289 lines
9.6 KiB
C
289 lines
9.6 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* 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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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Contributor(s): Full recode, Ton Roosendaal, Crete 2005
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file DNA_armature_types.h
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* \ingroup DNA
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*/
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#ifndef __DNA_ARMATURE_TYPES_H__
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#define __DNA_ARMATURE_TYPES_H__
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#include "DNA_defs.h"
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#include "DNA_listBase.h"
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#include "DNA_ID.h"
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struct AnimData;
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/* this system works on different transformation space levels;
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*
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* 1) Bone Space; with each Bone having own (0,0,0) origin
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* 2) Armature Space; the rest position, in Object space, Bones Spaces are applied hierarchical
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* 3) Pose Space; the animation position, in Object space
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* 4) World Space; Object matrix applied to Pose or Armature space
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*
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*/
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typedef struct Bone {
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/** Next/prev elements within this list. */
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struct Bone *next, *prev;
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/** User-Defined Properties on this Bone. */
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IDProperty *prop;
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/** Parent (ik parent if appropriate flag is set. */
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struct Bone *parent;
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/** Children . */
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ListBase childbase;
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/** Name of the bone - must be unique within the armature, MAXBONENAME. */
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char name[64];
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/** roll is input for editmode, length calculated. */
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float roll;
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float head[3];
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/** head/tail and roll in Bone Space . */
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float tail[3];
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/** rotation derived from head/tail/roll. */
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float bone_mat[3][3];
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int flag;
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float arm_head[3];
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/** head/tail in Armature Space (rest pos). */
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float arm_tail[3];
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/** matrix: (bonemat(b)+head(b))*arm_mat(b-1), rest po.s*/
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float arm_mat[4][4];
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/** Roll in Armature Space (rest pos). */
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float arm_roll;
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/** dist, weight: for non-deformgroup deforms. */
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float dist, weight;
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/** width: for block bones. keep in this order, transform!. */
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float xwidth, length, zwidth;
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/** Radius for head/tail sphere, defining deform as well, parent->rad_tip overrides rad_head. */
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float rad_head, rad_tail;
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/** Curved bones settings - these define the "restpose" for a curved bone. */
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float roll1, roll2;
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float curveInX, curveInY;
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float curveOutX, curveOutY;
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/** Length of bezier handles. */
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float ease1, ease2;
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float scaleIn, scaleOut;
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/** patch for upward compat, UNUSED!. */
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float size[3];
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/** Layers that bone appears on. */
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int layer;
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/** for B-bones. */
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short segments;
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/** Type of next/prev bone handles. */
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char bbone_prev_type;
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char bbone_next_type;
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/** Next/prev bones to use as handle references when calculating bbones (optional). */
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struct Bone *bbone_prev;
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struct Bone *bbone_next;
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} Bone;
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typedef struct bArmature {
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ID id;
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struct AnimData *adt;
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ListBase bonebase;
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ListBase chainbase;
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/** Editbone listbase, we use pointer so we can check state. */
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ListBase *edbo;
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/* active bones should work like active object where possible
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* - active and selection are unrelated
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* - active & hidden is not allowed
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* - from the user perspective active == last selected
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* - active should be ignored when not visible (hidden layer) */
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/** Active bone. */
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Bone *act_bone;
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/** Active editbone (in editmode). */
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struct EditBone *act_edbone;
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int flag;
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int drawtype;
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/** How vertex deformation is handled in the ge. */
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int gevertdeformer;
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int pad;
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short deformflag;
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short pathflag;
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/** For UI, to show which layers are there. */
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unsigned int layer_used;
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/** For buttons to work, both variables in this order together. */
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unsigned int layer, layer_protected;
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// XXX deprecated... old animation system (armature only viz) ---
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/** Number of frames to ghosts to show, and step between them . */
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short ghostep, ghostsize;
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/** Ghost drawing options and number of frames between points of path. */
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short ghosttype, pathsize;
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/** Start and end frames of ghost-drawing range. */
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int ghostsf, ghostef;
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/** Start and end frames of path-calculation range for all bones. */
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int pathsf, pathef;
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/** Number of frames before/after current frame of path-calculation for all bones . */
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int pathbc, pathac;
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// XXX end of deprecated code ----------------------------------
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} bArmature;
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/* armature->flag */
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/* don't use bit 7, was saved in files to disable stuff */
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typedef enum eArmature_Flag {
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ARM_RESTPOS = (1<<0),
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/** XRAY is here only for backwards converting */
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ARM_DRAWXRAY = (1<<1),
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ARM_DRAWAXES = (1<<2),
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ARM_DRAWNAMES = (1<<3),
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ARM_POSEMODE = (1<<4),
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ARM_EDITMODE = (1<<5),
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ARM_DELAYDEFORM = (1<<6),
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ARM_DONT_USE = (1<<7),
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ARM_MIRROR_EDIT = (1<<8),
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ARM_AUTO_IK = (1<<9),
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/** made option negative, for backwards compat */
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ARM_NO_CUSTOM = (1<<10),
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/** draw custom colors */
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ARM_COL_CUSTOM = (1<<11),
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/** when ghosting, only show selected bones (this should belong to ghostflag instead) */
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ARM_GHOST_ONLYSEL = (1<<12), /* XXX deprecated */
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/** dopesheet channel is expanded */
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ARM_DS_EXPAND = (1<<13),
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/** other objects are used for visualizing various states (hack for efficient updates) */
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ARM_HAS_VIZ_DEPS = (1<<14),
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} eArmature_Flag;
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/* armature->drawtype */
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typedef enum eArmature_Drawtype {
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ARM_OCTA = 0,
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ARM_LINE = 1,
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ARM_B_BONE = 2,
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ARM_ENVELOPE = 3,
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ARM_WIRE = 4
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} eArmature_Drawtype;
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/* armature->gevertdeformer */
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typedef enum eArmature_VertDeformer {
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ARM_VDEF_BLENDER = 0,
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ARM_VDEF_BGE_CPU = 1
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} eArmature_VertDeformer;
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/* armature->deformflag */
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typedef enum eArmature_DeformFlag {
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ARM_DEF_VGROUP = (1<<0),
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ARM_DEF_ENVELOPE = (1<<1),
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ARM_DEF_QUATERNION = (1<<2),
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#ifdef DNA_DEPRECATED
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ARM_DEF_B_BONE_REST = (1<<3), /* deprecated */
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#endif
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ARM_DEF_INVERT_VGROUP = (1<<4)
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} eArmature_DeformFlag;
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/* armature->pathflag */
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// XXX deprecated... old animation system (armature only viz)
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#ifdef DNA_DEPRECATED
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typedef enum eArmature_PathFlag {
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ARM_PATH_FNUMS = (1<<0),
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ARM_PATH_KFRAS = (1<<1),
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ARM_PATH_HEADS = (1<<2),
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ARM_PATH_ACFRA = (1<<3),
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ARM_PATH_KFNOS = (1<<4)
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} eArmature_PathFlag;
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#endif
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/* armature->ghosttype */
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// XXX deprecated... old animation system (armature only viz)
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typedef enum eArmature_GhostType {
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ARM_GHOST_CUR = 0,
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ARM_GHOST_RANGE = 1,
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ARM_GHOST_KEYS = 2
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} eArmature_GhostType;
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/* bone->flag */
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typedef enum eBone_Flag {
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BONE_SELECTED = (1 << 0),
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BONE_ROOTSEL = (1 << 1),
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BONE_TIPSEL = (1 << 2),
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/** Used instead of BONE_SELECTED during transform (clear before use) */
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BONE_TRANSFORM = (1 << 3),
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/** when bone has a parent, connect head of bone to parent's tail*/
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BONE_CONNECTED = (1 << 4),
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/* 32 used to be quatrot, was always set in files, do not reuse unless you clear it always */
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/** hidden Bones when drawing PoseChannels */
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BONE_HIDDEN_P = (1 << 6),
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/** For detecting cyclic dependencies */
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BONE_DONE = (1 << 7),
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/** active is on mouse clicks only - deprecated, ONLY USE FOR DRAWING */
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BONE_DRAW_ACTIVE = (1 << 8),
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/** No parent rotation or scale */
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BONE_HINGE = (1 << 9),
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/** hidden Bones when drawing Armature Editmode */
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BONE_HIDDEN_A = (1 << 10),
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/** multiplies vgroup with envelope */
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BONE_MULT_VG_ENV = (1 << 11),
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/** bone doesn't deform geometry */
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BONE_NO_DEFORM = (1 << 12),
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/** set to prevent destruction of its unkeyframed pose (after transform) */
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BONE_UNKEYED = (1 << 13),
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/** set to prevent hinge child bones from influencing the transform center */
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BONE_HINGE_CHILD_TRANSFORM = (1 << 14),
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/** No parent scale */
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BONE_NO_SCALE = (1 << 15),
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/** hidden bone when drawing PoseChannels (for ghost drawing) */
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BONE_HIDDEN_PG = (1 << 16),
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/** bone should be drawn as OB_WIRE, regardless of draw-types of view+armature */
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BONE_DRAWWIRE = (1 << 17),
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/** when no parent, bone will not get cyclic offset */
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BONE_NO_CYCLICOFFSET = (1 << 18),
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/** bone transforms are locked in EditMode */
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BONE_EDITMODE_LOCKED = (1 << 19),
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/** Indicates that a parent is also being transformed */
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BONE_TRANSFORM_CHILD = (1 << 20),
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/** bone cannot be selected */
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BONE_UNSELECTABLE = (1 << 21),
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/** bone location is in armature space */
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BONE_NO_LOCAL_LOCATION = (1 << 22),
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/** object child will use relative transform (like deform) */
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BONE_RELATIVE_PARENTING = (1 << 23),
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/** it will add the parent end roll to the inroll */
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BONE_ADD_PARENT_END_ROLL = (1 << 24)
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} eBone_Flag;
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/* bone->bbone_prev_type, bbone_next_type */
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typedef enum eBone_BBoneHandleType {
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BBONE_HANDLE_AUTO = 0, /* Default mode based on parents & children. */
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BBONE_HANDLE_ABSOLUTE, /* Custom handle in absolute position mode. */
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BBONE_HANDLE_RELATIVE, /* Custom handle in relative position mode. */
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BBONE_HANDLE_TANGENT, /* Custom handle in tangent mode (use direction, not location). */
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} eBone_BBoneHandleType;
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#define MAXBONENAME 64
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#endif
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