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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"
struct SpaceLink;
struct ListBase;
/* 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;
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 pad;
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 */
void *b_bone_mats; /* only while deform, stores precalculated b_bone deform mats */
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 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;
} bPoseChannel;
typedef struct bPose{
ListBase chanbase;
int flag, pad;
} bPose;
typedef struct bActionChannel {
struct bActionChannel *next, *prev;
struct Ipo *ipo;
ListBase constraintChannels;
int flag;
char name[32]; /* Channel name */
int reserved1;
} bActionChannel;
typedef struct bAction {
ID id;
ListBase chanbase; /* Channels in this action */
} bAction;
typedef struct SpaceAction {
struct SpaceLink *next, *prev;
int spacetype;
float blockscale;
struct ScrArea *area;
short blockhandler[8];
View2D v2d;
bAction *action;
int flag;
short pin, reserved1;
short actnr;
short lock;
int pad2;
} SpaceAction;
/* Action Channel flags */
#define ACHAN_SELECTED 0x00000001
#define ACHAN_HILIGHTED 0x00000002
#define ACHAN_MOVED 0x80000000
/* Pose->flag */
#define POSE_RECALC 1
#define POSE_LOCKED 2
/* 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
};
/* PoseChannel constflag (constraint detection) */
#define PCHAN_HAS_IK 1
#define PCHAN_HAS_CONST 2
/* only used for drawing Posemode, not stored in channel */
#define PCHAN_HAS_ACTION 4
/* PoseChannel->ikflag */
#define BONE_IK_NO_XDOF 1
#define BONE_IK_NO_YDOF 2
#define BONE_IK_NO_ZDOF 4
#define BONE_IK_XLIMIT 8
#define BONE_IK_YLIMIT 16
#define BONE_IK_ZLIMIT 32
#endif
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