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source/blender/blenkernel/BKE_action.h
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| void BKE_pose_channel_copy_data(struct bPoseChannel *pchan, const struct bPoseChannel *pchan_from); | void BKE_pose_channel_copy_data(struct bPoseChannel *pchan, const struct bPoseChannel *pchan_from); | ||||
| void BKE_pose_channel_session_uuid_generate(struct bPoseChannel *pchan); | void BKE_pose_channel_session_uuid_generate(struct bPoseChannel *pchan); | ||||
| /** | /** | ||||
| * Return a pointer to the pose channel of the given name | * Return a pointer to the pose channel of the given name | ||||
| * from this pose. | * from this pose. | ||||
| */ | */ | ||||
| struct bPoseChannel *BKE_pose_channel_find_name(const struct bPose *pose, const char *name); | struct bPoseChannel *BKE_pose_channel_find_name(const struct bPose *pose, const char *name); | ||||
| /** | /** | ||||
| * Checks if the bone is on a visible armature layer | |||||
| * | |||||
| * \return true if on a visible layer, false otherwise. | |||||
| */ | |||||
| bool BKE_pose_is_layer_visible(const struct bArmature *arm, const struct bPoseChannel *pchan); | |||||
| /** | |||||
| * Find the active pose-channel for an object | * Find the active pose-channel for an object | ||||
| * (we can't just use pose, as layer info is in armature) | |||||
| * | * | ||||
| * \note #Object, not #bPose is used here, as we need layer info from Armature. | * \param check_arm_layer: checks if the bone is on a visible armature layer (this might be skipped | ||||
| * (e.g. for "Show Active" from the Outliner). | |||||
| * \return #bPoseChannel if found or NULL. | |||||
| * \note #Object, not #bPose is used here, as we need info (layer/active bone) from Armature. | |||||
| */ | |||||
| struct bPoseChannel *BKE_pose_channel_active(struct Object *ob, const bool check_arm_layer); | |||||
| /** | |||||
| * Find the active pose-channel for an object if it is on a visible armature layer | |||||
| * (calls #BKE_pose_channel_active with check_arm_layer set to true) | |||||
| * | |||||
| * \return #bPoseChannel if found or NULL. | |||||
| * \note #Object, not #bPose is used here, as we need info (layer/active bone) from Armature. | |||||
| */ | */ | ||||
| struct bPoseChannel *BKE_pose_channel_active(struct Object *ob); | struct bPoseChannel *BKE_pose_channel_active_if_layer_visible(struct Object *ob); | ||||
| /** | /** | ||||
| * Use this when detecting the "other selected bone", | * Use this when detecting the "other selected bone", | ||||
| * when we have multiple armatures in pose mode. | * when we have multiple armatures in pose mode. | ||||
| * | * | ||||
| * In this case the active-selected is an obvious choice when finding the target for a | * In this case the active-selected is an obvious choice when finding the target for a | ||||
| * constraint for eg. however from the users perspective the active pose bone of the | * constraint for eg. however from the users perspective the active pose bone of the | ||||
| * active object is the _real_ active bone, so any other non-active selected bone | * active object is the _real_ active bone, so any other non-active selected bone | ||||
| * is a candidate for being the other selected bone, see: T58447. | * is a candidate for being the other selected bone, see: T58447. | ||||
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