87 lines
2.6 KiB
C
87 lines
2.6 KiB
C
/**
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* blenlib/BKE_scene.h (mar-2001 nzc)
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef BKE_SCENE_H
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#define BKE_SCENE_H
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struct bglMats;
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struct Scene;
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struct Object;
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struct Base;
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struct AviCodecData;
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struct QuicktimeCodecData;
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struct SculptData;
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/* sequence related defines */
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#define WHILE_SEQ(base) { \
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int totseq_, seq_; Sequence **seqar; \
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build_seqar( base, &seqar, &totseq_); \
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for(seq_ = 0; seq_ < totseq_; seq_++) { \
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seq= seqar[seq_];
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#define END_SEQ } \
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if(seqar) MEM_freeN(seqar); \
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}
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/* note; doesn't work when scene is empty */
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#define SETLOOPER(s, b) sce= s, b= sce->base.first; b; b= (b->next?b->next:sce->set?(sce=sce->set)->base.first:NULL)
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void free_avicodecdata(struct AviCodecData *acd);
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void free_qtcodecdata(struct QuicktimeCodecData *acd);
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void free_scene(struct Scene *me);
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struct Scene *add_scene(char *name);
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struct Base *object_in_scene(struct Object *ob, struct Scene *sce);
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void set_scene_bg(struct Scene *sce);
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void set_scene_name(char *name);
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int next_object(int val, struct Base **base, struct Object **ob);
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struct Object *scene_find_camera(struct Scene *sc);
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struct Base *scene_add_base(struct Scene *sce, struct Object *ob);
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void scene_deselect_all(struct Scene *sce);
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void scene_select_base(struct Scene *sce, struct Base *selbase);
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/* checks for cycle, returns 1 if it's all OK */
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int scene_check_setscene(struct Scene *sce);
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void scene_update_for_newframe(struct Scene *sce, unsigned int lay);
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void scene_add_render_layer(struct Scene *sce);
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#endif
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