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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.
*
* Contributor(s): Original design: Reevan McKay
* Contributor(s): Full recode, Ton Roosendaal, Crete 2005
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef DNA_ACTION_TYPES_H
#define DNA_ACTION_TYPES_H
#include "DNA_listBase.h"
#include "DNA_ID.h"
#include "DNA_view2d_types.h"
#include "DNA_userdef_types.h"
struct SpaceLink;
struct Object;
/* -------------- Poses ----------------- */
/* PoseChannel stores the results of Actions (ipos) and transform information
with respect to the restposition of Armature bones */
typedef struct bPoseChannel {
struct bPoseChannel *next, *prev;
ListBase constraints;/* Constraints that act on this PoseChannel */
char name[32]; /* Channels need longer names than normal blender objects */
short flag; /* dynamic, for detecting transform changes */
short constflag; /* for quick detecting which constraints affect this channel */
short ikflag; /* settings for IK bones */
short selectflag; /* copy of bone flag, so you can work with library armatures */
short protectflag; /* protect channels from being transformed */
short agrp_index; /* index of action-group this bone belongs to (0 = default/no group) */
int pathlen; /* for drawing paths, the amount of frames */
int pathsf; /* for drawing paths, the start frame number */
int pathef; /* for drawing paths, the end frame number */
struct Bone *bone; /* set on read file or rebuild pose */
struct bPoseChannel *parent; /* set on read file or rebuild pose */
struct bPoseChannel *child; /* set on read file or rebuild pose, the 'ik' child, for b-bones */
struct ListBase iktree; /* only while evaluating pose */
/* only while deform, stores precalculated b_bone deform mats,
dual quaternions */
void *b_bone_mats;
void *dual_quat;
void *b_bone_dual_quats;
float loc[3]; /* written in by actions or transform */
float size[3];
float quat[4];
float chan_mat[4][4]; /* matrix result of loc/quat/size , and where we put deform in, see next line */
float pose_mat[4][4]; /* constraints accumulate here. in the end, pose_mat = bone->arm_mat * chan_mat */
float constinv[4][4]; /* inverse result of constraints. doesn't include effect of restposition, parent, and local transform*/
float pose_head[3]; /* actually pose_mat[3] */
float pose_tail[3]; /* also used for drawing help lines... */
float limitmin[3], limitmax[3]; /* DOF constraint */
float stiffness[3]; /* DOF stiffness */
float ikstretch;
float *path; /* totpath x 3 x float */
struct Object *custom; /* draws custom object instead of this channel */
} bPoseChannel;
/* Pose-Object. It is only found under ob->pose. It is not library data, even
* though there is a define for it (hack for the outliner).
*/
typedef struct bPose {
ListBase chanbase; /* list of pose channels */
short flag, proxy_layer; /* proxy layer: copy from armature, gets synced */
float ctime; /* local action time of this pose */
float stride_offset[3]; /* applied to object */
float cyclic_offset[3]; /* result of match and cycles, applied in where_is_pose() */
ListBase agroups; /* list of bActionGroups */
int active_group; /* index of active group (starts from 1) */
int pad;
} bPose;
/* ------------- Action ---------------- */
/* Action-Channel Group. These are stored as a list per-Action, and are only used to
* group that Action's Action-Channels when displayed in the Action Editor.
*
* Even though all Action-Channels live in a big list per Action, each group they are in also
* holds references to the achans within that list which belong to it. Care must be taken to
* ensure that action-groups never end up being the sole 'owner' of a channel.
*
*
* This is also exploited for bone-groups. Bone-Groups are stored per bPose, and are used
* primarily to colour bones in the 3d-view. There are other benefits too, but those are mostly related
* to Action-Groups.
*/
typedef struct bActionGroup {
struct bActionGroup *next, *prev;
ListBase channels; /* Note: this must not be touched by standard listbase functions */
int flag; /* settings for this action-group */
int customCol; /* index of custom color set to use when used for bones (0=default - used for all old files, -1=custom set) */
char name[32]; /* name of the group */
ThemeWireColor cs; /* color set to use when customCol == -1 */
} bActionGroup;
/* Action Channels belong to Actions. They are linked with an IPO block, and can also own
* Constraint Channels in certain situations.
*
* Action-Channels can only belong to one group at a time, but they still live the Action's
* list of achans (to preserve backwards compatability, and also minimise the code
* that would need to be recoded). Grouped achans are stored at the start of the list, according
* to the position of the group in the list, and their position within the group.
*/
typedef struct bActionChannel {
struct bActionChannel *next, *prev;
bActionGroup *grp; /* Action Group this Action Channel belongs to */
struct Ipo *ipo; /* IPO block this action channel references */
ListBase constraintChannels; /* Constraint Channels (when Action Channel represents an Object or Bone) */
int flag; /* settings accessed via bitmapping */
char name[32]; /* channel name */
int reserved1;
} bActionChannel;
/* Action. A recyclable block that contains a series of Action Channels (ipo), which define
* a clip of reusable animation for use in the NLA.
*/
typedef struct bAction {
ID id;
ListBase chanbase; /* Action Channels in this Action */
ListBase groups; /* Action Groups in the Action */
ListBase markers; /* TimeMarkers local to this Action for labelling 'poses' */
int active_marker; /* Index of active-marker (first marker = 1) */
int pad;
} bAction;
/* ------------- Action Editor --------------------- */
/* Action Editor Space. This is defined here instead of in DNA_space_types.h */
typedef struct SpaceAction {
struct SpaceLink *next, *prev;
int spacetype;
float blockscale;
struct ScrArea *area;
short blockhandler[8];
View2D v2d;
bAction *action; /* the currently active action */
short flag, autosnap; /* flag: bitmapped settings; autosnap: automatic keyframe snapping mode */
short pin, actnr, lock; /* pin: keep showing current action; actnr: used for finding chosen action from menu; lock: lock time to other windows */
short actwidth; /* width of the left-hand side name panel (in pixels?) */
float timeslide; /* for Time-Slide transform mode drawing - current frame? */
} SpaceAction;
/* -------------- Action Flags -------------- */
/* Action Channel flags */
typedef enum ACHAN_FLAG {
ACHAN_SELECTED = (1<<0),
ACHAN_HILIGHTED = (1<<1),
ACHAN_HIDDEN = (1<<2),
ACHAN_PROTECTED = (1<<3),
ACHAN_EXPANDED = (1<<4),
ACHAN_SHOWIPO = (1<<5),
ACHAN_SHOWCONS = (1<<6),
ACHAN_MOVED = (1<<31),
} ACHAN_FLAG;
/* Action Group flags */
typedef enum AGRP_FLAG {
AGRP_SELECTED = (1<<0),
AGRP_ACTIVE = (1<<1),
AGRP_PROTECTED = (1<<2),
AGRP_EXPANDED = (1<<3),
AGRP_TEMP = (1<<30),
AGRP_MOVED = (1<<31)
} AGRP_FLAG;
/* ------------ Action Editor Flags -------------- */
/* SpaceAction flag */
typedef enum SACTION_FLAG {
/* during transform (only set for TimeSlide) */
SACTION_MOVING = (1<<0),
/* show sliders (if relevant) */
SACTION_SLIDERS = (1<<1),
/* draw time in seconds instead of time in frames */
SACTION_DRAWTIME = (1<<2),
/* don't filter action channels according to visibility */
SACTION_NOHIDE = (1<<3),
/* don't kill overlapping keyframes after transform */
SACTION_NOTRANSKEYCULL = (1<<4),
/* don't include keyframes that are out of view */
SACTION_HORIZOPTIMISEON = (1<<5),
/* hack for moving pose-markers (temp flag) */
SACTION_POSEMARKERS_MOVE = (1<<6)
} SACTION_FLAG;
/* SpaceAction AutoSnap Settings (also used by SpaceNLA) */
typedef enum SACTSNAP_MODES {
/* no auto-snap */
SACTSNAP_OFF = 0,
/* snap to 1.0 frame/second intervals */
SACTSNAP_STEP,
/* snap to actual frames/seconds (nla-action time) */
SACTSNAP_FRAME,
/* snap to nearest marker */
SACTSNAP_MARKER,
} SACTSNAP_MODES;
/* --------- Pose Flags --------------- */
/* Pose->flag */
typedef enum POSE_FLAG {
/* results in armature_rebuild_pose being called */
POSE_RECALC = (1<<0),
/* prevents any channel from getting overridden by anim from IPO */
POSE_LOCKED = (1<<1),
/* clears the POSE_LOCKED flag for the next time the pose is evaluated */
POSE_DO_UNLOCK = (1<<2)
} POSE_FLAG;
/* PoseChannel (transform) flags */
enum {
POSE_LOC = 0x0001,
POSE_ROT = 0x0002,
POSE_SIZE = 0x0004,
POSE_IK_MAT = 0x0008,
POSE_UNUSED2 = 0x0010,
POSE_UNUSED3 = 0x0020,
POSE_UNUSED4 = 0x0040,
POSE_UNUSED5 = 0x0080,
POSE_HAS_IK = 0x0100,
POSE_CHAIN = 0x0200,
POSE_DONE = 0x0400,
POSE_KEY = 0x1000,
POSE_STRIDE = 0x2000
};
/* PoseChannel constflag (constraint detection) */
typedef enum PCHAN_CONSTFLAG {
PCHAN_HAS_IK = (1<<0),
PCHAN_HAS_CONST = (1<<1),
/* only used for drawing Posemode, not stored in channel */
PCHAN_HAS_ACTION = (1<<2),
PCHAN_HAS_TARGET = (1<<3),
/* only for drawing Posemode too */
PCHAN_HAS_STRIDE = (1<<4)
} PCHAN_CONSTFLAG;
/* PoseChannel->ikflag */
typedef enum PCHAN_IKFLAG {
BONE_IK_NO_XDOF = (1<<0),
BONE_IK_NO_YDOF = (1<<1),
BONE_IK_NO_ZDOF = (1<<2),
BONE_IK_XLIMIT = (1<<3),
BONE_IK_YLIMIT = (1<<4),
BONE_IK_ZLIMIT = (1<<5),
BONE_IK_NO_XDOF_TEMP = (1<<10),
BONE_IK_NO_YDOF_TEMP = (1<<11),
BONE_IK_NO_ZDOF_TEMP = (1<<12)
} PCHAN_IKFLAG;
#endif
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