/* SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once /** \file * \ingroup bke * \brief General operations, lookup, etc. for blender objects. */ #include "BLI_compiler_attrs.h" #include "BLI_sys_types.h" #include "DNA_object_enums.h" #ifdef __cplusplus extern "C" { #endif struct Base; struct BoundBox; struct Curve; struct Depsgraph; struct GeometrySet; struct GpencilModifierData; struct HookGpencilModifierData; struct HookModifierData; struct ID; struct Main; struct Mesh; struct ModifierData; struct MovieClip; struct Object; struct RegionView3D; struct RigidBodyWorld; struct Scene; struct ShaderFxData; struct SubsurfModifierData; struct View3D; struct ViewLayer; void BKE_object_workob_clear(struct Object *workob); /** * For calculation of the inverse parent transform, only used for editor. * * It assumes the object parent is already in the depsgraph. * Otherwise, after changing ob->parent you need to call: * - #DEG_relations_tag_update(bmain); * - #BKE_scene_graph_update_tagged(depsgraph, bmain); */ void BKE_object_workob_calc_parent(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob, struct Object *workob); void BKE_object_transform_copy(struct Object *ob_tar, const struct Object *ob_src); void BKE_object_copy_softbody(struct Object *ob_dst, const struct Object *ob_src, int flag); struct ParticleSystem *BKE_object_copy_particlesystem(struct ParticleSystem *psys, int flag); void BKE_object_copy_particlesystems(struct Object *ob_dst, const struct Object *ob_src, int flag); void BKE_object_free_particlesystems(struct Object *ob); void BKE_object_free_softbody(struct Object *ob); void BKE_object_free_curve_cache(struct Object *ob); /** * Free data derived from mesh, called when mesh changes or is freed. */ void BKE_object_free_derived_caches(struct Object *ob); void BKE_object_free_caches(struct Object *object); void BKE_object_modifier_hook_reset(struct Object *ob, struct HookModifierData *hmd); void BKE_object_modifier_gpencil_hook_reset(struct Object *ob, struct HookGpencilModifierData *hmd); /** * \return True if the object's type supports regular modifiers (not grease pencil modifiers). */ bool BKE_object_supports_modifiers(const struct Object *ob); bool BKE_object_support_modifier_type_check(const struct Object *ob, int modifier_type); /* Active modifier. */ /** * Set the object's active modifier. * * \param md: If nullptr, only clear the active modifier, otherwise * it must be in the #Object.modifiers list. */ void BKE_object_modifier_set_active(struct Object *ob, struct ModifierData *md); struct ModifierData *BKE_object_active_modifier(const struct Object *ob); /** * Copy a single modifier. * * \note *Do not* use this function to copy a whole modifier stack (see note below too). Use * `BKE_object_modifier_stack_copy` instead. * * \note Complex modifiers relaying on other data (like e.g. dynamic paint or fluid using particle * systems) are not always 100% 'correctly' copied here, since we have to use heuristics to decide * which particle system to use or add in `ob_dst`, and it's placement in the stack, etc. If used * more than once, this function should preferably be called in stack order. */ bool BKE_object_copy_modifier(struct Main *bmain, struct Scene *scene, struct Object *ob_dst, const struct Object *ob_src, struct ModifierData *md); /** * Copy a single GPencil modifier. * * \note *Do not* use this function to copy a whole modifier stack. Use * `BKE_object_modifier_stack_copy` instead. */ bool BKE_object_copy_gpencil_modifier(struct Object *ob_dst, struct GpencilModifierData *gmd_src); /** * Copy the whole stack of modifiers from one object into another. * * \warning *Does not* clear modifier stack and related data (particle systems, soft-body, * etc.) in `ob_dst`, if needed calling code must do it. * * \param do_copy_all: If true, even modifiers that should not support copying (like Hook one) * will be duplicated. */ bool BKE_object_modifier_stack_copy(struct Object *ob_dst, const struct Object *ob_src, bool do_copy_all, int flag_subdata); void BKE_object_link_modifiers(struct Object *ob_dst, const struct Object *ob_src); void BKE_object_free_modifiers(struct Object *ob, int flag); void BKE_object_free_shaderfx(struct Object *ob, int flag); bool BKE_object_exists_check(struct Main *bmain, const struct Object *obtest); /** * Actual check for internal data, not context or flags. */ bool BKE_object_is_in_editmode(const struct Object *ob); bool BKE_object_is_in_editmode_vgroup(const struct Object *ob); bool BKE_object_is_in_wpaint_select_vert(const struct Object *ob); bool BKE_object_has_mode_data(const struct Object *ob, eObjectMode object_mode); bool BKE_object_is_mode_compat(const struct Object *ob, eObjectMode object_mode); bool BKE_object_data_is_in_editmode(const struct Object *ob, const struct ID *id); char *BKE_object_data_editmode_flush_ptr_get(struct ID *id); /** * Updates select_id of all objects in the given \a bmain. */ void BKE_object_update_select_id(struct Main *bmain); typedef enum eObjectVisibilityResult { OB_VISIBLE_SELF = 1, OB_VISIBLE_PARTICLES = 2, OB_VISIBLE_INSTANCES = 4, OB_VISIBLE_ALL = (OB_VISIBLE_SELF | OB_VISIBLE_PARTICLES | OB_VISIBLE_INSTANCES), } eObjectVisibilityResult; /** * Return which parts of the object are visible, as evaluated by depsgraph. */ int BKE_object_visibility(const struct Object *ob, int dag_eval_mode); /** * More general add: creates minimum required data, but without vertices etc. * * \param bmain: The main to add the object to. May be null for #LIB_ID_CREATE_NO_MAIN behavior. */ struct Object *BKE_object_add_only_object(struct Main *bmain, int type, const char *name) ATTR_RETURNS_NONNULL; /** * General add: to scene, with layer from area and default name. * * Object is added to the active #Collection. * If there is no linked collection to the active #ViewLayer we create a new one. * * \note Creates minimum required data, but without vertices etc. */ struct Object *BKE_object_add(struct Main *bmain, struct Scene *scene, struct ViewLayer *view_layer, int type, const char *name) ATTR_NONNULL(1, 2, 3) ATTR_RETURNS_NONNULL; /** * Add a new object, using another one as a reference * * \param ob_src: object to use to determine the collections of the new object. */ struct Object *BKE_object_add_from(struct Main *bmain, struct Scene *scene, struct ViewLayer *view_layer, int type, const char *name, struct Object *ob_src) ATTR_NONNULL(1, 2, 3, 6) ATTR_RETURNS_NONNULL; /** * Add a new object, but assign the given data-block as the `ob->data` * for the newly created object. * * \param data: The data-block to assign as `ob->data` for the new object. * This is assumed to be of the correct type. * \param do_id_user: If true, #id_us_plus() will be called on data when * assigning it to the object. */ struct Object *BKE_object_add_for_data(struct Main *bmain, const struct Scene *scene, struct ViewLayer *view_layer, int type, const char *name, struct ID *data, bool do_id_user) ATTR_RETURNS_NONNULL; void *BKE_object_obdata_add_from_type(struct Main *bmain, int type, const char *name) ATTR_NONNULL(1); /** * Return -1 on failure. */ int BKE_object_obdata_to_type(const struct ID *id) ATTR_NONNULL(1); /** * Returns true if the Object is from an external blend file (libdata). */ bool BKE_object_is_libdata(const struct Object *ob); /** * Returns true if the Object data is from an external blend file (libdata). */ bool BKE_object_obdata_is_libdata(const struct Object *ob); /** * Perform deep-copy of object and its 'children' data-blocks (obdata, materials, actions, etc.). * * \param dupflag: Controls which sub-data are also duplicated * (see #eDupli_ID_Flags in DNA_userdef_types.h). * * \note This function does not do any remapping to new IDs, caller must do it * (\a #BKE_libblock_relink_to_newid()). * \note Caller MUST free \a newid pointers itself (#BKE_main_id_newptr_and_tag_clear()) and call * updates of DEG too (#DAG_relations_tag_update()). */ struct Object *BKE_object_duplicate(struct Main *bmain, struct Object *ob, uint dupflag, uint duplicate_options); /** * Use with newly created objects to set their size (used to apply scene-scale). */ void BKE_object_obdata_size_init(struct Object *ob, float size); void BKE_object_scale_to_mat3(struct Object *ob, float r_mat[3][3]); void BKE_object_rot_to_mat3(const struct Object *ob, float r_mat[3][3], bool use_drot); void BKE_object_mat3_to_rot(struct Object *ob, float r_mat[3][3], bool use_compat); void BKE_object_to_mat3(struct Object *ob, float r_mat[3][3]); void BKE_object_to_mat4(struct Object *ob, float r_mat[4][4]); /** * Applies the global transformation \a mat to the \a ob using a relative parent space if * supplied. * * \param mat: the global transformation mat that the object should be set object to. * \param parent: the parent space in which this object will be set relative to * (should probably always be parent_eval). * \param use_compat: true to ensure that rotations are set using the * min difference between the old and new orientation. */ void BKE_object_apply_mat4_ex(struct Object *ob, const float mat[4][4], struct Object *parent, const float parentinv[4][4], bool use_compat); /** See #BKE_object_apply_mat4_ex */ void BKE_object_apply_mat4(struct Object *ob, const float mat[4][4], bool use_compat, bool use_parent); /** * Use parent's world location and rotation as the child's origin. The parent inverse will * become identity when the parent has no shearing. Otherwise, it is non-identity and contains the * object's local matrix data that cannot be decomposed into location, rotation and scale. * * Assumes the object's world matrix has no shear. * Assumes parent exists. */ void BKE_object_apply_parent_inverse(struct Object *ob); void BKE_object_matrix_local_get(struct Object *ob, float r_mat[4][4]); bool BKE_object_pose_context_check(const struct Object *ob); struct Object *BKE_object_pose_armature_get(struct Object *ob); struct Object *BKE_object_pose_armature_get_visible(struct Object *ob, const struct Scene *scene, struct ViewLayer *view_layer, struct View3D *v3d); /** * Access pose array with special check to get pose object when in weight paint mode. */ struct Object **BKE_object_pose_array_get_ex(const struct Scene *scene, struct ViewLayer *view_layer, struct View3D *v3d, unsigned int *r_objects_len, bool unique); struct Object **BKE_object_pose_array_get_unique(const struct Scene *scene, struct ViewLayer *view_layer, struct View3D *v3d, unsigned int *r_objects_len); struct Object **BKE_object_pose_array_get(const struct Scene *scene, struct ViewLayer *view_layer, struct View3D *v3d, unsigned int *r_objects_len); struct Base **BKE_object_pose_base_array_get_ex(const struct Scene *scene, struct ViewLayer *view_layer, struct View3D *v3d, unsigned int *r_bases_len, bool unique); struct Base **BKE_object_pose_base_array_get_unique(const struct Scene *scene, struct ViewLayer *view_layer, struct View3D *v3d, unsigned int *r_bases_len); struct Base **BKE_object_pose_base_array_get(const struct Scene *scene, struct ViewLayer *view_layer, struct View3D *v3d, unsigned int *r_bases_len); void BKE_object_get_parent_matrix(struct Object *ob, struct Object *par, float r_parentmat[4][4]); /** * Compute object world transform and store it in `ob->object_to_world`. */ void BKE_object_where_is_calc(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob); void BKE_object_where_is_calc_ex(struct Depsgraph *depsgraph, struct Scene *scene, struct RigidBodyWorld *rbw, struct Object *ob, float r_originmat[3][3]); void BKE_object_where_is_calc_time(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob, float ctime); /** * Calculate object transformation matrix without recalculating dependencies and * constraints -- assume dependencies are already solved by depsgraph. * No changes to object and its parent would be done. * Used for bundles orientation in 3d space relative to parented blender camera. */ void BKE_object_where_is_calc_mat4(struct Object *ob, float r_obmat[4][4]); /* Possibly belong in own module? */ struct BoundBox *BKE_boundbox_alloc_unit(void); void BKE_boundbox_init_from_minmax(struct BoundBox *bb, const float min[3], const float max[3]); void BKE_boundbox_calc_center_aabb(const struct BoundBox *bb, float r_cent[3]); void BKE_boundbox_calc_size_aabb(const struct BoundBox *bb, float r_size[3]); void BKE_boundbox_minmax(const struct BoundBox *bb, const float obmat[4][4], float r_min[3], float r_max[3]); const struct BoundBox *BKE_object_boundbox_get(struct Object *ob); void BKE_object_dimensions_get(struct Object *ob, float r_vec[3]); /** * The original scale and object matrix can be passed in so any difference * of the objects matrix and the final matrix can be accounted for, * typically this caused by parenting, constraints or delta-scale. * * Re-using these values from the object causes a feedback loop * when multiple values are modified at once in some situations. see: T69536. */ void BKE_object_dimensions_set_ex(struct Object *ob, const float value[3], int axis_mask, const float ob_scale_orig[3], const float ob_obmat_orig[4][4]); void BKE_object_dimensions_set(struct Object *ob, const float value[3], int axis_mask); void BKE_object_empty_draw_type_set(struct Object *ob, int value); void BKE_object_boundbox_calc_from_mesh(struct Object *ob, const struct Mesh *me_eval); bool BKE_object_boundbox_calc_from_evaluated_geometry(struct Object *ob); void BKE_object_minmax(struct Object *ob, float r_min[3], float r_max[3], bool use_hidden); bool BKE_object_minmax_dupli(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob, float r_min[3], float r_max[3], bool use_hidden); /** * Calculate visual bounds from an empty objects draw-type. * * \note This is not part of the calculation used by #BKE_object_boundbox_get * as these bounds represent the extents of visual guides (use for viewport culling for e.g.) */ bool BKE_object_minmax_empty_drawtype(const struct Object *ob, float r_min[3], float r_max[3]); /** * Sometimes min-max isn't enough, we need to loop over each point. */ void BKE_object_foreach_display_point(struct Object *ob, const float obmat[4][4], void (*func_cb)(const float[3], void *), void *user_data); void BKE_scene_foreach_display_point(struct Depsgraph *depsgraph, void (*func_cb)(const float[3], void *), void *user_data); bool BKE_object_parent_loop_check(const struct Object *parent, const struct Object *ob); void *BKE_object_tfm_backup(struct Object *ob); void BKE_object_tfm_restore(struct Object *ob, void *obtfm_pt); typedef struct ObjectTfmProtectedChannels { float loc[3], dloc[3]; float scale[3], dscale[3]; float rot[3], drot[3]; float quat[4], dquat[4]; float rotAxis[3], drotAxis[3]; float rotAngle, drotAngle; } ObjectTfmProtectedChannels; void BKE_object_tfm_protected_backup(const struct Object *ob, ObjectTfmProtectedChannels *obtfm); void BKE_object_tfm_protected_restore(struct Object *ob, const ObjectTfmProtectedChannels *obtfm, short protectflag); void BKE_object_tfm_copy(struct Object *object_dst, const struct Object *object_src); /** * Restore the object->data to a non-modifier evaluated state. * * Some changes done directly in evaluated object require them to be reset * before being re-evaluated. * For example, we need to call this before #BKE_mesh_new_from_object(), * in case we removed/added modifiers in the evaluated object. */ void BKE_object_eval_reset(struct Object *ob_eval); /* Dependency graph evaluation callbacks. */ void BKE_object_eval_local_transform(struct Depsgraph *depsgraph, struct Object *ob); void BKE_object_eval_parent(struct Depsgraph *depsgraph, struct Object *ob); void BKE_object_eval_constraints(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob); void BKE_object_eval_transform_final(struct Depsgraph *depsgraph, struct Object *ob); void BKE_object_eval_uber_transform(struct Depsgraph *depsgraph, struct Object *object); void BKE_object_eval_uber_data(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob); /** * Assign #Object.data after modifier stack evaluation. */ void BKE_object_eval_assign_data(struct Object *object, struct ID *data, bool is_owned); void BKE_object_sync_to_original(struct Depsgraph *depsgraph, struct Object *object); void BKE_object_eval_ptcache_reset(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *object); void BKE_object_eval_transform_all(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *object); void BKE_object_data_select_update(struct Depsgraph *depsgraph, struct ID *object_data); void BKE_object_select_update(struct Depsgraph *depsgraph, struct Object *object); void BKE_object_eval_eval_base_flags(struct Depsgraph *depsgraph, struct Scene *scene, int view_layer_index, struct Object *object, int base_index, bool is_from_set); void BKE_object_handle_data_update(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob); /** * \warning "scene" here may not be the scene object actually resides in. * When dealing with background-sets, "scene" is actually the active scene. * e.g. "scene" <-- set 1 <-- set 2 ("ob" lives here) <-- set 3 <-- ... <-- set n * rigid bodies depend on their world so use #BKE_object_handle_update_ex() * to also pass along the current rigid body world. */ void BKE_object_handle_update(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob); /** * The main object update call, for object matrix, constraints, keys and modifiers. * Requires flags to be set! * * Ideally we shouldn't have to pass the rigid body world, * but need bigger restructuring to avoid id. */ void BKE_object_handle_update_ex(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob, struct RigidBodyWorld *rbw); void BKE_object_sculpt_data_create(struct Object *ob); bool BKE_object_obdata_texspace_get(struct Object *ob, char **r_texflag, float **r_loc, float **r_size); struct Mesh *BKE_object_get_evaluated_mesh_no_subsurf(const struct Object *object); /** Get evaluated mesh for given object. */ struct Mesh *BKE_object_get_evaluated_mesh(const struct Object *object); /** * Get mesh which is not affected by modifiers: * - For original objects it will be same as `object->data`, and it is a mesh * which is in the corresponding #Main. * - For copied-on-write objects it will give pointer to a copied-on-write * mesh which corresponds to original object's mesh. */ struct Mesh *BKE_object_get_pre_modified_mesh(const struct Object *object); /** * Get a mesh which corresponds to the very original mesh from #Main. * - For original objects it will be object->data. * - For evaluated objects it will be same mesh as corresponding original * object uses as data. */ struct Mesh *BKE_object_get_original_mesh(const struct Object *object); struct Mesh *BKE_object_get_editmesh_eval_final(const struct Object *object); struct Mesh *BKE_object_get_editmesh_eval_cage(const struct Object *object); /* Lattice accessors. * These functions return either the regular lattice, or the edit-mode lattice, * whichever is currently in use. */ struct Lattice *BKE_object_get_lattice(const struct Object *object); struct Lattice *BKE_object_get_evaluated_lattice(const struct Object *object); int BKE_object_insert_ptcache(struct Object *ob); void BKE_object_delete_ptcache(struct Object *ob, int index); struct KeyBlock *BKE_object_shapekey_insert(struct Main *bmain, struct Object *ob, const char *name, bool from_mix); bool BKE_object_shapekey_remove(struct Main *bmain, struct Object *ob, struct KeyBlock *kb); bool BKE_object_shapekey_free(struct Main *bmain, struct Object *ob); bool BKE_object_flag_test_recursive(const struct Object *ob, short flag); bool BKE_object_is_child_recursive(const struct Object *ob_parent, const struct Object *ob_child); /** * Most important if this is modified it should _always_ return true, in certain * cases false positives are hard to avoid (shape keys for example). * * \return #ModifierMode flag. */ int BKE_object_is_modified(struct Scene *scene, struct Object *ob); /** * Test if object is affected by deforming modifiers (for motion blur). again * most important is to avoid false positives, this is to skip computations * and we can still if there was actual deformation afterwards. */ int BKE_object_is_deform_modified(struct Scene *scene, struct Object *ob); /** * Check of objects moves in time. * * \note This function is currently optimized for usage in combination * with modifier deformation checks (#eModifierTypeType_OnlyDeform), * so modifiers can quickly check if their target objects moves * (causing deformation motion blur) or not. * * This makes it possible to give some degree of false-positives here, * but it's currently an acceptable tradeoff between complexity and check * speed. In combination with checks of modifier stack and real life usage * percentage of false-positives shouldn't be that high. * * \note This function does not consider physics systems. */ bool BKE_object_moves_in_time(const struct Object *object, bool recurse_parent); /** Return the number of scenes using (instantiating) that object in their collections. */ int BKE_object_scenes_users_get(struct Main *bmain, struct Object *ob); struct MovieClip *BKE_object_movieclip_get(struct Scene *scene, struct Object *ob, bool use_default); void BKE_object_runtime_reset(struct Object *object); /** * Reset all pointers which we don't want to be shared when copying the object. */ void BKE_object_runtime_reset_on_copy(struct Object *object, int flag); /** * The function frees memory used by the runtime data, but not the runtime field itself. * * All runtime data is cleared to ensure it's not used again, * in keeping with other `_free_data(..)` functions. */ void BKE_object_runtime_free_data(struct Object *object); void BKE_object_batch_cache_dirty_tag(struct Object *ob); /* this function returns a superset of the scenes selection based on relationships */ typedef enum eObRelationTypes { OB_REL_NONE = 0, /* Just the selection as is. */ OB_REL_PARENT = (1 << 0), /* Immediate parent. */ OB_REL_PARENT_RECURSIVE = (1 << 1), /* Parents up to root of selection tree. */ OB_REL_CHILDREN = (1 << 2), /* Immediate children. */ OB_REL_CHILDREN_RECURSIVE = (1 << 3), /* All children. */ OB_REL_MOD_ARMATURE = (1 << 4), /* Armatures related to the selected objects. */ // OB_REL_SCENE_CAMERA = (1 << 5), /* You might want the scene camera too even if unselected? */ } eObRelationTypes; typedef enum eObjectSet { OB_SET_SELECTED, /* Selected Objects. */ OB_SET_VISIBLE, /* Visible Objects. */ OB_SET_ALL, /* All Objects. */ } eObjectSet; /** * Iterates over all objects of the given scene layer. * Depending on the #eObjectSet flag: * collect either #OB_SET_ALL, #OB_SET_VISIBLE or #OB_SET_SELECTED objects. * If #OB_SET_VISIBLE or#OB_SET_SELECTED are collected, * then also add related objects according to the given \a includeFilter. */ struct LinkNode *BKE_object_relational_superset(const struct Scene *scene, struct ViewLayer *view_layer, eObjectSet objectSet, eObRelationTypes includeFilter); /** * \return All groups this object is a part of, caller must free. */ struct LinkNode *BKE_object_groups(struct Main *bmain, struct Scene *scene, struct Object *ob); void BKE_object_groups_clear(struct Main *bmain, struct Scene *scene, struct Object *object); /** * Return a KDTree_3d from the deformed object (in world-space). * * \note Only mesh objects currently support deforming, others are TODO. * * \param ob: * \param r_tot: * \return The KD-tree or nullptr if it can't be created. */ struct KDTree_3d *BKE_object_as_kdtree(struct Object *ob, int *r_tot); /** * \note this function should eventually be replaced by depsgraph functionality. * Avoid calling this in new code unless there is a very good reason for it! */ bool BKE_object_modifier_update_subframe(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob, bool update_mesh, int parent_recursion, float frame, int type); bool BKE_object_empty_image_frame_is_visible_in_view3d(const struct Object *ob, const struct RegionView3D *rv3d); bool BKE_object_empty_image_data_is_visible_in_view3d(const struct Object *ob, const struct RegionView3D *rv3d); /** * This is an utility function for Python's object.to_mesh() (the naming is not very clear though). * The result is owned by the object. * * The mesh will be freed when object is re-evaluated or is destroyed. It is possible to force to * clear memory used by this mesh by calling BKE_object_to_mesh_clear(). * * If preserve_all_data_layers is truth then the modifier stack is re-evaluated to ensure it * preserves all possible custom data layers. * * NOTE: Dependency graph argument is required when preserve_all_data_layers is truth, and is * ignored otherwise. */ struct Mesh *BKE_object_to_mesh(struct Depsgraph *depsgraph, struct Object *object, bool preserve_all_data_layers); void BKE_object_to_mesh_clear(struct Object *object); /** * This is an utility function for Python's `object.to_curve()`. * The result is owned by the object. * * The curve will be freed when object is re-evaluated or is destroyed. It is possible to force * clear memory used by this curve by calling #BKE_object_to_curve_clear(). * * If apply_modifiers is true and the object is a curve one, then spline deform modifiers are * applied on the curve control points. */ struct Curve *BKE_object_to_curve(struct Object *object, struct Depsgraph *depsgraph, bool apply_modifiers); void BKE_object_to_curve_clear(struct Object *object); void BKE_object_check_uuids_unique_and_report(const struct Object *object); void BKE_object_modifiers_lib_link_common(void *userData, struct Object *ob, struct ID **idpoin, int cb_flag); /** * Return the last subsurf modifier of an object, this does not check whether modifiers on top of * it are disabled. Return NULL if no such modifier is found. * * This does not check if the modifier is enabled as it is assumed that the caller verified that it * is enabled for its evaluation mode. */ struct SubsurfModifierData *BKE_object_get_last_subsurf_modifier(const struct Object *ob); void BKE_object_replace_data_on_shallow_copy(struct Object *ob, struct ID *new_data); struct PartEff; struct PartEff *BKE_object_do_version_give_parteff_245(struct Object *ob); bool BKE_object_supports_material_slots(struct Object *ob); #ifdef __cplusplus } #endif