/* * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #ifndef BKE_OBJECT_H #define BKE_OBJECT_H /** \file BKE_object.h * \ingroup bke * \brief General operations, lookup, etc. for blender objects. */ #ifdef __cplusplus extern "C" { #endif struct Base; struct Scene; struct Object; struct Camera; struct BoundBox; struct View3D; struct SoftBody; struct BulletSoftBody; struct Group; struct bAction; struct RenderData; struct rctf; void clear_workob(struct Object *workob); void what_does_parent(struct Scene *scene, struct Object *ob, struct Object *workob); 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); 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 Scene *scene, struct Object *ob); void free_object(struct Object *ob); void object_free_display(struct Object *ob); void object_link_modifiers(struct Object *ob, struct Object *from); void object_free_modifiers(struct Object *ob); void object_make_proxy(struct Object *ob, struct Object *target, struct Object *gob); void object_copy_proxy_drivers(struct Object *ob, struct Object *target); void unlink_object(struct Object *ob); int exist_object(struct Object *obtest); void *add_camera(const char *name); struct Camera *copy_camera(struct Camera *cam); void make_local_camera(struct Camera *cam); float dof_camera(struct Object *ob); void *add_lamp(const char *name); struct Lamp *copy_lamp(struct Lamp *la); struct Lamp *localize_lamp(struct Lamp *la); void make_local_lamp(struct Lamp *la); void free_camera(struct Camera *ca); void free_lamp(struct Lamp *la); struct Object *add_only_object(int type, const char *name); struct Object *add_object(struct Scene *scene, int type); struct Object *copy_object(struct Object *ob); void make_local_object(struct Object *ob); int object_is_libdata(struct Object *ob); int object_data_is_libdata(struct Object *ob); void set_mblur_offs(float blur); void set_field_offs(float field); void disable_speed_curve(int val); 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_mat3_to_rot(struct Object *ob, float mat[][3], short use_compat); void object_to_mat3(struct Object *ob, float mat[][3]); void object_to_mat4(struct Object *ob, float mat[][4]); void object_apply_mat4(struct Object *ob, float mat[][4], const short use_compat, const short use_parent); void set_no_parent_ipo(int val); 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_get_dimensions(struct Object *ob, float *value); void object_set_dimensions(struct Object *ob, const float *value); void object_boundbox_flag(struct Object *ob, int flag, int set); void minmax_object(struct Object *ob, float *min, float *max); int 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_tfm_backup(struct Object *ob); void object_tfm_restore(struct Object *ob, void *obtfm_pt); void object_handle_update(struct Scene *scene, struct Object *ob); float give_timeoffset(struct Object *ob); int give_obdata_texspace(struct Object *ob, short **texflag, float **loc, float **size, float **rot); int object_insert_ptcache(struct Object *ob); // void object_delete_ptcache(struct Object *ob, int index); struct KeyBlock *object_insert_shape_key(struct Scene *scene, struct Object *ob, const char *name, int from_mix); int object_is_modified(struct Scene *scene, struct Object *ob); void object_camera_mode(struct RenderData *rd, struct Object *camera); void object_camera_matrix( struct RenderData *rd, struct Object *camera, int winx, int winy, short field_second, float winmat[][4], struct rctf *viewplane, float *clipsta, float *clipend, float *lens, float *ycor, float *viewdx, float *viewdy); void object_relink(struct Object *ob); #ifdef __cplusplus } #endif #endif