Files
test2/source/blender/include/BIF_editarmature.h
Ton Roosendaal f20f4e4307 Bug fix #3033
Using "make parent armature with creating vertex groups" option gave
corrupted memory when one or more bones had the "Deform" option not set.
Was caused by old boneclass SKINNABLE variable. To end this confusement,
removed this define from code.

Note for future Armature tool coders; don't use this bonelooper
functionality. Operations in Object mode for armatures should use the
Pose Channels, which is a simple ListBase to go over. I have to recode
the 'create vertexgroups' still...
2005-09-11 10:12:31 +00:00

137 lines
4.4 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef BIF_EDITARMATURE_H
#define BIF_EDITARMATURE_H
struct Object;
struct Base;
struct Bone;
struct bArmature;
typedef struct EditBone
{
struct EditBone *next, *prev;
struct EditBone *parent;/* Editbones have a one-way link (i.e. children refer
to parents. This is converted to a two-way link for
normal bones when leaving editmode. */
void *temp; /* Used to store temporary data */
char name[32];
float roll; /* Roll along axis. We'll ultimately use the axis/angle method
for determining the transformation matrix of the bone. The axis
is tail-head while roll provides the angle. Refer to Graphics
Gems 1 p. 466 (section IX.6) if it's not already in here somewhere*/
float head[3]; /* Orientation and length is implicit during editing */
float tail[3];
/* All joints are considered to have zero rotation with respect to
their parents. Therefore any rotations specified during the
animation are automatically relative to the bones' rest positions*/
int flag;
int parNr; /* Used for retrieving values from the menu system */
float dist, weight;
float xwidth, length, zwidth; /* put them in order! transform uses this as scale */
float ease1, ease2;
float rad_head, rad_tail;
short boneclass, segments;
float oldlength; /* for envelope scaling */
} EditBone;
void adduplicate_armature(void);
void addvert_armature(void);
void add_primitiveArmature(int type);
void apply_rot_armature (struct Object *ob, float mat[3][3]);
void clear_armature(struct Object *ob, char mode);
void delete_armature(void);
void deselectall_armature(int toggle);
void deselectall_posearmature (struct Object *ob, int test);
void draw_armature(struct Base *base, int dt);
void extrude_armature(int forked);
void subdivide_armature(void);
void free_editArmature(void);
struct Bone *get_indexed_bone (struct Object *ob, int index);
void join_armature(void);
void load_editArmature(void);
void make_bone_parent(void);
void clear_bone_parent(void);
void make_editArmature(void);
void make_trans_bones (char mode);
int do_pose_selectbuffer(struct Base *base, unsigned int *buffer, short hits);
void mouse_armature(void);
void remake_editArmature(void);
void selectconnected_armature(void);
void selectconnected_posearmature(void);
void select_bone_by_name (struct bArmature *arm, char *name, int select);
void unique_editbone_name (char* name);
void auto_align_armature(void);
void create_vgroups_from_armature(Object *ob, Object *par);
void hide_selected_pose_bones(void);
void hide_unselected_pose_bones(void);
void show_all_pose_bones(void);
int bone_looper(Object *ob, struct Bone *bone, void *data,
int (*bone_func)(Object *, struct Bone *, void *));
void undo_push_armature(char *name);
void armature_bone_rename(struct bArmature *arm, char *oldname, char *newname);
void armature_flip_names(void);
EditBone *armature_bone_get_mirrored(EditBone *ebo);
void hide_selected_armature_bones(void);
void hide_unselected_armature_bones(void);
void show_all_armature_bones(void);
#define BONESEL_ROOT 0x10000000
#define BONESEL_TIP 0x20000000
#define BONESEL_BONE 0x40000000
#define BONESEL_ANY (BONESEL_TIP|BONESEL_ROOT|BONESEL_BONE)
#define BONESEL_NOSEL 0x80000000 /* Indicates a negative number */
#endif