134 lines
4.2 KiB
C
134 lines
4.2 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL 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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#include "DNA_listBase.h"
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#include "DNA_ID.h"
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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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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 and roll 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 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 */
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float size[3]; /* patch for upward compat, UNUSED! */
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short layer;
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short segments; /* for B-bones */
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}Bone;
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typedef struct bArmature {
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ID id;
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ListBase bonebase;
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ListBase chainbase;
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int flag;
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int drawtype;
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short deformflag, layer;
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short ghostep, ghostsize;
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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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/* armature->flag */
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#define ARM_RESTPOS 0x001
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/* XRAY is here only for backwards converting */
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#define ARM_DRAWXRAY 0x002
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#define ARM_DRAWAXES 0x004
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#define ARM_DRAWNAMES 0x008
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#define ARM_POSEMODE 0x010
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#define ARM_EDITMODE 0x020
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#define ARM_DELAYDEFORM 0x040
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#define ARM_DONT_USE 0x080
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#define ARM_MIRROR_EDIT 0x100
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#define ARM_AUTO_IK 0x200
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/* armature->drawtype */
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#define ARM_OCTA 0
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#define ARM_LINE 1
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#define ARM_B_BONE 2
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#define ARM_ENVELOPE 3
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/* armature->deformflag */
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#define ARM_DEF_VGROUP 1
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#define ARM_DEF_ENVELOPE 2
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/* bone->flag */
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#define BONE_SELECTED 1
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#define BONE_ROOTSEL 2
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#define BONE_TIPSEL 4
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/* Used instead of BONE_SELECTED during transform */
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#define BONE_TRANSFORM 8
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#define BONE_CONNECTED 16
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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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#define BONE_HIDDEN_P 64
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/* For detecting cyclic dependancies */
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#define BONE_DONE 128
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/* active is on mouse clicks only */
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#define BONE_ACTIVE 256
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/* No parent rotation or scale */
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#define BONE_HINGE 512
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/* hidden Bones when drawing Armature Editmode */
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#define BONE_HIDDEN_A 1024
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/* multiplies vgroup with envelope */
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#define BONE_MULT_VG_ENV 2048
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#define BONE_NO_DEFORM 4096
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#endif
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