tornavis/source/blender/blenkernel/BKE_object.hh

704 lines
28 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 <optional>
#include "BLI_bounds_types.hh"
#include "BLI_compiler_attrs.h"
#include "BLI_math_matrix_types.hh"
#include "BLI_math_vector_types.hh"
#include "BLI_sys_types.h"
#include "BLI_vector.hh"
#include "DNA_object_enums.h"
#include "DNA_userdef_enums.h"
struct Base;
struct BoundBox;
struct Curve;
struct Depsgraph;
struct GpencilModifierData;
struct HookGpencilModifierData;
struct HookModifierData;
struct ID;
struct KDTree_3d;
struct KeyBlock;
struct Lattice;
struct LinkNode;
struct Main;
struct Mesh;
struct ModifierData;
struct MovieClip;
struct Object;
struct PartEff;
struct ParticleSystem;
struct RegionView3D;
struct RigidBodyWorld;
struct Scene;
struct SubsurfModifierData;
struct View3D;
struct ViewLayer;
void BKE_object_workob_clear(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);
*
* \return calculated object_to_world.
*/
blender::float4x4 BKE_object_calc_parent(Depsgraph *depsgraph, Scene *scene, Object *ob);
void BKE_object_transform_copy(Object *ob_tar, const Object *ob_src);
void BKE_object_copy_softbody(Object *ob_dst, const Object *ob_src, int flag);
ParticleSystem *BKE_object_copy_particlesystem(ParticleSystem *psys, int flag);
void BKE_object_copy_particlesystems(Object *ob_dst, const Object *ob_src, int flag);
void BKE_object_free_particlesystems(Object *ob);
void BKE_object_free_softbody(Object *ob);
void BKE_object_free_curve_cache(Object *ob);
/**
* Free data derived from mesh, called when mesh changes or is freed.
*/
void BKE_object_free_derived_caches(Object *ob);
void BKE_object_free_caches(Object *object);
void BKE_object_modifier_hook_reset(Object *ob, HookModifierData *hmd);
void BKE_object_modifier_gpencil_hook_reset(Object *ob, HookGpencilModifierData *hmd);
/**
* \return True if the object's type supports regular modifiers (not grease pencil modifiers).
*/
bool BKE_object_supports_modifiers(const Object *ob);
bool BKE_object_support_modifier_type_check(const 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(Object *ob, ModifierData *md);
ModifierData *BKE_object_active_modifier(const 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(
Main *bmain, Scene *scene, Object *ob_dst, const Object *ob_src, 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(Object *ob_dst, 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. The caller is also responsible for
* ensuring the modifier identifiers are unique.
*
* \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(Object *ob_dst,
const Object *ob_src,
bool do_copy_all,
int flag_subdata);
void BKE_object_link_modifiers(Object *ob_dst, const Object *ob_src);
void BKE_object_free_modifiers(Object *ob, int flag);
void BKE_object_free_shaderfx(Object *ob, int flag);
bool BKE_object_exists_check(Main *bmain, const Object *obtest);
/**
* Actual check for internal data, not context or flags.
*/
bool BKE_object_is_in_editmode(const Object *ob);
bool BKE_object_is_in_editmode_vgroup(const Object *ob);
bool BKE_object_is_in_wpaint_select_vert(const Object *ob);
bool BKE_object_has_mode_data(const Object *ob, eObjectMode object_mode);
bool BKE_object_is_mode_compat(const Object *ob, eObjectMode object_mode);
bool BKE_object_data_is_in_editmode(const Object *ob, const ID *id);
char *BKE_object_data_editmode_flush_ptr_get(ID *id);
/**
* Updates select_id of all objects in the given \a bmain.
*/
void BKE_object_update_select_id(Main *bmain);
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),
};
/**
* Return which parts of the object are visible, as evaluated by depsgraph.
*/
int BKE_object_visibility(const 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.
*/
Object *BKE_object_add_only_object(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.
*/
Object *BKE_object_add(Main *bmain,
Scene *scene,
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.
*/
Object *BKE_object_add_from(
Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name, 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.
*/
Object *BKE_object_add_for_data(Main *bmain,
const Scene *scene,
ViewLayer *view_layer,
int type,
const char *name,
ID *data,
bool do_id_user) ATTR_RETURNS_NONNULL;
void *BKE_object_obdata_add_from_type(Main *bmain, int type, const char *name) ATTR_NONNULL(1);
/**
* Return -1 on failure.
*/
int BKE_object_obdata_to_type(const ID *id) ATTR_NONNULL(1);
/**
* Returns true if the Object is from an external blend file (libdata).
*/
bool BKE_object_is_libdata(const Object *ob);
/**
* Returns true if the Object data is from an external blend file (libdata).
*/
bool BKE_object_obdata_is_libdata(const 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()).
*/
Object *BKE_object_duplicate(Main *bmain,
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(Object *ob, float size);
void BKE_object_scale_to_mat3(const Object *ob, float r_mat[3][3]);
void BKE_object_rot_to_mat3(const Object *ob, float r_mat[3][3], bool use_drot);
void BKE_object_mat3_to_rot(Object *ob, float r_mat[3][3], bool use_compat);
void BKE_object_to_mat3(const Object *ob, float r_mat[3][3]);
void BKE_object_to_mat4(const 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(Object *ob,
const float mat[4][4],
Object *parent,
const float parentinv[4][4],
bool use_compat);
/** See #BKE_object_apply_mat4_ex */
void BKE_object_apply_mat4(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(Object *ob);
void BKE_object_matrix_local_get(Object *ob, float r_mat[4][4]);
bool BKE_object_pose_context_check(const Object *ob);
Object *BKE_object_pose_armature_get(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.
*/
Object *BKE_object_pose_armature_get_with_wpaint_check(Object *ob);
Object *BKE_object_pose_armature_get_visible(Object *ob,
const Scene *scene,
ViewLayer *view_layer,
View3D *v3d);
/**
* Access pose array with special check to get pose object when in weight paint mode.
*/
blender::Vector<Object *> BKE_object_pose_array_get_ex(const Scene *scene,
ViewLayer *view_layer,
View3D *v3d,
bool unique);
blender::Vector<Object *> BKE_object_pose_array_get_unique(const Scene *scene,
ViewLayer *view_layer,
View3D *v3d);
blender::Vector<Object *> BKE_object_pose_array_get(const Scene *scene,
ViewLayer *view_layer,
View3D *v3d);
blender::Vector<Base *> BKE_object_pose_base_array_get_ex(const Scene *scene,
ViewLayer *view_layer,
View3D *v3d,
bool unique);
blender::Vector<Base *> BKE_object_pose_base_array_get_unique(const Scene *scene,
ViewLayer *view_layer,
View3D *v3d);
blender::Vector<Base *> BKE_object_pose_base_array_get(const Scene *scene,
ViewLayer *view_layer,
View3D *v3d);
void BKE_object_get_parent_matrix(const Object *ob, Object *par, float r_parentmat[4][4]);
/**
* Compute object world transform and store it in `ob->object_to_world().ptr()`.
*/
void BKE_object_where_is_calc(Depsgraph *depsgraph, Scene *scene, Object *ob);
void BKE_object_where_is_calc_ex(
Depsgraph *depsgraph, Scene *scene, RigidBodyWorld *rbw, Object *ob, float r_originmat[3][3]);
void BKE_object_where_is_calc_time(Depsgraph *depsgraph, Scene *scene, 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(const Object *ob, float r_obmat[4][4]);
/* Possibly belong in its own module? */
void BKE_boundbox_init_from_minmax(BoundBox *bb, const float min[3], const float max[3]);
void BKE_boundbox_minmax(const BoundBox *bb,
const float obmat[4][4],
float r_min[3],
float r_max[3]);
/**
* Retrieve the bounds of the object's geometry, in the local space of the object
* (not accounting for the object's transform). For evaluated objects, this includes
* the evaluated geometry (not just #Object.data).
*/
std::optional<blender::Bounds<blender::float3>> BKE_object_boundbox_get(const Object *ob);
void BKE_object_dimensions_get(Object *ob, float r_vec[3]);
/**
* Retrieve the bounds of the evaluated object's geometry, stored on the original object as part of
* the latest dependency graph evaluation, or fall back to the current bounds of the object if no
* such cache exists. For evaluated objects this indirection is unnecessary, so
* #BKE_object_boundbox_get should be used instead.
*/
std::optional<blender::Bounds<blender::float3>> BKE_object_boundbox_eval_cached_get(
const Object *ob);
/** Similar to #BKE_object_boundbox_eval_cached_get but gives the size of the bounds instead. */
void BKE_object_dimensions_eval_cached_get(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(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(Object *ob, const float value[3], int axis_mask);
void BKE_object_empty_draw_type_set(Object *ob, int value);
std::optional<blender::Bounds<blender::float3>> BKE_object_evaluated_geometry_bounds(
const Object *ob);
void BKE_object_minmax(Object *ob, float r_min[3], float r_max[3]);
bool BKE_object_minmax_dupli(Depsgraph *depsgraph,
Scene *scene,
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 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(Object *ob,
const float obmat[4][4],
void (*func_cb)(const float[3], void *),
void *user_data);
void BKE_scene_foreach_display_point(Depsgraph *depsgraph,
void (*func_cb)(const float[3], void *),
void *user_data);
bool BKE_object_parent_loop_check(const Object *parent, const Object *ob);
void *BKE_object_tfm_backup(Object *ob);
void BKE_object_tfm_restore(Object *ob, void *obtfm_pt);
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;
};
void BKE_object_tfm_protected_backup(const Object *ob, ObjectTfmProtectedChannels *obtfm);
void BKE_object_tfm_protected_restore(Object *ob,
const ObjectTfmProtectedChannels *obtfm,
short protectflag);
void BKE_object_tfm_copy(Object *object_dst, const 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(Object *ob_eval);
/* Dependency graph evaluation callbacks. */
void BKE_object_eval_local_transform(Depsgraph *depsgraph, Object *ob);
void BKE_object_eval_parent(Depsgraph *depsgraph, Object *ob);
void BKE_object_eval_constraints(Depsgraph *depsgraph, Scene *scene, Object *ob);
void BKE_object_eval_transform_final(Depsgraph *depsgraph, Object *ob);
void BKE_object_eval_uber_transform(Depsgraph *depsgraph, Object *object);
void BKE_object_eval_uber_data(Depsgraph *depsgraph, Scene *scene, Object *ob);
void BKE_object_eval_shading(Depsgraph *depsgraph, Object *ob);
void BKE_object_eval_light_linking(Depsgraph *depsgraph, Object *object);
/**
* Assign #Object.data after modifier stack evaluation.
*/
void BKE_object_eval_assign_data(Object *object, ID *data, bool is_owned);
void BKE_object_sync_to_original(Depsgraph *depsgraph, Object *object);
void BKE_object_eval_ptcache_reset(Depsgraph *depsgraph, Scene *scene, Object *object);
void BKE_object_eval_transform_all(Depsgraph *depsgraph, Scene *scene, Object *object);
void BKE_object_data_select_update(Depsgraph *depsgraph, ID *object_data);
void BKE_object_select_update(Depsgraph *depsgraph, Object *object);
void BKE_object_eval_eval_base_flags(Depsgraph *depsgraph,
Scene *scene,
int view_layer_index,
Object *object,
int base_index,
bool is_from_set);
void BKE_object_handle_data_update(Depsgraph *depsgraph, Scene *scene, 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(Depsgraph *depsgraph, Scene *scene, 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(Depsgraph *depsgraph,
Scene *scene,
Object *ob,
RigidBodyWorld *rbw);
void BKE_object_sculpt_data_create(Object *ob);
bool BKE_object_obdata_texspace_get(Object *ob,
char **r_texspace_flag,
float **r_texspace_location,
float **r_texspace_size);
Mesh *BKE_object_get_evaluated_mesh_no_subsurf(const Object *object);
/** Get evaluated mesh for given object. */
Mesh *BKE_object_get_evaluated_mesh(const 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.
*/
Mesh *BKE_object_get_pre_modified_mesh(const 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.
*/
Mesh *BKE_object_get_original_mesh(const Object *object);
const Mesh *BKE_object_get_editmesh_eval_final(const Object *object);
const Mesh *BKE_object_get_editmesh_eval_cage(const Object *object);
const Mesh *BKE_object_get_mesh_deform_eval(const Object *object);
/* Lattice accessors.
* These functions return either the regular lattice, or the edit-mode lattice,
* whichever is currently in use. */
Lattice *BKE_object_get_lattice(const Object *object);
Lattice *BKE_object_get_evaluated_lattice(const Object *object);
int BKE_object_insert_ptcache(Object *ob);
void BKE_object_delete_ptcache(Object *ob, int index);
KeyBlock *BKE_object_shapekey_insert(Main *bmain, Object *ob, const char *name, bool from_mix);
bool BKE_object_shapekey_remove(Main *bmain, Object *ob, KeyBlock *kb);
bool BKE_object_shapekey_free(Main *bmain, Object *ob);
bool BKE_object_flag_test_recursive(const Object *ob, short flag);
bool BKE_object_is_child_recursive(const Object *ob_parent, const 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(Scene *scene, 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(Scene *scene, Object *ob);
/**
* Check of objects moves in time.
*
* \note This function is currently optimized for usage in combination
* with modifier deformation checks (#ModifierTypeType::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 Object *object, bool recurse_parent);
/** Return the number of scenes using (instantiating) that object in their collections. */
int BKE_object_scenes_users_get(Main *bmain, Object *ob);
MovieClip *BKE_object_movieclip_get(Scene *scene, const Object *ob, bool use_default);
void BKE_object_runtime_reset(Object *object);
/**
* Reset all pointers which we don't want to be shared when copying the object.
*/
void BKE_object_runtime_reset_on_copy(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(Object *object);
void BKE_object_batch_cache_dirty_tag(Object *ob);
/* this function returns a superset of the scenes selection based on relationships */
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? */
};
enum eObjectSet {
OB_SET_SELECTED, /* Selected Objects. */
OB_SET_VISIBLE, /* Visible Objects. */
OB_SET_ALL, /* All Objects. */
};
/**
* 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.
*/
LinkNode *BKE_object_relational_superset(const Scene *scene,
ViewLayer *view_layer,
eObjectSet objectSet,
eObRelationTypes includeFilter);
/**
* \return All groups this object is a part of, caller must free.
*/
LinkNode *BKE_object_groups(Main *bmain, Scene *scene, Object *ob);
void BKE_object_groups_clear(Main *bmain, Scene *scene, 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.
*/
KDTree_3d *BKE_object_as_kdtree(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(Depsgraph *depsgraph,
Scene *scene,
Object *ob,
bool update_mesh,
int parent_recursion,
float frame,
int type);
bool BKE_object_empty_image_frame_is_visible_in_view3d(const Object *ob, const RegionView3D *rv3d);
bool BKE_object_empty_image_data_is_visible_in_view3d(const Object *ob, const 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. */
Mesh *BKE_object_to_mesh(Depsgraph *depsgraph, Object *object, bool preserve_all_data_layers);
void BKE_object_to_mesh_clear(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.
*/
Curve *BKE_object_to_curve(Object *object, Depsgraph *depsgraph, bool apply_modifiers);
void BKE_object_to_curve_clear(Object *object);
void BKE_object_check_uids_unique_and_report(const 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.
*/
SubsurfModifierData *BKE_object_get_last_subsurf_modifier(const Object *ob);
void BKE_object_replace_data_on_shallow_copy(Object *ob, ID *new_data);
PartEff *BKE_object_do_version_give_parteff_245(Object *ob);
bool BKE_object_supports_material_slots(Object *ob);