2011-02-18 13:05:18 +00:00
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/*
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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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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2020-08-07 09:50:34 +02:00
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#pragma once
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2002-10-12 11:37:38 +00:00
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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup bke
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2011-02-18 13:05:18 +00:00
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*/
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2020-03-02 15:07:49 +01:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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2018-06-06 14:39:05 +02:00
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struct Object;
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struct ReportList;
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struct Scene;
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2019-01-28 21:08:24 +11:00
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struct bAnimVizSettings;
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struct bMotionPath;
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struct bPoseChannel;
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2002-10-12 11:37:38 +00:00
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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/* ---------------------------------------------------- */
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2012-07-03 19:09:07 +00:00
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/* Animation Visualization */
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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void animviz_settings_init(struct bAnimVizSettings *avs);
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2018-06-01 16:38:21 +02:00
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struct bMotionPath *animviz_copy_motionpath(const struct bMotionPath *mpath_src);
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Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
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void animviz_free_motionpath_cache(struct bMotionPath *mpath);
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void animviz_free_motionpath(struct bMotionPath *mpath);
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2019-04-17 06:17:24 +02:00
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struct bMotionPath *animviz_verify_motionpaths(struct ReportList *reports,
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struct Scene *scene,
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struct Object *ob,
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struct bPoseChannel *pchan);
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2010-01-19 11:31:49 +00:00
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2020-03-02 15:07:49 +01:00
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#ifdef __cplusplus
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}
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#endif
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