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blender-archive/source/blender/editors/include/ED_object.h
Hans Goudey 118ec54ec7 Cleanup: Move five mesh related files to C++
To faciliate further mesh data structure refactoring. See #103343.

Pull Request #105354
2023-03-02 23:14:33 +01:00

756 lines
32 KiB
C++

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