Implementation Note: * Moved the scene copy/unlink code back into blenkernel, with the exception of the copy single user stuff which is still in object_edit.c. * Uses SCREENDELETE notifier like SCREENBROWSE, seems only clean way to do this now.
91 lines
2.8 KiB
C++
91 lines
2.8 KiB
C++
/**
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* blenlib/BKE_scene.h (mar-2001 nzc)
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*
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* $Id$
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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_SCENE_H
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#define BKE_SCENE_H
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struct bglMats;
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struct Scene;
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struct Object;
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struct Base;
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struct Text;
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struct AviCodecData;
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struct QuicktimeCodecData;
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struct RenderData;
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struct Text;
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struct Main;
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#define SCE_COPY_EMPTY 0
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#define SCE_COPY_LINK_OB 1
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#define SCE_COPY_LINK_DATA 2
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#define SCE_COPY_FULL 3
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/* note; doesn't work when scene is empty */
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#define SETLOOPER(s, b) sce= s, b= (Base*)sce->base.first; b; b= (Base*)(b->next?b->next:sce->set?(sce=sce->set)->base.first:NULL)
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void free_avicodecdata(struct AviCodecData *acd);
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void free_qtcodecdata(struct QuicktimeCodecData *acd);
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void free_scene(struct Scene *sce);
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struct Scene *add_scene(char *name);
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struct Base *object_in_scene(struct Object *ob, struct Scene *sce);
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void set_scene_bg(struct Scene *sce);
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void set_scene_name(char *name);
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struct Scene *copy_scene(struct Main *bmain, struct Scene *sce, int type);
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void unlink_scene(struct Main *bmain, struct Scene *sce, struct Scene *newsce);
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int next_object(struct Scene *scene, int val, struct Base **base, struct Object **ob);
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struct Object *scene_find_camera(struct Scene *sc);
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struct Base *scene_add_base(struct Scene *sce, struct Object *ob);
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void scene_deselect_all(struct Scene *sce);
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void scene_select_base(struct Scene *sce, struct Base *selbase);
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/* checks for cycle, returns 1 if it's all OK */
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int scene_check_setscene(struct Scene *sce);
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void scene_update_for_newframe(struct Scene *sce, unsigned int lay);
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void scene_add_render_layer(struct Scene *sce);
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/* render profile */
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int get_render_subsurf_level(struct RenderData *r, int level);
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int get_render_child_particle_number(struct RenderData *r, int num);
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int get_render_shadow_samples(struct RenderData *r, int samples);
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float get_render_aosss_error(struct RenderData *r, float error);
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void free_dome_warp_text(struct Text *txt);
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#endif
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