To faciliate further mesh data structure refactoring. See #103343. Pull Request #105354
756 lines
32 KiB
C++
756 lines
32 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2008 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup editors
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*/
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#pragma once
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#include "BLI_compiler_attrs.h"
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#include "DNA_object_enums.h"
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#include "DNA_userdef_enums.h"
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#include "DNA_windowmanager_types.h"
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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 Depsgraph;
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struct EnumPropertyItem;
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struct ID;
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struct Main;
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struct ModifierData;
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struct Object;
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struct PointerRNA;
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struct PropertyRNA;
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struct ReportList;
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struct Scene;
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struct ShaderFxData;
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struct View3D;
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struct ViewLayer;
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struct XFormObjectData;
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struct bConstraint;
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struct bContext;
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struct bFaceMap;
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struct bPoseChannel;
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struct uiLayout;
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struct wmKeyConfig;
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struct wmOperator;
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struct wmOperatorType;
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/* object_edit.cc */
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/** `context.object` */
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struct Object *ED_object_context(const struct bContext *C);
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/**
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* Find the correct active object per context (`context.object` or `context.active_object`)
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* \note context can be NULL when called from a enum with #PROP_ENUM_NO_CONTEXT.
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*/
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struct Object *ED_object_active_context(const struct bContext *C);
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void ED_collection_hide_menu_draw(const struct bContext *C, struct uiLayout *layout);
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/**
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* Return an array of objects:
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* - When in the property space, return the pinned or active object.
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* - When in edit-mode/pose-mode, return an array of objects in the mode.
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* - Otherwise return selected objects,
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* the callers \a filter_fn needs to check of they are editable
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* (assuming they need to be modified).
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*/
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Object **ED_object_array_in_mode_or_selected(struct bContext *C,
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bool (*filter_fn)(const struct Object *ob,
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void *user_data),
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void *filter_user_data,
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uint *r_objects_len);
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/* object_utils.c */
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bool ED_object_calc_active_center_for_editmode(struct Object *obedit,
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bool select_only,
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float r_center[3]);
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bool ED_object_calc_active_center_for_posemode(struct Object *ob,
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bool select_only,
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float r_center[3]);
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bool ED_object_calc_active_center(struct Object *ob, bool select_only, float r_center[3]);
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/* Object Data Container helper API. */
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struct XFormObjectData_Container;
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struct XFormObjectData_Container *ED_object_data_xform_container_create(void);
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void ED_object_data_xform_container_destroy(struct XFormObjectData_Container *xds);
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/**
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* This may be called multiple times with the same data.
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* Each time, the original transformations are re-applied, instead of accumulating the changes.
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*/
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void ED_object_data_xform_container_update_all(struct XFormObjectData_Container *xds,
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struct Main *bmain,
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struct Depsgraph *depsgraph);
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void ED_object_data_xform_container_item_ensure(struct XFormObjectData_Container *xds,
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struct Object *ob);
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/* Object Skip-Child Container helper API. */
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enum {
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/**
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* The parent is transformed, this is held in place.
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*/
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XFORM_OB_SKIP_CHILD_PARENT_IS_XFORM = 1,
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/**
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* The same as #XFORM_OB_SKIP_CHILD_PARENT_IS_XFORM,
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* however this objects parent isn't transformed directly.
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*/
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XFORM_OB_SKIP_CHILD_PARENT_IS_XFORM_INDIRECT = 3,
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/**
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* Use the parent invert matrix to apply transformation,
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* this is needed, because breaks in the selection chain prevents this from being transformed.
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* This is used to add the transform which would have been added
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* if there weren't breaks in the parent/child chain.
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*/
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XFORM_OB_SKIP_CHILD_PARENT_APPLY = 2,
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};
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struct XFormObjectSkipChild_Container;
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struct XFormObjectSkipChild_Container *ED_object_xform_skip_child_container_create(void);
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void ED_object_xform_skip_child_container_item_ensure_from_array(
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struct XFormObjectSkipChild_Container *xcs,
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const struct Scene *scene,
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struct ViewLayer *view_layer,
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struct Object **objects,
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uint objects_len);
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void ED_object_xform_skip_child_container_destroy(struct XFormObjectSkipChild_Container *xcs);
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void ED_object_xform_skip_child_container_update_all(struct XFormObjectSkipChild_Container *xcs,
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struct Main *bmain,
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struct Depsgraph *depsgraph);
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void ED_object_xform_skip_child_container_item_ensure(struct XFormObjectSkipChild_Container *xcs,
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struct Object *ob,
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struct Object *ob_parent_recurse,
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int mode);
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void ED_object_xform_array_m4(struct Object **objects, uint objects_len, const float matrix[4][4]);
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/* object_ops.c */
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void ED_operatortypes_object(void);
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void ED_operatormacros_object(void);
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void ED_keymap_object(struct wmKeyConfig *keyconf);
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/* object_relations.c */
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typedef enum eParentType {
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PAR_OBJECT,
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PAR_ARMATURE,
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PAR_ARMATURE_NAME,
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PAR_ARMATURE_ENVELOPE,
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PAR_ARMATURE_AUTO,
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PAR_BONE,
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PAR_BONE_RELATIVE,
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PAR_CURVE,
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PAR_FOLLOW,
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PAR_PATH_CONST,
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PAR_LATTICE,
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PAR_VERTEX,
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PAR_VERTEX_TRI,
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} eParentType;
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typedef enum eObjectSelect_Mode {
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BA_DESELECT = 0,
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BA_SELECT = 1,
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BA_INVERT = 2,
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} eObjectSelect_Mode;
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typedef enum eObClearParentTypes {
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CLEAR_PARENT_ALL = 0,
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CLEAR_PARENT_KEEP_TRANSFORM,
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CLEAR_PARENT_INVERSE,
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} eObClearParentTypes;
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#ifdef __RNA_TYPES_H__
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extern struct EnumPropertyItem prop_clear_parent_types[];
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extern struct EnumPropertyItem prop_make_parent_types[];
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#endif
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/**
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* Set the object's parent, return true if successful.
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*/
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bool ED_object_parent_set(struct ReportList *reports,
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const struct bContext *C,
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struct Scene *scene,
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struct Object *const ob,
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struct Object *const par,
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int partype,
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bool xmirror,
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bool keep_transform,
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const int vert_par[3]);
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void ED_object_parent_clear(struct Object *ob, int type);
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/**
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* Simple API for object selection, rather than just using the flag
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* this takes into account the 'restrict selection in 3d view' flag.
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* deselect works always, the restriction just prevents selection
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*
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* \note Caller must send a `NC_SCENE | ND_OB_SELECT` notifier
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* (or a `NC_SCENE | ND_OB_VISIBLE` in case of visibility toggling).
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*/
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void ED_object_base_select(struct Base *base, eObjectSelect_Mode mode);
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/**
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* Change active base, it includes the notifier
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*/
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void ED_object_base_activate(struct bContext *C, struct Base *base);
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void ED_object_base_activate_with_mode_exit_if_needed(struct bContext *C, struct Base *base);
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/**
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* Call when the active base has changed.
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*/
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void ED_object_base_active_refresh(struct Main *bmain,
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struct Scene *scene,
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struct ViewLayer *view_layer);
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/**
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* Remove base from a specific scene.
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* \note now unlinks constraints as well.
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*/
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void ED_object_base_free_and_unlink(struct Main *bmain, struct Scene *scene, struct Object *ob);
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/**
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* Remove base from a specific scene.
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* `ob` must not be indirectly used.
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*/
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void ED_object_base_free_and_unlink_no_indirect_check(struct Main *bmain,
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struct Scene *scene,
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struct Object *ob);
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bool ED_object_base_deselect_all_ex(const struct Scene *scene,
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struct ViewLayer *view_layer,
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struct View3D *v3d,
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int action,
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bool *r_any_visible);
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bool ED_object_base_deselect_all(const struct Scene *scene,
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struct ViewLayer *view_layer,
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struct View3D *v3d,
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int action);
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/**
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* Single object duplicate, if `dupflag == 0`, fully linked, else it uses the flags given.
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* Leaves selection of base/object unaltered.
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* \note don't call this within a loop since clear_* functions loop over the entire database.
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* \note caller must do `DAG_relations_tag_update(bmain);`
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* this is not done automatic since we may duplicate many objects in a batch.
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*/
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struct Base *ED_object_add_duplicate(struct Main *bmain,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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struct Base *base,
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eDupli_ID_Flags dupflag);
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void ED_object_parent(struct Object *ob, struct Object *parent, int type, const char *substr);
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char *ED_object_ot_drop_named_material_tooltip(struct bContext *C,
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const char *name,
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const int mval[2]);
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char *ED_object_ot_drop_geometry_nodes_tooltip(struct bContext *C,
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struct PointerRNA *properties,
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const int mval[2]);
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/* bitflags for enter/exit editmode */
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enum {
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EM_FREEDATA = (1 << 0),
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EM_NO_CONTEXT = (1 << 1),
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};
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/**
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* \param flag:
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* - If #EM_FREEDATA isn't in the flag, use ED_object_editmode_load directly.
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*/
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bool ED_object_editmode_exit_ex(struct Main *bmain,
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struct Scene *scene,
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struct Object *obedit,
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int flag);
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bool ED_object_editmode_exit(struct bContext *C, int flag);
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/**
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* Support freeing edit-mode data without flushing it back to the object.
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*
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* \return true if data was freed.
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*/
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bool ED_object_editmode_free_ex(struct Main *bmain, struct Object *obedit);
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bool ED_object_editmode_exit_multi_ex(struct Main *bmain,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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int flag);
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bool ED_object_editmode_exit_multi(struct bContext *C, int flag);
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bool ED_object_editmode_enter_ex(struct Main *bmain,
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struct Scene *scene,
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struct Object *ob,
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int flag);
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bool ED_object_editmode_enter(struct bContext *C, int flag);
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bool ED_object_editmode_load(struct Main *bmain, struct Object *obedit);
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void ED_object_vpaintmode_enter_ex(struct Main *bmain,
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struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct Object *ob);
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void ED_object_vpaintmode_enter(struct bContext *C, struct Depsgraph *depsgraph);
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void ED_object_wpaintmode_enter_ex(struct Main *bmain,
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struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct Object *ob);
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void ED_object_wpaintmode_enter(struct bContext *C, struct Depsgraph *depsgraph);
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void ED_object_vpaintmode_exit_ex(struct Object *ob);
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void ED_object_vpaintmode_exit(struct bContext *C);
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void ED_object_wpaintmode_exit_ex(struct Object *ob);
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void ED_object_wpaintmode_exit(struct bContext *C);
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void ED_object_texture_paint_mode_enter_ex(struct Main *bmain,
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struct Scene *scene,
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struct Depsgraph *depsgraph,
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Object *ob);
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void ED_object_texture_paint_mode_enter(struct bContext *C);
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void ED_object_texture_paint_mode_exit_ex(struct Main *bmain, struct Scene *scene, Object *ob);
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void ED_object_texture_paint_mode_exit(struct bContext *C);
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bool ED_object_particle_edit_mode_supported(const Object *ob);
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void ED_object_particle_edit_mode_enter_ex(struct Depsgraph *depsgraph,
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struct Scene *scene,
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Object *ob);
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void ED_object_particle_edit_mode_enter(struct bContext *C);
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void ED_object_particle_edit_mode_exit_ex(struct Scene *scene, Object *ob);
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void ED_object_particle_edit_mode_exit(struct bContext *C);
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void ED_object_sculptmode_enter_ex(struct Main *bmain,
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struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct Object *ob,
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bool force_dyntopo,
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struct ReportList *reports);
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void ED_object_sculptmode_enter(struct bContext *C,
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struct Depsgraph *depsgraph,
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struct ReportList *reports);
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void ED_object_sculptmode_exit_ex(struct Main *bmain,
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struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct Object *ob);
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void ED_object_sculptmode_exit(struct bContext *C, struct Depsgraph *depsgraph);
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void ED_object_location_from_view(struct bContext *C, float loc[3]);
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void ED_object_rotation_from_quat(float rot[3], const float quat[4], char align_axis);
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void ED_object_rotation_from_view(struct bContext *C, float rot[3], char align_axis);
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void ED_object_base_init_transform_on_add(struct Object *object,
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const float loc[3],
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const float rot[3]);
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/**
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* Uses context to figure out transform for primitive.
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* Returns standard diameter.
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*/
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float ED_object_new_primitive_matrix(struct bContext *C,
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struct Object *obedit,
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const float loc[3],
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const float rot[3],
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const float scale[3],
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float primmat[4][4]);
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/**
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* Avoid allowing too much insane values even by typing (typos can hang/crash Blender otherwise).
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*/
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#define OBJECT_ADD_SIZE_MAXF 1.0e12f
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void ED_object_add_unit_props_size(struct wmOperatorType *ot);
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void ED_object_add_unit_props_radius_ex(struct wmOperatorType *ot, float default_value);
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void ED_object_add_unit_props_radius(struct wmOperatorType *ot);
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void ED_object_add_generic_props(struct wmOperatorType *ot, bool do_editmode);
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void ED_object_add_mesh_props(struct wmOperatorType *ot);
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bool ED_object_add_generic_get_opts(struct bContext *C,
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struct wmOperator *op,
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char view_align_axis,
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float r_loc[3],
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float r_rot[3],
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float r_scale[3],
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bool *r_enter_editmode,
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unsigned short *r_local_view_bits,
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bool *r_is_view_aligned);
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/**
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* For object add primitive operators, or for object creation when `obdata != NULL`.
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* \param obdata: Assigned to #Object.data, with increased user count.
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*
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* \note Do not call undo push in this function (users of this function have to).
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*/
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struct Object *ED_object_add_type_with_obdata(struct bContext *C,
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int type,
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const char *name,
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const float loc[3],
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const float rot[3],
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bool enter_editmode,
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ushort local_view_bits,
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struct ID *obdata);
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struct Object *ED_object_add_type(struct bContext *C,
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int type,
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const char *name,
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const float loc[3],
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const float rot[3],
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bool enter_editmode,
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unsigned short local_view_bits)
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ATTR_NONNULL(1) ATTR_RETURNS_NONNULL;
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/**
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* Not an especially efficient function, only added so the single user button can be functional.
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*/
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void ED_object_single_user(struct Main *bmain, struct Scene *scene, struct Object *ob);
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void ED_object_single_obdata_user(struct Main *bmain, struct Scene *scene, struct Object *ob);
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/* object motion paths */
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/**
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* Clear motion paths for all objects.
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*/
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void ED_objects_clear_paths(struct bContext *C, bool only_selected);
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/* Corresponds to eAnimvizCalcRange. */
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typedef enum eObjectPathCalcRange {
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OBJECT_PATH_CALC_RANGE_CURRENT_FRAME,
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OBJECT_PATH_CALC_RANGE_CHANGED,
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OBJECT_PATH_CALC_RANGE_FULL,
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} eObjectPathCalcRange;
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/**
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* For the objects with animation: update paths for those that have got them
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* This should selectively update paths that exist.
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*
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* To be called from various tools that do incremental updates
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*/
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void ED_objects_recalculate_paths(struct bContext *C,
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struct Scene *scene,
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eObjectPathCalcRange range,
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struct ListBase *ld_objects);
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void ED_objects_recalculate_paths_selected(struct bContext *C,
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struct Scene *scene,
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eObjectPathCalcRange range);
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void ED_objects_recalculate_paths_visible(struct bContext *C,
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struct Scene *scene,
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eObjectPathCalcRange range);
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/* constraints */
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/**
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* If object is in pose-mode, return active bone constraints, else object constraints.
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* No constraints are returned for a bone on an inactive bone-layer.
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*/
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struct ListBase *ED_object_constraint_active_list(struct Object *ob);
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/**
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* Get the constraints for the active pose bone. Bone may be on an inactive bone-layer
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* (unlike #ED_object_constraint_active_list, such constraints are not excluded here).
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*/
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struct ListBase *ED_object_pose_constraint_list(const struct bContext *C);
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/**
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* Find the list that a given constraint belongs to,
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* and/or also get the posechannel this is from (if applicable).
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*/
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struct ListBase *ED_object_constraint_list_from_constraint(struct Object *ob,
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struct bConstraint *con,
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struct bPoseChannel **r_pchan);
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/**
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* Single constraint.
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*/
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struct bConstraint *ED_object_constraint_active_get(struct Object *ob);
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void object_test_constraints(struct Main *bmain, struct Object *ob);
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void ED_object_constraint_active_set(struct Object *ob, struct bConstraint *con);
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void ED_object_constraint_update(struct Main *bmain, struct Object *ob);
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void ED_object_constraint_dependency_update(struct Main *bmain, struct Object *ob);
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void ED_object_constraint_tag_update(struct Main *bmain,
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struct Object *ob,
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struct bConstraint *con);
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void ED_object_constraint_dependency_tag_update(struct Main *bmain,
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struct Object *ob,
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struct bConstraint *con);
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bool ED_object_constraint_move_to_index(struct Object *ob, struct bConstraint *con, int index);
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void ED_object_constraint_link(struct Main *bmain,
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struct Object *ob_dst,
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struct ListBase *dst,
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struct ListBase *src);
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void ED_object_constraint_copy_for_object(struct Main *bmain,
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struct Object *ob_dst,
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struct bConstraint *con);
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void ED_object_constraint_copy_for_pose(struct Main *bmain,
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struct Object *ob_dst,
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struct bPoseChannel *pchan,
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struct bConstraint *con);
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/* object_modes.cc */
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/**
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* Checks the mode to be set is compatible with the object
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* should be made into a generic function
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*/
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bool ED_object_mode_compat_test(const struct Object *ob, eObjectMode mode);
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/**
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* Sets the mode to a compatible state (use before entering the mode).
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*
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* This is so each mode's exec function can call
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*/
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bool ED_object_mode_compat_set(struct bContext *C,
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struct Object *ob,
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eObjectMode mode,
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struct ReportList *reports);
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bool ED_object_mode_set_ex(struct bContext *C,
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eObjectMode mode,
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bool use_undo,
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struct ReportList *reports);
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bool ED_object_mode_set(struct bContext *C, eObjectMode mode);
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void ED_object_mode_generic_exit(struct Main *bmain,
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struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct Object *ob);
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bool ED_object_mode_generic_has_data(struct Depsgraph *depsgraph, const struct Object *ob);
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void ED_object_posemode_set_for_weight_paint(struct bContext *C,
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struct Main *bmain,
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struct Object *ob,
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bool is_mode_set);
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/**
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* Return the index of an object in a mode (typically edit/pose mode).
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*
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* Useful for operators with multi-mode editing to be able to redo an action on an object
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* by it's index which (unlike pointers) the operator can store for redo.
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*
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* The indices aren't intended to be useful from Python scripts,
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* although they are not prevented from passing them in, this is mainly to enable redo.
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* For scripts it's more convenient to set the object active before operating on it.
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*
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* \note The active object is always index 0.
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*/
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int ED_object_in_mode_to_index(const struct Scene *scene,
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struct ViewLayer *view_layer,
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eObjectMode mode,
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const struct Object *ob);
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/**
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* Access the object from the index returned by #ED_object_in_mode_to_index.
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*/
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Object *ED_object_in_mode_from_index(const struct Scene *scene,
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struct ViewLayer *view_layer,
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eObjectMode mode,
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int index);
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/* object_modifier.c */
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enum {
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MODIFIER_APPLY_DATA = 1,
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MODIFIER_APPLY_SHAPE,
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};
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/**
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* Add a modifier to given object, including relevant extra processing needed by some physics types
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* (particles, simulations...).
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*
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* \param scene: is only used to set current frame in some cases, and may be NULL.
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*/
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struct ModifierData *ED_object_modifier_add(struct ReportList *reports,
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struct Main *bmain,
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struct Scene *scene,
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struct Object *ob,
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const char *name,
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int type);
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bool ED_object_modifier_remove(struct ReportList *reports,
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struct Main *bmain,
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struct Scene *scene,
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struct Object *ob,
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struct ModifierData *md);
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void ED_object_modifier_clear(struct Main *bmain, struct Scene *scene, struct Object *ob);
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bool ED_object_modifier_move_down(struct ReportList *reports,
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eReportType error_type,
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struct Object *ob,
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struct ModifierData *md);
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bool ED_object_modifier_move_up(struct ReportList *reports,
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eReportType error_type,
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struct Object *ob,
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struct ModifierData *md);
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bool ED_object_modifier_move_to_index(struct ReportList *reports,
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eReportType error_type,
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struct Object *ob,
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struct ModifierData *md,
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int index,
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bool allow_partial);
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bool ED_object_modifier_convert_psys_to_mesh(struct ReportList *reports,
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struct Main *bmain,
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struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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struct Object *ob,
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struct ModifierData *md);
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bool ED_object_modifier_apply(struct Main *bmain,
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struct ReportList *reports,
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struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct Object *ob,
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struct ModifierData *md,
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int mode,
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bool keep_modifier);
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bool ED_object_modifier_copy(struct ReportList *reports,
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struct Main *bmain,
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struct Scene *scene,
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struct Object *ob,
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struct ModifierData *md);
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void ED_object_modifier_link(struct bContext *C, struct Object *ob_dst, struct Object *ob_src);
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void ED_object_modifier_copy_to_object(struct bContext *C,
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struct Object *ob_dst,
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struct Object *ob_src,
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struct ModifierData *md);
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/**
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* If the object data of 'orig_ob' has other users, run 'callback' on
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* each of them.
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*
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* If include_orig is true, the callback will run on 'orig_ob' too.
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*
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* If the callback ever returns true, iteration will stop and the
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* function value will be true. Otherwise the function returns false.
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*/
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bool ED_object_iter_other(struct Main *bmain,
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struct Object *orig_ob,
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bool include_orig,
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bool (*callback)(struct Object *ob, void *callback_data),
|
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void *callback_data);
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|
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/**
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* Use with #ED_object_iter_other(). Sets the total number of levels
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* for any multi-res modifiers on the object to the int pointed to by callback_data.
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*/
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bool ED_object_multires_update_totlevels_cb(struct Object *ob, void *totlevel_v);
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|
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/* object_greasepencil_modifier.c */
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|
|
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struct GpencilModifierData *ED_object_gpencil_modifier_add(struct ReportList *reports,
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struct Main *bmain,
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struct Scene *scene,
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struct Object *ob,
|
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const char *name,
|
|
int type);
|
|
bool ED_object_gpencil_modifier_remove(struct ReportList *reports,
|
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struct Main *bmain,
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struct Object *ob,
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struct GpencilModifierData *md);
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void ED_object_gpencil_modifier_clear(struct Main *bmain, struct Object *ob);
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bool ED_object_gpencil_modifier_move_down(struct ReportList *reports,
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struct Object *ob,
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struct GpencilModifierData *md);
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bool ED_object_gpencil_modifier_move_up(struct ReportList *reports,
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struct Object *ob,
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struct GpencilModifierData *md);
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bool ED_object_gpencil_modifier_move_to_index(struct ReportList *reports,
|
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struct Object *ob,
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struct GpencilModifierData *md,
|
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int index);
|
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bool ED_object_gpencil_modifier_apply(struct Main *bmain,
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struct ReportList *reports,
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struct Depsgraph *depsgraph,
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struct Object *ob,
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struct GpencilModifierData *md,
|
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int mode);
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bool ED_object_gpencil_modifier_copy(struct ReportList *reports,
|
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struct Object *ob,
|
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struct GpencilModifierData *md);
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void ED_object_gpencil_modifier_copy_to_object(struct Object *ob_dst,
|
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struct GpencilModifierData *md);
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|
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/* object_shader_fx.c */
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|
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struct ShaderFxData *ED_object_shaderfx_add(struct ReportList *reports,
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struct Main *bmain,
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|
struct Scene *scene,
|
|
struct Object *ob,
|
|
const char *name,
|
|
int type);
|
|
bool ED_object_shaderfx_remove(struct ReportList *reports,
|
|
struct Main *bmain,
|
|
struct Object *ob,
|
|
struct ShaderFxData *fx);
|
|
void ED_object_shaderfx_clear(struct Main *bmain, struct Object *ob);
|
|
int ED_object_shaderfx_move_down(struct ReportList *reports,
|
|
struct Object *ob,
|
|
struct ShaderFxData *fx);
|
|
int ED_object_shaderfx_move_up(struct ReportList *reports,
|
|
struct Object *ob,
|
|
struct ShaderFxData *fx);
|
|
bool ED_object_shaderfx_move_to_index(struct ReportList *reports,
|
|
struct Object *ob,
|
|
struct ShaderFxData *fx,
|
|
int index);
|
|
void ED_object_shaderfx_link(struct Object *dst, struct Object *src);
|
|
void ED_object_shaderfx_copy(struct Object *dst, struct ShaderFxData *fx);
|
|
|
|
/* object_select.c */
|
|
|
|
void ED_object_select_linked_by_id(struct bContext *C, struct ID *id);
|
|
|
|
const struct EnumPropertyItem *ED_object_vgroup_selection_itemf_helper(
|
|
const struct bContext *C,
|
|
struct PointerRNA *ptr,
|
|
struct PropertyRNA *prop,
|
|
bool *r_free,
|
|
unsigned int selection_mask);
|
|
|
|
void ED_object_check_force_modifiers(struct Main *bmain,
|
|
struct Scene *scene,
|
|
struct Object *object);
|
|
|
|
/**
|
|
* If id is not already an Object, try to find an object that uses it as data.
|
|
* Prefers active, then selected, then visible/selectable.
|
|
*/
|
|
struct Base *ED_object_find_first_by_data_id(const struct Scene *scene,
|
|
struct ViewLayer *view_layer,
|
|
struct ID *id);
|
|
|
|
/**
|
|
* Select and make the target object active in the view layer.
|
|
* If already selected, selection isn't changed.
|
|
*
|
|
* \returns false if not found in current view layer
|
|
*/
|
|
bool ED_object_jump_to_object(struct bContext *C, struct Object *ob, bool reveal_hidden);
|
|
/**
|
|
* Select and make the target object and bone active.
|
|
* Switches to Pose mode if in Object mode so the selection is visible.
|
|
* Un-hides the target bone and bone layer if necessary.
|
|
*
|
|
* \returns false if object not in layer, bone not found, or other error
|
|
*/
|
|
bool ED_object_jump_to_bone(struct bContext *C,
|
|
struct Object *ob,
|
|
const char *bone_name,
|
|
bool reveal_hidden);
|
|
|
|
/* object_facemap_ops.c */
|
|
|
|
/**
|
|
* Called while not in edit-mode.
|
|
*/
|
|
void ED_object_facemap_face_add(struct Object *ob, struct bFaceMap *fmap, int facenum);
|
|
/**
|
|
* Called while not in edit-mode.
|
|
*/
|
|
void ED_object_facemap_face_remove(struct Object *ob, struct bFaceMap *fmap, int facenum);
|
|
|
|
/* object_data_transform.cc */
|
|
|
|
struct XFormObjectData *ED_object_data_xform_create_ex(struct ID *id, bool is_edit_mode);
|
|
struct XFormObjectData *ED_object_data_xform_create(struct ID *id);
|
|
struct XFormObjectData *ED_object_data_xform_create_from_edit_mode(ID *id);
|
|
|
|
void ED_object_data_xform_destroy(struct XFormObjectData *xod_base);
|
|
|
|
void ED_object_data_xform_by_mat4(struct XFormObjectData *xod, const float mat[4][4]);
|
|
|
|
void ED_object_data_xform_restore(struct XFormObjectData *xod);
|
|
void ED_object_data_xform_tag_update(struct XFormObjectData *xod);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|