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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
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