2011-02-18 13:05:18 +00:00
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/*
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2002-10-12 11:37:38 +00:00
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* $Id$
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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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#ifndef BKE_OBJECT_H
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#define BKE_OBJECT_H
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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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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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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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2010-11-17 09:45:45 +00:00
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void *add_camera(const char *name);
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2002-10-12 11:37:38 +00:00
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struct Camera *copy_camera(struct Camera *cam);
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void make_local_camera(struct Camera *cam);
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2007-09-23 18:27:01 +00:00
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float dof_camera(struct Object *ob);
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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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void *add_lamp(const char *name);
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2002-10-12 11:37:38 +00:00
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struct Lamp *copy_lamp(struct Lamp *la);
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2011-05-19 11:21:37 +00:00
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struct Lamp *localize_lamp(struct Lamp *la);
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2002-10-12 11:37:38 +00:00
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void make_local_lamp(struct Lamp *la);
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void free_camera(struct Camera *ca);
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void free_lamp(struct Lamp *la);
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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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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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Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
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void set_mblur_offs(float blur);
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2006-05-27 13:35:03 +00:00
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void set_field_offs(float field);
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2002-10-12 11:37:38 +00:00
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void disable_speed_curve(int val);
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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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float bsystem_time(struct Scene *scene, struct Object *ob, float cfra, float ofs);
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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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2002-10-12 11:37:38 +00:00
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void set_no_parent_ipo(int val);
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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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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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2010-03-25 06:27:25 +00:00
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void object_get_dimensions(struct Object *ob, float *value);
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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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2002-10-12 11:37:38 +00:00
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void minmax_object(struct Object *ob, float *min, float *max);
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2010-02-24 20:11:35 +00:00
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int minmax_object_duplis(struct Scene *scene, struct Object *ob, float *min, float *max);
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2002-10-12 11:37:38 +00:00
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void solve_tracking (struct Object *ob, float targetmat[][4]);
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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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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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2008-01-19 16:32:29 +00:00
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float give_timeoffset(struct Object *ob);
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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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2011-04-15 12:08:17 +00:00
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void object_camera_mode(struct RenderData *rd, struct Object *camera);
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2010-03-05 14:06:39 +00:00
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void object_camera_matrix(
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struct RenderData *rd, struct Object *camera, int winx, int winy, short field_second,
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float winmat[][4], struct rctf *viewplane, float *clipsta, float *clipend, float *lens, float *ycor,
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float *viewdx, float *viewdy);
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2009-08-25 18:41:36 +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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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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