tornavis/source/blender/makesdna/DNA_constraint_types.h

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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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* Constraint DNA data
*/
#ifndef DNA_CONSTRAINT_TYPES_H
#define DNA_CONSTRAINT_TYPES_H
#include "DNA_ID.h"
#include "DNA_ipo_types.h"
#include "DNA_object_types.h"
struct Action;
typedef struct bConstraintChannel{
struct bConstraintChannel *next, *prev;
Ipo *ipo;
short flag;
char name[30];
} bConstraintChannel;
typedef struct bConstraint{
struct bConstraint *next, *prev;
void *data; /* Constraint data (a valid constraint type) */
char type; /* Constraint type */
char otype; /* Old type - for menu callbacks */
short flag; /* Flag */
short reserved1;
char name[30]; /* Constraint name */
float enforce;
float time;
float offset[3]; /* Target location offset */
float orient[3]; /* Target orientation offset */
float roll[3]; /* Target roll offset (needed?) */
} bConstraint;
/* Single-target subobject constraints */
typedef struct bKinematicConstraint{
Object *tar;
float tolerance; /* Acceptable distance from target */
int iterations; /* Maximum number of iterations to try */
char subtarget[32]; /* String to specify sub-object target */
float cacheeff[3]; /* Target location cache */
int reserved1;
float cachemat[4][4]; /* Result cache */
} bKinematicConstraint;
typedef struct bTrackToConstraint{
Object *tar;
int reserved1; /* I'll be using reserved1 and reserved2 as Track and Up flags, not sure if that's what they were intented for anyway. Not sure either if it would create backward incompatibility if I were to rename them. - theeth*/
int reserved2;
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char subtarget[32];
} bTrackToConstraint;
typedef struct bRotateLikeConstraint{
Object *tar;
int flag;
int reserved1;
char subtarget[32];
} bRotateLikeConstraint;
typedef struct bLocateLikeConstraint{
Object *tar;
int flag;
int reserved1;
char subtarget[32];
} bLocateLikeConstraint;
typedef struct bActionConstraint{
Object *tar;
int type;
short start;
short end;
float min;
float max;
struct bAction *act;
char subtarget[32];
} bActionConstraint;
/* Locked Axis Tracking constraint */
typedef struct bLockTrackConstraint{
Object *tar;
int trackflag;
int lockflag;
char subtarget[32];
} bLockTrackConstraint;
/* Follow Path constraints */
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typedef struct bFollowPathConstraint{
Object *tar; /* Must be path object */
float offset; /* Offset in time on the path (in frame) */
int followflag;
int trackflag;
int upflag;
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} bFollowPathConstraint;
/* Distance Limiting constraints */
typedef struct bDistanceLimitConstraint{
Object *tar;
char subtarget[32];
float pad1;
float pad2;
float distance;
float offset[3];
} bDistanceLimitConstraint;
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/* Zero-target constraints */
typedef struct bRotationConstraint{
float xmin, xmax;
float ymin, ymax;
float zmin, zmax;
} bRotationConstraint;
/* Stretch to constraint */
typedef struct bStretchToConstraint{
Object *tar;
int volmode;
int plane;
float orglength;
float bulge;
char subtarget[32];
} bStretchToConstraint;
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/* bConstraint.type */
#define CONSTRAINT_TYPE_NULL 0
#define CONSTRAINT_TYPE_CHILDOF 1 /* Unimplemented */
#define CONSTRAINT_TYPE_TRACKTO 2
#define CONSTRAINT_TYPE_KINEMATIC 3
#define CONSTRAINT_TYPE_FOLLOWPATH 4
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#define CONSTRAINT_TYPE_ROTLIMIT 5 /* Unimplemented */
#define CONSTRAINT_TYPE_LOCLIMIT 6 /* Unimplemented */
#define CONSTRAINT_TYPE_SIZELIMIT 7 /* Unimplemented */
#define CONSTRAINT_TYPE_ROTLIKE 8
#define CONSTRAINT_TYPE_LOCLIKE 9
#define CONSTRAINT_TYPE_SIZELIKE 10 /* Unimplemented */
#define CONSTRAINT_TYPE_PYTHON 11 /* Unimplemented */
#define CONSTRAINT_TYPE_ACTION 12
#define CONSTRAINT_TYPE_LOCKTRACK 13 /* New Tracking constraint that locks an axis in place - theeth */
#define CONSTRAINT_TYPE_DISTANCELIMIT 14
#define CONSTRAINT_TYPE_STRETCHTO 15 /* claiming this to be mine :) is in tuhopuu bjornmose */
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/* bConstraint.flag */
#define CONSTRAINT_EXPAND 0x00000001
#define CONSTRAINT_DONE 0x00000002
#define CONSTRAINT_DISABLE 0x00000004
#define CONSTRAINT_LOOPTESTED 0x00000008
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
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#define CONSTRAINT_EXPAND_BIT 0
#define CONSTRAINT_DONE_BIT 1
#define CONSTRAINT_DISABLE_BIT 2
/* bConstraintChannel.flag */
#define CONSTRAINT_CHANNEL_SELECT 0x00000001
/* bLocateLikeConstraint.flag */
#define LOCLIKE_X 0x00000001
#define LOCLIKE_Y 0x00000002
#define LOCLIKE_Z 0x00000004
#define LOCSPACE 0x00000008
/* Axis flags */
#define LOCK_X 0x00000000
#define LOCK_Y 0x00000001
#define LOCK_Z 0x00000002
#define UP_X 0x00000000
#define UP_Y 0x00000001
#define UP_Z 0x00000002
#define TRACK_X 0x00000000
#define TRACK_Y 0x00000001
#define TRACK_Z 0x00000002
#define TRACK_nX 0x00000003
#define TRACK_nY 0x00000004
#define TRACK_nZ 0x00000005
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#define VOLUME_XZ 0x00000000
#define VOLUME_X 0x00000001
#define VOLUME_Z 0x00000002
#define NO_VOLUME 0x00000003
#define PLANE_X 0x00000000
#define PLANE_Y 0x00000001
#define PLANE_Z 0x00000002
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#endif