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DNA_armature_types.h « makesdna « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * 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.
 */

/** \file
 * \ingroup DNA
 */

#ifndef __DNA_ARMATURE_TYPES_H__
#define __DNA_ARMATURE_TYPES_H__

#include "DNA_defs.h"
#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 {
	/**  Next/prev elements within this list. */
	struct Bone *next, *prev;
	/** User-Defined Properties on this Bone. */
	IDProperty  *prop;
	/**  Parent (ik parent if appropriate flag is set. */
	struct Bone *parent;
	/**  Children   . */
	ListBase     childbase;
	/**  Name of the bone - must be unique within the armature, MAXBONENAME. */
	char         name[64];

	/**  roll is input for editmode, length calculated. */
	float        roll;
	float        head[3];
	/**  head/tail and roll in Bone Space   . */
	float        tail[3];
	/**  rotation derived from head/tail/roll. */
	float        bone_mat[3][3];

	int          flag;

	float        arm_head[3];
	/**  head/tail in Armature Space (rest pos). */
	float        arm_tail[3];
	/**  matrix: (bonemat(b)+head(b))*arm_mat(b-1), rest po.s*/
	float        arm_mat[4][4];
	/** Roll in Armature Space (rest pos). */
	float        arm_roll;

	/**  dist, weight: for non-deformgroup deforms. */
	float        dist, weight;
	/**  width: for block bones. keep in this order, transform!. */
	float        xwidth, length, zwidth;
	/** Radius for head/tail sphere, defining deform as well, parent->rad_tip overrides rad_head. */
	float        rad_head, rad_tail;

	/** Curved bones settings - these define the "restpose" for a curved bone. */
	float        roll1, roll2;
	float		 curveInX, curveInY;
	float		 curveOutX, curveOutY;
	/** Length of bezier handles. */
	float        ease1, ease2;
	float		 scaleIn, scaleOut;

	/**  patch for upward compat, UNUSED!. */
	float        size[3];
	/** Layers that bone appears on. */
	int          layer;
	/**  for B-bones. */
	short        segments;

	/** Type of next/prev bone handles. */
	char         bbone_prev_type;
	char         bbone_next_type;
	/** Next/prev bones to use as handle references when calculating bbones (optional). */
	struct Bone *bbone_prev;
	struct Bone *bbone_next;
} Bone;

typedef struct bArmature {
	ID          id;
	struct AnimData *adt;

	ListBase    bonebase;
	ListBase    chainbase;
	/** Editbone listbase, we use pointer so we can check state. */
	ListBase   *edbo;

	/* 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) */

	/** Active bone. */
	Bone       *act_bone;
	/** Active editbone (in editmode). */
	struct EditBone *act_edbone;

	int         flag;
	int         drawtype;
	/** How vertex deformation is handled in the ge. */
	int         gevertdeformer;
	char _pad[4];
	short       deformflag;
	short       pathflag;

	/** For UI, to show which layers are there. */
	unsigned int layer_used;
	/** For buttons to work, both variables in this order together. */
	unsigned int layer, layer_protected;
} bArmature;

/* armature->flag */
/* don't use bit 7, was saved in files to disable stuff */
typedef enum eArmature_Flag {
	ARM_RESTPOS         = (1<<0),
	/** XRAY is here only for backwards converting */
	ARM_FLAG_UNUSED_1   = (1 << 1),  /* cleared */
	ARM_DRAWAXES        = (1<<2),
	ARM_DRAWNAMES       = (1<<3),
	ARM_POSEMODE        = (1<<4),
	ARM_FLAG_UNUSED_5   = (1<<5),  /* cleared */
	ARM_DELAYDEFORM     = (1<<6),
	ARM_FLAG_UNUSED_7   = (1 << 7),  /* cleared */
	ARM_MIRROR_EDIT     = (1<<8),
	ARM_AUTO_IK         = (1<<9),
	/** made option negative, for backwards compat */
	ARM_NO_CUSTOM       = (1<<10),
	/** draw custom colors  */
	ARM_COL_CUSTOM      = (1<<11),
	/** when ghosting, only show selected bones (this should belong to ghostflag instead) */
	ARM_FLAG_UNUSED_12  = (1 << 12), /* cleared */
	/** dopesheet channel is expanded */
	ARM_DS_EXPAND       = (1<<13),
	/** other objects are used for visualizing various states (hack for efficient updates) */
	ARM_HAS_VIZ_DEPS    = (1<<14),
} eArmature_Flag;

/* armature->drawtype */
typedef enum eArmature_Drawtype {
	ARM_OCTA = 0,
	ARM_LINE = 1,
	ARM_B_BONE = 2,
	ARM_ENVELOPE = 3,
	ARM_WIRE = 4,
} eArmature_Drawtype;

/* armature->gevertdeformer */
typedef enum eArmature_VertDeformer {
	ARM_VDEF_BLENDER = 0,
	ARM_VDEF_BGE_CPU = 1,
} eArmature_VertDeformer;

/* armature->deformflag */
typedef enum eArmature_DeformFlag {
	ARM_DEF_VGROUP			= (1<<0),
	ARM_DEF_ENVELOPE		= (1<<1),
	ARM_DEF_QUATERNION		= (1<<2),
#ifdef DNA_DEPRECATED
	ARM_DEF_B_BONE_REST		= (1<<3),	/* deprecated */
#endif
	ARM_DEF_INVERT_VGROUP	= (1<<4),
} eArmature_DeformFlag;

/* armature->pathflag */
// XXX deprecated... old animation system (armature only viz)
#ifdef DNA_DEPRECATED
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;
#endif

/* bone->flag */
typedef enum eBone_Flag {
	BONE_SELECTED               = (1 << 0),
	BONE_ROOTSEL                = (1 << 1),
	BONE_TIPSEL                 = (1 << 2),
	/** Used instead of BONE_SELECTED during transform (clear before use) */
	BONE_TRANSFORM              = (1 << 3),
	/** when bone has a parent, connect head of bone to parent's tail*/
	BONE_CONNECTED              = (1 << 4),
	/* 32 used to be quatrot, was always set in files, do not reuse unless you clear it always */
	/** hidden Bones when drawing PoseChannels */
	BONE_HIDDEN_P               = (1 << 6),
	/** For detecting cyclic dependencies */
	BONE_DONE                   = (1 << 7),
	/** active is on mouse clicks only - deprecated, ONLY USE FOR DRAWING */
	BONE_DRAW_ACTIVE            = (1 << 8),
	/** No parent rotation or scale */
	BONE_HINGE                  = (1 << 9),
	/** hidden Bones when drawing Armature Editmode */
	BONE_HIDDEN_A               = (1 << 10),
	/** multiplies vgroup with envelope */
	BONE_MULT_VG_ENV            = (1 << 11),
	/** bone doesn't deform geometry */
	BONE_NO_DEFORM              = (1 << 12),
	/** set to prevent destruction of its unkeyframed pose (after transform) */
	BONE_UNKEYED                = (1 << 13),
	/** set to prevent hinge child bones from influencing the transform center */
	BONE_HINGE_CHILD_TRANSFORM  = (1 << 14),
	/** No parent scale */
	BONE_NO_SCALE               = (1 << 15),
	/** hidden bone when drawing PoseChannels (for ghost drawing) */
	BONE_HIDDEN_PG              = (1 << 16),
	/** bone should be drawn as OB_WIRE, regardless of draw-types of view+armature */
	BONE_DRAWWIRE               = (1 << 17),
	/** when no parent, bone will not get cyclic offset */
	BONE_NO_CYCLICOFFSET        = (1 << 18),
	/** bone transforms are locked in EditMode */
	BONE_EDITMODE_LOCKED        = (1 << 19),
	/** Indicates that a parent is also being transformed */
	BONE_TRANSFORM_CHILD        = (1 << 20),
	/** bone cannot be selected */
	BONE_UNSELECTABLE           = (1 << 21),
	/** bone location is in armature space */
	BONE_NO_LOCAL_LOCATION      = (1 << 22),
	/** object child will use relative transform (like deform) */
	BONE_RELATIVE_PARENTING     = (1 << 23),
	/** it will add the parent end roll to the inroll */
	BONE_ADD_PARENT_END_ROLL    = (1 << 24),

} eBone_Flag;

/* bone->bbone_prev_type, bbone_next_type */
typedef enum eBone_BBoneHandleType {
	BBONE_HANDLE_AUTO = 0,	/* Default mode based on parents & children. */
	BBONE_HANDLE_ABSOLUTE,	/* Custom handle in absolute position mode. */
	BBONE_HANDLE_RELATIVE,	/* Custom handle in relative position mode. */
	BBONE_HANDLE_TANGENT,	/* Custom handle in tangent mode (use direction, not location). */
} eBone_BBoneHandleType;

#define MAXBONENAME 64

#endif