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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): Full recode, Ton Roosendaal, Crete 2005
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef DNA_ARMATURE_TYPES_H
#define DNA_ARMATURE_TYPES_H
/** \file DNA_armature_types.h
* \ingroup DNA
*/
#include "DNA_listBase.h"
#include "DNA_ID.h"
struct AnimData;
/* 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 */
IDProperty *prop; /* User-Defined Properties on this Bone */
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; /* roll is input for editmode, length calculated */
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 in Armature Space (rest pos) */
float arm_mat[4][4]; /* matrix: (bonemat(b)+head(b))*arm_mat(b-1), rest pos*/
float arm_roll; /* roll in Armature Space (rest pos) */
float dist, weight; /* dist, weight: for non-deformgroup deforms */
float xwidth, length, zwidth; /* width: for block bones. keep in this order, transform! */
float ease1, ease2; /* length of bezier handles */
float rad_head, rad_tail; /* radius for head/tail sphere, defining deform as well, parent->rad_tip overrides rad_head*/
float size[3]; /* patch for upward compat, UNUSED! */
int layer; /* layers that bone appears on */
short segments; /* for B-bones */
short pad[1];
} Bone;
typedef struct bArmature {
ID id;
struct AnimData *adt;
ListBase bonebase;
ListBase chainbase;
ListBase *edbo; /* editbone listbase, we use pointer so we can check state */
/* active bones should work like active object where possible
* - active and selection are unrelated
* - active & hidden is not allowed
* - from the user perspective active == last selected
* - active should be ignored when not visible (hidden layer) */
Bone *act_bone; /* active bone (when not in editmode) */
void *act_edbone; /* active editbone (in editmode) */
void *sketch; /* sketch struct for etch-a-ton */
int flag;
int drawtype;
int gevertdeformer; /* how vertex deformation is handled in the ge */
int pad;
short deformflag;
short pathflag;
unsigned int layer_used; /* for UI, to show which layers are there */
unsigned int layer, layer_protected; /* for buttons to work, both variables in this order together */
// XXX depreceated... old animaton system (armature only viz) ---
short ghostep, ghostsize; /* number of frames to ghosts to show, and step between them */
short ghosttype, pathsize; /* ghost drawing options and number of frames between points of path */
int ghostsf, ghostef; /* start and end frames of ghost-drawing range */
int pathsf, pathef; /* start and end frames of path-calculation range for all bones */
int pathbc, pathac; /* number of frames before/after current frame of path-calculation for all bones */
// XXX end of depreceated code ----------------------------------
} bArmature;
/* armature->flag */
/* dont use bit 7, was saved in files to disable stuff */
typedef enum eArmature_Flag {
ARM_RESTPOS = (1<<0),
ARM_DRAWXRAY = (1<<1), /* XRAY is here only for backwards converting */
ARM_DRAWAXES = (1<<2),
ARM_DRAWNAMES = (1<<3),
ARM_POSEMODE = (1<<4),
ARM_EDITMODE = (1<<5),
ARM_DELAYDEFORM = (1<<6),
ARM_DONT_USE = (1<<7),
ARM_MIRROR_EDIT = (1<<8),
ARM_AUTO_IK = (1<<9),
ARM_NO_CUSTOM = (1<<10), /* made option negative, for backwards compat */
ARM_COL_CUSTOM = (1<<11), /* draw custom colors */
ARM_GHOST_ONLYSEL = (1<<12), /* when ghosting, only show selected bones (this should belong to ghostflag instead) */ // XXX depreceated
ARM_DS_EXPAND = (1<<13)
} eArmature_Flag;
/* armature->drawtype */
typedef enum eArmature_Drawtype {
ARM_OCTA = 0,
ARM_LINE,
ARM_B_BONE,
ARM_ENVELOPE,
ARM_WIRE
} eArmature_Drawtype;
/* armature->gevertdeformer */
typedef enum eArmature_VertDeformer {
ARM_VDEF_BLENDER,
ARM_VDEF_BGE_CPU
} eArmature_VertDeformer;
/* armature->deformflag */
typedef enum eArmature_DeformFlag {
ARM_DEF_VGROUP = (1<<0),
ARM_DEF_ENVELOPE = (1<<1),
ARM_DEF_QUATERNION = (1<<2),
ARM_DEF_B_BONE_REST = (1<<3), /* deprecated */
ARM_DEF_INVERT_VGROUP = (1<<4)
} eArmature_DeformFlag;
/* armature->pathflag */
// XXX depreceated... old animation system (armature only viz)
typedef enum eArmature_PathFlag {
ARM_PATH_FNUMS = (1<<0),
ARM_PATH_KFRAS = (1<<1),
ARM_PATH_HEADS = (1<<2),
ARM_PATH_ACFRA = (1<<3),
ARM_PATH_KFNOS = (1<<4)
} eArmature_PathFlag;
/* armature->ghosttype */
// XXX depreceated... old animation system (armature only viz)
typedef enum eArmature_GhostType {
ARM_GHOST_CUR = 0,
ARM_GHOST_RANGE,
ARM_GHOST_KEYS
} eArmature_GhostType;
/* bone->flag */
typedef enum eBone_Flag {
BONE_SELECTED = (1<<0),
BONE_ROOTSEL = (1<<1),
BONE_TIPSEL = (1<<2),
BONE_TRANSFORM = (1<<3), /* Used instead of BONE_SELECTED during transform */
BONE_CONNECTED = (1<<4), /* when bone has a parent, connect head of bone to parent's tail*/
/* 32 used to be quatrot, was always set in files, do not reuse unless you clear it always */
BONE_HIDDEN_P = (1<<6), /* hidden Bones when drawing PoseChannels */
BONE_DONE = (1<<7), /* For detecting cyclic dependancies */
BONE_DRAW_ACTIVE = (1<<8), /* active is on mouse clicks only - deprecated, ONLY USE FOR DRAWING */
BONE_HINGE = (1<<9), /* No parent rotation or scale */
BONE_HIDDEN_A = (1<<10), /* hidden Bones when drawing Armature Editmode */
BONE_MULT_VG_ENV = (1<<11), /* multiplies vgroup with envelope */
BONE_NO_DEFORM = (1<<12), /* bone doesn't deform geometry */
BONE_UNKEYED = (1<<13), /* set to prevent destruction of its unkeyframed pose (after transform) */
BONE_HINGE_CHILD_TRANSFORM = (1<<14), /* set to prevent hinge child bones from influencing the transform center */
BONE_NO_SCALE = (1<<15), /* No parent scale */
BONE_HIDDEN_PG = (1<<16), /* hidden bone when drawing PoseChannels (for ghost drawing) */
BONE_DRAWWIRE = (1<<17), /* bone should be drawn as OB_WIRE, regardless of draw-types of view+armature */
BONE_NO_CYCLICOFFSET = (1<<18), /* when no parent, bone will not get cyclic offset */
BONE_EDITMODE_LOCKED = (1<<19), /* bone transforms are locked in EditMode */
BONE_TRANSFORM_CHILD = (1<<20), /* Indicates that a parent is also being transformed */
BONE_UNSELECTABLE = (1<<21), /* bone cannot be selected */
BONE_NO_LOCAL_LOCATION = (1<<22) /* bone location is in armature space */
} eBone_Flag;
#define MAXBONENAME 32
#endif
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