Blender V4.5
EditBone Struct Reference

#include <BKE_armature.hh>

Public Attributes

EditBonenext
 
EditBoneprev
 
IDPropertyprop
 
IDPropertysystem_properties
 
EditBoneparent
 
char name [64]
 
float roll
 
float head [3]
 
float tail [3]
 
int flag
 
int layer
 
int drawtype
 
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
 
eBone_BBoneMappingMode bbone_mapping_mode
 
char bbone_prev_type
 
char bbone_next_type
 
int bbone_flag
 
short bbone_prev_flag
 
short bbone_next_flag
 
EditBonebbone_prev
 
EditBonebbone_next
 
float disp_mat [4][4]
 
float disp_tail_mat [4][4]
 
float disp_bbone_mat [32][4][4]
 
EditBonebbone_child
 
::BoneColor color
 
ListBase bone_collections
 
union { 
 
   EditBone *   ebone 
 
   Bone *   bone 
 
   void *   p 
 
   int   i 
 
temp 
 

Detailed Description

Definition at line 37 of file BKE_armature.hh.

Member Data Documentation

◆ bbone_child

EditBone* EditBone::bbone_child

connected child temporary during drawing

Definition at line 115 of file BKE_armature.hh.

Referenced by ebone_spline_preview().

◆ bbone_flag

int EditBone::bbone_flag

◆ bbone_mapping_mode

eBone_BBoneMappingMode EditBone::bbone_mapping_mode

Mapping of vertices to segments.

Definition at line 94 of file BKE_armature.hh.

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

◆ bbone_next

◆ bbone_next_flag

short EditBone::bbone_next_flag

◆ bbone_next_type

char EditBone::bbone_next_type

◆ bbone_prev

EditBone* EditBone::bbone_prev

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

Definition at line 103 of file BKE_armature.hh.

Referenced by armature_duplicate_selected_exec(), armature_symmetrize_exec(), ebone_spline_preview(), 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 96 of file BKE_armature.hh.

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

◆ bone

Bone* EditBone::bone

◆ bone_collections

◆ color

◆ curve_in_x

◆ curve_in_z

◆ curve_out_x

◆ curve_out_z

◆ disp_bbone_mat

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

in Armature space, rest pos matrix.

Definition at line 112 of file BKE_armature.hh.

Referenced by bone_draw_b_bone(), bone_draw_wire(), and draw_bone_update_disp_matrix_bbone().

◆ disp_mat

float EditBone::disp_mat[4][4]

in Armature space, rest pos matrix

Definition at line 108 of file BKE_armature.hh.

Referenced by UnifiedBonePtr::disp_mat(), and UnifiedBonePtr::disp_mat().

◆ disp_tail_mat

float EditBone::disp_tail_mat[4][4]

in Armature space, rest pos matrix

Definition at line 110 of file BKE_armature.hh.

Referenced by UnifiedBonePtr::disp_tail_mat(), and UnifiedBonePtr::disp_tail_mat().

◆ dist

◆ drawtype

◆ ease1

◆ ease2

◆ 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 71 of file BKE_armature.hh.

Referenced by armature_autoside_names_exec(), armature_circle_doSelectJoint(), 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_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(), bone_connect_to_existing_parent(), bone_connect_to_new_parent(), blender::animrig::bone_is_visible_editbone(), bone_mouse_select_menu(), blender::ed::object::calc_active_center_for_editmode(), blender::io::fbx::ArmatureImportContext::create_armature_bones(), do_circle_select_armature__doSelectBone(), do_circle_select_armature__doSelectBone_clip_content(), blender::ed::outliner::do_outliner_ebone_select_recursive(), blender::draw::overlay::Armatures::draw_armature_edit(), draw_bone_name(), draw_points(), blender::ed::outliner::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_from_edit(), ed_armature_pick_bone_from_selectbuffer_impl(), editbone_clear_parent(), fix_connected_bone(), UnifiedBonePtr::flag(), get_nearest_editbonepoint(), blender::ed::transform::getTransformOrientation_ex(), blender::ed::object::jump_to_bone(), make_boneList_recursive(), blender::ed::outliner::outliner_draw_restrictbuts(), blender::ed::outliner::outliner_select_sync_from_edit_bone(), blender::ed::outliner::outliner_select_sync_to_edit_bone(), blender::ed::transform::recalcData_edit_armature(), blender::ed::transform::restoreBones(), blender::ed::outliner::restrictbutton_ebone_select_fn(), blender::ed::outliner::restrictbutton_ebone_visibility_fn(), screen_ctx_selected_bones_(), screen_ctx_visible_or_editable_bones_(), separate_armature_bones(), blender::ed::object::skin_armature_bone_create(), blender::ed::outliner::tree_element_ebone_activate(), blender::ed::outliner::tree_element_ebone_state_get(), and v3d_editarmature_buts().

◆ head

float EditBone::head[3]

Orientation and length is implicit during editing

Definition at line 64 of file BKE_armature.hh.

Referenced by add_points_bone(), applyarmature_adjust_edit_position(), applyarmature_set_edit_position(), armature_autoside_names_exec(), armature_bone_primitive_add_exec(), armature_calc_roll_exec(), armature_click_extrude_exec(), armature_extrude_exec(), armature_foreachScreenBone(), armature_subdivide_exec(), armature_switch_direction_exec(), armature_symmetrize_exec(), bone_align_to_bone(), bone_connect_to_existing_parent(), bone_connect_to_new_parent(), bone_direction_worldspace_get(), bone_length_squared_worldspace_get(), blender::ed::object::calc_active_center_for_editmode(), blender::io::fbx::ArmatureImportContext::create_armature_bones(), blender::ed::transform::createTransArmatureVerts(), draw_bone_name(), draw_bone_relations(), draw_bone_update_disp_matrix_bbone(), draw_bone_update_disp_matrix_default(), ebone_spline_preview(), ED_armature_ebone_add_primitive(), ED_armature_ebone_from_mat3(), ED_armature_ebone_from_mat4(), ED_armature_ebone_roll_to_vector(), ED_armature_ebone_to_mat3(), ED_armature_ebone_to_mat4(), ED_armature_ebone_transform_mirror_update(), ED_armature_from_edit(), ED_armature_join_objects_exec(), fill_add_joint(), fix_connected_bone(), blender::io::usd::import_skeleton(), make_boneList_recursive(), blender::ed::object::modifier_skin_armature_create(), blender::ed::transform::recalcData_edit_armature(), blender::ed::transform::restoreBones(), and blender::ed::object::skin_armature_bone_create().

◆ i

◆ inherit_scale_mode

◆ layer

int EditBone::layer

◆ length

◆ name

◆ next

◆ oldlength

float EditBone::oldlength

for envelope scaling

Definition at line 91 of file BKE_armature.hh.

Referenced by blender::ed::transform::recalcData_edit_armature().

◆ p

void* EditBone::p

Definition at line 124 of file BKE_armature.hh.

Referenced by armature_dissolve_selected_exec().

◆ parent

EditBone* EditBone::parent

Edit-bones have a one-way link (i.e. children refer to parents. This is converted to a two-way link for normal bones when leaving edit-mode.

Definition at line 53 of file BKE_armature.hh.

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(), bone_draw_envelope(), chains_find_tips(), blender::io::fbx::ArmatureImportContext::create_armature_bones(), blender::draw::overlay::Armatures::draw_armature_edit(), draw_bone_relations(), ebone_spline_preview(), ED_armature_ebone_find_shared_parent(), ED_armature_ebone_is_child_recursive(), 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_from_edit(), editbone_clear_parent(), fill_add_joint(), fix_connected_bone(), blender::ed::transform::getTransformOrientation_ex(), UnifiedBonePtr::has_parent(), make_boneList_recursive(), blender::ed::transform::recalcData_edit_armature(), blender::ed::transform::restoreBones(), select_similar_siblings(), blender::ed::object::skin_armature_bone_create(), and v3d_editarmature_buts().

◆ prev

EditBone * EditBone::prev

Definition at line 38 of file BKE_armature.hh.

◆ prop

◆ rad_head

◆ 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 61 of file BKE_armature.hh.

Referenced by applyarmature_adjust_edit_position(), applyarmature_set_edit_position(), armature_calc_roll_exec(), armature_roll_clear_exec(), bone_align_to_bone(), blender::ed::transform::createTransArmatureVerts(), ED_armature_ebone_from_mat3(), ED_armature_ebone_to_mat3(), ED_armature_ebone_transform_mirror_update(), ED_armature_from_edit(), ED_armature_join_objects_exec(), make_boneList_recursive(), blender::ed::transform::recalcData_edit_armature(), and blender::ed::transform::restoreBones().

◆ roll1

◆ roll2

◆ scale_in

◆ scale_out

◆ segments

◆ system_properties

IDProperty* EditBone::system_properties

System-Defined Properties storage.

In Blender 4.5, only used to ensure forward compatibility with 5.x blend-files, and data management consistency.

Definition at line 47 of file BKE_armature.hh.

Referenced by armature_foreach_id_editbone(), armature_subdivide_exec(), bone_free(), copy_pchan(), ED_armature_ebone_listbase_copy(), ED_armature_ebone_listbase_free(), ED_armature_from_edit(), and make_boneList_recursive().

◆ tail

◆ [union]

◆ weight

◆ xwidth

◆ zwidth


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