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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., 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.
*
* Contributor(s): Original design: Reevan McKay
* Contributor(s): Full recode, Ton Roosendaal, Crete 2005
* Contributor(s): Animation recode, Joshua Leung
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file DNA_action_types.h
* \ingroup DNA
*/
#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" /* ThemeWireColor */
struct SpaceLink;
struct Object;
struct Group;
struct GHash;
/* ************************************************ */
/* Visualisation */
/* Motion Paths ------------------------------------ */
/* (used for Pose Channels and Objects) */
/* Data point for motion path (mpv) */
typedef struct bMotionPathVert {
float co[3]; /* coordinates of point in 3D-space */
int flag; /* quick settings */
} bMotionPathVert;
/* bMotionPathVert->flag */
typedef enum eMotionPathVert_Flag {
/* vert is selected */
MOTIONPATH_VERT_SEL = (1<<0)
} eMotionPathVert_Flag;
/* ........ */
/* Motion Path data cache (mpath)
* - for elements providing transforms (i.e. Objects or PoseChannels)
*/
typedef struct bMotionPath {
bMotionPathVert *points; /* path samples */
int length; /* the number of cached verts */
int start_frame; /* for drawing paths, the start frame number */
int end_frame; /* for drawing paths, the end frame number */
int flag; /* baking settings - eMotionPath_Flag */
} bMotionPath;
/* bMotionPath->flag */
typedef enum eMotionPath_Flag {
/* (for bones) path represents the head of the bone */
MOTIONPATH_FLAG_BHEAD = (1<<0),
/* motion path is being edited */
MOTIONPATH_FLAG_EDIT = (1<<1)
} eMotionPath_Flag;
/* Visualisation General --------------------------- */
/* for Objects or Poses (but NOT PoseChannels) */
/* Animation Visualisation Settings (avs) */
typedef struct bAnimVizSettings {
/* Onion-Skinning Settings ----------------- */
int ghost_sf, ghost_ef; /* start and end frames of ghost-drawing range (only used for GHOST_TYPE_RANGE) */
int ghost_bc, ghost_ac; /* number of frames before/after current frame to show */
short ghost_type; /* eOnionSkin_Types */
short ghost_step; /* number of frames between each ghost shown (not for GHOST_TYPE_KEYS) */
short ghost_flag; /* eOnionSkin_Flag */
/* General Settings ------------------------ */
short recalc; /* eAnimViz_RecalcFlags */
/* Motion Path Settings ------------------- */
short path_type; /* eMotionPath_Types */
short path_step; /* number of frames between points indicated on the paths */
short path_viewflag; /* eMotionPaths_ViewFlag */
short path_bakeflag; /* eMotionPaths_BakeFlag */
int path_sf, path_ef; /* start and end frames of path-calculation range */
int path_bc, path_ac; /* number of frames before/after current frame to show */
} bAnimVizSettings;
/* bAnimVizSettings->recalc */
typedef enum eAnimViz_RecalcFlags {
/* motionpaths need recalculating */
ANIMVIZ_RECALC_PATHS = (1<<0)
} eAnimViz_RecalcFlags;
/* bAnimVizSettings->ghost_type */
typedef enum eOnionSkin_Types {
/* no ghosts at all */
GHOST_TYPE_NONE = 0,
/* around current frame */
GHOST_TYPE_ACFRA,
/* show ghosts within the specified frame range */
GHOST_TYPE_RANGE,
/* show ghosts on keyframes within the specified range only */
GHOST_TYPE_KEYS
} eOnionSkin_Types;
/* bAnimVizSettings->ghost_flag */
typedef enum eOnionSkin_Flag {
/* only show selected bones in ghosts */
GHOST_FLAG_ONLYSEL = (1<<0)
} eOnionSkin_Flag;
/* bAnimVizSettings->path_type */
typedef enum eMotionPaths_Types {
/* show the paths along their entire ranges */
MOTIONPATH_TYPE_RANGE = 0,
/* only show the parts of the paths around the current frame */
MOTIONPATH_TYPE_ACFRA
} eMotionPath_Types;
/* bAnimVizSettings->path_viewflag */
typedef enum eMotionPaths_ViewFlag {
/* show frames on path */
MOTIONPATH_VIEW_FNUMS = (1<<0),
/* show keyframes on path */
MOTIONPATH_VIEW_KFRAS = (1<<1),
/* show keyframe/frame numbers */
MOTIONPATH_VIEW_KFNOS = (1<<2),
/* find keyframes in whole action (instead of just in matching group name) */
MOTIONPATH_VIEW_KFACT = (1<<3)
} eMotionPath_ViewFlag;
/* bAnimVizSettings->path_bakeflag */
typedef enum eMotionPaths_BakeFlag {
/* motion paths directly associated with this block of settings needs updating */
MOTIONPATH_BAKE_NEEDS_RECALC = (1<<0),
/* for bones - calculate head-points for curves instead of tips */
MOTIONPATH_BAKE_HEADS = (1<<1),
/* motion paths exist for AnimVizSettings instance - set when calc for first time, and unset when clearing */
MOTIONPATH_BAKE_HAS_PATHS = (1<<2)
} eMotionPath_BakeFlag;
/* ************************************************ */
/* Poses */
/* PoseChannel ------------------------------------ */
/* PoseChannel
*
* A PoseChannel stores the results of Actions and transform information
* with respect to the restposition of Armature bones
*/
typedef struct bPoseChannel {
struct bPoseChannel *next, *prev;
IDProperty *prop; /* User-Defined Properties on this PoseChannel */
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, not for runtime use */
short protectflag; /* protect channels from being transformed */
short agrp_index; /* index of action-group this bone belongs to (0 = default/no group) */
// XXX depreceated.... old animation system (armature only viz) ----
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 */
// XXX end of depreceated code -------------------------------------
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 */
bMotionPath *mpath; /* motion path cache for this bone */
struct Object *custom; /* draws custom object instead of default bone shape */
struct bPoseChannel *custom_tx; /* odd feature, display with another bones transform. needed in rare cases for advanced rigs, since the alternative is highly complicated - campbell */
/* transforms - written in by actions or transform */
float loc[3];
float size[3];
/* rotations - written in by actions or transform (but only one representation gets used at any time) */
float eul[3]; /* euler rotation */
float quat[4]; /* quaternion rotation */
float rotAxis[3], rotAngle; /* axis-angle rotation */
short rotmode; /* eRotationModes - rotation representation to use */
short pad;
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 ikrotweight; /* weight of joint rotation constraint */
float iklinweight; /* weight of joint stretch constraint */
float *path; /* totpath x 3 x float */ // XXX depreceated... old animation system (armature only viz)
} bPoseChannel;
/* PoseChannel (transform) flags */
typedef enum ePchan_Flag {
/* has transforms */
POSE_LOC = (1<<0),
POSE_ROT = (1<<1),
POSE_SIZE = (1<<2),
/* old IK/cache stuff... */
POSE_IK_MAT = (1<<3),
POSE_UNUSED2 = (1<<4),
POSE_UNUSED3 = (1<<5),
POSE_UNUSED4 = (1<<6),
POSE_UNUSED5 = (1<<7),
/* has Standard IK */
POSE_HAS_IK = (1<<8),
/* IK/Pose solving*/
POSE_CHAIN = (1<<9),
POSE_DONE = (1<<10),
/* visualisation */
POSE_KEY = (1<<11),
POSE_STRIDE = (1<<12),
/* standard IK solving */
POSE_IKTREE = (1<<13),
/* has Spline IK */
POSE_HAS_IKS = (1<<14),
/* spline IK solving */
POSE_IKSPLINE = (1<<15)
} ePchan_Flag;
/* PoseChannel constflag (constraint detection) */
typedef enum ePchan_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),
/* spline IK */
PCHAN_HAS_SPLINEIK = (1<<5)
} ePchan_ConstFlag;
/* PoseChannel->ikflag */
typedef enum ePchan_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_ROTCTL = (1<<6),
BONE_IK_LINCTL = (1<<7),
BONE_IK_NO_XDOF_TEMP = (1<<10),
BONE_IK_NO_YDOF_TEMP = (1<<11),
BONE_IK_NO_ZDOF_TEMP = (1<<12)
} ePchan_IkFlag;
/* PoseChannel->rotmode and Object->rotmode */
typedef enum eRotationModes {
/* quaternion rotations (default, and for older Blender versions) */
ROT_MODE_QUAT = 0,
/* euler rotations - keep in sync with enum in BLI_math.h */
ROT_MODE_EUL = 1, /* Blender 'default' (classic) - must be as 1 to sync with arithb defines */
ROT_MODE_XYZ = 1, /* Blender 'default' (classic) - must be as 1 to sync with arithb defines */
ROT_MODE_XZY,
ROT_MODE_YXZ,
ROT_MODE_YZX,
ROT_MODE_ZXY,
ROT_MODE_ZYX,
/* NOTE: space is reserved here for 18 other possible
* euler rotation orders not implemented
*/
/* axis angle rotations */
ROT_MODE_AXISANGLE = -1,
ROT_MODE_MIN = ROT_MODE_AXISANGLE, /* sentinel for Py API */
ROT_MODE_MAX = ROT_MODE_ZYX
} eRotationModes;
/* Pose ------------------------------------ */
/* 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, PoseBones in RNA */
struct GHash *chanhash; /* ghash for quicker string lookups */
short flag, pad;
unsigned int proxy_layer; /* proxy layer: copy from armature, gets synced */
int pad1;
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 iksolver; /* ik solver to use, see ePose_IKSolverType */
void *ikdata; /* temporary IK data, depends on the IK solver. Not saved in file */
void *ikparam; /* IK solver parameters, structure depends on iksolver */
bAnimVizSettings avs; /* settings for visualisation of bone animation */
char proxy_act_bone[32]; /*proxy active bone name*/
} bPose;
/* Pose->flag */
typedef enum ePose_Flags {
/* 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 has constraints which depend on time (used when depsgraph updates for a new frame) */
POSE_CONSTRAINTS_TIMEDEPEND = (1<<3),
/* recalculate bone paths */
POSE_RECALCPATHS = (1<<4),
/* set by armature_rebuild_pose to give a chance to the IK solver to rebuild IK tree */
POSE_WAS_REBUILT = (1<<5),
/* set by game_copy_pose to indicate that this pose is used in the game engine */
POSE_GAME_ENGINE = (1<<6)
} ePose_Flags;
/* IK Solvers ------------------------------------ */
/* bPose->iksolver and bPose->ikparam->iksolver */
typedef enum ePose_IKSolverType {
IKSOLVER_LEGACY = 0,
IKSOLVER_ITASC
} ePose_IKSolverType;
/* header for all bPose->ikparam structures */
typedef struct bIKParam {
int iksolver;
} bIKParam;
/* bPose->ikparam when bPose->iksolver=1 */
typedef struct bItasc {
int iksolver;
float precision;
short numiter;
short numstep;
float minstep;
float maxstep;
short solver;
short flag;
float feedback;
float maxvel; /* max velocity to SDLS solver */
float dampmax; /* maximum damping for DLS solver */
float dampeps; /* threshold of singular value from which the damping start progressively */
} bItasc;
/* bItasc->flag */
typedef enum eItasc_Flags {
ITASC_AUTO_STEP = (1<<0),
ITASC_INITIAL_REITERATION = (1<<1),
ITASC_REITERATION = (1<<2),
ITASC_SIMULATION = (1<<3)
} eItasc_Flags;
/* bItasc->solver */
typedef enum eItasc_Solver {
ITASC_SOLVER_SDLS = 0, /* selective damped least square, suitable for CopyPose constraint */
ITASC_SOLVER_DLS /* damped least square with numerical filtering of damping */
} eItasc_Solver;
/* ************************************************ */
/* Action */
/* Groups -------------------------------------- */
/* Action-Channel Group (agrp)
* These are stored as a list per-Action, and are only used to
* group that Action's channels in an Animation Editor.
*
* Even though all FCurves 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 color 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 which would clear links to other channels */
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[64]; /* name of the group */
ThemeWireColor cs; /* color set to use when customCol == -1 */
} bActionGroup;
/* Action Group flags */
typedef enum eActionGroup_Flag {
/* group is selected */
AGRP_SELECTED = (1<<0),
/* group is 'active' / last selected one */
AGRP_ACTIVE = (1<<1),
/* keyframes/channels belonging to it cannot be edited */
AGRP_PROTECTED = (1<<2),
/* for UI (DopeSheet), sub-channels are shown */
AGRP_EXPANDED = (1<<3),
/* sub-channels are not evaluated */
AGRP_MUTED = (1<<4),
/* sub-channels are not visible in Graph Editor */
AGRP_NOTVISIBLE = (1<<5),
/* for UI (Graph Editor), sub-channels are shown */
AGRP_EXPANDED_G = (1<<6),
AGRP_TEMP = (1<<30),
AGRP_MOVED = (1<<31)
} eActionGroup_Flag;
/* Actions -------------------------------------- */
/* Action - reusable F-Curve 'bag' (act)
*
* This contains F-Curves that may affect settings from more than one ID blocktype and/or
* datablock (i.e. sub-data linked/used directly to the ID block that the animation data is linked to),
* but with the restriction that the other unrelated data (i.e. data that is not directly used or linked to
* by the source ID block).
*
* It serves as a 'unit' of reusable animation information (i.e. keyframes/motion data), that
* affects a group of related settings (as defined by the user).
*/
typedef struct bAction {
ID id; /* ID-serialisation for relinking */
ListBase curves; /* function-curves (FCurve) */
ListBase chanbase; /* legacy data - Action Channels (bActionChannel) in pre-2.5 animation system */
ListBase groups; /* groups of function-curves (bActionGroup) */
ListBase markers; /* markers local to the Action (used to provide Pose-Libraries) */
int flag; /* settings for this action */
int active_marker; /* index of the active marker */
} bAction;
/* Flags for the action */
typedef enum eAction_Flags {
/* flags for displaying in UI */
ACT_COLLAPSED = (1<<0),
ACT_SELECTED = (1<<1),
/* flags for evaluation/editing */
ACT_MUTED = (1<<9),
ACT_PROTECTED = (1<<10),
ACT_DISABLED = (1<<11)
} eAction_Flags;
/* ************************************************ */
/* Action/Dopesheet Editor */
/* Storage for Dopesheet/Grease-Pencil Editor data */
typedef struct bDopeSheet {
ID *source; /* currently ID_SCE (for Dopesheet), and ID_SC (for Grease Pencil) */
ListBase chanbase; /* cache for channels (only initialised when pinned) */ // XXX not used!
struct Group *filter_grp; /* object group for ADS_FILTER_ONLYOBGROUP filtering option */
int filterflag; /* flags to use for filtering data */
int flag; /* standard flags */
} bDopeSheet;
/* DopeSheet filter-flag */
typedef enum eDopeSheet_FilterFlag {
/* general filtering */
ADS_FILTER_ONLYSEL = (1<<0), /* only include channels relating to selected data */
/* temporary filters */
ADS_FILTER_ONLYDRIVERS = (1<<1), /* for 'Drivers' editor - only include Driver data from AnimData */
ADS_FILTER_ONLYNLA = (1<<2), /* for 'NLA' editor - only include NLA data from AnimData */
ADS_FILTER_SELEDIT = (1<<3), /* for Graph Editor - used to indicate whether to include a filtering flag or not */
/* general filtering 2 */
ADS_FILTER_SUMMARY = (1<<4), /* for 'DopeSheet' Editors - include 'summary' line */
ADS_FILTER_ONLYOBGROUP = (1<<5), /* only the objects in the specified object group get used */
/* datatype-based filtering */
ADS_FILTER_NOSHAPEKEYS = (1<<6),
ADS_FILTER_NOMESH = (1<<7),
ADS_FILTER_NOOBJ = (1<<8), /* for animdata on object level, if we only want to concentrate on materials/etc. */
ADS_FILTER_NOLAT = (1<<9),
ADS_FILTER_NOCAM = (1<<10),
ADS_FILTER_NOMAT = (1<<11),
ADS_FILTER_NOLAM = (1<<12),
ADS_FILTER_NOCUR = (1<<13),
ADS_FILTER_NOWOR = (1<<14),
ADS_FILTER_NOSCE = (1<<15),
ADS_FILTER_NOPART = (1<<16),
ADS_FILTER_NOMBA = (1<<17),
ADS_FILTER_NOARM = (1<<18),
ADS_FILTER_NONTREE = (1<<19),
ADS_FILTER_NOTEX = (1<<20),
ADS_FILTER_NOLINESTYLE = (1<<21),
/* NLA-specific filters */
ADS_FILTER_NLA_NOACT = (1<<25), /* if the AnimData block has no NLA data, don't include to just show Action-line */
/* general filtering 3 */
ADS_FILTER_INCL_HIDDEN = (1<<26), /* include 'hidden' channels too (i.e. those from hidden Objects/Bones) */
/* combination filters (some only used at runtime) */
ADS_FILTER_NOOBDATA = (ADS_FILTER_NOCAM|ADS_FILTER_NOMAT|ADS_FILTER_NOLAM|ADS_FILTER_NOCUR|ADS_FILTER_NOPART|ADS_FILTER_NOARM)
} eDopeSheet_FilterFlag;
/* DopeSheet general flags */
typedef enum eDopeSheet_Flag {
ADS_FLAG_SUMMARY_COLLAPSED = (1<<0) /* when summary is shown, it is collapsed, so all other channels get hidden */
} eDopeSheet_Flag;
/* Action Editor Space. This is defined here instead of in DNA_space_types.h */
typedef struct SpaceAction {
struct SpaceLink *next, *prev;
ListBase regionbase; /* storage of regions for inactive spaces */
int spacetype;
float blockscale;
short blockhandler[8];
View2D v2d; /* depricated, copied to region */
bAction *action; /* the currently active action */
bDopeSheet ads; /* the currently active context (when not showing action) */
char mode, autosnap; /* mode: editing context; autosnap: automatic keyframe snapping mode */
short flag; /* flag: bitmapped settings; */
float timeslide; /* for Time-Slide transform mode drawing - current frame? */
} SpaceAction;
/* SpaceAction flag */
typedef enum eSAction_Flag {
/* during transform (only set for TimeSlide) */
SACTION_MOVING = (1<<0),
/* show sliders */
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), // XXX depreceated... old animation system
/* don't kill overlapping keyframes after transform */
SACTION_NOTRANSKEYCULL = (1<<4),
/* don't include keyframes that are out of view */
//SACTION_HORIZOPTIMISEON = (1<<5), // XXX depreceated... old irrelevant trick
/* show pose-markers (local to action) in Action Editor mode */
SACTION_POSEMARKERS_SHOW = (1<<6),
/* don't draw action channels using group colors (where applicable) */
SACTION_NODRAWGCOLORS = (1<<7), // XXX depreceated... irrelevant for current groups implementation
/* don't draw current frame number beside frame indicator */
SACTION_NODRAWCFRANUM = (1<<8),
/* temporary flag to force channel selections to be synced with main */
SACTION_TEMP_NEEDCHANSYNC = (1<<9),
/* don't perform realtime updates */
SACTION_NOREALTIMEUPDATES = (1<<10),
/* move markers as well as keyframes */
SACTION_MARKERS_MOVE = (1<<11)
} eSAction_Flag;
/* SpaceAction Mode Settings */
typedef enum eAnimEdit_Context {
/* action on the active object */
SACTCONT_ACTION = 0,
/* list of all shapekeys on the active object, linked with their F-Curves */
SACTCONT_SHAPEKEY,
/* editing of gpencil data */
SACTCONT_GPENCIL,
/* dopesheet (default) */
SACTCONT_DOPESHEET
} eAnimEdit_Context;
/* SpaceAction AutoSnap Settings (also used by other Animation Editors) */
typedef enum eAnimEdit_AutoSnap {
/* 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
} eAnimEdit_AutoSnap;
/* ************************************************ */
/* Legacy Data */
/* WARNING: Action Channels are now depreceated... they were part of the old animation system!
* (ONLY USED FOR DO_VERSIONS...)
*
* 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 temp; /* temporary setting - may be used to indicate group that channel belongs to during syncing */
} bActionChannel;
/* Action Channel flags (ONLY USED FOR DO_VERSIONS...) */
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;
#endif
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