While \file doesn't need an argument, it can't have another doxy command after it.
		
			
				
	
	
		
			324 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			324 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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) 2008 Blender Foundation.
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 * All rights reserved.
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 */
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/** \file
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 * \ingroup editors
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 */
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#ifndef __ED_OBJECT_H__
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#define __ED_OBJECT_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 EnumPropertyItem;
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struct ID;
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struct Main;
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struct Menu;
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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 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 wmKeyMap;
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struct wmOperator;
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struct wmOperatorType;
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struct wmWindow;
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struct wmWindowManager;
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#include "DNA_object_enums.h"
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#include "BLI_compiler_attrs.h"
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/* object_edit.c */
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/* context.object */
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struct Object *ED_object_context(struct bContext *C);
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/* context.object or context.active_object */
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struct Object *ED_object_active_context(struct bContext *C);
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void ED_collection_hide_menu_draw(const struct bContext *C, struct uiLayout *layout);
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/* object_utils.c */
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bool ED_object_calc_active_center_for_editmode(
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        struct Object *obedit, const bool select_only, float r_center[3]);
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bool ED_object_calc_active_center_for_posemode(
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        struct Object *ob, const bool select_only, float r_center[3]);
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bool ED_object_calc_active_center(
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        struct Object *ob, const bool select_only, float r_center[3]);
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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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#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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bool ED_object_parent_set(struct ReportList *reports, const struct bContext *C, struct Scene *scene, struct Object *ob,
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                          struct Object *par, int partype, const bool xmirror, const bool keep_transform,
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                          const int vert_par[3]);
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void ED_object_parent_clear(struct Object *ob, const int type);
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void ED_object_base_select(struct Base *base, eObjectSelect_Mode mode);
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void ED_object_base_activate(struct bContext *C, struct Base *base);
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void ED_object_base_free_and_unlink(struct Main *bmain, struct Scene *scene, struct Object *ob);
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bool ED_object_base_deselect_all_ex(struct ViewLayer *view_layer, struct View3D *v3d, int action, bool *r_any_visible);
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bool ED_object_base_deselect_all(struct ViewLayer *view_layer, struct View3D *v3d, int action);
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/* single object duplicate, if (dupflag == 0), fully linked, else it uses the flags given */
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struct Base *ED_object_add_duplicate(struct Main *bmain, struct Scene *scene, struct ViewLayer *view_layer, struct Base *base, int dupflag);
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void ED_object_parent(struct Object *ob, struct Object *parent, const int type, const char *substr);
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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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bool ED_object_editmode_exit_ex(
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        struct Main *bmain, struct Scene *scene, struct Object *obedit, int flag);
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bool ED_object_editmode_exit(struct bContext *C, int flag);
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bool ED_object_editmode_enter_ex(struct Main *bmain, struct Scene *scene, struct Object *ob, 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(
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        struct Main *bmain, struct Depsgraph *depsgraph, struct wmWindowManager *wm,
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        struct Scene *scene, struct Object *ob);
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void ED_object_vpaintmode_enter(struct bContext *C);
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void ED_object_wpaintmode_enter_ex(
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        struct Main *bmain, struct Depsgraph *depsgraph, struct wmWindowManager *wm,
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        struct Scene *scene, struct Object *ob);
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void ED_object_wpaintmode_enter(struct bContext *C);
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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_sculptmode_enter_ex(
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        struct Main *bmain, struct Depsgraph *depsgraph,
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        struct Scene *scene, struct Object *ob, const bool force_dyntopo,
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        struct ReportList *reports);
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void ED_object_sculptmode_enter(struct bContext *C, struct ReportList *reports);
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void ED_object_sculptmode_exit_ex(
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        struct Depsgraph *depsgraph,
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        struct Scene *scene, struct Object *ob);
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void ED_object_sculptmode_exit(struct bContext *C);
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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], const char align_axis);
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void ED_object_rotation_from_view(struct bContext *C, float rot[3], const char align_axis);
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void ED_object_base_init_transform(struct bContext *C, struct Base *base, const float loc[3], const float rot[3]);
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float ED_object_new_primitive_matrix(
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        struct bContext *C, struct Object *editob,
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        const float loc[3], const float rot[3], float primmat[4][4]);
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/* Avoid allowing too much insane values even by typing
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 * (typos can hang/crash Blender otherwise). */
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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(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(
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        struct bContext *C, struct wmOperator *op, const char view_align_axis,
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        float loc[3], float rot[3],
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        bool *enter_editmode, unsigned short *local_view_bits, bool *is_view_aligned);
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struct Object *ED_object_add_type(
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        struct bContext *C,
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        int type, const char *name, const float loc[3], const float rot[3],
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        bool enter_editmode, unsigned short local_view_bits)
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        ATTR_NONNULL(1) ATTR_RETURNS_NONNULL;
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void ED_object_single_users(struct Main *bmain, struct Scene *scene, const bool full, const bool copy_groups);
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void ED_object_single_user(struct Main *bmain, struct Scene *scene, struct Object *ob);
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/* object motion paths */
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void ED_objects_clear_paths(struct bContext *C, bool only_selected);
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void ED_objects_recalculate_paths(struct bContext *C, struct Scene *scene, bool current_frame_only);
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/* constraints */
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struct ListBase *get_active_constraints(struct Object *ob);
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struct ListBase *get_constraint_lb(struct Object *ob, struct bConstraint *con, struct bPoseChannel **r_pchan);
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struct bConstraint *get_active_constraint(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_set_active(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, struct Object *ob, struct bConstraint *con);
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void ED_object_constraint_dependency_tag_update(struct Main *bmain, struct Object *ob, struct bConstraint *con);
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/* object_modes.c */
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bool ED_object_mode_compat_test(const struct Object *ob, eObjectMode mode);
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bool ED_object_mode_compat_set(struct bContext *C, struct Object *ob, eObjectMode mode, struct ReportList *reports);
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void ED_object_mode_toggle(struct bContext *C, eObjectMode mode);
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void ED_object_mode_set(struct bContext *C, eObjectMode mode);
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void ED_object_mode_exit(struct bContext *C);
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bool ED_object_mode_generic_enter(
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        struct bContext *C,
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        eObjectMode object_mode);
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void ED_object_mode_generic_exit(
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        struct Main *bmain,
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        struct Depsgraph *depsgraph,
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        struct Scene *scene, struct Object *ob);
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bool ED_object_mode_generic_has_data(
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        struct Depsgraph *depsgraph,
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        struct Object *ob);
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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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struct ModifierData *ED_object_modifier_add(
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        struct ReportList *reports, struct Main *bmain, struct Scene *scene,
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        struct Object *ob, const char *name, int type);
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bool ED_object_modifier_remove(struct ReportList *reports, struct Main *bmain,
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                               struct Object *ob, struct ModifierData *md);
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void ED_object_modifier_clear(struct Main *bmain, struct Object *ob);
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int ED_object_modifier_move_down(struct ReportList *reports, struct Object *ob, struct ModifierData *md);
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int ED_object_modifier_move_up(struct ReportList *reports, struct Object *ob, struct ModifierData *md);
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int ED_object_modifier_convert(
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        struct ReportList *reports, struct Main *bmain, struct Depsgraph *depsgraph, struct Scene *scene,
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        struct ViewLayer *view_layer, struct Object *ob, struct ModifierData *md);
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int ED_object_modifier_apply(
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        struct Main *bmain, struct ReportList *reports, struct Depsgraph *depsgraph, struct Scene *scene,
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        struct Object *ob, struct ModifierData *md, int mode);
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int ED_object_modifier_copy(struct ReportList *reports, struct Object *ob, struct ModifierData *md);
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bool ED_object_iter_other(
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        struct Main *bmain, struct Object *orig_ob, const 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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bool ED_object_multires_update_totlevels_cb(struct Object *ob, void *totlevel_v);
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/* object_greasepencil_modifier.c */
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struct GpencilModifierData *ED_object_gpencil_modifier_add(
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        struct ReportList *reports, struct Main *bmain, struct Scene *scene,
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        struct Object *ob, const char *name, int type);
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bool ED_object_gpencil_modifier_remove(
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        struct ReportList *reports, struct Main *bmain,
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        struct Object *ob, struct GpencilModifierData *md);
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void ED_object_gpencil_modifier_clear(
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        struct Main *bmain, struct Object *ob);
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int ED_object_gpencil_modifier_move_down(
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        struct ReportList *reports, struct Object *ob, struct GpencilModifierData *md);
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int ED_object_gpencil_modifier_move_up(
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        struct ReportList *reports, struct Object *ob, struct GpencilModifierData *md);
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int ED_object_gpencil_modifier_apply(
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        struct Main *bmain, struct ReportList *reports, struct Depsgraph *depsgraph,
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        struct Object *ob, struct GpencilModifierData *md, int mode);
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int ED_object_gpencil_modifier_copy(
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        struct ReportList *reports, struct Object *ob, struct GpencilModifierData *md);
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/* object_shader_fx.c */
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struct ShaderFxData *ED_object_shaderfx_add(
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	struct ReportList *reports, struct Main *bmain, struct Scene *scene,
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	struct Object *ob, const char *name, int type);
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bool ED_object_shaderfx_remove(
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	struct ReportList *reports, struct Main *bmain,
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	struct Object *ob, struct ShaderFxData *fx);
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void ED_object_shaderfx_clear(
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	struct Main *bmain, struct Object *ob);
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int ED_object_shaderfx_move_down(
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	struct ReportList *reports, struct Object *ob, struct ShaderFxData *fx);
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int ED_object_shaderfx_move_up(
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	struct ReportList *reports, struct Object *ob, struct ShaderFxData *fx);
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/* object_select.c */
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void ED_object_select_linked_by_id(struct bContext *C, struct ID *id);
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const struct EnumPropertyItem *ED_object_vgroup_selection_itemf_helper(
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        const struct bContext *C,
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        struct PointerRNA *ptr,
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        struct PropertyRNA *prop,
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        bool *r_free,
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        const unsigned int selection_mask);
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void ED_object_check_force_modifiers(
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        struct Main *bmain, struct Scene *scene, struct Object *object);
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struct Base *ED_object_find_first_by_data_id(struct ViewLayer *view_layer, struct ID *id);
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bool ED_object_jump_to_object(
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        struct bContext *C, struct Object *ob,
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        const bool reveal_hidden);
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bool ED_object_jump_to_bone(
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        struct bContext *C, struct Object *ob, const char *bone_name,
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        const bool reveal_hidden);
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/* object_facemap_ops.c */
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void ED_object_facemap_face_add(struct Object *ob, struct bFaceMap *fmap, int facenum);
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void ED_object_facemap_face_remove(struct Object *ob, struct bFaceMap *fmap, int facenum);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __ED_OBJECT_H__ */
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