1 /*
2  * This program is free software; you can redistribute it and/or
3  * modify it under the terms of the GNU General Public License
4  * as published by the Free Software Foundation; either version 2
5  * of the License, or (at your option) any later version.
6  *
7  * This program is distributed in the hope that it will be useful,
8  * but WITHOUT ANY WARRANTY; without even the implied warranty of
9  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
10  * GNU General Public License for more details.
11  *
12  * You should have received a copy of the GNU General Public License
13  * along with this program; if not, write to the Free Software Foundation,
14  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
15  *
16  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
17  * All rights reserved.
18  */
19 
20 /** \file
21  * \ingroup DNA
22  */
23 
24 #pragma once
25 
26 #include "DNA_ID.h"
27 #include "DNA_defs.h"
28 #include "DNA_listBase.h"
29 
30 struct AnimData;
31 
32 /* this system works on different transformation space levels;
33  *
34  * 1) Bone Space;      with each Bone having own (0,0,0) origin
35  * 2) Armature Space;  the rest position, in Object space, Bones Spaces are applied hierarchical
36  * 3) Pose Space;      the animation position, in Object space
37  * 4) World Space;     Object matrix applied to Pose or Armature space
38  */
39 
40 typedef struct Bone {
41   /**  Next/prev elements within this list. */
42   struct Bone *next, *prev;
43   /** User-Defined Properties on this Bone. */
44   IDProperty *prop;
45   /**  Parent (ik parent if appropriate flag is set. */
46   struct Bone *parent;
47   /**  Children   . */
48   ListBase childbase;
49   /**  Name of the bone - must be unique within the armature, MAXBONENAME. */
50   char name[64];
51 
52   /**  roll is input for editmode, length calculated. */
53   float roll;
54   float head[3];
55   /**  head/tail and roll in Bone Space   . */
56   float tail[3];
57   /**  rotation derived from head/tail/roll. */
58   float bone_mat[3][3];
59 
60   int flag;
61 
62   char inherit_scale_mode;
63   char _pad[7];
64 
65   float arm_head[3];
66   /**  head/tail in Armature Space (rest pos). */
67   float arm_tail[3];
68   /**  matrix: (bonemat(b)+head(b))*arm_mat(b-1), rest po.s*/
69   float arm_mat[4][4];
70   /** Roll in Armature Space (rest pos). */
71   float arm_roll;
72 
73   /**  dist, weight: for non-deformgroup deforms. */
74   float dist, weight;
75   /**  width: for block bones. keep in this order, transform!. */
76   float xwidth, length, zwidth;
77   /** Radius for head/tail sphere, defining deform as well, parent->rad_tip overrides rad_head. */
78   float rad_head, rad_tail;
79 
80   /** Curved bones settings - these define the "restpose" for a curved bone. */
81   float roll1, roll2;
82   float curve_in_x, curve_in_y;
83   float curve_out_x, curve_out_y;
84   /** Length of bezier handles. */
85   float ease1, ease2;
86   float scale_in_x, scale_in_y;
87   float scale_out_x, scale_out_y;
88 
89   /**  patch for upward compat, UNUSED!. */
90   float size[3];
91   /** Layers that bone appears on. */
92   int layer;
93   /**  for B-bones. */
94   short segments;
95 
96   /** Type of next/prev bone handles. */
97   char bbone_prev_type;
98   char bbone_next_type;
99   /** Next/prev bones to use as handle references when calculating bbones (optional). */
100   struct Bone *bbone_prev;
101   struct Bone *bbone_next;
102 } Bone;
103 
104 typedef struct bArmature {
105   ID id;
106   struct AnimData *adt;
107 
108   ListBase bonebase;
109 
110   /** Ghash for quicker lookups of bones by name. */
111   struct GHash *bonehash;
112   void *_pad1;
113 
114   /** Editbone listbase, we use pointer so we can check state. */
115   ListBase *edbo;
116 
117   /* active bones should work like active object where possible
118    * - active and selection are unrelated
119    * - active & hidden is not allowed
120    * - from the user perspective active == last selected
121    * - active should be ignored when not visible (hidden layer) */
122 
123   /** Active bone. */
124   Bone *act_bone;
125   /** Active editbone (in editmode). */
126   struct EditBone *act_edbone;
127 
128   /** ID data is older than edit-mode data (TODO: move to edit-mode struct). */
129   char needs_flush_to_id;
130   char _pad0[7];
131 
132   int flag;
133   int drawtype;
134 
135   short deformflag;
136   short pathflag;
137 
138   /** For UI, to show which layers are there. */
139   unsigned int layer_used;
140   /** For buttons to work, both variables in this order together. */
141   unsigned int layer, layer_protected;
142 } bArmature;
143 
144 /* armature->flag */
145 /* don't use bit 7, was saved in files to disable stuff */
146 typedef enum eArmature_Flag {
147   ARM_RESTPOS = (1 << 0),
148   /** XRAY is here only for backwards converting */
149   ARM_FLAG_UNUSED_1 = (1 << 1), /* cleared */
150   ARM_DRAWAXES = (1 << 2),
151   ARM_DRAWNAMES = (1 << 3),
152   ARM_POSEMODE = (1 << 4),
153   ARM_FLAG_UNUSED_5 = (1 << 5), /* cleared */
154   ARM_FLAG_UNUSED_6 = (1 << 6), /* cleared */
155   ARM_FLAG_UNUSED_7 = (1 << 7),
156   ARM_MIRROR_EDIT = (1 << 8),
157   ARM_FLAG_UNUSED_9 = (1 << 9),
158   /** made option negative, for backwards compat */
159   ARM_NO_CUSTOM = (1 << 10),
160   /** draw custom colors  */
161   ARM_COL_CUSTOM = (1 << 11),
162   /** when ghosting, only show selected bones (this should belong to ghostflag instead) */
163   ARM_FLAG_UNUSED_12 = (1 << 12), /* cleared */
164   /** dopesheet channel is expanded */
165   ARM_DS_EXPAND = (1 << 13),
166   /** other objects are used for visualizing various states (hack for efficient updates) */
167   ARM_HAS_VIZ_DEPS = (1 << 14),
168 } eArmature_Flag;
169 
170 /* armature->drawtype */
171 typedef enum eArmature_Drawtype {
172   ARM_OCTA = 0,
173   ARM_LINE = 1,
174   ARM_B_BONE = 2,
175   ARM_ENVELOPE = 3,
176   ARM_WIRE = 4,
177 } eArmature_Drawtype;
178 
179 /* armature->deformflag */
180 typedef enum eArmature_DeformFlag {
181   ARM_DEF_VGROUP = (1 << 0),
182   ARM_DEF_ENVELOPE = (1 << 1),
183   ARM_DEF_QUATERNION = (1 << 2),
184 #ifdef DNA_DEPRECATED_ALLOW
185   ARM_DEF_B_BONE_REST = (1 << 3), /* deprecated */
186 #endif
187   ARM_DEF_INVERT_VGROUP = (1 << 4),
188 } eArmature_DeformFlag;
189 
190 /* armature->pathflag */
191 // XXX deprecated... old animation system (armature only viz)
192 #ifdef DNA_DEPRECATED_ALLOW
193 typedef enum eArmature_PathFlag {
194   ARM_PATH_FNUMS = (1 << 0),
195   ARM_PATH_KFRAS = (1 << 1),
196   ARM_PATH_HEADS = (1 << 2),
197   ARM_PATH_ACFRA = (1 << 3),
198   ARM_PATH_KFNOS = (1 << 4),
199 } eArmature_PathFlag;
200 #endif
201 
202 /* bone->flag */
203 typedef enum eBone_Flag {
204   BONE_SELECTED = (1 << 0),
205   BONE_ROOTSEL = (1 << 1),
206   BONE_TIPSEL = (1 << 2),
207   /** Used instead of BONE_SELECTED during transform (clear before use) */
208   BONE_TRANSFORM = (1 << 3),
209   /** when bone has a parent, connect head of bone to parent's tail*/
210   BONE_CONNECTED = (1 << 4),
211   /* 32 used to be quatrot, was always set in files, do not reuse unless you clear it always */
212   /** hidden Bones when drawing PoseChannels */
213   BONE_HIDDEN_P = (1 << 6),
214   /** For detecting cyclic dependencies */
215   BONE_DONE = (1 << 7),
216   /** active is on mouse clicks only - deprecated, ONLY USE FOR DRAWING */
217   BONE_DRAW_ACTIVE = (1 << 8),
218   /** No parent rotation or scale */
219   BONE_HINGE = (1 << 9),
220   /** hidden Bones when drawing Armature Editmode */
221   BONE_HIDDEN_A = (1 << 10),
222   /** multiplies vgroup with envelope */
223   BONE_MULT_VG_ENV = (1 << 11),
224   /** bone doesn't deform geometry */
225   BONE_NO_DEFORM = (1 << 12),
226   /** set to prevent destruction of its unkeyframed pose (after transform) */
227   BONE_UNKEYED = (1 << 13),
228   /** set to prevent hinge child bones from influencing the transform center */
229   BONE_HINGE_CHILD_TRANSFORM = (1 << 14),
230 #ifdef DNA_DEPRECATED_ALLOW
231   /** No parent scale */
232   BONE_NO_SCALE = (1 << 15),
233 #endif
234   /** hidden bone when drawing PoseChannels (for ghost drawing) */
235   BONE_HIDDEN_PG = (1 << 16),
236   /** bone should be drawn as OB_WIRE, regardless of draw-types of view+armature */
237   BONE_DRAWWIRE = (1 << 17),
238   /** when no parent, bone will not get cyclic offset */
239   BONE_NO_CYCLICOFFSET = (1 << 18),
240   /** bone transforms are locked in EditMode */
241   BONE_EDITMODE_LOCKED = (1 << 19),
242   /** Indicates that a parent is also being transformed */
243   BONE_TRANSFORM_CHILD = (1 << 20),
244   /** bone cannot be selected */
245   BONE_UNSELECTABLE = (1 << 21),
246   /** bone location is in armature space */
247   BONE_NO_LOCAL_LOCATION = (1 << 22),
248   /** object child will use relative transform (like deform) */
249   BONE_RELATIVE_PARENTING = (1 << 23),
250   /** it will add the parent end roll to the inroll */
251   BONE_ADD_PARENT_END_ROLL = (1 << 24),
252   /** this bone was transformed by the mirror function */
253   BONE_TRANSFORM_MIRROR = (1 << 25),
254   /** this bone is associated with a locked vertex group, ONLY USE FOR DRAWING */
255   BONE_DRAW_LOCKED_WEIGHT = (1 << 26),
256 } eBone_Flag;
257 
258 /* bone->inherit_scale_mode */
259 typedef enum eBone_InheritScaleMode {
260   /* Inherit all scale and shear. */
261   BONE_INHERIT_SCALE_FULL = 0,
262   /* Inherit scale, but remove final shear. */
263   BONE_INHERIT_SCALE_FIX_SHEAR = 1,
264   /* Inherit average scale. */
265   BONE_INHERIT_SCALE_AVERAGE = 2,
266   /* Inherit no scale or shear. */
267   BONE_INHERIT_SCALE_NONE = 3,
268   /* Inherit effects of shear on parent (same as old disabled Inherit Scale). */
269   BONE_INHERIT_SCALE_NONE_LEGACY = 4,
270   /* Inherit parent X scale as child X scale etc. */
271   BONE_INHERIT_SCALE_ALIGNED = 5,
272 } eBone_InheritScaleMode;
273 
274 /* bone->bbone_prev_type, bbone_next_type */
275 typedef enum eBone_BBoneHandleType {
276   BBONE_HANDLE_AUTO = 0,     /* Default mode based on parents & children. */
277   BBONE_HANDLE_ABSOLUTE = 1, /* Custom handle in absolute position mode. */
278   BBONE_HANDLE_RELATIVE = 2, /* Custom handle in relative position mode. */
279   BBONE_HANDLE_TANGENT = 3,  /* Custom handle in tangent mode (use direction, not location). */
280 } eBone_BBoneHandleType;
281 
282 #define MAXBONENAME 64
283