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
|
/**
* $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): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef ED_ARMATURE_H
#define ED_ARMATURE_H
struct bContext;
struct Scene;
struct Object;
struct Base;
struct Bone;
struct bArmature;
struct ListBase;
typedef struct EditBone
{
struct EditBone *next, *prev;
struct EditBone *parent;/* Editbones have a one-way link (i.e. children refer
to parents. This is converted to a two-way link for
normal bones when leaving editmode. */
void *temp; /* Used to store temporary data */
char name[32];
float roll; /* Roll along axis. We'll ultimately use the axis/angle method
for determining the transformation matrix of the bone. The axis
is tail-head while roll provides the angle. Refer to Graphics
Gems 1 p. 466 (section IX.6) if it's not already in here somewhere*/
float head[3]; /* Orientation and length is implicit during editing */
float tail[3];
/* All joints are considered to have zero rotation with respect to
their parents. Therefore any rotations specified during the
animation are automatically relative to the bones' rest positions*/
int flag;
int parNr; /* Used for retrieving values from the menu system */
float dist, weight;
float xwidth, length, zwidth; /* put them in order! transform uses this as scale */
float ease1, ease2;
float rad_head, rad_tail;
short layer, segments;
float oldlength; /* for envelope scaling */
} EditBone;
#define BONESEL_ROOT 0x10000000
#define BONESEL_TIP 0x20000000
#define BONESEL_BONE 0x40000000
#define BONESEL_ANY (BONESEL_TIP|BONESEL_ROOT|BONESEL_BONE)
#define BONESEL_NOSEL 0x80000000 /* Indicates a negative number */
/* useful macros */
#define EBONE_VISIBLE(arm, ebone) ((arm->layer & ebone->layer) && !(ebone->flag & BONE_HIDDEN_A))
#define EBONE_EDITABLE(ebone) ((ebone->flag & BONE_SELECTED) && !(ebone->flag & BONE_EDITMODE_LOCKED))
/* used in bone_select_hierachy() */
#define BONE_SELECT_PARENT 0
#define BONE_SELECT_CHILD 1
/* editarmature.c */
void ED_armature_from_edit(struct Scene *scene, struct Object *obedit);
void ED_armature_to_edit(struct Object *ob);
void ED_armature_edit_free(struct Object *ob);
void ED_armature_edit_remake(struct Object *obedit);
int ED_do_pose_selectbuffer(struct Scene *scene, struct Base *base, unsigned int *buffer,
short hits, short extend);
void mouse_armature(struct bContext *C, short mval[2], int extend);
struct Bone *get_indexed_bone (struct Object *ob, int index);
float ED_rollBoneToVector(EditBone *bone, float new_up_axis[3]);
void transform_armature_mirror_update(struct Object *obedit);
void clear_armature(struct Scene *scene, struct Object *ob, char mode);
void create_vgroups_from_armature(struct Scene *scene, struct Object *ob, struct Object *par);
void docenter_armature (struct Scene *scene, struct View3D *v3d, struct Object *ob, int centermode);
/* poseobject.c */
void ED_armature_exit_posemode(struct Base *base);
void ED_armature_enter_posemode(struct Base *base);
int ED_pose_channel_in_IK_chain(struct Object *ob, struct bPoseChannel *pchan);
void ED_pose_deselectall(struct Object *ob, int test, int doundo);
#endif /* ED_ARMATURE_H */
|