Noisy change, but safe, and better do it sooner than later if we are to rework copying code. Also, previous commit shows this *is* useful to catch some mistakes.
		
			
				
	
	
		
			271 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			271 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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: 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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#include "BLI_compiler_attrs.h"
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struct Base;
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struct EvaluationContext;
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struct Scene;
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struct Object;
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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 MovieClip;
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struct Main;
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struct RigidBodyWorld;
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struct HookModifierData;
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struct ModifierData;
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void BKE_object_workob_clear(struct Object *workob);
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void BKE_object_workob_calc_parent(struct Scene *scene, struct Object *ob, struct Object *workob);
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void BKE_object_transform_copy(struct Object *ob_tar, const struct Object *ob_src);
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struct SoftBody *copy_softbody(const struct SoftBody *sb, bool copy_caches);
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struct BulletSoftBody *copy_bulletsoftbody(const struct BulletSoftBody *sb);
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struct ParticleSystem *BKE_object_copy_particlesystem(struct ParticleSystem *psys);
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void BKE_object_copy_particlesystems(struct Object *ob_dst, const struct Object *ob_src);
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void BKE_object_copy_softbody(struct Object *ob_dst, const struct Object *ob_src);
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void BKE_object_free_particlesystems(struct Object *ob);
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void BKE_object_free_softbody(struct Object *ob);
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void BKE_object_free_bulletsoftbody(struct Object *ob);
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void BKE_object_free_curve_cache(struct Object *ob);
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void BKE_object_update_base_layer(struct Scene *scene, struct Object *ob);
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void BKE_object_free(struct Object *ob);
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void BKE_object_free_derived_caches(struct Object *ob);
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void BKE_object_free_caches(struct Object *object);
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void BKE_object_modifier_hook_reset(struct Object *ob, struct HookModifierData *hmd);
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bool BKE_object_support_modifier_type_check(struct Object *ob, int modifier_type);
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void BKE_object_link_modifiers(struct Object *ob_dst, const struct Object *ob_src);
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void BKE_object_free_modifiers(struct Object *ob);
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void BKE_object_make_proxy(struct Object *ob, struct Object *target, struct Object *gob);
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void BKE_object_copy_proxy_drivers(struct Object *ob, struct Object *target);
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bool BKE_object_exists_check(struct Object *obtest);
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bool BKE_object_is_in_editmode(struct Object *ob);
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bool BKE_object_is_in_editmode_vgroup(struct Object *ob);
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bool BKE_object_is_in_wpaint_select_vert(struct Object *ob);
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void BKE_object_init(struct Object *ob);
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struct Object *BKE_object_add_only_object(
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        struct Main *bmain,
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        int type, const char *name)
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        ATTR_NONNULL(1) ATTR_RETURNS_NONNULL;
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struct Object *BKE_object_add(
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        struct Main *bmain, struct Scene *scene,
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        int type, const char *name)
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        ATTR_NONNULL(1, 2) ATTR_RETURNS_NONNULL;
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void *BKE_object_obdata_add_from_type(
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        struct Main *bmain,
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        int type, const char *name)
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        ATTR_NONNULL(1);
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void BKE_object_lod_add(struct Object *ob);
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void BKE_object_lod_sort(struct Object *ob);
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bool BKE_object_lod_remove(struct Object *ob, int level);
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void BKE_object_lod_update(struct Object *ob, const float camera_position[3]);
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bool BKE_object_lod_is_usable(struct Object *ob, struct Scene *scene);
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struct Object *BKE_object_lod_meshob_get(struct Object *ob, struct Scene *scene);
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struct Object *BKE_object_lod_matob_get(struct Object *ob, struct Scene *scene);
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struct Object *BKE_object_copy_ex(struct Main *bmain, const struct Object *ob, bool copy_caches);
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struct Object *BKE_object_copy(struct Main *bmain, const struct Object *ob);
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void BKE_object_make_local(struct Main *bmain, struct Object *ob, const bool lib_local);
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void BKE_object_make_local_ex(struct Main *bmain, struct Object *ob, const bool lib_local, const bool clear_proxy);
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bool BKE_object_is_libdata(struct Object *ob);
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bool BKE_object_obdata_is_libdata(struct Object *ob);
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void BKE_object_obdata_size_init(struct Object *ob, const float scale);
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void BKE_object_scale_to_mat3(struct Object *ob, float mat[3][3]);
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void BKE_object_rot_to_mat3(struct Object *ob, float mat[3][3], bool use_drot);
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void BKE_object_mat3_to_rot(struct Object *ob, float mat[3][3], bool use_compat);
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void BKE_object_to_mat3(struct Object *ob, float mat[3][3]);
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void BKE_object_to_mat4(struct Object *ob, float mat[4][4]);
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void BKE_object_apply_mat4(struct Object *ob, float mat[4][4], const bool use_compat, const bool use_parent);
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void BKE_object_matrix_local_get(struct Object *ob, float mat[4][4]);
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bool BKE_object_pose_context_check(struct Object *ob);
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struct Object *BKE_object_pose_armature_get(struct Object *ob);
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void BKE_object_get_parent_matrix(struct Scene *scene, struct Object *ob, struct Object *par, float parentmat[4][4]);
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void BKE_object_where_is_calc(struct Scene *scene, struct Object *ob);
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void BKE_object_where_is_calc_ex(struct Scene *scene, struct RigidBodyWorld *rbw, struct Object *ob, float r_originmat[3][3]);
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void BKE_object_where_is_calc_time(struct Scene *scene, struct Object *ob, float ctime);
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void BKE_object_where_is_calc_time_ex(struct Scene *scene, struct Object *ob, float ctime,
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                                      struct RigidBodyWorld *rbw, float r_originmat[3][3]);
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void BKE_object_where_is_calc_mat4(struct Scene *scene, struct Object *ob, float obmat[4][4]);
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/* possibly belong in own moduke? */
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struct BoundBox *BKE_boundbox_alloc_unit(void);
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void BKE_boundbox_init_from_minmax(struct BoundBox *bb, const float min[3], const float max[3]);
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void BKE_boundbox_calc_center_aabb(const struct BoundBox *bb, float r_cent[3]);
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void BKE_boundbox_calc_size_aabb(const struct BoundBox *bb, float r_size[3]);
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void BKE_boundbox_minmax(const struct BoundBox *bb, float obmat[4][4], float r_min[3], float r_max[3]);
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struct BoundBox *BKE_object_boundbox_get(struct Object *ob);
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void BKE_object_dimensions_get(struct Object *ob, float vec[3]);
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void BKE_object_dimensions_set(struct Object *ob, const float value[3]);
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void BKE_object_empty_draw_type_set(struct Object *ob, const int value);
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void BKE_object_boundbox_flag(struct Object *ob, int flag, const bool set);
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void BKE_object_minmax(struct Object *ob, float r_min[3], float r_max[3], const bool use_hidden);
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bool BKE_object_minmax_dupli(struct Scene *scene, struct Object *ob, float r_min[3], float r_max[3], const bool use_hidden);
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/* sometimes min-max isn't enough, we need to loop over each point */
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void BKE_object_foreach_display_point(struct Object *ob, float obmat[4][4],
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                                      void (*func_cb)(const float[3], void *), void *user_data);
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void BKE_scene_foreach_display_point(struct Scene *scene,
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                                     struct View3D *v3d,
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                                     const short flag,
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                                     void (*func_cb)(const float[3], void *), void *user_data);
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bool BKE_object_parent_loop_check(const struct Object *parent, const struct Object *ob);
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void *BKE_object_tfm_backup(struct Object *ob);
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void  BKE_object_tfm_restore(struct Object *ob, void *obtfm_pt);
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typedef struct ObjectTfmProtectedChannels {
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	float loc[3],     dloc[3];
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	float size[3],    dscale[3];
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	float rot[3],     drot[3];
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	float quat[4],    dquat[4];
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	float rotAxis[3], drotAxis[3];
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	float rotAngle,   drotAngle;
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} ObjectTfmProtectedChannels;
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void BKE_object_tfm_protected_backup(const struct Object *ob,
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                                     ObjectTfmProtectedChannels *obtfm);
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void BKE_object_tfm_protected_restore(struct Object *ob,
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                                      const ObjectTfmProtectedChannels *obtfm,
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                                      const short protectflag);
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/* Dependency graph evaluation callbacks. */
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void BKE_object_eval_local_transform(struct EvaluationContext *eval_ctx,
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                                     struct Scene *scene,
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                                     struct Object *ob);
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void BKE_object_eval_parent(struct EvaluationContext *eval_ctx,
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                            struct Scene *scene,
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                            struct Object *ob);
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void BKE_object_eval_constraints(struct EvaluationContext *eval_ctx,
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                                 struct Scene *scene,
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                                 struct Object *ob);
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void BKE_object_eval_done(struct EvaluationContext *eval_ctx, struct Object *ob);
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void BKE_object_eval_uber_transform(struct EvaluationContext *eval_ctx,
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                                    struct Scene *scene,
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                                    struct Object *ob);
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void BKE_object_eval_uber_data(struct EvaluationContext *eval_ctx,
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                               struct Scene *scene,
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                               struct Object *ob);
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void BKE_object_eval_cloth(struct EvaluationContext *eval_ctx,
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                           struct Scene *scene,
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                           struct Object *object);
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void BKE_object_handle_data_update(struct EvaluationContext *eval_ctx,
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                                   struct Scene *scene,
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                                   struct Object *ob);
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void BKE_object_handle_update(struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob);
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void BKE_object_handle_update_ex(struct EvaluationContext *eval_ctx,
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                                 struct Scene *scene, struct Object *ob,
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                                 struct RigidBodyWorld *rbw,
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                                 const bool do_proxy_update);
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void BKE_object_sculpt_modifiers_changed(struct Object *ob);
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int BKE_object_obdata_texspace_get(struct Object *ob, short **r_texflag, float **r_loc, float **r_size, float **r_rot);
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int BKE_object_insert_ptcache(struct Object *ob);
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void BKE_object_delete_ptcache(struct Object *ob, int index);
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struct KeyBlock *BKE_object_shapekey_insert(struct Object *ob, const char *name, const bool from_mix);
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bool BKE_object_shapekey_remove(struct Main *bmain, struct Object *ob, struct KeyBlock *kb);
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bool BKE_object_shapekey_free(struct Main *bmain, struct Object *ob);
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bool BKE_object_flag_test_recursive(const struct Object *ob, short flag);
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bool BKE_object_is_child_recursive(struct Object *ob_parent, struct Object *ob_child);
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bool BKE_object_is_animated(struct Scene *scene, struct Object *ob);
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/* return ModifierMode flag */
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int BKE_object_is_modified(struct Scene *scene, struct Object *ob);
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int BKE_object_is_deform_modified(struct Scene *scene, struct Object *ob);
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void BKE_object_relink(struct Object *ob);
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void BKE_object_data_relink(struct Object *ob);
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struct MovieClip *BKE_object_movieclip_get(struct Scene *scene, struct Object *ob, bool use_default);
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/* this function returns a superset of the scenes selection based on relationships */
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typedef enum eObRelationTypes {
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	OB_REL_NONE               = 0,        /* just the selection as is */
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	OB_REL_PARENT             = (1 << 0), /* immediate parent */
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	OB_REL_PARENT_RECURSIVE   = (1 << 1), /* parents up to root of selection tree*/
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	OB_REL_CHILDREN           = (1 << 2), /* immediate children */
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	OB_REL_CHILDREN_RECURSIVE = (1 << 3), /* All children */
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	OB_REL_MOD_ARMATURE       = (1 << 4), /* Armatures related to the selected objects */
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	OB_REL_SCENE_CAMERA       = (1 << 5), /* you might want the scene camera too even if unselected? */
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} eObRelationTypes;
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typedef enum eObjectSet {
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	OB_SET_SELECTED, /* Selected Objects */
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	OB_SET_VISIBLE,  /* Visible Objects  */
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	OB_SET_ALL       /* All Objects      */
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} eObjectSet;
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struct LinkNode *BKE_object_relational_superset(struct Scene *scene, eObjectSet objectSet, eObRelationTypes includeFilter);
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struct LinkNode *BKE_object_groups(struct Object *ob);
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void             BKE_object_groups_clear(struct Scene *scene, struct Base *base, struct Object *object);
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struct KDTree *BKE_object_as_kdtree(struct Object *ob, int *r_tot);
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bool BKE_object_modifier_use_time(struct Object *ob, struct ModifierData *md);
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bool BKE_object_modifier_update_subframe(struct Scene *scene, struct Object *ob, bool update_mesh,
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                                         int parent_recursion, float frame,
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                                         int type);
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#ifdef __cplusplus
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}
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#endif
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#endif
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