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authorTon Roosendaal <ton@blender.org>2005-12-06 13:55:30 +0300
committerTon Roosendaal <ton@blender.org>2005-12-06 13:55:30 +0300
commitd024452ebf97c0926b1601371d2ee802bd754f3c (patch)
treeb6afebbe0b0cb682062bed92acbf33fe33b09aae /source/blender/blenkernel/BKE_group.h
parent863234481e751ae94dd77b18d65ea76df65ec4b1 (diff)
Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
Diffstat (limited to 'source/blender/blenkernel/BKE_group.h')
-rw-r--r--source/blender/blenkernel/BKE_group.h12
1 files changed, 1 insertions, 11 deletions
diff --git a/source/blender/blenkernel/BKE_group.h b/source/blender/blenkernel/BKE_group.h
index 265d16579c2..4e69f18a238 100644
--- a/source/blender/blenkernel/BKE_group.h
+++ b/source/blender/blenkernel/BKE_group.h
@@ -35,26 +35,16 @@
#define BKE_GROUP_H
struct Group;
-struct GroupKey;
struct GroupObject;
-struct ObjectKey;
struct Object;
-void free_object_key(struct ObjectKey *ok);
void free_group_object(struct GroupObject *go);
void free_group(struct Group *group);
struct Group *add_group(void);
-void object_to_obkey(struct Object *ob, struct ObjectKey *ok);
-void obkey_to_object(struct ObjectKey *ok, struct Object *ob);
-void add_object_key(struct GroupObject *go, struct GroupKey *gk);
void add_to_group(struct Group *group, struct Object *ob);
void rem_from_group(struct Group *group, struct Object *ob);
-void add_group_key(struct Group *group);
-void set_object_key(struct Object *ob, struct ObjectKey *ok);
-void set_group_key(struct Group *group);
struct Group *find_group(struct Object *ob);
-void set_group_key_name(struct Group *group, char *name);
-void set_group_key_frame(struct Group *group, float frame);
+int object_in_group(struct Object *ob, struct Group *group);
#endif