Now copying a scene will also duplicate groups that consist entirely of objects that are duplicated with the scene. The rigid body world will then also pointers to these new groups.
128 lines
4.5 KiB
C
128 lines
4.5 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BKE_SCENE_H__
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#define __BKE_SCENE_H__
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/** \file BKE_scene.h
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* \ingroup bke
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* \since March 2001
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* \author nzc
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct AviCodecData;
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struct Base;
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struct bglMats;
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struct Main;
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struct Object;
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struct QuicktimeCodecData;
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struct RenderData;
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struct SceneRenderLayer;
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struct Scene;
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struct Text;
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struct Main;
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#define SCE_COPY_NEW 0
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#define SCE_COPY_EMPTY 1
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#define SCE_COPY_LINK_OB 2
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#define SCE_COPY_LINK_DATA 3
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#define SCE_COPY_FULL 4
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/* Use as the contents of a 'for' loop: for (SETLOOPER(...)) { ... */
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#define SETLOOPER(_sce_basis, _sce_iter, _base) \
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_sce_iter = _sce_basis, _base = _setlooper_base_step(&_sce_iter, NULL); \
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_base; \
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_base = _setlooper_base_step(&_sce_iter, _base)
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struct Base *_setlooper_base_step(struct Scene **sce_iter, struct Base *base);
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void free_avicodecdata(struct AviCodecData *acd);
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void free_qtcodecdata(struct QuicktimeCodecData *acd);
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void BKE_scene_free(struct Scene *sce);
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struct Scene *BKE_scene_add(struct Main *bmain, const char *name);
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/* base functions */
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struct Base *BKE_scene_base_find(struct Scene *scene, struct Object *ob);
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struct Base *BKE_scene_base_add(struct Scene *sce, struct Object *ob);
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void BKE_scene_base_unlink(struct Scene *sce, struct Base *base);
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void BKE_scene_base_deselect_all(struct Scene *sce);
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void BKE_scene_base_select(struct Scene *sce, struct Base *selbase);
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int BKE_scene_base_iter_next(struct Scene **scene, int val, struct Base **base, struct Object **ob);
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void BKE_scene_base_flag_to_objects(struct Scene *scene);
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void BKE_scene_base_flag_from_objects(struct Scene *scene);
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void BKE_scene_set_background(struct Main *bmain, struct Scene *sce);
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struct Scene *BKE_scene_set_name(struct Main *bmain, const char *name);
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struct Scene *BKE_scene_copy(struct Scene *sce, int type);
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void BKE_scene_groups_relink(struct Scene *sce);
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void BKE_scene_unlink(struct Main *bmain, struct Scene *sce, struct Scene *newsce);
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struct Object *BKE_scene_camera_find(struct Scene *sc);
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struct Object *BKE_scene_camera_switch_find(struct Scene *scene); // DURIAN_CAMERA_SWITCH
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int BKE_scene_camera_switch_update(struct Scene *scene);
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char *BKE_scene_find_marker_name(struct Scene *scene, int frame);
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char *BKE_scene_find_last_marker_name(struct Scene *scene, int frame);
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/* checks for cycle, returns 1 if it's all OK */
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int BKE_scene_validate_setscene(struct Main *bmain, struct Scene *sce);
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float BKE_scene_frame_get(struct Scene *scene);
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float BKE_scene_frame_get_from_ctime(struct Scene *scene, const float frame);
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void BKE_scene_update_tagged(struct Main *bmain, struct Scene *sce);
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void BKE_scene_update_for_newframe(struct Main *bmain, struct Scene *sce, unsigned int lay);
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struct SceneRenderLayer *BKE_scene_add_render_layer(struct Scene *sce, const char *name);
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int BKE_scene_remove_render_layer(struct Main *main, struct Scene *scene, struct SceneRenderLayer *srl);
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/* render profile */
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int get_render_subsurf_level(struct RenderData *r, int level);
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int get_render_child_particle_number(struct RenderData *r, int num);
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int get_render_shadow_samples(struct RenderData *r, int samples);
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float get_render_aosss_error(struct RenderData *r, float error);
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int BKE_scene_use_new_shading_nodes(struct Scene *scene);
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void BKE_scene_disable_color_management(struct Scene *scene);
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int BKE_scene_check_color_management_enabled(const struct Scene *scene);
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int BKE_scene_check_rigidbody_active(const struct Scene *scene);
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#ifdef __cplusplus
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}
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#endif
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#endif
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