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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.
 *
 * Contributor(s): Full recode, Ton Roosendaal, Crete 2005
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 */

#ifndef DNA_ARMATURE_TYPES_H
#define DNA_ARMATURE_TYPES_H

#include "DNA_listBase.h"
#include "DNA_ID.h"

/* this system works on different transformation space levels;

1) Bone Space;		with each Bone having own (0,0,0) origin
2) Armature Space;  the rest position, in Object space, Bones Spaces are applied hierarchical
3) Pose Space;		the animation position, in Object space
4) World Space;		Object matrix applied to Pose or Armature space

*/

typedef struct Bone {
	struct Bone		*next, *prev;	/*	Next/prev elements within this list	*/
	struct Bone		*parent;		/*	Parent (ik parent if appropriate flag is set		*/
	ListBase		childbase;		/*	Children	*/
	char			name[32];		/*  Name of the bone - must be unique within the armature */

	float			roll, length;   /* */
	float			head[3];		
	float			tail[3];		/*	head/tail and roll in Bone Space	*/
	float			bone_mat[3][3]; /*  rotation derived from head/tail/roll */
	
	int				flag;
	
	float			arm_head[3];		
	float			arm_tail[3];	/*	head/tail and roll in Armature Space (rest pos) */
	float			arm_mat[4][4];  /*  matrix: (bonemat(b)+head(b))*arm_mat(b-1), rest pos*/
	
	float dist, weight;				/*  dist for non-deformgroup deforms */
	
	float size[3];					/* patch for upward compat, UNUSED! */
	short boneclass;
	short pad1;
}Bone;

typedef struct bArmature {
	ID			id;
	ListBase	bonebase;
	ListBase	chainbase;
	int			flag;
	int			res1;				
	int			res2;
	int			res3;			
}bArmature;

/* armature->flag */
#define		ARM_RESTPOSBIT		0
#define		ARM_DRAWXRAYBIT		1
#define		ARM_DRAWAXESBIT		2
#define		ARM_DRAWNAMESBIT	3
#define		ARM_POSEBIT			4
#define		ARM_EDITBIT			5
#define		ARM_DELAYBIT		6
/* dont use bit 7, was saved in files to disable stuff */
#define		ARM_NO_ACTIONBIT	8

/* armature->flag */
#define		ARM_RESTPOS		0x0001
#define		ARM_DRAWXRAY	0x0002
#define		ARM_DRAWAXES	0x0004
#define		ARM_DRAWNAMES	0x0008
#define		ARM_POSEMODE	0x0010
#define		ARM_EDITMODE	0x0020
#define		ARM_DELAYDEFORM 0x0040
#define		ARM_DONT_USE    0x0080
#define		ARM_NO_ACTION   0x0100

/* bone->flag */
#define		BONE_SELECTED	1
#define		BONE_ROOTSEL	2
#define		BONE_TIPSEL		4
			/* Used instead of BONE_SELECTED during transform */
#define		BONE_TRANSFORM  8
#define		BONE_IK_TOPARENT 16
			/* 32 used to be quatrot, was always set in files, do not reuse unless you clear it always */
#define		BONE_HIDDEN		64
			/* For detecting cyclic dependancies */
#define		BONE_DONE		128
			/* active is on mouse clicks only */
#define		BONE_ACTIVE		256

/* bone->flag  bits */
#define		BONE_IK_TOPARENTBIT		4
#define		BONE_HIDDENBIT			6


enum {
		BONE_SKINNABLE  =       0,
		BONE_UNSKINNABLE,
		BONE_HEAD,
		BONE_NECK,
		BONE_BACK,
		BONE_SHOULDER,
		BONE_ARM,
		BONE_HAND,
		BONE_FINGER,
		BONE_THUMB,
		BONE_PELVIS,
		BONE_LEG,
		BONE_FOOT,
		BONE_TOE,
		BONE_TENTACLE
};

#endif