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/**
* $Id$
*
* ***** 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef BIF_EDITARMATURE_H
#define BIF_EDITARMATURE_H
struct Object;
struct Bone;
struct bArmature;
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];
char oldname[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*/
short sHead[2];
short sTail[2];
int flag;
int parNr; /* Used for retrieving values from the menu system */
/* Storage for transformation data used by the posing system.
Maybe a better solution would be to make bones a blenderObject
variant? Or perhaps to use a TOTALLY custom transformation scheme
for pose element, rather than trying to use the existing transObject
system?
*/
float dist, weight;
float loc[3], dloc[3];
float size[3], dsize[3];
float rot[3], drot[3];
float quat[4], dquat[4];
float obmat[4][4];
short boneclass;
} EditBone;
void adduplicate_armature(void);
void addvert_armature(void);
void add_primitiveArmature(int type);
void apply_rot_armature (struct Object *ob, float mat[3][3]);
void armaturebuts(void);
void clear_armature(struct Object *ob, char mode);
void clever_numbuts_armature (void);
void clever_numbuts_posearmature (void);
void delete_armature(void);
void deselectall_armature(void);
void deselectall_posearmature (int test);
void draw_armature(struct Object *ob);
void extrude_armature(void);
void free_editArmature(void);
void join_armature(void);
void load_editArmature(void);
char* make_bone_menu(struct bArmature *arm);
void make_bone_parent(void);
void make_editArmature(void);
void make_trans_bones (char mode);
void mousepose_armature(void);
void mouse_armature(void);
void remake_editArmature(void);
void selectconnected_armature(void);
void selectconnected_posearmature(void);
void select_bone_by_name (struct bArmature *arm, char *name, int select);
struct Bone *get_first_selected_bone (void);
void auto_align_armature(void);
void create_vgroups_from_armature(Object *ob, Object *par);
#define BONESEL_TIP 0x08000000
#define BONESEL_ROOT 0x04000000
#define BONESEL_BONE (BONESEL_TIP|BONESEL_ROOT)
#define BONESEL_NOSEL 0x80000000 /* Indicates a negative number */
#endif
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