559 lines
18 KiB
C++
559 lines
18 KiB
C++
/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup DNA
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*/
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#pragma once
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#include "DNA_ID.h"
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#include "DNA_defs.h"
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#include "DNA_listBase.h"
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#include "DNA_userdef_types.h"
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#include "BLI_utildefines.h"
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#include "BLI_utildefines.h"
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#ifdef __cplusplus
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# include "BLI_span.hh"
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namespace blender::animrig {
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class BoneColor;
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}
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#endif
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struct AnimData;
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struct BoneCollection;
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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 its 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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typedef struct BoneColor {
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/**
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* Index of color palette to use when drawing bones.
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* 0=default, >0 = predefined in theme, -1=custom color in #custom.
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*
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* For the predefined ones, see #rna_enum_color_sets_items in rna_armature.c.
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*/
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int8_t palette_index;
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uint8_t _pad0[7];
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ThemeWireColor custom;
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#ifdef __cplusplus
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blender::animrig::BoneColor &wrap();
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const blender::animrig::BoneColor &wrap() const;
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#endif
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} BoneColor;
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typedef struct Bone_Runtime {
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/* #BoneCollectionReference */
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ListBase collections;
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} Bone_Runtime;
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typedef struct Bone {
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/** Next/previous 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 edit-mode, 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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char _pad1[4];
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BoneColor color; /* MUST be named the same as in bPoseChannel and EditBone structs. */
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char inherit_scale_mode;
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char _pad[3];
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float arm_head[3];
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/** Head/tail in Armature Space (rest pose). */
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float arm_tail[3];
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/** Matrix: `(bonemat(b)+head(b))*arm_mat(b-1)`, rest pose. */
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float arm_mat[4][4];
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/** Roll in Armature Space (rest pose). */
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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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/**
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* The width for block bones. The final X/Z bone widths are double these values.
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*
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* \note keep in this order for transform code which stores a pointer to `xwidth`,
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* accessing length and `zwidth` as offsets.
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*/
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float xwidth, length, zwidth;
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/**
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* Radius for head/tail sphere, defining deform as well,
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* `parent->rad_tip` overrides `rad_head`.
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*/
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float rad_head, rad_tail;
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/** Curved bones settings - these define the "rest-pose" for a curved bone. */
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float roll1, roll2;
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float curve_in_x, curve_in_z;
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float curve_out_x, curve_out_z;
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/** Length of bezier handles. */
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float ease1, ease2;
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float scale_in_x DNA_DEPRECATED, scale_in_z DNA_DEPRECATED;
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float scale_out_x DNA_DEPRECATED, scale_out_z DNA_DEPRECATED;
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float scale_in[3], scale_out[3];
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/** Patch for upward compatibility, 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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/** Vertex to segment mapping mode. */
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char bbone_mapping_mode;
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char _pad2[7];
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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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/** B-Bone flags. */
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int bbone_flag;
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short bbone_prev_flag;
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short bbone_next_flag;
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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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/* Keep last. */
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Bone_Runtime runtime;
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} Bone;
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typedef struct bArmature_Runtime {
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/**
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* Index of the active collection, -1 if there is no collection active.
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*
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* For UIList support in the user interface. Assigning here does nothing, use
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* `ANIM_armature_bonecoll_active_set` to set the active bone collection.
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*/
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int active_collection_index;
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uint8_t _pad0[4];
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struct BoneCollection *active_collection;
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} bArmature_Runtime;
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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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/** Use a hash-table for quicker lookups of bones by name. */
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struct GHash *bonehash;
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void *_pad1;
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/** #EditBone list (use an allocated pointer so the state can be checked). */
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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 edit-bone (in edit-mode). */
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struct EditBone *act_edbone;
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/** ID data is older than edit-mode data (TODO: move to edit-mode struct). */
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char needs_flush_to_id;
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char _pad0[3];
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int flag;
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int drawtype;
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short deformflag;
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short pathflag;
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/** This is used only for reading/writing BoneCollections in blend
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* files, for forwards/backwards compatibility with Blender 4.0. It
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* should always be empty at runtime. Use collection_array for
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* everything other than file reading/writing.
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* TODO: remove this in Blender 5.0, and instead write the contents of
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* collection_array to blend files directly. */
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ListBase collections_legacy; /* BoneCollection. */
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struct BoneCollection **collection_array; /* Array of `collection_array_num` BoneCollections. */
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int collection_array_num;
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/**
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* Number of root bone collections.
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*
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* `collection_array[0:collection_root_count]` are the collections without a parent collection.
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*/
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int collection_root_count;
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/** Do not directly assign, use `ANIM_armature_bonecoll_active_set` instead.
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* This is stored as a string to make it possible for the library overrides system to understand
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* when it actually changed (compared to a BoneCollection*, which would change on every load).
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*/
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char active_collection_name[64]; /* MAX_NAME. */
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/** For UI, to show which layers are there. */
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unsigned int layer_used DNA_DEPRECATED;
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/** For buttons to work, both variables in this order together. */
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unsigned int layer DNA_DEPRECATED, layer_protected DNA_DEPRECATED;
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/** Relative position of the axes on the bone, from head (0.0f) to tail (1.0f). */
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float axes_position;
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/** Keep last, for consistency with the position of other DNA runtime structures. */
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struct bArmature_Runtime runtime;
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#ifdef __cplusplus
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/* Collection array access for convenient for-loop iteration. */
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blender::Span<const BoneCollection *> collections_span() const;
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blender::Span<BoneCollection *> collections_span();
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/* Span of all root collections. */
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blender::Span<const BoneCollection *> collections_roots() const;
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blender::Span<BoneCollection *> collections_roots();
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/* Return the span of children of the given bone collection. */
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blender::Span<const BoneCollection *> collection_children(const BoneCollection *parent) const;
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blender::Span<BoneCollection *> collection_children(BoneCollection *parent);
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#endif
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} bArmature;
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/**
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* Collection of Bones within an Armature.
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*
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* BoneCollections are owned by their Armature, and cannot be shared between
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* different armatures.
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*
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* Bones can be in more than one collection at a time.
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*
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* Selectability and visibility of bones are determined by OR-ing the collection
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* flags.
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*/
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typedef struct BoneCollection {
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struct BoneCollection *next, *prev;
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/** MAX_NAME. */
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char name[64];
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/** BoneCollectionMember. */
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ListBase bones;
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/** eBoneCollection_Flag. */
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uint8_t flags;
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uint8_t _pad0[7];
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/*
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* Hierarchy information. The Armature has an array of BoneCollection pointers. These are ordered
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* such that siblings are always stored in consecutive array elements.
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*/
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/** Array index of the first child of this BoneCollection. */
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int child_index;
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/** Number of children of this BoneCollection. */
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int child_count;
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/** Custom properties. */
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struct IDProperty *prop;
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#ifdef __cplusplus
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/**
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* Return whether this collection is marked as 'visible'.
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*
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* Note that its effective visibility depends on the visibility of its ancestors as well.
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*
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* \see is_visible_with_ancestors
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* \see ANIM_bonecoll_show
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* \see ANIM_bonecoll_hide
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*/
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bool is_visible() const;
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/**
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* Return whether this collection's ancestors are visible or not.
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*
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* \see is_visible_with_ancestors
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*/
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bool is_visible_ancestors() const;
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/**
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* Return whether this collection is visible, taking into account the
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* visibility of its ancestors.
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*
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* \return true when this collection and all its ancestors are visible.
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*
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* \see is_visible
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*/
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bool is_visible_with_ancestors() const;
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/**
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* Return whether this collection is marked as 'solo'.
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*/
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bool is_solo() const;
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/**
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* Whether or not this bone collection is expanded in the tree view.
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*
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* This corresponds to the #BONE_COLLECTION_EXPANDED flag.
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*/
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bool is_expanded() const;
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#endif
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} BoneCollection;
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/** Membership relation of a bone with a bone collection. */
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typedef struct BoneCollectionMember {
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struct BoneCollectionMember *next, *prev;
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struct Bone *bone;
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} BoneCollectionMember;
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/**
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* Membership relation of a bone with its collections.
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*
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* This is only bone-runtime data for easy lookups, the actual membership is
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* stored on the #bArmature in #BoneCollectionMember structs.
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*/
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typedef struct BoneCollectionReference {
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struct BoneCollectionReference *next, *prev;
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struct BoneCollection *bcoll;
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} BoneCollectionReference;
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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_FLAG_UNUSED_1 = (1 << 1), /* cleared */
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ARM_DRAWAXES = (1 << 2),
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ARM_DRAWNAMES = (1 << 3),
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/* ARM_POSEMODE = (1 << 4), Deprecated. */
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/** Position of the parent-child relation lines on the bone (cleared = drawn
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* from the tail, set = drawn from the head). Only controls the parent side of
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* the line; the child side is always drawn to the head of the bone. */
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ARM_DRAW_RELATION_FROM_HEAD = (1 << 5), /* Cleared in versioning of pre-2.80 files. */
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/**
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* Whether any bone collection is marked with the 'solo' flag.
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* When this is the case, bone collection visibility flags don't matter any more, and only ones
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* that have their 'solo' flag set will be visible.
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*
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* \see eBoneCollection_Flag::BONE_COLLECTION_SOLO */
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ARM_BCOLL_SOLO_ACTIVE = (1 << 6), /* Cleared in versioning of pre-2.80 files. */
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ARM_FLAG_UNUSED_7 = (1 << 7), /* cleared */
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ARM_MIRROR_EDIT = (1 << 8),
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ARM_FLAG_UNUSED_9 = (1 << 9),
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/** Made option negative, for backwards compatibility. */
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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_FLAG_UNUSED_12 = (1 << 12), /* cleared */
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/** Dope-sheet 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->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_ALLOW
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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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#ifdef DNA_DEPRECATED_ALLOW /* Old animation system (armature only viz). */
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/** #bArmature.pathflag */
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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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/* 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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#ifdef DNA_DEPRECATED_ALLOW
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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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#endif
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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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#ifdef DNA_DEPRECATED_ALLOW
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/** No parent scale */
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BONE_NO_SCALE = (1 << 15),
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#endif
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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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#ifdef DNA_DEPRECATED_ALLOW
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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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#endif
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/** this bone was transformed by the mirror function */
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BONE_TRANSFORM_MIRROR = (1 << 25),
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/** this bone is associated with a locked vertex group, ONLY USE FOR DRAWING */
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BONE_DRAW_LOCKED_WEIGHT = (1 << 26),
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} eBone_Flag;
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ENUM_OPERATORS(eBone_Flag, BONE_DRAW_LOCKED_WEIGHT)
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/* bone->inherit_scale_mode */
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typedef enum eBone_InheritScaleMode {
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/* Inherit all scale and shear. */
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BONE_INHERIT_SCALE_FULL = 0,
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/* Inherit scale, but remove final shear. */
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BONE_INHERIT_SCALE_FIX_SHEAR = 1,
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/* Inherit average scale. */
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BONE_INHERIT_SCALE_AVERAGE = 2,
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/* Inherit no scale or shear. */
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BONE_INHERIT_SCALE_NONE = 3,
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/* Inherit effects of shear on parent (same as old disabled Inherit Scale). */
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BONE_INHERIT_SCALE_NONE_LEGACY = 4,
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/* Inherit parent X scale as child X scale etc. */
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BONE_INHERIT_SCALE_ALIGNED = 5,
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} eBone_InheritScaleMode;
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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 = 1, /* Custom handle in absolute position mode. */
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BBONE_HANDLE_RELATIVE = 2, /* Custom handle in relative position mode. */
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BBONE_HANDLE_TANGENT = 3, /* Custom handle in tangent mode (use direction, not location). */
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} eBone_BBoneHandleType;
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/* bone->bbone_mapping_mode */
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typedef enum eBone_BBoneMappingMode {
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BBONE_MAPPING_STRAIGHT = 0, /* Default mode that ignores the rest pose curvature. */
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BBONE_MAPPING_CURVED = 1, /* Mode that takes the rest pose curvature into account. */
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} eBone_BBoneMappingMode;
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/* bone->bbone_flag */
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typedef enum eBone_BBoneFlag {
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/** Add the parent Out roll to the In roll. */
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BBONE_ADD_PARENT_END_ROLL = (1 << 0),
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/** Multiply B-Bone easing values with Scale Length. */
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BBONE_SCALE_EASING = (1 << 1),
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} eBone_BBoneFlag;
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/* bone->bbone_prev/next_flag */
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typedef enum eBone_BBoneHandleFlag {
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/** Use handle bone scaling for scale X. */
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BBONE_HANDLE_SCALE_X = (1 << 0),
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/** Use handle bone scaling for scale Y (length). */
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BBONE_HANDLE_SCALE_Y = (1 << 1),
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/** Use handle bone scaling for scale Z. */
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BBONE_HANDLE_SCALE_Z = (1 << 2),
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/** Use handle bone scaling for easing. */
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BBONE_HANDLE_SCALE_EASE = (1 << 3),
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/** Is handle scale required? */
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BBONE_HANDLE_SCALE_ANY = BBONE_HANDLE_SCALE_X | BBONE_HANDLE_SCALE_Y | BBONE_HANDLE_SCALE_Z |
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BBONE_HANDLE_SCALE_EASE,
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} eBone_BBoneHandleFlag;
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#define MAXBONENAME 64
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/** #BoneCollection.flag */
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typedef enum eBoneCollection_Flag {
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BONE_COLLECTION_VISIBLE = (1 << 0), /* Visibility flag of this particular collection. */
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BONE_COLLECTION_SELECTABLE = (1 << 1), /* Intended to be implemented in the not-so-far future. */
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BONE_COLLECTION_OVERRIDE_LIBRARY_LOCAL = (1 << 2), /* Added by a local library override. */
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/**
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* Set when all ancestors are visible.
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*
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* This would actually be a runtime flag, but bone collections don't have a
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* runtime struct yet, and the addition of one more flag doesn't seem worth
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* the effort. */
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BONE_COLLECTION_ANCESTORS_VISIBLE = (1 << 3),
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/**
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* Whether this bone collection is marked as 'solo'.
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*
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* If no bone collections have this flag set, visibility is determined by
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* BONE_COLLECTION_VISIBLE.
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*
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* If there is any bone collection with the BONE_COLLECTION_SOLO flag enabled, all bone
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* collections are effectively hidden, except other collections with this flag enabled.
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*
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* \see eArmature_Flag::ARM_BCOLL_SOLO_ACTIVE
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*/
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BONE_COLLECTION_SOLO = (1 << 4),
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BONE_COLLECTION_EXPANDED = (1 << 5), /* Expanded in the tree view. */
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} eBoneCollection_Flag;
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ENUM_OPERATORS(eBoneCollection_Flag, BONE_COLLECTION_EXPANDED)
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|
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#ifdef __cplusplus
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inline blender::animrig::BoneColor &BoneColor::wrap()
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{
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return *reinterpret_cast<blender::animrig::BoneColor *>(this);
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}
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inline const blender::animrig::BoneColor &BoneColor::wrap() const
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{
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return *reinterpret_cast<const blender::animrig::BoneColor *>(this);
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}
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#endif
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