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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; /* 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 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, 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! */
short layer;
short segments; /* for B-bones */
}Bone;
typedef struct bArmature {
ID id;
ListBase bonebase;
ListBase chainbase;
int flag;
int drawtype;
short deformflag;
short pathflag;
short layer, layer_protected; /* for buttons to work, both variables in this order together */
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 */
}bArmature;
/* armature->flag */
/* dont use bit 7, was saved in files to disable stuff */
/* armature->flag */
#define ARM_RESTPOS 0x001
/* XRAY is here only for backwards converting */
#define ARM_DRAWXRAY 0x002
#define ARM_DRAWAXES 0x004
#define ARM_DRAWNAMES 0x008
#define ARM_POSEMODE 0x010
#define ARM_EDITMODE 0x020
#define ARM_DELAYDEFORM 0x040
#define ARM_DONT_USE 0x080
#define ARM_MIRROR_EDIT 0x100
#define ARM_AUTO_IK 0x200
/* made option negative, for backwards compat */
#define ARM_NO_CUSTOM 0x400
#define ARM_COL_CUSTOM 0x800
/* armature->drawtype */
#define ARM_OCTA 0
#define ARM_LINE 1
#define ARM_B_BONE 2
#define ARM_ENVELOPE 3
/* armature->deformflag */
#define ARM_DEF_VGROUP 1
#define ARM_DEF_ENVELOPE 2
#define ARM_DEF_QUATERNION 4
#define ARM_DEF_B_BONE_REST 8
#define ARM_DEF_INVERT_VGROUP 16
/* armature->pathflag */
#define ARM_PATH_FNUMS (1<<0)
#define ARM_PATH_KFRAS (1<<1)
#define ARM_PATH_HEADS (1<<2)
#define ARM_PATH_ACFRA (1<<3)
/* armature->ghosttype */
#define ARM_GHOST_CUR 0
#define ARM_GHOST_RANGE 1
/* 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_CONNECTED 16
/* 32 used to be quatrot, was always set in files, do not reuse unless you clear it always */
/* hidden Bones when drawing Posechannels */
#define BONE_HIDDEN_P 64
/* For detecting cyclic dependancies */
#define BONE_DONE 128
/* active is on mouse clicks only */
#define BONE_ACTIVE 256
/* No parent rotation or scale */
#define BONE_HINGE 512
/* hidden Bones when drawing Armature Editmode */
#define BONE_HIDDEN_A 1024
/* multiplies vgroup with envelope */
#define BONE_MULT_VG_ENV 2048
#define BONE_NO_DEFORM 4096
/* set to prevent destruction of its unkeyframed pose (after transform) */
#define BONE_UNKEYED 8192
/* set to prevent hinge child bones from influencing the transform center */
#define BONE_HINGE_CHILD_TRANSFORM 16384
/* No parent scale */
#define BONE_NO_SCALE (1<<15)
#endif
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