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authorTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
committerTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
commitf7cb86df3a9ceccc4d649e42735732a608169157 (patch)
tree558a9ba43708a2213b1afa8f46d79f5daa140bc6 /source/blender/blenkernel/BKE_object.h
parent74f9e98c828c17910405092785633373d4ae88e8 (diff)
2.5
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
Diffstat (limited to 'source/blender/blenkernel/BKE_object.h')
-rw-r--r--source/blender/blenkernel/BKE_object.h27
1 files changed, 14 insertions, 13 deletions
diff --git a/source/blender/blenkernel/BKE_object.h b/source/blender/blenkernel/BKE_object.h
index 6d46aad5296..38eee2e4db1 100644
--- a/source/blender/blenkernel/BKE_object.h
+++ b/source/blender/blenkernel/BKE_object.h
@@ -36,6 +36,7 @@ extern "C" {
#endif
struct Base;
+struct Scene;
struct Object;
struct Camera;
struct BoundBox;
@@ -46,10 +47,10 @@ struct Group;
struct bAction;
void clear_workob(struct Object *workob);
-void what_does_parent(struct Object *ob, struct Object *workob);
+void what_does_parent(struct Scene *scene, struct Object *ob, struct Object *workob);
-void copy_baseflags(void);
-void copy_objectflags(void);
+void copy_baseflags(struct Scene *scene);
+void copy_objectflags(struct Scene *scene);
struct SoftBody *copy_softbody(struct SoftBody *sb);
struct BulletSoftBody *copy_bulletsoftbody(struct BulletSoftBody *sb);
void copy_object_particlesystems(struct Object *obn, struct Object *ob);
@@ -57,7 +58,7 @@ void copy_object_softbody(struct Object *obn, struct Object *ob);
void object_free_particlesystems(struct Object *ob);
void object_free_softbody(struct Object *ob);
void object_free_bulletsoftbody(struct Object *ob);
-void update_base_layer(struct Object *ob);
+void update_base_layer(struct Scene *scene, struct Object *ob);
void free_object(struct Object *ob);
void object_free_display(struct Object *ob);
@@ -65,7 +66,7 @@ void object_free_modifiers(struct Object *ob);
void object_make_proxy(struct Object *ob, struct Object *target, struct Object *gob);
-void unlink_object(struct Object *ob);
+void unlink_object(struct Scene *scene, struct Object *ob);
int exist_object(struct Object *obtest);
void *add_camera(char *name);
struct Camera *copy_camera(struct Camera *cam);
@@ -79,8 +80,8 @@ void free_lamp(struct Lamp *la);
void *add_wave(void);
struct Object *add_only_object(int type, char *name);
-struct Object *add_object(int type);
-void base_init_from_view3d(struct Base *base, struct View3D *v3d);
+struct Object *add_object(struct Scene *scene, int type);
+void base_init_from_view3d(struct Base *base, struct View3D *v3d, struct Scene *scene);
struct Object *copy_object(struct Object *ob);
void expand_local_object(struct Object *ob);
@@ -89,7 +90,7 @@ void set_mblur_offs(float blur);
void set_field_offs(float field);
void disable_speed_curve(int val);
-float bsystem_time(struct Object *ob, float cfra, float ofs);
+float bsystem_time(struct Scene *scene, struct Object *ob, float cfra, float ofs);
void object_scale_to_mat3(struct Object *ob, float mat[][3]);
void object_rot_to_mat3(struct Object *ob, float mat[][3]);
void object_to_mat3(struct Object *ob, float mat[][3]);
@@ -102,20 +103,20 @@ int during_script(void);
void disable_where_scriptlink(short on);
int during_scriptlink(void);
-void where_is_object_time(struct Object *ob, float ctime);
-void where_is_object(struct Object *ob);
-void where_is_object_simul(struct Object *ob);
+void where_is_object_time(struct Scene *scene, struct Object *ob, float ctime);
+void where_is_object(struct Scene *scene, struct Object *ob);
+void where_is_object_simul(struct Scene *scene, struct Object *ob);
struct BoundBox *unit_boundbox(void);
void boundbox_set_from_min_max(struct BoundBox *bb, float min[3], float max[3]);
struct BoundBox *object_get_boundbox(struct Object *ob);
void object_boundbox_flag(struct Object *ob, int flag, int set);
void minmax_object(struct Object *ob, float *min, float *max);
-void minmax_object_duplis(struct Object *ob, float *min, float *max);
+void minmax_object_duplis(struct Scene *scene, struct Object *ob, float *min, float *max);
void solve_tracking (struct Object *ob, float targetmat[][4]);
int ray_hit_boundbox(struct BoundBox *bb, float ray_start[3], float ray_normal[3]);
-void object_handle_update(struct Object *ob);
+void object_handle_update(struct Scene *scene, struct Object *ob);
float give_timeoffset(struct Object *ob);
int give_obdata_texspace(struct Object *ob, int **texflag, float **loc, float **size, float **rot);