2011-02-18 13:05:18 +00:00
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/*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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2012-02-17 18:59:41 +00:00
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#ifndef __BKE_OBJECT_H__
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#define __BKE_OBJECT_H__
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2002-10-12 11:37:38 +00:00
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2011-02-18 13:05:18 +00:00
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/** \file BKE_object.h
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* \ingroup bke
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* \brief General operations, lookup, etc. for blender objects.
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*/
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2002-10-12 11:37:38 +00:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Base;
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2009-01-04 14:14:06 +00:00
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struct Scene;
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2002-10-12 11:37:38 +00:00
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struct Object;
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struct Camera;
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struct BoundBox;
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struct View3D;
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2005-04-16 15:06:02 +00:00
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struct SoftBody;
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2008-09-27 21:52:20 +00:00
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struct BulletSoftBody;
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2006-11-14 15:27:43 +00:00
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struct Group;
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2007-10-22 02:43:07 +00:00
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struct bAction;
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2010-03-05 14:06:39 +00:00
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struct RenderData;
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2010-04-12 00:36:50 +00:00
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struct rctf;
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2011-11-07 12:55:18 +00:00
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struct MovieClip;
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2002-10-12 11:37:38 +00:00
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2008-12-24 11:08:15 +00:00
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void clear_workob(struct Object *workob);
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2009-01-04 14:14:06 +00:00
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void what_does_parent(struct Scene *scene, struct Object *ob, struct Object *workob);
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2008-12-24 11:08:15 +00:00
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2009-01-04 14:14:06 +00:00
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void copy_baseflags(struct Scene *scene);
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void copy_objectflags(struct Scene *scene);
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2005-04-16 15:06:02 +00:00
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struct SoftBody *copy_softbody(struct SoftBody *sb);
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2008-09-27 21:52:20 +00:00
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struct BulletSoftBody *copy_bulletsoftbody(struct BulletSoftBody *sb);
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2008-02-27 17:04:58 +00:00
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void copy_object_particlesystems(struct Object *obn, struct Object *ob);
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void copy_object_softbody(struct Object *obn, struct Object *ob);
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void object_free_particlesystems(struct Object *ob);
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void object_free_softbody(struct Object *ob);
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2008-09-27 21:52:20 +00:00
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void object_free_bulletsoftbody(struct Object *ob);
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2009-01-04 14:14:06 +00:00
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void update_base_layer(struct Scene *scene, struct Object *ob);
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2005-11-27 20:49:25 +00:00
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2002-10-12 11:37:38 +00:00
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void free_object(struct Object *ob);
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2005-11-27 20:49:25 +00:00
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void object_free_display(struct Object *ob);
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2010-01-04 16:26:07 +00:00
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2012-03-12 14:35:07 +00:00
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int object_support_modifier_type(struct Object *ob, int modifier_type);
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2010-01-04 16:26:07 +00:00
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void object_link_modifiers(struct Object *ob, struct Object *from);
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2005-08-09 16:02:23 +00:00
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void object_free_modifiers(struct Object *ob);
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2005-11-27 20:49:25 +00:00
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2006-11-14 15:27:43 +00:00
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void object_make_proxy(struct Object *ob, struct Object *target, struct Object *gob);
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2010-01-20 14:28:49 +00:00
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void object_copy_proxy_drivers(struct Object *ob, struct Object *target);
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2006-11-11 16:45:17 +00:00
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2010-10-16 14:32:17 +00:00
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void unlink_object(struct Object *ob);
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2002-10-12 11:37:38 +00:00
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int exist_object(struct Object *obtest);
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2010-04-15 04:56:44 +00:00
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2010-11-17 09:45:45 +00:00
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struct Object *add_only_object(int type, const char *name);
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2009-01-04 14:14:06 +00:00
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struct Object *add_object(struct Scene *scene, int type);
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2012-05-03 21:32:49 +00:00
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void *add_obdata_from_type(int type);
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2002-10-12 11:37:38 +00:00
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struct Object *copy_object(struct Object *ob);
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void make_local_object(struct Object *ob);
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2010-12-04 13:00:28 +00:00
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int object_is_libdata(struct Object *ob);
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2009-05-21 15:34:09 +00:00
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int object_data_is_libdata(struct Object *ob);
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2006-04-02 11:48:22 +00:00
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2008-09-29 20:13:40 +00:00
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void object_scale_to_mat3(struct Object *ob, float mat[][3]);
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void object_rot_to_mat3(struct Object *ob, float mat[][3]);
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2010-10-25 07:12:29 +00:00
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void object_mat3_to_rot(struct Object *ob, float mat[][3], short use_compat);
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2002-10-12 11:37:38 +00:00
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void object_to_mat3(struct Object *ob, float mat[][3]);
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void object_to_mat4(struct Object *ob, float mat[][4]);
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2010-11-08 22:32:28 +00:00
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void object_apply_mat4(struct Object *ob, float mat[][4], const short use_compat, const short use_parent);
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2006-04-02 11:48:22 +00:00
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2011-09-14 01:48:55 +00:00
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struct Object *object_pose_armature_get(struct Object *ob);
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2006-04-02 11:48:22 +00:00
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2009-01-04 14:14:06 +00:00
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void where_is_object_time(struct Scene *scene, struct Object *ob, float ctime);
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void where_is_object(struct Scene *scene, struct Object *ob);
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void where_is_object_simul(struct Scene *scene, struct Object *ob);
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2011-11-07 12:55:18 +00:00
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void where_is_object_mat(struct Scene *scene, struct Object *ob, float obmat[4][4]);
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Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
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2002-10-12 11:37:38 +00:00
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struct BoundBox *unit_boundbox(void);
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2005-07-18 17:33:51 +00:00
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void boundbox_set_from_min_max(struct BoundBox *bb, float min[3], float max[3]);
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2006-06-14 08:50:41 +00:00
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struct BoundBox *object_get_boundbox(struct Object *ob);
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2012-02-28 14:05:00 +00:00
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void object_get_dimensions(struct Object *ob, float vec[3]);
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2010-03-25 06:27:25 +00:00
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void object_set_dimensions(struct Object *ob, const float *value);
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2006-11-29 12:44:48 +00:00
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void object_boundbox_flag(struct Object *ob, int flag, int set);
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2011-11-06 14:00:55 +00:00
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void minmax_object(struct Object *ob, float min[3], float max[3]);
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2012-02-28 14:05:00 +00:00
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int minmax_object_duplis(struct Scene *scene, struct Object *ob, float min[3], float max[3]);
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2011-11-14 03:54:23 +00:00
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2012-03-18 07:38:51 +00:00
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/* sometimes min-max isn't enough, we need to loop over each point */
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2011-11-14 03:54:23 +00:00
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void BKE_object_foreach_display_point(
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struct Object *ob, float obmat[4][4],
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void (*func_cb)(const float[3], void *), void *user_data);
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void BKE_scene_foreach_display_point(
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struct Scene *scene,
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struct View3D *v3d,
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const short flag,
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void (*func_cb)(const float[3], void *), void *user_data);
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2011-12-16 10:39:43 +00:00
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int BKE_object_parent_loop_check(const struct Object *parent, const struct Object *ob);
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2008-06-09 17:50:21 +00:00
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int ray_hit_boundbox(struct BoundBox *bb, float ray_start[3], float ray_normal[3]);
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2002-10-12 11:37:38 +00:00
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2010-02-26 08:47:20 +00:00
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void *object_tfm_backup(struct Object *ob);
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void object_tfm_restore(struct Object *ob, void *obtfm_pt);
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2011-11-11 05:34:07 +00:00
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typedef struct ObjectTfmProtectedChannels {
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float loc[3], dloc[3];
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2011-12-04 03:35:54 +00:00
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float size[3], dscale[3];
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2011-11-11 05:34:07 +00:00
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float rot[3], drot[3];
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float quat[4], dquat[4];
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float rotAxis[3], drotAxis[3];
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float rotAngle, drotAngle;
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} ObjectTfmProtectedChannels;
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void object_tfm_protected_backup(const struct Object *ob,
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ObjectTfmProtectedChannels *obtfm);
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void object_tfm_protected_restore(struct Object *ob,
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const ObjectTfmProtectedChannels *obtfm,
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const short protectflag);
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2009-01-04 14:14:06 +00:00
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void object_handle_update(struct Scene *scene, struct Object *ob);
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2011-09-14 00:37:27 +00:00
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void object_sculpt_modifiers_changed(struct Object *ob);
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Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
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2009-10-15 09:00:40 +00:00
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int give_obdata_texspace(struct Object *ob, short **texflag, float **loc, float **size, float **rot);
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2009-08-25 18:41:36 +00:00
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2009-08-25 18:53:20 +00:00
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int object_insert_ptcache(struct Object *ob);
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// void object_delete_ptcache(struct Object *ob, int index);
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2010-11-17 09:45:45 +00:00
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struct KeyBlock *object_insert_shape_key(struct Scene *scene, struct Object *ob, const char *name, int from_mix);
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2009-08-25 18:41:36 +00:00
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2011-03-16 08:53:35 +00:00
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int object_is_modified(struct Scene *scene, struct Object *ob);
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2012-04-30 12:49:26 +00:00
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int object_is_deform_modified(struct Scene *scene, struct Object *ob);
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2011-03-16 08:53:35 +00:00
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2011-03-25 08:43:41 +00:00
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void object_relink(struct Object *ob);
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2011-11-07 12:55:18 +00:00
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struct MovieClip *object_get_movieclip(struct Scene *scene, struct Object *ob, int use_default);
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2002-10-12 11:37:38 +00:00
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#ifdef __cplusplus
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}
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#endif
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#endif
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