forked from bartvdbraak/blender
2.5
Put back armature drawing code. The BIF_editarmature.h is a placeholder... need it to get it work.
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source/blender/editors/include/BIF_editarmature.h
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178
source/blender/editors/include/BIF_editarmature.h
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/**
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* $Id: BIF_editarmature.h 17446 2008-11-13 22:35:40Z theeth $
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*
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* ***** BEGIN GPL 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.
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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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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef BIF_EDITARMATURE_H
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#define BIF_EDITARMATURE_H
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struct Object;
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struct Base;
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struct Bone;
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struct bArmature;
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struct ListBase;
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typedef struct EditBone
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{
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struct EditBone *next, *prev;
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struct EditBone *parent;/* Editbones have a one-way link (i.e. children refer
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to parents. This is converted to a two-way link for
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normal bones when leaving editmode. */
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void *temp; /* Used to store temporary data */
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char name[32];
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float roll; /* Roll along axis. We'll ultimately use the axis/angle method
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for determining the transformation matrix of the bone. The axis
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is tail-head while roll provides the angle. Refer to Graphics
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Gems 1 p. 466 (section IX.6) if it's not already in here somewhere*/
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float head[3]; /* Orientation and length is implicit during editing */
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float tail[3];
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/* All joints are considered to have zero rotation with respect to
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their parents. Therefore any rotations specified during the
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animation are automatically relative to the bones' rest positions*/
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int flag;
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int parNr; /* Used for retrieving values from the menu system */
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float dist, weight;
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float xwidth, length, zwidth; /* put them in order! transform uses this as scale */
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float ease1, ease2;
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float rad_head, rad_tail;
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short layer, segments;
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float oldlength; /* for envelope scaling */
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} EditBone;
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#define BONESEL_ROOT 0x10000000
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#define BONESEL_TIP 0x20000000
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#define BONESEL_BONE 0x40000000
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#define BONESEL_ANY (BONESEL_TIP|BONESEL_ROOT|BONESEL_BONE)
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#define BONESEL_NOSEL 0x80000000 /* Indicates a negative number */
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/* useful macros */
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#define EBONE_VISIBLE(arm, ebone) ((arm->layer & ebone->layer) && !(ebone->flag & BONE_HIDDEN_A))
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#define EBONE_EDITABLE(ebone) ((ebone->flag & BONE_SELECTED) && !(ebone->flag & BONE_EDITMODE_LOCKED))
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/* used in bone_select_hierachy() */
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#define BONE_SELECT_PARENT 0
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#define BONE_SELECT_CHILD 1
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/* XXX */
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#if 0
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float rollBoneToVector(EditBone *bone, float new_up_axis[3]);
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void make_boneList(struct ListBase *list, struct ListBase *bones, EditBone *parent);
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void editbones_to_armature (struct ListBase *list, struct Object *ob);
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void adduplicate_armature(void);
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void addvert_armature(void);
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void add_primitiveArmature(int type);
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void apply_rot_armature (struct Object *ob, float mat[3][3]);
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void docenter_armature (struct Object *ob, int centermode);
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void clear_armature(struct Object *ob, char mode);
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void delete_armature(void);
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void deselectall_armature(int toggle, int doundo);
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void deselectall_posearmature (struct Object *ob, int test, int doundo);
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void extrude_armature(int forked);
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void subdivide_armature(int numcuts);
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void fill_bones_armature(void);
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void merge_armature(void);
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void free_editArmature(void);
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int join_armature(void);
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void separate_armature(void);
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void apply_armature_pose2bones(void);
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void load_editArmature(void);
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void make_bone_parent(void);
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void clear_bone_parent(void);
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struct Bone *get_indexed_bone (struct Object *ob, int index);
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void make_editArmature(void);
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void make_trans_bones (char mode);
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void remake_editArmature(void);
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void editbones_to_armature(struct ListBase *list, struct Object *ob);
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int do_pose_selectbuffer(struct Base *base, unsigned int *buffer, short hits);
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void generateSkeleton(void);
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void mouse_armature(void);
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void selectconnected_armature(void);
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void selectconnected_posearmature(void);
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void armature_select_hierarchy(short direction, short add_to_sel);
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void setflag_armature(short mode);
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void unique_editbone_name (struct ListBase *ebones, char *name);
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void auto_align_armature(short mode);
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void switch_direction_armature(void);
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void create_vgroups_from_armature(struct Object *ob, struct Object *par);
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void add_verts_to_dgroups(struct Object *ob, struct Object *par, int heat, int mirror);
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void hide_selected_pose_bones(void);
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void hide_unselected_pose_bones(void);
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void show_all_pose_bones(void);
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int bone_looper(struct Object *ob, struct Bone *bone, void *data,
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int (*bone_func)(struct Object *, struct Bone *, void *));
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void undo_push_armature(char *name);
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void armature_bone_rename(struct bArmature *arm, char *oldname, char *newname);
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void armature_flip_names(void);
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void armature_autoside_names(short axis);
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EditBone *armature_bone_get_mirrored(EditBone *ebo);
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void transform_armature_mirror_update(void);
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void hide_selected_armature_bones(void);
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void hide_unselected_armature_bones(void);
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void show_all_armature_bones(void);
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void align_selected_bones(void);
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/* from autoarmature */
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void BIF_retargetArmature();
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void BIF_adjustRetarget();
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void BIF_freeRetarget();
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struct ReebArc;
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float calcVariance(struct ReebArc *arc, int start, int end, float v0[3], float n[3]);
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float calcDistance(struct ReebArc *arc, int start, int end, float head[3], float tail[3]);
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#endif
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#endif
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2588
source/blender/editors/space_view3d/drawarmature.c
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2588
source/blender/editors/space_view3d/drawarmature.c
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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
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void EM_free_index_arrays(void) {} // XXX
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#define EM_FGON 0
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EditFace *EM_get_actFace(int x) {return NULL;} // XXX
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int draw_armature(Base *base, int x, int y) {return 0;} // XXX
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int em_solidoffs; // XXX
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int em_wireoffs;
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int em_vertoffs;
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@ -4542,7 +4541,7 @@ static void drawtexspace(Object *ob)
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}
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/* draws wire outline */
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static void drawSolidSelect(View3D *v3d, Base *base)
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static void drawSolidSelect(Scene *scene, View3D *v3d, Base *base)
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{
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Object *ob= base->object;
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@ -4562,7 +4561,7 @@ static void drawSolidSelect(View3D *v3d, Base *base)
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}
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else if(ob->type==OB_ARMATURE) {
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if(!(ob->flag & OB_POSEMODE))
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draw_armature(base, OB_WIRE, 0);
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draw_armature(scene, v3d, base, OB_WIRE, 0);
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}
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glLineWidth(1.0);
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@ -4888,7 +4887,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
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if((v3d->flag & V3D_SELECT_OUTLINE) && ob->type!=OB_MESH) {
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if(dt>OB_WIRE && dt<OB_TEXTURE && ob!=G.obedit && (flag && DRAW_SCENESET)==0) {
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if (!(ob->dtx&OB_DRAWWIRE) && (ob->flag&SELECT) && !(flag&DRAW_PICKING)) {
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drawSolidSelect(v3d, base);
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drawSolidSelect(scene, v3d, base);
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}
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}
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}
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@ -5033,7 +5032,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
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break;
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case OB_ARMATURE:
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if(dt>OB_WIRE) GPU_enable_material(0, NULL); // we use default material
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empty_object= draw_armature(base, dt, flag);
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empty_object= draw_armature(scene, v3d, base, dt, flag);
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if(dt>OB_WIRE) GPU_disable_material();
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break;
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default:
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/* drawobject.c */
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void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag);
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int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt);
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void drawcircball(int mode, float *cent, float rad, float tmat[][4]);
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void draw_object_instance(Scene *scene, View3D *v3d, Object *ob, int dt, int outline);
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void drawaxes(float size, int flag, char drawtype);
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/* drawarmature.c */
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int draw_armature(Scene *scene, View3D *v3d, Base *base, int dt, int flag);
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/* drawmesh.c */
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void draw_mesh_textured(Scene *scene, View3D *v3d, Object *ob, struct DerivedMesh *dm, int faceselect);
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