191 lines
8.0 KiB
C++
191 lines
8.0 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* of the License, or (at your option) any later version.
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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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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BKE_OBJECT_H__
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#define __BKE_OBJECT_H__
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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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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Base;
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struct Scene;
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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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struct SoftBody;
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struct BulletSoftBody;
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struct Group;
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struct bAction;
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struct RenderData;
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struct rctf;
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struct MovieClip;
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void BKE_object_workob_clear(struct Object *workob);
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void BKE_object_workob_calc_parent(struct Scene *scene, struct Object *ob, struct Object *workob);
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void BKE_object_transform_copy(struct Object *ob_tar, const struct Object *ob_src);
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struct SoftBody *copy_softbody(struct SoftBody *sb, int copy_caches);
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struct BulletSoftBody *copy_bulletsoftbody(struct BulletSoftBody *sb);
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void BKE_object_copy_particlesystems(struct Object *obn, struct Object *ob);
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void BKE_object_copy_softbody(struct Object *obn, struct Object *ob);
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void BKE_object_free_particlesystems(struct Object *ob);
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void BKE_object_free_softbody(struct Object *ob);
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void BKE_object_free_bulletsoftbody(struct Object *ob);
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void BKE_object_update_base_layer(struct Scene *scene, struct Object *ob);
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void BKE_object_free(struct Object *ob);
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void BKE_object_free_display(struct Object *ob);
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int BKE_object_support_modifier_type_check(struct Object *ob, int modifier_type);
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void BKE_object_link_modifiers(struct Object *ob, struct Object *from);
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void BKE_object_free_modifiers(struct Object *ob);
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void BKE_object_make_proxy(struct Object *ob, struct Object *target, struct Object *gob);
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void BKE_object_copy_proxy_drivers(struct Object *ob, struct Object *target);
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void BKE_object_unlink(struct Object *ob);
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int BKE_object_exists_check(struct Object *obtest);
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int BKE_object_is_in_editmode(struct Object *ob);
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struct Object *BKE_object_add_only_object(int type, const char *name);
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struct Object *BKE_object_add(struct Scene *scene, int type);
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void *BKE_object_obdata_add_from_type(int type);
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struct Object *BKE_object_copy(struct Object *ob);
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struct Object *BKE_object_copy_with_caches(struct Object *ob);
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void BKE_object_make_local(struct Object *ob);
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int BKE_object_is_libdata(struct Object *ob);
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int BKE_object_obdata_is_libdata(struct Object *ob);
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void BKE_object_scale_to_mat3(struct Object *ob, float mat[3][3]);
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void BKE_object_rot_to_mat3(struct Object *ob, float mat[3][3], short use_drot);
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void BKE_object_mat3_to_rot(struct Object *ob, float mat[3][3], short use_compat);
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void BKE_object_to_mat3(struct Object *ob, float mat[3][3]);
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void BKE_object_to_mat4(struct Object *ob, float mat[4][4]);
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void BKE_object_apply_mat4(struct Object *ob, float mat[4][4], const short use_compat, const short use_parent);
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int BKE_object_pose_context_check(struct Object *ob);
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struct Object *BKE_object_pose_armature_get(struct Object *ob);
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void BKE_object_where_is_calc(struct Scene *scene, struct Object *ob);
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void BKE_object_where_is_calc_time(struct Scene *scene, struct Object *ob, float ctime);
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void BKE_object_where_is_calc_simul(struct Scene *scene, struct Object *ob);
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void BKE_object_where_is_calc_mat4(struct Scene *scene, struct Object *ob, float obmat[4][4]);
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/* possibly belong in own moduke? */
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struct BoundBox *BKE_boundbox_alloc_unit(void);
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void BKE_boundbox_init_from_minmax(struct BoundBox *bb, float min[3], float max[3]);
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int BKE_boundbox_ray_hit_check(struct BoundBox *bb, float ray_start[3], float ray_normal[3]);
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struct BoundBox *BKE_object_boundbox_get(struct Object *ob);
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void BKE_object_dimensions_get(struct Object *ob, float vec[3]);
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void BKE_object_dimensions_set(struct Object *ob, const float *value);
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void BKE_object_boundbox_flag(struct Object *ob, int flag, int set);
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void BKE_object_minmax(struct Object *ob, float r_min[3], float r_max[3], const short use_hidden);
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int BKE_object_minmax_dupli(struct Scene *scene, struct Object *ob, float r_min[3], float r_max[3], const short use_hidden);
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/* sometimes min-max isn't enough, we need to loop over each point */
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void BKE_object_foreach_display_point(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(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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int BKE_object_parent_loop_check(const struct Object *parent, const struct Object *ob);
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void *BKE_object_tfm_backup(struct Object *ob);
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void BKE_object_tfm_restore(struct Object *ob, void *obtfm_pt);
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typedef struct ObjectTfmProtectedChannels {
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float loc[3], dloc[3];
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float size[3], dscale[3];
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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 BKE_object_tfm_protected_backup(const struct Object *ob,
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ObjectTfmProtectedChannels *obtfm);
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void BKE_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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void BKE_object_handle_update(struct Scene *scene, struct Object *ob);
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void BKE_object_sculpt_modifiers_changed(struct Object *ob);
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int BKE_object_obdata_texspace_get(struct Object *ob, short **r_texflag, float **r_loc, float **r_size, float **r_rot);
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int BKE_object_insert_ptcache(struct Object *ob);
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// void object_delete_ptcache(struct Object *ob, int index);
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struct KeyBlock *BKE_object_insert_shape_key(struct Scene *scene, struct Object *ob, const char *name, int from_mix);
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int BKE_object_is_modified(struct Scene *scene, struct Object *ob);
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int BKE_object_is_deform_modified(struct Scene *scene, struct Object *ob);
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int BKE_object_is_animated(struct Scene *scene, struct Object *ob);
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void BKE_object_relink(struct Object *ob);
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struct MovieClip *BKE_object_movieclip_get(struct Scene *scene, struct Object *ob, int use_default);
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/* this function returns a superset of the scenes selection based on relationships */
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typedef enum eObRelationTypes {
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OB_REL_NONE = 0, /* just the selection as is */
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OB_REL_PARENT = (1 << 0), /* immediate parent */
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OB_REL_PARENT_RECURSIVE = (1 << 1), /* parents up to root of selection tree*/
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OB_REL_CHILDREN = (1 << 2), /* immediate children */
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OB_REL_CHILDREN_RECURSIVE = (1 << 3), /* All children */
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OB_REL_MOD_ARMATURE = (1 << 4), /* Armatures related to the selected objects */
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OB_REL_SCENE_CAMERA = (1 << 5), /* you might want the scene camera too even if unselected? */
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} eObRelationTypes;
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typedef enum eObjectSet {
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OB_SET_SELECTED, /* Selected Objects */
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OB_SET_VISIBLE, /* Visible Objects */
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OB_SET_ALL /* All Objects */
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} eObjectSet;
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struct LinkNode *BKE_object_relational_superset(struct Scene *scene, eObjectSet objectSet, eObRelationTypes includeFilter);
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struct LinkNode *BKE_object_groups(struct Object *ob);
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void BKE_object_groups_clear(struct Scene *scene, struct Base *base, struct Object *object);
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#ifdef __cplusplus
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}
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#endif
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#endif
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