lb);
void free_armature(struct bArmature *arm);
void make_local_armature(struct bArmature *arm);
struct bArmature *copy_armature(struct bArmature *arm);

int bone_autoside_name (char name[32], int strip_number, short axis, float head, float tail);

struct Bone *get_named_bone (struct bArmature *arm, const char *name);

float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, float rad2, float rdist);

void where_is_armature (struct bArmature *arm);
void where_is_armature_bone(struct Bone *bone, struct Bone *prevbone);
void armature_rebuild_pose(struct Object *ob, struct bArmature *arm);
void where_is_pose (struct Scene *scene, struct Object *ob);
void where_is_pose_bone(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime, int do_extra);
void where_is_pose_bone_tail(struct bPoseChannel *pchan);

/* get_objectspace_bone_matrix has to be removed still */
void get_objectspace_bone_matrix (struct Bone* bone, float M_accumulatedMatrix[][4], int root, int posed);
void vec_roll_to_mat3(float *vec, float roll, float mat[][3]);
void mat3_to_vec_roll(float mat[][3], float *vec, float *roll);

int get_selected_defgroups(struct Object *ob, char *defbase_sel, int defbase_len);

/* Common Conversions Between Co-ordinate Spaces */
void armature_mat_world_to_pose(struct Object *ob, float inmat[][4], float outmat[][4]);
void armature_loc_world_to_pose(struct Object *ob, float *inloc, float *outloc);
void armature_mat_pose_to_bone(struct bPoseChannel *pchan, float inmat[][4], float outmat[][4]);
void armature_loc_pose_to_bone(struct bPoseChannel *pchan, float *inloc, float *outloc);
void armature_mat_pose_to_delta(float delta_mat[][4], float pose_mat[][4], float arm_mat[][4]);

void pchan_mat3_to_rot(struct bPoseChannel *pchan, float mat[][3], short use_compat);
void pchan_apply_mat4(struct bPoseChannel *pchan, float mat[][4], short use_comat);
void pchan_to_mat4(struct bPoseChannel *pchan, float chan_mat[4][4]);
void pchan_calc_mat(struct bPoseChannel *pchan);

/* Rotation Mode Conversions - Used for PoseChannels + Objects... */
void BKE_rotMode_change_values(float quat[4], float eul[3], float axis[3], float *angle, short oldMode, short newMode);

/* B-Bone support */
typedef struct Mat4 {
	float mat[4][4];
} Mat4;

Mat4 *b_bone_spline_setup(struct bPoseChannel *pchan, int rest);

/* like EBONE_VISIBLE */
#define PBONE_VISIBLE(arm, bone) (((bone)->layer & (arm)->layer) && !((bone)->flag & BONE_HIDDEN_P))
#define _BONE_VISIBLE(arm, bone) (((bone)->layer & (arm)->layer) && !((bone)->flag & BONE_HIDDEN_P))

#ifdef __cplusplus
}
#endif

#endif