tornavis/source/blender/blenkernel/BKE_key.h

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/*
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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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
#pragma once
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/** \file
* \ingroup bke
*/
struct Curve;
struct ID;
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struct Key;
struct KeyBlock;
struct Lattice;
struct ListBase;
struct Main;
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struct Mesh;
struct Object;
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/* Kernel prototypes */
#ifdef __cplusplus
extern "C" {
#endif
void BKE_key_free(struct Key *key);
void BKE_key_free_nolib(struct Key *key);
struct Key *BKE_key_add(struct Main *bmain, struct ID *id);
struct Key *BKE_key_copy(struct Main *bmain, const struct Key *key);
struct Key *BKE_key_copy_nolib(struct Key *key);
void BKE_key_sort(struct Key *key);
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void key_curve_position_weights(float t, float data[4], int type);
void key_curve_tangent_weights(float t, float data[4], int type);
void key_curve_normal_weights(float t, float data[4], int type);
float *BKE_key_evaluate_object_ex(struct Object *ob, int *r_totelem, float *arr, size_t arr_size);
float *BKE_key_evaluate_object(struct Object *ob, int *r_totelem);
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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int BKE_keyblock_element_count_from_shape(const struct Key *key, const int shape_index);
int BKE_keyblock_element_count(const struct Key *key);
size_t BKE_keyblock_element_calc_size_from_shape(const struct Key *key, const int shape_index);
size_t BKE_keyblock_element_calc_size(const struct Key *key);
bool BKE_key_idtype_support(const short id_type);
struct Key **BKE_key_from_id_p(struct ID *id);
struct Key *BKE_key_from_id(struct ID *id);
struct Key **BKE_key_from_object_p(const struct Object *ob);
struct Key *BKE_key_from_object(const struct Object *ob);
struct KeyBlock *BKE_keyblock_from_object(struct Object *ob);
struct KeyBlock *BKE_keyblock_from_object_reference(struct Object *ob);
struct KeyBlock *BKE_keyblock_add(struct Key *key, const char *name);
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struct KeyBlock *BKE_keyblock_add_ctime(struct Key *key, const char *name, const bool do_force);
struct KeyBlock *BKE_keyblock_from_key(struct Key *key, int index);
struct KeyBlock *BKE_keyblock_find_name(struct Key *key, const char name[]);
void BKE_keyblock_copy_settings(struct KeyBlock *kb_dst, const struct KeyBlock *kb_src);
char *BKE_keyblock_curval_rnapath_get(struct Key *key, struct KeyBlock *kb);
/* conversion functions */
/* Note: 'update_from' versions do not (re)allocate mem in kb, while 'convert_from' do. */
void BKE_keyblock_update_from_lattice(struct Lattice *lt, struct KeyBlock *kb);
void BKE_keyblock_convert_from_lattice(struct Lattice *lt, struct KeyBlock *kb);
void BKE_keyblock_convert_to_lattice(struct KeyBlock *kb, struct Lattice *lt);
int BKE_keyblock_curve_element_count(struct ListBase *nurb);
void BKE_keyblock_curve_data_transform(const struct ListBase *nurb,
const float mat[4][4],
const void *src,
void *dst);
void BKE_keyblock_update_from_curve(struct Curve *cu, struct KeyBlock *kb, struct ListBase *nurb);
void BKE_keyblock_convert_from_curve(struct Curve *cu, struct KeyBlock *kb, struct ListBase *nurb);
void BKE_keyblock_convert_to_curve(struct KeyBlock *kb, struct Curve *cu, struct ListBase *nurb);
void BKE_keyblock_update_from_mesh(struct Mesh *me, struct KeyBlock *kb);
void BKE_keyblock_convert_from_mesh(struct Mesh *me, struct Key *key, struct KeyBlock *kb);
void BKE_keyblock_convert_to_mesh(struct KeyBlock *kb, struct Mesh *me);
void BKE_keyblock_mesh_calc_normals(struct KeyBlock *kb,
struct Mesh *mesh,
float (*r_vertnors)[3],
float (*r_polynors)[3],
float (*r_loopnors)[3]);
void BKE_keyblock_update_from_vertcos(struct Object *ob,
struct KeyBlock *kb,
const float (*vertCos)[3]);
void BKE_keyblock_convert_from_vertcos(struct Object *ob,
struct KeyBlock *kb,
const float (*vertCos)[3]);
float (*BKE_keyblock_convert_to_vertcos(struct Object *ob, struct KeyBlock *kb))[3];
void BKE_keyblock_update_from_offset(struct Object *ob,
struct KeyBlock *kb,
const float (*ofs)[3]);
/* other management */
bool BKE_keyblock_move(struct Object *ob, int org_index, int new_index);
bool BKE_keyblock_is_basis(struct Key *key, const int index);
/* -------------------------------------------------------------------- */
/** \name Key-Block Data Access
* \{ */
void BKE_keyblock_data_get_from_shape(const struct Key *key,
float (*arr)[3],
const int shape_index);
void BKE_keyblock_data_get(const struct Key *key, float (*arr)[3]);
void BKE_keyblock_data_set_with_mat4(struct Key *key,
const int shape_index,
const float (*coords)[3],
const float mat[4][4]);
void BKE_keyblock_curve_data_set_with_mat4(struct Key *key,
const struct ListBase *nurb,
const int shape_index,
const void *data,
const float mat[4][4]);
void BKE_keyblock_data_set(struct Key *key, const int shape_index, const void *data);
/** \} */
#ifdef __cplusplus
};
#endif