199 lines
7.6 KiB
C
199 lines
7.6 KiB
C
/*
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* $Id$
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*
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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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#ifndef DNA_ARMATURE_TYPES_H
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#define DNA_ARMATURE_TYPES_H
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/** \file DNA_armature_types.h
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* \ingroup DNA
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*/
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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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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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typedef struct Bone {
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struct Bone *next, *prev; /* Next/prev elements within this list */
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IDProperty *prop; /* User-Defined Properties on this Bone */
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struct Bone *parent; /* Parent (ik parent if appropriate flag is set */
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ListBase childbase; /* Children */
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char name[32]; /* Name of the bone - must be unique within the armature */
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float roll; /* roll is input for editmode, length calculated */
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float head[3];
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float tail[3]; /* head/tail and roll in Bone Space */
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float bone_mat[3][3]; /* rotation derived from head/tail/roll */
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int flag;
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float arm_head[3];
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float arm_tail[3]; /* head/tail in Armature Space (rest pos) */
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float arm_mat[4][4]; /* matrix: (bonemat(b)+head(b))*arm_mat(b-1), rest pos*/
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float arm_roll; /* roll in Armature Space (rest pos) */
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float dist, weight; /* dist, weight: for non-deformgroup deforms */
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float xwidth, length, zwidth; /* width: for block bones. keep in this order, transform! */
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float ease1, ease2; /* length of bezier handles */
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float rad_head, rad_tail; /* radius for head/tail sphere, defining deform as well, parent->rad_tip overrides rad_head*/
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float size[3]; /* patch for upward compat, UNUSED! */
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int layer; /* layers that bone appears on */
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short segments; /* for B-bones */
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short pad[1];
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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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ListBase *edbo; /* editbone listbase, we use pointer so we can check state */
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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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Bone *act_bone; /* active bone (when not in editmode) */
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void *act_edbone; /* active editbone (in editmode) */
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void *sketch; /* sketch struct for etch-a-ton */
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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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unsigned int layer_used; /* for UI, to show which layers are there */
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unsigned int layer, layer_protected; /* for buttons to work, both variables in this order together */
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// XXX depreceated... old animaton system (armature only viz) ---
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short ghostep, ghostsize; /* number of frames to ghosts to show, and step between them */
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short ghosttype, pathsize; /* ghost drawing options and number of frames between points of path */
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int ghostsf, ghostef; /* start and end frames of ghost-drawing range */
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int pathsf, pathef; /* start and end frames of path-calculation range for all bones */
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int pathbc, pathac; /* number of frames before/after current frame of path-calculation for all bones */
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// XXX end of depreceated code ----------------------------------
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} bArmature;
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/* armature->flag */
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/* dont 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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ARM_DRAWXRAY = (1<<1), /* XRAY is here only for backwards converting */
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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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ARM_NO_CUSTOM = (1<<10), /* made option negative, for backwards compat */
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ARM_COL_CUSTOM = (1<<11), /* draw custom colors */
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ARM_GHOST_ONLYSEL = (1<<12), /* when ghosting, only show selected bones (this should belong to ghostflag instead) */ // XXX depreceated
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ARM_DS_EXPAND = (1<<13)
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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,
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ARM_B_BONE,
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ARM_ENVELOPE
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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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ARM_DEF_B_BONE_REST = (1<<3), /* deprecated */
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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 depreceated... old animation system (armature only viz)
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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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/* armature->ghosttype */
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// XXX depreceated... 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,
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ARM_GHOST_KEYS
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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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BONE_TRANSFORM = (1<<3), /* Used instead of BONE_SELECTED during transform */
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BONE_CONNECTED = (1<<4), /* when bone has a parent, connect head of bone to parent's tail*/
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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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BONE_HIDDEN_P = (1<<6), /* hidden Bones when drawing PoseChannels */
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BONE_DONE = (1<<7), /* For detecting cyclic dependancies */
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BONE_DRAW_ACTIVE = (1<<8), /* active is on mouse clicks only - deprecated, ONLY USE FOR DRAWING */
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BONE_HINGE = (1<<9), /* No parent rotation or scale */
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BONE_HIDDEN_A = (1<<10), /* hidden Bones when drawing Armature Editmode */
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BONE_MULT_VG_ENV = (1<<11), /* multiplies vgroup with envelope */
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BONE_NO_DEFORM = (1<<12), /* bone doesn't deform geometry */
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BONE_UNKEYED = (1<<13), /* set to prevent destruction of its unkeyframed pose (after transform) */
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BONE_HINGE_CHILD_TRANSFORM = (1<<14), /* set to prevent hinge child bones from influencing the transform center */
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BONE_NO_SCALE = (1<<15), /* No parent scale */
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BONE_HIDDEN_PG = (1<<16), /* hidden bone when drawing PoseChannels (for ghost drawing) */
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BONE_DRAWWIRE = (1<<17), /* bone should be drawn as OB_WIRE, regardless of draw-types of view+armature */
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BONE_NO_CYCLICOFFSET = (1<<18), /* when no parent, bone will not get cyclic offset */
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BONE_EDITMODE_LOCKED = (1<<19), /* bone transforms are locked in EditMode */
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BONE_TRANSFORM_CHILD = (1<<20), /* Indicates that a parent is also being transformed */
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BONE_UNSELECTABLE = (1<<21), /* bone cannot be selected */
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BONE_NO_LOCAL_LOCATION = (1<<22) /* bone location is in armature space */
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} eBone_Flag;
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#define MAXBONENAME 32
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#endif
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