Put back armature drawing code.
The BIF_editarmature.h is a placeholder... need it to get it work.
This commit is contained in:
Ton Roosendaal 2008-12-20 13:29:35 +00:00
parent cc80111b2b
commit 5f7ad70811
4 changed files with 2776 additions and 5 deletions

@ -0,0 +1,178 @@
/**
* $Id: BIF_editarmature.h 17446 2008-11-13 22:35:40Z theeth $
*
* ***** BEGIN GPL 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.
*
* 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 LICENSE BLOCK *****
*/
#ifndef BIF_EDITARMATURE_H
#define BIF_EDITARMATURE_H
struct Object;
struct Base;
struct Bone;
struct bArmature;
struct ListBase;
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 layer, segments;
float oldlength; /* for envelope scaling */
} EditBone;
#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 */
/* useful macros */
#define EBONE_VISIBLE(arm, ebone) ((arm->layer & ebone->layer) && !(ebone->flag & BONE_HIDDEN_A))
#define EBONE_EDITABLE(ebone) ((ebone->flag & BONE_SELECTED) && !(ebone->flag & BONE_EDITMODE_LOCKED))
/* used in bone_select_hierachy() */
#define BONE_SELECT_PARENT 0
#define BONE_SELECT_CHILD 1
/* XXX */
#if 0
float rollBoneToVector(EditBone *bone, float new_up_axis[3]);
void make_boneList(struct ListBase *list, struct ListBase *bones, EditBone *parent);
void editbones_to_armature (struct ListBase *list, struct Object *ob);
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 docenter_armature (struct Object *ob, int centermode);
void clear_armature(struct Object *ob, char mode);
void delete_armature(void);
void deselectall_armature(int toggle, int doundo);
void deselectall_posearmature (struct Object *ob, int test, int doundo);
void extrude_armature(int forked);
void subdivide_armature(int numcuts);
void fill_bones_armature(void);
void merge_armature(void);
void free_editArmature(void);
int join_armature(void);
void separate_armature(void);
void apply_armature_pose2bones(void);
void load_editArmature(void);
void make_bone_parent(void);
void clear_bone_parent(void);
struct Bone *get_indexed_bone (struct Object *ob, int index);
void make_editArmature(void);
void make_trans_bones (char mode);
void remake_editArmature(void);
void editbones_to_armature(struct ListBase *list, struct Object *ob);
int do_pose_selectbuffer(struct Base *base, unsigned int *buffer, short hits);
void generateSkeleton(void);
void mouse_armature(void);
void selectconnected_armature(void);
void selectconnected_posearmature(void);
void armature_select_hierarchy(short direction, short add_to_sel);
void setflag_armature(short mode);
void unique_editbone_name (struct ListBase *ebones, char *name);
void auto_align_armature(short mode);
void switch_direction_armature(void);
void create_vgroups_from_armature(struct Object *ob, struct Object *par);
void add_verts_to_dgroups(struct Object *ob, struct Object *par, int heat, int mirror);
void hide_selected_pose_bones(void);
void hide_unselected_pose_bones(void);
void show_all_pose_bones(void);
int bone_looper(struct Object *ob, struct Bone *bone, void *data,
int (*bone_func)(struct 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);
void armature_autoside_names(short axis);
EditBone *armature_bone_get_mirrored(EditBone *ebo);
void transform_armature_mirror_update(void);
void hide_selected_armature_bones(void);
void hide_unselected_armature_bones(void);
void show_all_armature_bones(void);
void align_selected_bones(void);
/* from autoarmature */
void BIF_retargetArmature();
void BIF_adjustRetarget();
void BIF_freeRetarget();
struct ReebArc;
float calcVariance(struct ReebArc *arc, int start, int end, float v0[3], float n[3]);
float calcDistance(struct ReebArc *arc, int start, int end, float head[3], float tail[3]);
#endif
#endif

File diff suppressed because it is too large Load Diff

@ -133,7 +133,6 @@ void EM_init_index_arrays(int x, int y, int z) {} // XXX
void EM_free_index_arrays(void) {} // XXX
#define EM_FGON 0
EditFace *EM_get_actFace(int x) {return NULL;} // XXX
int draw_armature(Base *base, int x, int y) {return 0;} // XXX
int em_solidoffs; // XXX
int em_wireoffs;
int em_vertoffs;
@ -4542,7 +4541,7 @@ static void drawtexspace(Object *ob)
}
/* draws wire outline */
static void drawSolidSelect(View3D *v3d, Base *base)
static void drawSolidSelect(Scene *scene, View3D *v3d, Base *base)
{
Object *ob= base->object;
@ -4562,7 +4561,7 @@ static void drawSolidSelect(View3D *v3d, Base *base)
}
else if(ob->type==OB_ARMATURE) {
if(!(ob->flag & OB_POSEMODE))
draw_armature(base, OB_WIRE, 0);
draw_armature(scene, v3d, base, OB_WIRE, 0);
}
glLineWidth(1.0);
@ -4888,7 +4887,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
if((v3d->flag & V3D_SELECT_OUTLINE) && ob->type!=OB_MESH) {
if(dt>OB_WIRE && dt<OB_TEXTURE && ob!=G.obedit && (flag && DRAW_SCENESET)==0) {
if (!(ob->dtx&OB_DRAWWIRE) && (ob->flag&SELECT) && !(flag&DRAW_PICKING)) {
drawSolidSelect(v3d, base);
drawSolidSelect(scene, v3d, base);
}
}
}
@ -5033,7 +5032,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
break;
case OB_ARMATURE:
if(dt>OB_WIRE) GPU_enable_material(0, NULL); // we use default material
empty_object= draw_armature(base, dt, flag);
empty_object= draw_armature(scene, v3d, base, dt, flag);
if(dt>OB_WIRE) GPU_disable_material();
break;
default:

@ -71,6 +71,12 @@ void ED_VIEW3D_OT_viewcenter(struct wmOperatorType *ot);
/* drawobject.c */
void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag);
int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt);
void drawcircball(int mode, float *cent, float rad, float tmat[][4]);
void draw_object_instance(Scene *scene, View3D *v3d, Object *ob, int dt, int outline);
void drawaxes(float size, int flag, char drawtype);
/* drawarmature.c */
int draw_armature(Scene *scene, View3D *v3d, Base *base, int dt, int flag);
/* drawmesh.c */
void draw_mesh_textured(Scene *scene, View3D *v3d, Object *ob, struct DerivedMesh *dm, int faceselect);