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/**
* $Id$
*
* ***** 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef BIF_EDITARMATURE_H
#define BIF_EDITARMATURE_H
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;
void make_boneList(struct ListBase *list, struct ListBase *bones, EditBone *parent);
void editbones_to_armature (struct ListBase *list, struct Object *ob);
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 docenter_armature (struct Object *ob, int centermode);
void clear_armature(struct Object *ob, char mode);
void delete_armature(void);
void deselectall_armature(int toggle, int doundo);
void deselectall_posearmature (struct Object *ob, int test, int doundo);
int draw_armature(struct Base *base, int dt, int flag);
void extrude_armature(int forked);
void subdivide_armature(int numcuts);
void fill_bones_armature(void);
void merge_armature(void);
void free_editArmature(void);
int join_armature(void);
void separate_armature(void);
void apply_armature_pose2bones(void);
void load_editArmature(void);
void make_bone_parent(void);
void clear_bone_parent(void);
struct Bone *get_indexed_bone (struct Object *ob, int index);
void make_editArmature(void);
void make_trans_bones (char mode);
void remake_editArmature(void);
void editbones_to_armature(struct ListBase *list, struct Object *ob);
int do_pose_selectbuffer(struct Base *base, unsigned int *buffer, short hits);
void generateSkeleton(void);
void mouse_armature(void);
void selectconnected_armature(void);
void selectconnected_posearmature(void);
void armature_select_hierarchy(short direction, short add_to_sel);
void setflag_armature(short mode);
void unique_editbone_name (struct ListBase *ebones, char *name);
void auto_align_armature(short mode);
void switch_direction_armature(void);
void create_vgroups_from_armature(struct Object *ob, struct Object *par);
void add_verts_to_dgroups(struct Object *ob, struct Object *par, int heat, int mirror);
void hide_selected_pose_bones(void);
void hide_unselected_pose_bones(void);
void show_all_pose_bones(void);
int bone_looper(struct Object *ob, struct Bone *bone, void *data,
int (*bone_func)(struct Object *, struct Bone *, void *));
void undo_push_armature(char *name);
void armature_bone_rename(struct bArmature *arm, char *oldname, char *newname);
void armature_flip_names(void);
void armature_autoside_names(short axis);
EditBone *armature_bone_get_mirrored(EditBone *ebo);
void transform_armature_mirror_update(void);
void hide_selected_armature_bones(void);
void hide_unselected_armature_bones(void);
void show_all_armature_bones(void);
void align_selected_bones(void);
#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 */
/* from autoarmature */
void BIF_retargetArmature();
void BIF_adjustRetarget();
void BIF_freeRetarget();
struct ReebArc;
float calcVariance(struct ReebArc *arc, int start, int end, float v0[3], float n[3]);
float calcDistance(struct ReebArc *arc, int start, int end, float head[3], float tail[3]);
/* 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
#endif
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