704 lines
28 KiB
C++
704 lines
28 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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* \brief General operations, lookup, etc. for blender objects.
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*/
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#include <optional>
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#include "BLI_bounds_types.hh"
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#include "BLI_compiler_attrs.h"
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#include "BLI_math_matrix_types.hh"
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#include "BLI_math_vector_types.hh"
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#include "BLI_sys_types.h"
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#include "BLI_vector.hh"
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#include "DNA_object_enums.h"
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#include "DNA_userdef_enums.h"
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struct Base;
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struct BoundBox;
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struct Curve;
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struct Depsgraph;
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struct GpencilModifierData;
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struct HookGpencilModifierData;
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struct HookModifierData;
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struct ID;
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struct KDTree_3d;
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struct KeyBlock;
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struct Lattice;
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struct LinkNode;
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struct Main;
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struct Mesh;
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struct ModifierData;
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struct MovieClip;
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struct Object;
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struct PartEff;
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struct ParticleSystem;
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struct RegionView3D;
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struct RigidBodyWorld;
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struct Scene;
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struct SubsurfModifierData;
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struct View3D;
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struct ViewLayer;
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void BKE_object_workob_clear(Object *workob);
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/**
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* For calculation of the inverse parent transform, only used for editor.
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*
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* It assumes the object parent is already in the depsgraph.
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* Otherwise, after changing ob->parent you need to call:
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* - #DEG_relations_tag_update(bmain);
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* - #BKE_scene_graph_update_tagged(depsgraph, bmain);
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*
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* \return calculated object_to_world.
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*/
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blender::float4x4 BKE_object_calc_parent(Depsgraph *depsgraph, Scene *scene, Object *ob);
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void BKE_object_transform_copy(Object *ob_tar, const Object *ob_src);
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void BKE_object_copy_softbody(Object *ob_dst, const Object *ob_src, int flag);
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ParticleSystem *BKE_object_copy_particlesystem(ParticleSystem *psys, int flag);
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void BKE_object_copy_particlesystems(Object *ob_dst, const Object *ob_src, int flag);
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void BKE_object_free_particlesystems(Object *ob);
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void BKE_object_free_softbody(Object *ob);
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void BKE_object_free_curve_cache(Object *ob);
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/**
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* Free data derived from mesh, called when mesh changes or is freed.
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*/
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void BKE_object_free_derived_caches(Object *ob);
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void BKE_object_free_caches(Object *object);
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void BKE_object_modifier_hook_reset(Object *ob, HookModifierData *hmd);
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void BKE_object_modifier_gpencil_hook_reset(Object *ob, HookGpencilModifierData *hmd);
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/**
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* \return True if the object's type supports regular modifiers (not grease pencil modifiers).
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*/
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bool BKE_object_supports_modifiers(const Object *ob);
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bool BKE_object_support_modifier_type_check(const Object *ob, int modifier_type);
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/* Active modifier. */
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/**
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* Set the object's active modifier.
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*
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* \param md: If nullptr, only clear the active modifier, otherwise
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* it must be in the #Object.modifiers list.
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*/
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void BKE_object_modifier_set_active(Object *ob, ModifierData *md);
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ModifierData *BKE_object_active_modifier(const Object *ob);
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/**
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* Copy a single modifier.
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*
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* \note *Do not* use this function to copy a whole modifier stack (see note below too). Use
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* `BKE_object_modifier_stack_copy` instead.
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*
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* \note Complex modifiers relaying on other data (like e.g. dynamic paint or fluid using particle
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* systems) are not always 100% 'correctly' copied here, since we have to use heuristics to decide
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* which particle system to use or add in `ob_dst`, and it's placement in the stack, etc. If used
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* more than once, this function should preferably be called in stack order.
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*/
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bool BKE_object_copy_modifier(
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Main *bmain, Scene *scene, Object *ob_dst, const Object *ob_src, ModifierData *md);
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/**
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* Copy a single GPencil modifier.
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*
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* \note *Do not* use this function to copy a whole modifier stack. Use
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* `BKE_object_modifier_stack_copy` instead.
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*/
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bool BKE_object_copy_gpencil_modifier(Object *ob_dst, GpencilModifierData *gmd_src);
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/**
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* Copy the whole stack of modifiers from one object into another.
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*
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* \warning *Does not* clear modifier stack and related data (particle systems, soft-body,
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* etc.) in `ob_dst`, if needed calling code must do it. The caller is also responsible for
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* ensuring the modifier identifiers are unique.
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*
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* \param do_copy_all: If true, even modifiers that should not support copying (like Hook one)
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* will be duplicated.
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*/
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bool BKE_object_modifier_stack_copy(Object *ob_dst,
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const Object *ob_src,
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bool do_copy_all,
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int flag_subdata);
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void BKE_object_link_modifiers(Object *ob_dst, const Object *ob_src);
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void BKE_object_free_modifiers(Object *ob, int flag);
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void BKE_object_free_shaderfx(Object *ob, int flag);
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bool BKE_object_exists_check(Main *bmain, const Object *obtest);
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/**
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* Actual check for internal data, not context or flags.
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*/
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bool BKE_object_is_in_editmode(const Object *ob);
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bool BKE_object_is_in_editmode_vgroup(const Object *ob);
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bool BKE_object_is_in_wpaint_select_vert(const Object *ob);
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bool BKE_object_has_mode_data(const Object *ob, eObjectMode object_mode);
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bool BKE_object_is_mode_compat(const Object *ob, eObjectMode object_mode);
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bool BKE_object_data_is_in_editmode(const Object *ob, const ID *id);
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char *BKE_object_data_editmode_flush_ptr_get(ID *id);
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/**
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* Updates select_id of all objects in the given \a bmain.
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*/
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void BKE_object_update_select_id(Main *bmain);
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enum eObjectVisibilityResult {
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OB_VISIBLE_SELF = 1,
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OB_VISIBLE_PARTICLES = 2,
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OB_VISIBLE_INSTANCES = 4,
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OB_VISIBLE_ALL = (OB_VISIBLE_SELF | OB_VISIBLE_PARTICLES | OB_VISIBLE_INSTANCES),
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};
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/**
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* Return which parts of the object are visible, as evaluated by depsgraph.
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*/
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int BKE_object_visibility(const Object *ob, int dag_eval_mode);
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/**
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* More general add: creates minimum required data, but without vertices etc.
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*
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* \param bmain: The main to add the object to. May be null for #LIB_ID_CREATE_NO_MAIN behavior.
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*/
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Object *BKE_object_add_only_object(Main *bmain, int type, const char *name) ATTR_RETURNS_NONNULL;
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/**
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* General add: to scene, with layer from area and default name.
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*
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* Object is added to the active #Collection.
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* If there is no linked collection to the active #ViewLayer we create a new one.
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*
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* \note Creates minimum required data, but without vertices etc.
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*/
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Object *BKE_object_add(Main *bmain,
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Scene *scene,
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ViewLayer *view_layer,
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int type,
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const char *name) ATTR_NONNULL(1, 2, 3) ATTR_RETURNS_NONNULL;
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/**
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* Add a new object, using another one as a reference
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*
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* \param ob_src: object to use to determine the collections of the new object.
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*/
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Object *BKE_object_add_from(
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Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name, Object *ob_src)
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ATTR_NONNULL(1, 2, 3, 6) ATTR_RETURNS_NONNULL;
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/**
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* Add a new object, but assign the given data-block as the `ob->data`
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* for the newly created object.
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*
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* \param data: The data-block to assign as `ob->data` for the new object.
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* This is assumed to be of the correct type.
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* \param do_id_user: If true, #id_us_plus() will be called on data when
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* assigning it to the object.
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*/
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Object *BKE_object_add_for_data(Main *bmain,
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const Scene *scene,
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ViewLayer *view_layer,
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int type,
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const char *name,
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ID *data,
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bool do_id_user) ATTR_RETURNS_NONNULL;
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void *BKE_object_obdata_add_from_type(Main *bmain, int type, const char *name) ATTR_NONNULL(1);
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/**
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* Return -1 on failure.
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*/
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int BKE_object_obdata_to_type(const ID *id) ATTR_NONNULL(1);
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/**
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* Returns true if the Object is from an external blend file (libdata).
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*/
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bool BKE_object_is_libdata(const Object *ob);
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/**
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* Returns true if the Object data is from an external blend file (libdata).
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*/
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bool BKE_object_obdata_is_libdata(const Object *ob);
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/**
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* Perform deep-copy of object and its 'children' data-blocks (obdata, materials, actions, etc.).
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*
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* \param dupflag: Controls which sub-data are also duplicated
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* (see #eDupli_ID_Flags in DNA_userdef_types.h).
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*
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* \note This function does not do any remapping to new IDs, caller must do it
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* (\a #BKE_libblock_relink_to_newid()).
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* \note Caller MUST free \a newid pointers itself (#BKE_main_id_newptr_and_tag_clear()) and call
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* updates of DEG too (#DAG_relations_tag_update()).
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*/
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Object *BKE_object_duplicate(Main *bmain,
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Object *ob,
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eDupli_ID_Flags dupflag,
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uint duplicate_options);
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/**
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* Use with newly created objects to set their size (used to apply scene-scale).
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*/
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void BKE_object_obdata_size_init(Object *ob, float size);
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void BKE_object_scale_to_mat3(const Object *ob, float r_mat[3][3]);
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void BKE_object_rot_to_mat3(const Object *ob, float r_mat[3][3], bool use_drot);
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void BKE_object_mat3_to_rot(Object *ob, float r_mat[3][3], bool use_compat);
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void BKE_object_to_mat3(const Object *ob, float r_mat[3][3]);
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void BKE_object_to_mat4(const Object *ob, float r_mat[4][4]);
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/**
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* Applies the global transformation \a mat to the \a ob using a relative parent space if
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* supplied.
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*
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* \param mat: the global transformation mat that the object should be set object to.
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* \param parent: the parent space in which this object will be set relative to
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* (should probably always be parent_eval).
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* \param use_compat: true to ensure that rotations are set using the
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* min difference between the old and new orientation.
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*/
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void BKE_object_apply_mat4_ex(Object *ob,
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const float mat[4][4],
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Object *parent,
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const float parentinv[4][4],
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bool use_compat);
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/** See #BKE_object_apply_mat4_ex */
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void BKE_object_apply_mat4(Object *ob, const float mat[4][4], bool use_compat, bool use_parent);
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/**
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* Use parent's world location and rotation as the child's origin. The parent inverse will
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* become identity when the parent has no shearing. Otherwise, it is non-identity and contains the
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* object's local matrix data that cannot be decomposed into location, rotation and scale.
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*
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* Assumes the object's world matrix has no shear.
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* Assumes parent exists.
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*/
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void BKE_object_apply_parent_inverse(Object *ob);
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void BKE_object_matrix_local_get(Object *ob, float r_mat[4][4]);
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bool BKE_object_pose_context_check(const Object *ob);
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Object *BKE_object_pose_armature_get(Object *ob);
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/**
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* A version of #BKE_object_pose_armature_get with an additional check.
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* When `ob` isn't an armature: only return the referenced pose object
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* when the active object is in weight paint mode.
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*
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* \note Some callers need to check that pose bones are selectable
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* which isn't the case when the object using the armature isn't in weight-paint mode.
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*/
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Object *BKE_object_pose_armature_get_with_wpaint_check(Object *ob);
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Object *BKE_object_pose_armature_get_visible(Object *ob,
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const Scene *scene,
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ViewLayer *view_layer,
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View3D *v3d);
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/**
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* Access pose array with special check to get pose object when in weight paint mode.
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*/
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blender::Vector<Object *> BKE_object_pose_array_get_ex(const Scene *scene,
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ViewLayer *view_layer,
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View3D *v3d,
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bool unique);
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blender::Vector<Object *> BKE_object_pose_array_get_unique(const Scene *scene,
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ViewLayer *view_layer,
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View3D *v3d);
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blender::Vector<Object *> BKE_object_pose_array_get(const Scene *scene,
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ViewLayer *view_layer,
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View3D *v3d);
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blender::Vector<Base *> BKE_object_pose_base_array_get_ex(const Scene *scene,
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ViewLayer *view_layer,
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View3D *v3d,
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bool unique);
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blender::Vector<Base *> BKE_object_pose_base_array_get_unique(const Scene *scene,
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ViewLayer *view_layer,
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View3D *v3d);
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blender::Vector<Base *> BKE_object_pose_base_array_get(const Scene *scene,
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ViewLayer *view_layer,
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View3D *v3d);
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void BKE_object_get_parent_matrix(const Object *ob, Object *par, float r_parentmat[4][4]);
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/**
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* Compute object world transform and store it in `ob->object_to_world().ptr()`.
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*/
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void BKE_object_where_is_calc(Depsgraph *depsgraph, Scene *scene, Object *ob);
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void BKE_object_where_is_calc_ex(
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Depsgraph *depsgraph, Scene *scene, RigidBodyWorld *rbw, Object *ob, float r_originmat[3][3]);
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void BKE_object_where_is_calc_time(Depsgraph *depsgraph, Scene *scene, Object *ob, float ctime);
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/**
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* Calculate object transformation matrix without recalculating dependencies and
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* constraints -- assume dependencies are already solved by depsgraph.
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* No changes to object and its parent would be done.
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* Used for bundles orientation in 3d space relative to parented blender camera.
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*/
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void BKE_object_where_is_calc_mat4(const Object *ob, float r_obmat[4][4]);
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/* Possibly belong in its own module? */
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void BKE_boundbox_init_from_minmax(BoundBox *bb, const float min[3], const float max[3]);
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void BKE_boundbox_minmax(const BoundBox *bb,
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const float obmat[4][4],
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float r_min[3],
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float r_max[3]);
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/**
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* Retrieve the bounds of the object's geometry, in the local space of the object
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* (not accounting for the object's transform). For evaluated objects, this includes
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* the evaluated geometry (not just #Object.data).
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*/
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std::optional<blender::Bounds<blender::float3>> BKE_object_boundbox_get(const Object *ob);
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void BKE_object_dimensions_get(Object *ob, float r_vec[3]);
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/**
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* Retrieve the bounds of the evaluated object's geometry, stored on the original object as part of
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* the latest dependency graph evaluation, or fall back to the current bounds of the object if no
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* such cache exists. For evaluated objects this indirection is unnecessary, so
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* #BKE_object_boundbox_get should be used instead.
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*/
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std::optional<blender::Bounds<blender::float3>> BKE_object_boundbox_eval_cached_get(
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const Object *ob);
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/** Similar to #BKE_object_boundbox_eval_cached_get but gives the size of the bounds instead. */
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void BKE_object_dimensions_eval_cached_get(Object *ob, float r_vec[3]);
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/**
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* The original scale and object matrix can be passed in so any difference
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* of the objects matrix and the final matrix can be accounted for,
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* typically this caused by parenting, constraints or delta-scale.
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*
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* Re-using these values from the object causes a feedback loop
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* when multiple values are modified at once in some situations. see: #69536.
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*/
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void BKE_object_dimensions_set_ex(Object *ob,
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const float value[3],
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int axis_mask,
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const float ob_scale_orig[3],
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const float ob_obmat_orig[4][4]);
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void BKE_object_dimensions_set(Object *ob, const float value[3], int axis_mask);
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void BKE_object_empty_draw_type_set(Object *ob, int value);
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std::optional<blender::Bounds<blender::float3>> BKE_object_evaluated_geometry_bounds(
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const Object *ob);
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void BKE_object_minmax(Object *ob, float r_min[3], float r_max[3]);
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bool BKE_object_minmax_dupli(Depsgraph *depsgraph,
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Scene *scene,
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Object *ob,
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float r_min[3],
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float r_max[3],
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bool use_hidden);
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/**
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* Calculate visual bounds from an empty objects draw-type.
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*
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* \note This is not part of the calculation used by #BKE_object_boundbox_get
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* as these bounds represent the extents of visual guides (use for viewport culling for e.g.)
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*/
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bool BKE_object_minmax_empty_drawtype(const Object *ob, float r_min[3], float r_max[3]);
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/**
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* Sometimes min-max isn't enough, we need to loop over each point.
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*/
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void BKE_object_foreach_display_point(Object *ob,
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const float obmat[4][4],
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void (*func_cb)(const float[3], void *),
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void *user_data);
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void BKE_scene_foreach_display_point(Depsgraph *depsgraph,
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void (*func_cb)(const float[3], void *),
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void *user_data);
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bool BKE_object_parent_loop_check(const Object *parent, const Object *ob);
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void *BKE_object_tfm_backup(Object *ob);
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void BKE_object_tfm_restore(Object *ob, void *obtfm_pt);
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struct ObjectTfmProtectedChannels {
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float loc[3], dloc[3];
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float scale[3], dscale[3];
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float rot[3], drot[3];
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float quat[4], dquat[4];
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float rotAxis[3], drotAxis[3];
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float rotAngle, drotAngle;
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};
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void BKE_object_tfm_protected_backup(const Object *ob, ObjectTfmProtectedChannels *obtfm);
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void BKE_object_tfm_protected_restore(Object *ob,
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const ObjectTfmProtectedChannels *obtfm,
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short protectflag);
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void BKE_object_tfm_copy(Object *object_dst, const Object *object_src);
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/**
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* Restore the object->data to a non-modifier evaluated state.
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*
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* Some changes done directly in evaluated object require them to be reset
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* before being re-evaluated.
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* For example, we need to call this before #BKE_mesh_new_from_object(),
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* in case we removed/added modifiers in the evaluated object.
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*/
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void BKE_object_eval_reset(Object *ob_eval);
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/* Dependency graph evaluation callbacks. */
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void BKE_object_eval_local_transform(Depsgraph *depsgraph, Object *ob);
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void BKE_object_eval_parent(Depsgraph *depsgraph, Object *ob);
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void BKE_object_eval_constraints(Depsgraph *depsgraph, Scene *scene, Object *ob);
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void BKE_object_eval_transform_final(Depsgraph *depsgraph, Object *ob);
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void BKE_object_eval_uber_transform(Depsgraph *depsgraph, Object *object);
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void BKE_object_eval_uber_data(Depsgraph *depsgraph, Scene *scene, Object *ob);
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void BKE_object_eval_shading(Depsgraph *depsgraph, Object *ob);
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void BKE_object_eval_light_linking(Depsgraph *depsgraph, Object *object);
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/**
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* Assign #Object.data after modifier stack evaluation.
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*/
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void BKE_object_eval_assign_data(Object *object, ID *data, bool is_owned);
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void BKE_object_sync_to_original(Depsgraph *depsgraph, Object *object);
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void BKE_object_eval_ptcache_reset(Depsgraph *depsgraph, Scene *scene, Object *object);
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void BKE_object_eval_transform_all(Depsgraph *depsgraph, Scene *scene, Object *object);
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void BKE_object_data_select_update(Depsgraph *depsgraph, ID *object_data);
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void BKE_object_select_update(Depsgraph *depsgraph, Object *object);
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void BKE_object_eval_eval_base_flags(Depsgraph *depsgraph,
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Scene *scene,
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int view_layer_index,
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Object *object,
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int base_index,
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bool is_from_set);
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void BKE_object_handle_data_update(Depsgraph *depsgraph, Scene *scene, Object *ob);
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/**
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* \warning "scene" here may not be the scene object actually resides in.
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* When dealing with background-sets, "scene" is actually the active scene.
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* e.g. "scene" <-- set 1 <-- set 2 ("ob" lives here) <-- set 3 <-- ... <-- set n
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* rigid bodies depend on their world so use #BKE_object_handle_update_ex()
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* to also pass along the current rigid body world.
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*/
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void BKE_object_handle_update(Depsgraph *depsgraph, Scene *scene, Object *ob);
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/**
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* The main object update call, for object matrix, constraints, keys and modifiers.
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* Requires flags to be set!
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*
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* Ideally we shouldn't have to pass the rigid body world,
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* but need bigger restructuring to avoid id.
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*/
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void BKE_object_handle_update_ex(Depsgraph *depsgraph,
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Scene *scene,
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Object *ob,
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RigidBodyWorld *rbw);
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void BKE_object_sculpt_data_create(Object *ob);
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bool BKE_object_obdata_texspace_get(Object *ob,
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char **r_texspace_flag,
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float **r_texspace_location,
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float **r_texspace_size);
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Mesh *BKE_object_get_evaluated_mesh_no_subsurf(const Object *object);
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/** Get evaluated mesh for given object. */
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Mesh *BKE_object_get_evaluated_mesh(const Object *object);
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/**
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* Get mesh which is not affected by modifiers:
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* - For original objects it will be same as `object->data`, and it is a mesh
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* which is in the corresponding #Main.
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* - For copied-on-write objects it will give pointer to a copied-on-write
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* mesh which corresponds to original object's mesh.
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*/
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Mesh *BKE_object_get_pre_modified_mesh(const Object *object);
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/**
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* Get a mesh which corresponds to the very original mesh from #Main.
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* - For original objects it will be object->data.
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* - For evaluated objects it will be same mesh as corresponding original
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* object uses as data.
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*/
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Mesh *BKE_object_get_original_mesh(const Object *object);
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const Mesh *BKE_object_get_editmesh_eval_final(const Object *object);
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const Mesh *BKE_object_get_editmesh_eval_cage(const Object *object);
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const Mesh *BKE_object_get_mesh_deform_eval(const Object *object);
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/* Lattice accessors.
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* These functions return either the regular lattice, or the edit-mode lattice,
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* whichever is currently in use. */
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Lattice *BKE_object_get_lattice(const Object *object);
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Lattice *BKE_object_get_evaluated_lattice(const Object *object);
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int BKE_object_insert_ptcache(Object *ob);
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void BKE_object_delete_ptcache(Object *ob, int index);
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KeyBlock *BKE_object_shapekey_insert(Main *bmain, Object *ob, const char *name, bool from_mix);
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bool BKE_object_shapekey_remove(Main *bmain, Object *ob, KeyBlock *kb);
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bool BKE_object_shapekey_free(Main *bmain, Object *ob);
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bool BKE_object_flag_test_recursive(const Object *ob, short flag);
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bool BKE_object_is_child_recursive(const Object *ob_parent, const Object *ob_child);
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/**
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* Most important if this is modified it should _always_ return true, in certain
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* cases false positives are hard to avoid (shape keys for example).
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*
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* \return #ModifierMode flag.
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*/
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int BKE_object_is_modified(Scene *scene, Object *ob);
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/**
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* Test if object is affected by deforming modifiers (for motion blur). again
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* most important is to avoid false positives, this is to skip computations
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* and we can still if there was actual deformation afterwards.
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*/
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int BKE_object_is_deform_modified(Scene *scene, Object *ob);
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/**
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* Check of objects moves in time.
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*
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* \note This function is currently optimized for usage in combination
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* with modifier deformation checks (#ModifierTypeType::OnlyDeform),
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* so modifiers can quickly check if their target objects moves
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* (causing deformation motion blur) or not.
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*
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* This makes it possible to give some degree of false-positives here,
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* but it's currently an acceptable tradeoff between complexity and check
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* speed. In combination with checks of modifier stack and real life usage
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* percentage of false-positives shouldn't be that high.
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*
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* \note This function does not consider physics systems.
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*/
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bool BKE_object_moves_in_time(const Object *object, bool recurse_parent);
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/** Return the number of scenes using (instantiating) that object in their collections. */
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int BKE_object_scenes_users_get(Main *bmain, Object *ob);
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MovieClip *BKE_object_movieclip_get(Scene *scene, const Object *ob, bool use_default);
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void BKE_object_runtime_reset(Object *object);
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/**
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* Reset all pointers which we don't want to be shared when copying the object.
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*/
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void BKE_object_runtime_reset_on_copy(Object *object, int flag);
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/**
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* The function frees memory used by the runtime data, but not the runtime field itself.
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*
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* All runtime data is cleared to ensure it's not used again,
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* in keeping with other `_free_data(..)` functions.
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*/
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void BKE_object_runtime_free_data(Object *object);
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void BKE_object_batch_cache_dirty_tag(Object *ob);
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/* this function returns a superset of the scenes selection based on relationships */
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enum eObRelationTypes {
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OB_REL_NONE = 0, /* Just the selection as is. */
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OB_REL_PARENT = (1 << 0), /* Immediate parent. */
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OB_REL_PARENT_RECURSIVE = (1 << 1), /* Parents up to root of selection tree. */
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OB_REL_CHILDREN = (1 << 2), /* Immediate children. */
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OB_REL_CHILDREN_RECURSIVE = (1 << 3), /* All children. */
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OB_REL_MOD_ARMATURE = (1 << 4), /* Armatures related to the selected objects. */
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// OB_REL_SCENE_CAMERA = (1 << 5), /* You might want the scene camera too even if unselected? */
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};
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enum eObjectSet {
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OB_SET_SELECTED, /* Selected Objects. */
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OB_SET_VISIBLE, /* Visible Objects. */
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OB_SET_ALL, /* All Objects. */
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};
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/**
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* Iterates over all objects of the given scene layer.
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* Depending on the #eObjectSet flag:
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* collect either #OB_SET_ALL, #OB_SET_VISIBLE or #OB_SET_SELECTED objects.
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* If #OB_SET_VISIBLE or#OB_SET_SELECTED are collected,
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* then also add related objects according to the given \a includeFilter.
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*/
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LinkNode *BKE_object_relational_superset(const Scene *scene,
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ViewLayer *view_layer,
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eObjectSet objectSet,
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eObRelationTypes includeFilter);
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/**
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* \return All groups this object is a part of, caller must free.
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*/
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LinkNode *BKE_object_groups(Main *bmain, Scene *scene, Object *ob);
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void BKE_object_groups_clear(Main *bmain, Scene *scene, Object *object);
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/**
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* Return a KDTree_3d from the deformed object (in world-space).
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*
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* \note Only mesh objects currently support deforming, others are TODO.
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*
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* \param ob:
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* \param r_tot:
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* \return The KD-tree or nullptr if it can't be created.
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*/
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KDTree_3d *BKE_object_as_kdtree(Object *ob, int *r_tot);
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/**
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* \note this function should eventually be replaced by depsgraph functionality.
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* Avoid calling this in new code unless there is a very good reason for it!
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*/
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bool BKE_object_modifier_update_subframe(Depsgraph *depsgraph,
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Scene *scene,
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Object *ob,
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bool update_mesh,
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int parent_recursion,
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float frame,
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int type);
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bool BKE_object_empty_image_frame_is_visible_in_view3d(const Object *ob, const RegionView3D *rv3d);
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bool BKE_object_empty_image_data_is_visible_in_view3d(const Object *ob, const RegionView3D *rv3d);
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/**
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* This is an utility function for Python's object.to_mesh() (the naming is not very clear though).
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* The result is owned by the object.
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*
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* The mesh will be freed when object is re-evaluated or is destroyed. It is possible to force to
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* clear memory used by this mesh by calling BKE_object_to_mesh_clear().
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*
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* If preserve_all_data_layers is truth then the modifier stack is re-evaluated to ensure it
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* preserves all possible custom data layers.
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*
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* NOTE: Dependency graph argument is required when preserve_all_data_layers is truth, and is
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* ignored otherwise. */
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Mesh *BKE_object_to_mesh(Depsgraph *depsgraph, Object *object, bool preserve_all_data_layers);
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void BKE_object_to_mesh_clear(Object *object);
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/**
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* This is an utility function for Python's `object.to_curve()`.
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* The result is owned by the object.
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*
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* The curve will be freed when object is re-evaluated or is destroyed. It is possible to force
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* clear memory used by this curve by calling #BKE_object_to_curve_clear().
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*
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* If apply_modifiers is true and the object is a curve one, then spline deform modifiers are
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* applied on the curve control points.
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*/
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Curve *BKE_object_to_curve(Object *object, Depsgraph *depsgraph, bool apply_modifiers);
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void BKE_object_to_curve_clear(Object *object);
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void BKE_object_check_uids_unique_and_report(const Object *object);
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/**
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* Return the last subsurf modifier of an object, this does not check whether modifiers on top of
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* it are disabled. Return NULL if no such modifier is found.
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*
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* This does not check if the modifier is enabled as it is assumed that the caller verified that it
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* is enabled for its evaluation mode.
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*/
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SubsurfModifierData *BKE_object_get_last_subsurf_modifier(const Object *ob);
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void BKE_object_replace_data_on_shallow_copy(Object *ob, ID *new_data);
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PartEff *BKE_object_do_version_give_parteff_245(Object *ob);
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bool BKE_object_supports_material_slots(Object *ob);
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