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source/blender/io/collada/collada_utils.h
| Show First 20 Lines • Show All 310 Lines • ▼ Show 20 Lines | |||||
| private: | private: | ||||
| char name[MAXBONENAME]; | char name[MAXBONENAME]; | ||||
| int chain_length; | int chain_length; | ||||
| bool is_leaf; | bool is_leaf; | ||||
| float tail[3]; | float tail[3]; | ||||
| float roll; | float roll; | ||||
| int bone_layers; | int bone_layers; | ||||
| int use_connect; | |||||
| bool has_custom_tail; | bool has_custom_tail; | ||||
| bool has_custom_roll; | bool has_custom_roll; | ||||
| bool use_connect; | |||||
| bool use_local_location; | |||||
| eBone_InheritScaleMode inherit_scale; | |||||
| public: | public: | ||||
| BoneExtended(EditBone *aBone); | BoneExtended(EditBone *aBone); | ||||
gaiaclary: I am not sure but what about renaming to how the property is named in blender: 'inherit_scale' ? | |||||
| void set_name(char *aName); | void set_name(char *aName); | ||||
| char *get_name(); | char *get_name(); | ||||
| void set_chain_length(const int aLength); | void set_chain_length(const int aLength); | ||||
| int get_chain_length(); | int get_chain_length(); | ||||
| void set_leaf_bone(bool state); | void set_leaf_bone(bool state); | ||||
| bool is_leaf_bone(); | bool is_leaf_bone(); | ||||
| void set_bone_layers(std::string layers, std::vector<std::string> &layer_labels); | void set_bone_layers(std::string layers, std::vector<std::string> &layer_labels); | ||||
| int get_bone_layers(); | int get_bone_layers(); | ||||
| static std::string get_bone_layers(int bitfield); | static std::string get_bone_layers(int bitfield); | ||||
| void set_roll(float roll); | void set_roll(float roll); | ||||
| bool has_roll(); | bool has_roll(); | ||||
| float get_roll(); | float get_roll(); | ||||
| void set_tail(const float vec[]); | void set_tail(const float vec[]); | ||||
| float *get_tail(); | float *get_tail(); | ||||
| bool has_tail(); | bool has_tail(); | ||||
| void set_use_connect(int use_connect); | void set_use_connect(int use_connect); | ||||
| int get_use_connect(); | int get_use_connect(); | ||||
| void set_inherit_scale(eBone_InheritScaleMode mode); | |||||
| eBone_InheritScaleMode get_inherit_scale(); | |||||
| void set_use_local_location(bool use_local); | |||||
| bool get_use_local_location(); | |||||
| }; | }; | ||||
Not Done Inline Actionssame as above: suggest to rename to set_inherit_scale() and get_inherit_scale() gaiaclary: same as above: suggest to rename to set_inherit_scale() and get_inherit_scale() | |||||
| /* a map to store bone extension maps | /* a map to store bone extension maps | ||||
| * std:string : an armature name | * std:string : an armature name | ||||
| * BoneExtended * : a map that contains extra data for bones | * BoneExtended * : a map that contains extra data for bones | ||||
| */ | */ | ||||
| typedef std::map<std::string, BoneExtended *> BoneExtensionMap; | typedef std::map<std::string, BoneExtended *> BoneExtensionMap; | ||||
| /* | /* | ||||
| Show All 35 Lines | |||||
I am not sure but what about renaming to how the property is named in blender: 'inherit_scale' ?
And wouldn't it be better to use an Enumeration here rather than a character?