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Blender V4.3
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#include <BKE_anim_data.hh>
Public Attributes | |
| ID & | owner_id |
| AnimData & | adt |
Container for the owning ID and its AnimData struct (adt).
Fetching the adt pointer from an ID via BKE_animdata_from_id() involves finding the ID type, and checking whether that's animatable. This is why the adt is often obtained once, and then passed to other functions.
However, Action Slot (un)assignment needs to keep track of which ID is being animated. Also Slots have to be checked whether they are suitable for the given ID, before they can be assigned. This means that not just the adt needs to be known, but also the animated ID itself.
This struct is here to avoid passing two references all the time.
Definition at line 43 of file BKE_anim_data.hh.
| AnimData& OwnedAnimData::adt |
Definition at line 45 of file BKE_anim_data.hh.
Referenced by action_layer_switch_strip(), blender::animrig::assign_action(), blender::animrig::assign_tmpaction(), BKE_nla_action_pushdown(), BKE_nla_action_stash(), BKE_nla_tweakmode_enter(), BKE_nla_tweakmode_exit(), and BKE_nlastack_add_strip().
| ID& OwnedAnimData::owner_id |
Definition at line 44 of file BKE_anim_data.hh.
Referenced by blender::animrig::assign_action(), blender::animrig::assign_tmpaction(), BKE_nla_action_pushdown(), BKE_nla_action_stash(), BKE_nla_tweakmode_enter(), BKE_nla_tweakmode_exit(), and BKE_nlastack_add_strip().