1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
|
/*
* ***** 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);
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]);
int BKE_object_minmax_dupli(struct Scene *scene, 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, 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
|