* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so. * Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use... * Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code). * File writing code should now only write the new data to files
44 lines
1.1 KiB
C
44 lines
1.1 KiB
C
/* Testing code for new animation system in 2.5
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* Copyright 2009, Joshua Leung
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*/
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#ifndef BKE_ANIM_SYS_H
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#define BKE_ANIM_SYS_H
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struct ID;
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struct ListBase;
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struct Main;
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struct AnimData;
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/* ************************************* */
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/* AnimData API */
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/* Get AnimData from the given ID-block. */
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struct AnimData *BKE_animdata_from_id(struct ID *id);
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/* Add AnimData to the given ID-block */
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struct AnimData *BKE_id_add_animdata(struct ID *id);
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/* Free AnimData */
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void BKE_free_animdata(struct ID *id);
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/* Copy AnimData */
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struct AnimData *BKE_copy_animdata(struct AnimData *adt);
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/* ************************************* */
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// TODO: overrides, remapping, and path-finding api's
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/* ************************************* */
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/* Evaluation API */
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/* Evaluation loop for evaluating animation data */
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void BKE_animsys_evaluate_animdata(struct ID *id, struct AnimData *adt, float ctime, short recalc);
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/* Evaluation of all ID-blocks with Animation Data blocks - Animation Data Only */
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void BKE_animsys_evaluate_all_animation(struct Main *main, float ctime);
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/* ************************************* */
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#endif /* BKE_ANIM_SYS_H*/
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