/* * ***** 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; struct MovieClip; void BKE_object_workob_clear(struct Object *workob); void BKE_object_workob_calc_parent(struct Scene *scene, struct Object *ob, struct Object *workob); void BKE_object_transform_copy(struct Object *ob_tar, const struct Object *ob_src); struct SoftBody *copy_softbody(struct SoftBody *sb); struct BulletSoftBody *copy_bulletsoftbody(struct BulletSoftBody *sb); void BKE_object_copy_particlesystems(struct Object *obn, struct Object *ob); void BKE_object_copy_softbody(struct Object *obn, struct Object *ob); void BKE_object_free_particlesystems(struct Object *ob); void BKE_object_free_softbody(struct Object *ob); void BKE_object_free_bulletsoftbody(struct Object *ob); void BKE_object_update_base_layer(struct Scene *scene, struct Object *ob); void BKE_object_free(struct Object *ob); void BKE_object_free_display(struct Object *ob); int BKE_object_support_modifier_type_check(struct Object *ob, int modifier_type); void BKE_object_link_modifiers(struct Object *ob, struct Object *from); void BKE_object_free_modifiers(struct Object *ob); void BKE_object_make_proxy(struct Object *ob, struct Object *target, struct Object *gob); void BKE_object_copy_proxy_drivers(struct Object *ob, struct Object *target); void BKE_object_unlink(struct Object *ob); int BKE_object_exists_check(struct Object *obtest); struct Object *BKE_object_add_only_object(int type, const char *name); struct Object *BKE_object_add(struct Scene *scene, int type); void *BKE_object_obdata_add_from_type(int type); struct Object *BKE_object_copy(struct Object *ob); void BKE_object_make_local(struct Object *ob); int BKE_object_is_libdata(struct Object *ob); int BKE_object_obdata_is_libdata(struct Object *ob); void BKE_object_scale_to_mat3(struct Object *ob, float mat[][3]); void BKE_object_rot_to_mat3(struct Object *ob, float mat[][3]); void BKE_object_mat3_to_rot(struct Object *ob, float mat[][3], short use_compat); void BKE_object_to_mat3(struct Object *ob, float mat[][3]); void BKE_object_to_mat4(struct Object *ob, float mat[][4]); void BKE_object_apply_mat4(struct Object *ob, float mat[][4], const short use_compat, const short use_parent); int BKE_object_pose_context_check(struct Object *ob); struct Object *BKE_object_pose_armature_get(struct Object *ob); void BKE_object_where_is_calc(struct Scene *scene, struct Object *ob); void BKE_object_where_is_calc_time(struct Scene *scene, struct Object *ob, float ctime); void BKE_object_where_is_calc_simul(struct Scene *scene, struct Object *ob); void BKE_object_where_is_calc_mat4(struct Scene *scene, struct Object *ob, float obmat[4][4]); /* possibly belong in own moduke? */ struct BoundBox *BKE_boundbox_alloc_unit(void); void BKE_boundbox_init_from_minmax(struct BoundBox *bb, float min[3], float max[3]); int BKE_boundbox_ray_hit_check(struct BoundBox *bb, float ray_start[3], float ray_normal[3]); struct BoundBox *BKE_object_boundbox_get(struct Object *ob); void BKE_object_dimensions_get(struct Object *ob, float vec[3]); void BKE_object_dimensions_set(struct Object *ob, const float *value); void BKE_object_boundbox_flag(struct Object *ob, int flag, int set); void BKE_object_minmax(struct Object *ob, float r_min[3], float r_max[3], const short use_hidden); int BKE_object_minmax_dupli(struct Scene *scene, struct Object *ob, float r_min[3], float r_max[3], const short use_hidden); /* sometimes min-max isn't enough, we need to loop over each point */ void BKE_object_foreach_display_point(struct Object *ob, float obmat[4][4], void (*func_cb)(const float[3], void *), void *user_data); void BKE_scene_foreach_display_point(struct Scene *scene, struct View3D *v3d, const short flag, void (*func_cb)(const float[3], void *), void *user_data); int 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 size[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, const short protectflag); void BKE_object_handle_update(struct Scene *scene, struct Object *ob); void BKE_object_sculpt_modifiers_changed(struct Object *ob); int BKE_object_obdata_texspace_get(struct Object *ob, short **r_texflag, float **r_loc, float **r_size, float **r_rot); int BKE_object_insert_ptcache(struct Object *ob); // void object_delete_ptcache(struct Object *ob, int index); struct KeyBlock *BKE_object_insert_shape_key(struct Scene *scene, struct Object *ob, const char *name, int from_mix); int BKE_object_is_modified(struct Scene *scene, struct Object *ob); int BKE_object_is_deform_modified(struct Scene *scene, struct Object *ob); int BKE_object_is_animated(struct Scene *scene, struct Object *ob); void BKE_object_relink(struct Object *ob); struct MovieClip *BKE_object_movieclip_get(struct Scene *scene, struct Object *ob, int use_default); /* 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; struct LinkNode *BKE_object_relational_superset(struct Scene *scene, eObjectSet objectSet, eObRelationTypes includeFilter); struct LinkNode *BKE_object_groups(struct Object *ob); void BKE_object_groups_clear(struct Scene *scene, struct Base *base, struct Object *object); #ifdef __cplusplus } #endif #endif