Blender V2.61 - r43446

ED_armature.h

Go to the documentation of this file.
00001 /*
00002  * ***** BEGIN GPL LICENSE BLOCK *****
00003  *
00004  * This program is free software; you can redistribute it and/or
00005  * modify it under the terms of the GNU General Public License
00006  * as published by the Free Software Foundation; either version 2
00007  * of the License, or (at your option) any later version.
00008  *
00009  * This program is distributed in the hope that it will be useful,
00010  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00011  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012  * GNU General Public License for more details.
00013  *
00014  * You should have received a copy of the GNU General Public License
00015  * along with this program; if not, write to the Free Software Foundation,
00016  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00017  *
00018  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00019  * All rights reserved.
00020  *
00021  * Contributor(s): Blender Foundation
00022  *
00023  * ***** END GPL LICENSE BLOCK *****
00024  */
00025 
00030 #ifndef ED_ARMATURE_H
00031 #define ED_ARMATURE_H
00032 
00033 #ifdef __cplusplus
00034 extern "C" {
00035 #endif
00036 
00037 struct bArmature;
00038 struct Base;
00039 struct bContext;
00040 struct Bone;
00041 struct bPoseChannel;
00042 struct DerivedMesh;
00043 struct IDProperty;
00044 struct ListBase;
00045 struct MeshDeformModifierData;
00046 struct Object;
00047 struct RegionView3D;
00048 struct ReportList;
00049 struct Scene;
00050 struct SK_Sketch;
00051 struct View3D;
00052 struct ViewContext;
00053 struct wmKeyConfig;
00054 struct wmOperator;
00055 
00056 typedef struct EditBone
00057 {
00058     struct EditBone *next, *prev;
00059     struct IDProperty       *prop;          /* User-Defined Properties on this Bone */
00060     struct EditBone *parent;/*  Editbones have a one-way link  (i.e. children refer
00061                                     to parents.  This is converted to a two-way link for
00062                                     normal bones when leaving editmode. */
00063     void    *temp;          /*  Used to store temporary data */
00064 
00065     char    name[64];       /* MAX_NAME */
00066     float   roll;           /*  Roll along axis.  We'll ultimately use the axis/angle method
00067                                 for determining the transformation matrix of the bone.  The axis
00068                                 is tail-head while roll provides the angle. Refer to Graphics
00069                                 Gems 1 p. 466 (section IX.6) if it's not already in here somewhere*/
00070 
00071     float   head[3];            /*  Orientation and length is implicit during editing */
00072     float   tail[3];    
00073                             /*  All joints are considered to have zero rotation with respect to
00074                             their parents.  Therefore any rotations specified during the
00075                             animation are automatically relative to the bones' rest positions*/
00076     int     flag;
00077     int     layer;
00078     
00079     float dist, weight;
00080     float xwidth, length, zwidth;   /* put them in order! transform uses this as scale */
00081     float ease1, ease2;
00082     float rad_head, rad_tail;
00083     
00084     float oldlength;                /* for envelope scaling */
00085     
00086     short segments;
00087 } EditBone;
00088 
00089 #define BONESEL_ROOT    (1<<28)
00090 #define BONESEL_TIP     (1<<29)
00091 #define BONESEL_BONE    (1<<30)
00092 #define BONESEL_ANY     (BONESEL_TIP|BONESEL_ROOT|BONESEL_BONE)
00093 
00094 #define BONESEL_NOSEL   (1<<31) /* Indicates a negative number */
00095 
00096 /* useful macros */
00097 #define EBONE_VISIBLE(arm, ebone) (((arm)->layer & (ebone)->layer) && !((ebone)->flag & BONE_HIDDEN_A))
00098 #define EBONE_EDITABLE(ebone) (((ebone)->flag & BONE_SELECTED) && !((ebone)->flag & BONE_EDITMODE_LOCKED)) 
00099 
00100 /* used in bone_select_hierachy() */
00101 #define BONE_SELECT_PARENT  0
00102 #define BONE_SELECT_CHILD   1
00103 
00104 /* armature_ops.c */
00105 void ED_operatortypes_armature(void);
00106 void ED_operatormacros_armature(void);
00107 void ED_keymap_armature(struct wmKeyConfig *keyconf);
00108 
00109 /* editarmature.c */
00110 void ED_armature_from_edit(struct Object *obedit);
00111 void ED_armature_to_edit(struct Object *ob);
00112 void ED_armature_edit_free(struct Object *ob);
00113 void ED_armature_deselect_all(struct Object *obedit, int toggle);
00114 void ED_armature_deselect_all_visible(struct Object *obedit);
00115 
00116 int ED_do_pose_selectbuffer(struct Scene *scene, struct Base *base, unsigned int *buffer, 
00117                             short hits, short extend);
00118 int mouse_armature(struct bContext *C, const int mval[2], int extend);
00119 int join_armature_exec(struct bContext *C, struct wmOperator *op);
00120 struct Bone *get_indexed_bone (struct Object *ob, int index);
00121 float ED_rollBoneToVector(EditBone *bone, const float new_up_axis[3], const short axis_only);
00122 EditBone *ED_armature_bone_get_mirrored(struct ListBase *edbo, EditBone *ebo); // XXX this is needed for populating the context iterators
00123 void ED_armature_sync_selection(struct ListBase *edbo);
00124 void ED_armature_validate_active(struct bArmature *arm);
00125 
00126 void add_primitive_bone(struct Scene *scene, struct View3D *v3d, struct RegionView3D *rv3d);
00127 struct EditBone *ED_armature_edit_bone_add(struct bArmature *arm, const char *name);
00128 void ED_armature_edit_bone_remove(struct bArmature *arm, EditBone *exBone);
00129 
00130 void transform_armature_mirror_update(struct Object *obedit);
00131 void clear_armature(struct Scene *scene, struct Object *ob, char mode);
00132 void docenter_armature (struct Scene *scene, struct Object *ob, float cursor[3], int centermode, int around);
00133 
00134 void ED_armature_apply_transform(struct Object *ob, float mat[4][4]);
00135 
00136 #define ARM_GROUPS_NAME     1
00137 #define ARM_GROUPS_ENVELOPE 2
00138 #define ARM_GROUPS_AUTO     3
00139 
00140 void create_vgroups_from_armature(struct ReportList *reports, struct Scene *scene, struct Object *ob, struct Object *par, int mode, int mirror);
00141 
00142 void auto_align_armature(struct Scene *scene, struct View3D *v3d, short mode);
00143 void unique_editbone_name(struct ListBase *ebones, char *name, EditBone *bone); /* if bone is already in list, pass it as param to ignore it */
00144 void ED_armature_bone_rename(struct bArmature *arm, const char *oldnamep, const char *newnamep);
00145 
00146 void undo_push_armature(struct bContext *C, const char *name);
00147 
00148 /* poseobject.c */
00149 void ED_armature_exit_posemode(struct bContext *C, struct Base *base);
00150 void ED_armature_enter_posemode(struct bContext *C, struct Base *base);
00151 int ED_pose_channel_in_IK_chain(struct Object *ob, struct bPoseChannel *pchan);
00152 void ED_pose_deselectall(struct Object *ob, int test);
00153 void ED_pose_recalculate_paths(struct Scene *scene, struct Object *ob);
00154 
00155 /* sketch */
00156 
00157 int ED_operator_sketch_mode_active_stroke(struct bContext *C);
00158 int ED_operator_sketch_full_mode(struct bContext *C);
00159 int ED_operator_sketch_mode(const struct bContext *C);
00160 
00161 void BIF_convertSketch(struct bContext *C);
00162 void BIF_deleteSketch(struct bContext *C);
00163 void BIF_selectAllSketch(struct bContext *C, int mode); /* -1: deselect, 0: select, 1: toggle */
00164 
00165 void  BIF_makeListTemplates(const struct bContext *C);
00166 const char *BIF_listTemplates(const struct bContext *C);
00167 int   BIF_currentTemplate(const struct bContext *C);
00168 void  BIF_freeTemplates(struct bContext *C);
00169 void  BIF_setTemplate(struct bContext *C, int index);
00170 int   BIF_nbJointsTemplate(const struct bContext *C);
00171 const char * BIF_nameBoneTemplate(const struct bContext *C);
00172 
00173 void BDR_drawSketch(const struct bContext *vc);
00174 int BDR_drawSketchNames(struct ViewContext *vc);
00175 
00176 /* meshlaplacian.c */
00177 void mesh_deform_bind(struct Scene *scene,
00178     struct MeshDeformModifierData *mmd,
00179     float *vertexcos, int totvert, float cagemat[][4]);
00180     
00181 #ifdef __cplusplus
00182 }
00183 #endif
00184 
00185 #endif /* ED_ARMATURE_H */
00186 
00187 
00188