149 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			149 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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#ifndef BKE_OBJECT_H
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#define BKE_OBJECT_H
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/** \file BKE_object.h
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 *  \ingroup bke
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 *  \brief General operations, lookup, etc. for blender objects.
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 */
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Base;
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struct Scene;
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struct Object;
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struct Camera;
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struct BoundBox;
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struct View3D;
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struct SoftBody;
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struct BulletSoftBody;
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struct Group;
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struct bAction;
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struct RenderData;
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struct rctf;
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void clear_workob(struct Object *workob);
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void what_does_parent(struct Scene *scene, struct Object *ob, struct Object *workob);
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void copy_baseflags(struct Scene *scene);
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void copy_objectflags(struct Scene *scene);
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struct SoftBody *copy_softbody(struct SoftBody *sb);
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struct BulletSoftBody *copy_bulletsoftbody(struct BulletSoftBody *sb);
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void copy_object_particlesystems(struct Object *obn, struct Object *ob);
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void copy_object_softbody(struct Object *obn, struct Object *ob);
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void object_free_particlesystems(struct Object *ob);
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void object_free_softbody(struct Object *ob);
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void object_free_bulletsoftbody(struct Object *ob);
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void update_base_layer(struct Scene *scene, struct Object *ob);
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void free_object(struct Object *ob);
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void object_free_display(struct Object *ob);
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void object_link_modifiers(struct Object *ob, struct Object *from);
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void object_free_modifiers(struct Object *ob);
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void object_make_proxy(struct Object *ob, struct Object *target, struct Object *gob);
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void object_copy_proxy_drivers(struct Object *ob, struct Object *target);
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void unlink_object(struct Object *ob);
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int exist_object(struct Object *obtest);
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void *add_camera(const char *name);
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struct Camera *copy_camera(struct Camera *cam);
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void make_local_camera(struct Camera *cam);
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float dof_camera(struct Object *ob);
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void *add_lamp(const char *name);
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struct Lamp *copy_lamp(struct Lamp *la);
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void make_local_lamp(struct Lamp *la);
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void free_camera(struct Camera *ca);
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void free_lamp(struct Lamp *la);
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struct Object *add_only_object(int type, const char *name);
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struct Object *add_object(struct Scene *scene, int type);
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struct Object *copy_object(struct Object *ob);
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void expand_local_object(struct Object *ob);
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void make_local_object(struct Object *ob);
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int object_is_libdata(struct Object *ob);
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int object_data_is_libdata(struct Object *ob);
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void set_mblur_offs(float blur);
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void set_field_offs(float field);
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void disable_speed_curve(int val);
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float bsystem_time(struct Scene *scene, struct Object *ob, float cfra, float ofs);
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void object_scale_to_mat3(struct Object *ob, float mat[][3]);
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void object_rot_to_mat3(struct Object *ob, float mat[][3]);
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void object_mat3_to_rot(struct Object *ob, float mat[][3], short use_compat);
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void object_to_mat3(struct Object *ob, float mat[][3]);
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void object_to_mat4(struct Object *ob, float mat[][4]);
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void object_apply_mat4(struct Object *ob, float mat[][4], const short use_compat, const short use_parent);
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void set_no_parent_ipo(int val);
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void where_is_object_time(struct Scene *scene, struct Object *ob, float ctime);
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void where_is_object(struct Scene *scene, struct Object *ob);
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void where_is_object_simul(struct Scene *scene, struct Object *ob);
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struct BoundBox *unit_boundbox(void);
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void boundbox_set_from_min_max(struct BoundBox *bb, float min[3], float max[3]);
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struct BoundBox *object_get_boundbox(struct Object *ob);
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void object_get_dimensions(struct Object *ob, float *value);
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void object_set_dimensions(struct Object *ob, const float *value);
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void object_boundbox_flag(struct Object *ob, int flag, int set);
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void minmax_object(struct Object *ob, float *min, float *max);
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int minmax_object_duplis(struct Scene *scene, struct Object *ob, float *min, float *max);
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void solve_tracking (struct Object *ob, float targetmat[][4]);
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int ray_hit_boundbox(struct BoundBox *bb, float ray_start[3], float ray_normal[3]);
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void *object_tfm_backup(struct Object *ob);
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void object_tfm_restore(struct Object *ob, void *obtfm_pt);
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void object_handle_update(struct Scene *scene, struct Object *ob);
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float give_timeoffset(struct Object *ob);
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int give_obdata_texspace(struct Object *ob, short **texflag, float **loc, float **size, float **rot);
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int object_insert_ptcache(struct Object *ob);
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// void object_delete_ptcache(struct Object *ob, int index);
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struct KeyBlock *object_insert_shape_key(struct Scene *scene, struct Object *ob, const char *name, int from_mix);
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void object_camera_matrix(
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		struct RenderData *rd, struct Object *camera, int winx, int winy, short field_second,
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		float winmat[][4], struct rctf *viewplane, float *clipsta, float *clipend, float *lens, float *ycor,
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		float *viewdx, float *viewdy);
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#ifdef __cplusplus
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}
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#endif
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#endif
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