Blender  V3.3
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EditBone Struct Reference

#include <BKE_armature.h>

Public Attributes

struct EditBonenext
 
struct EditBoneprev
 
struct IDPropertyprop
 
struct EditBoneparent
 
char name [64]
 
float roll
 
float head [3]
 
float tail [3]
 
int flag
 
int layer
 
char inherit_scale_mode
 
float dist
 
float weight
 
float xwidth
 
float length
 
float zwidth
 
float rad_head
 
float rad_tail
 
short segments
 
float roll1
 
float roll2
 
float curve_in_x
 
float curve_in_z
 
float curve_out_x
 
float curve_out_z
 
float ease1
 
float ease2
 
float scale_in [3]
 
float scale_out [3]
 
float oldlength
 
char bbone_prev_type
 
char bbone_next_type
 
int bbone_flag
 
short bbone_prev_flag
 
short bbone_next_flag
 
struct EditBonebbone_prev
 
struct EditBonebbone_next
 
float disp_mat [4][4]
 
float disp_tail_mat [4][4]
 
float disp_bbone_mat [32][4][4]
 
struct EditBonebbone_child
 
union {
   struct EditBone *   ebone
 
   struct Bone *   bone
 
   void *   p
 
   int   i
 
temp
 

Detailed Description

Definition at line 32 of file BKE_armature.h.

Member Data Documentation

◆ bbone_child

struct EditBone* EditBone::bbone_child

connected child temporary during drawing

Definition at line 101 of file BKE_armature.h.

Referenced by ebone_spline_preview(), and edbo_compute_bbone_child().

◆ bbone_flag

int EditBone::bbone_flag

◆ bbone_next

struct EditBone* EditBone::bbone_next

◆ bbone_next_flag

short EditBone::bbone_next_flag

◆ bbone_next_type

char EditBone::bbone_next_type

◆ bbone_prev

struct EditBone* EditBone::bbone_prev

Next/prev bones to use as handle references when calculating bbones (optional)

Definition at line 89 of file BKE_armature.h.

Referenced by armature_duplicate_selected_exec(), armature_symmetrize_exec(), ebone_spline_preview(), ED_armature_ebone_listbase_copy(), and ED_armature_from_edit().

◆ bbone_prev_flag

short EditBone::bbone_prev_flag

◆ bbone_prev_type

char EditBone::bbone_prev_type

Type of next/prev bone handles

Definition at line 82 of file BKE_armature.h.

Referenced by armature_symmetrize_exec(), ebone_spline_preview(), ED_armature_from_edit(), and make_boneList_recursive().

◆ bone

struct Bone* EditBone::bone

◆ curve_in_x

float EditBone::curve_in_x

◆ curve_in_z

float EditBone::curve_in_z

◆ curve_out_x

float EditBone::curve_out_x

◆ curve_out_z

float EditBone::curve_out_z

◆ disp_bbone_mat

float EditBone::disp_bbone_mat[32][4][4]

in Armature space, rest pos matrix (32 == MAX_BBONE_SUBDIV)

Definition at line 98 of file BKE_armature.h.

Referenced by draw_bone_box(), draw_bone_update_disp_matrix_bbone(), and draw_bone_wire().

◆ disp_mat

float EditBone::disp_mat[4][4]

in Armature space, rest pos matrix

Definition at line 94 of file BKE_armature.h.

Referenced by draw_bone_update_disp_matrix_default(), and draw_points().

◆ disp_tail_mat

float EditBone::disp_tail_mat[4][4]

in Armature space, rest pos matrix

Definition at line 96 of file BKE_armature.h.

Referenced by draw_bone_update_disp_matrix_default().

◆ dist

float EditBone::dist

◆ ease1

float EditBone::ease1

◆ ease2

float EditBone::ease2

◆ ebone

struct EditBone* EditBone::ebone

◆ flag

int EditBone::flag

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.

Definition at line 60 of file BKE_armature.h.

Referenced by armature_autoside_names_exec(), armature_circle_doSelectJoint(), armature_clear_swap_done_flags(), armature_click_extrude_exec(), armature_delete_ebone_cb(), armature_delete_selected_exec(), armature_dissolve_ebone_cb(), armature_dissolve_selected_exec(), armature_duplicate_selected_exec(), armature_edit_select_op_apply(), armature_extrude_exec(), armature_fill_bones_exec(), armature_flip_names_exec(), armature_parent_set_exec(), armature_select_hierarchy_exec(), armature_select_less(), armature_select_linked_pick_invoke(), armature_select_mirrored_ex(), armature_select_more(), armature_subdivide_exec(), armature_switch_direction_exec(), armature_symmetrize_exec(), armature_tag_select_mirrored(), armature_tag_unselect(), autokeyframe_pose(), bone_connect_to_existing_parent(), bone_connect_to_new_parent(), bone_mouse_select_menu(), createTransArmatureVerts(), do_circle_select_armature__doSelectBone(), do_circle_select_armature__doSelectBone_clip_content(), do_outliner_ebone_select_recursive(), draw_armature_edit(), draw_bone_line(), draw_bone_name(), draw_points(), ebone_fn(), ebone_spline_preview(), ED_armature_ebone_add(), ED_armature_ebone_remove_ex(), ED_armature_ebone_select_set(), ED_armature_ebone_selectflag_disable(), ED_armature_ebone_selectflag_enable(), ED_armature_ebone_selectflag_get(), ED_armature_ebone_selectflag_set(), ED_armature_ebone_transform_mirror_update(), ED_armature_edit_select_pick_bone(), ED_armature_edit_sync_selection(), ED_armature_edit_validate_active(), ED_armature_from_edit(), ed_armature_pick_bone_from_selectbuffer_impl(), ED_object_calc_active_center_for_editmode(), ED_object_jump_to_bone(), ED_transverts_create_from_obedit(), ED_transverts_update_obedit(), edbo_compute_bbone_child(), editbone_clear_parent(), fix_connected_bone(), fix_editbone_connected_children(), get_nearest_editbonepoint(), getTransformOrientation_ex(), make_boneList_recursive(), outliner_select_sync_from_edit_bone(), protectflag_to_drawflags_ebone(), recalcData_edit_armature(), restoreBones(), restrictbutton_ebone_select_fn(), restrictbutton_ebone_visibility_fn(), skin_armature_bone_create(), tree_element_ebone_state_get(), and v3d_editarmature_buts().

◆ head

float EditBone::head[3]

◆ i

int EditBone::i

◆ inherit_scale_mode

char EditBone::inherit_scale_mode

◆ layer

int EditBone::layer

◆ length

float EditBone::length

◆ name

char EditBone::name[64]

◆ next

struct EditBone* EditBone::next

◆ oldlength

float EditBone::oldlength

for envelope scaling

Definition at line 79 of file BKE_armature.h.

Referenced by createTransArmatureVerts(), and recalcData_edit_armature().

◆ p

void* EditBone::p

◆ parent

struct EditBone* 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.

Definition at line 41 of file BKE_armature.h.

Referenced by armature_align_bones_exec(), armature_calc_roll_exec(), armature_click_extrude_exec(), armature_dissolve_selected_exec(), armature_duplicate_selected_exec(), armature_extrude_exec(), armature_fill_bones_exec(), armature_parent_set_exec(), armature_select_hierarchy_exec(), armature_select_less(), armature_select_linked_impl(), armature_select_more(), armature_shortest_path_select(), armature_subdivide_exec(), armature_switch_direction_exec(), armature_symmetrize_exec(), bone_connect_to_existing_parent(), bone_connect_to_new_parent(), chains_find_tips(), draw_armature_edit(), draw_bone_envelope(), draw_bone_line(), draw_bone_relations(), draw_points(), ebone_spline_preview(), ED_armature_ebone_find_shared_parent(), ED_armature_ebone_is_child_recursive(), ED_armature_ebone_listbase_copy(), ED_armature_ebone_remove_ex(), ED_armature_ebone_selectflag_get(), ED_armature_ebone_selectflag_set(), ED_armature_ebone_to_mat3(), ED_armature_ebone_transform_mirror_update(), ED_armature_edit_select_pick_bone(), ED_armature_edit_sync_selection(), ED_armature_from_edit(), ED_transverts_create_from_obedit(), ED_transverts_update_obedit(), edbo_compute_bbone_child(), editbone_clear_parent(), fill_add_joint(), fix_connected_bone(), fix_editbone_connected_children(), getTransformOrientation_ex(), make_boneList_recursive(), outliner_add_id_contents(), pose_grab_with_ik(), recalcData_edit_armature(), restoreBones(), select_similar_siblings(), skin_armature_bone_create(), and v3d_editarmature_buts().

◆ prev

struct EditBone * EditBone::prev

Definition at line 33 of file BKE_armature.h.

◆ prop

struct IDProperty* EditBone::prop

◆ rad_head

float EditBone::rad_head

◆ rad_tail

float EditBone::rad_tail

◆ roll

float EditBone::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.

Definition at line 50 of file BKE_armature.h.

Referenced by applyarmature_adjust_edit_position(), applyarmature_set_edit_position(), armature_calc_roll_exec(), armature_roll_clear_exec(), bone_align_to_bone(), createTransArmatureVerts(), ED_armature_ebone_from_mat3(), ED_armature_ebone_to_mat3(), ED_armature_ebone_transform_mirror_update(), ED_armature_edit_transform(), ED_armature_from_edit(), make_boneList_recursive(), recalcData_edit_armature(), and restoreBones().

◆ roll1

float EditBone::roll1

◆ roll2

float EditBone::roll2

◆ scale_in

float EditBone::scale_in[3]

◆ scale_out

float EditBone::scale_out[3]

◆ segments

short EditBone::segments

◆ tail

float EditBone::tail[3]

◆ 

union { ... } EditBone::temp

◆ weight

float EditBone::weight

◆ xwidth

float EditBone::xwidth

◆ zwidth

float EditBone::zwidth

The documentation for this struct was generated from the following file: