tornavis/source/blender/blenkernel/BKE_object.h

731 lines
31 KiB
C

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* 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"
#include "DNA_userdef_enums.h"
#ifdef __cplusplus
extern "C" {
#endif
struct Base;
struct BoundBox;
struct Curve;
struct Depsgraph;
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 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,
eDupli_ID_Flags 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);
/**
* A version of #BKE_object_pose_armature_get with an additional check.
* When `ob` isn't an armature: only return the referenced pose object
* when the active object is in weight paint mode.
*
* \note Some callers need to check that pose bones are selectable
* which isn't the case when the object using the armature isn't in weight-paint mode.
*/
struct Object *BKE_object_pose_armature_get_with_wpaint_check(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: #69536.
*/
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);
void BKE_object_eval_light_linking(struct Depsgraph *depsgraph, struct Object *object);
/**
* 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_texspace_flag,
float **r_texspace_location,
float **r_texspace_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);
/**
* 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