/** * $Id$ * * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 ***** * General operations, lookup, etc. for blender objects. */ #ifndef BKE_OBJECT_H #define BKE_OBJECT_H #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; 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_free_modifiers(struct Object *ob); void object_make_proxy(struct Object *ob, struct Object *target, struct Object *gob); 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); void make_local_camera(struct Camera *cam); float dof_camera(struct Object *ob); void *add_lamp(char *name); struct Lamp *copy_lamp(struct Lamp *la); void make_local_lamp(struct Lamp *la); void free_camera(struct Camera *ca); void free_lamp(struct Lamp *la); void *add_wave(void); struct Object *add_only_object(int type, char *name); struct Object *add_object(struct Scene *scene, int type); struct Object *copy_object(struct Object *ob); void expand_local_object(struct Object *ob); void make_local_object(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_to_mat3(struct Object *ob, float mat[][3]); void object_to_mat4(struct Object *ob, float mat[][4]); 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_boundbox_flag(struct Object *ob, int flag, int set); void minmax_object(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 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); #ifdef __cplusplus } #endif #endif