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test/source/blender/io/collada/BlenderContext.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

62 lines
1.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#pragma once
#include "BKE_context.h"
#include "BKE_main.h"
#include "BLI_linklist.h"
#include "BlenderTypes.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "DNA_layer_types.h"
#include "DNA_object_types.h"
#ifdef __cplusplus
extern "C" {
#endif
static const BC_global_forward_axis BC_DEFAULT_FORWARD = BC_GLOBAL_FORWARD_Y;
static const BC_global_up_axis BC_DEFAULT_UP = BC_GLOBAL_UP_Z;
bool bc_is_in_Export_set(LinkNode *export_set, Object *ob, ViewLayer *view_layer);
bool bc_is_base_node(LinkNode *export_set, Object *ob, ViewLayer *view_layer);
/**
* Returns the highest selected ancestor
* returns NULL if no ancestor is selected
* IMPORTANT: This function expects that all exported objects have set:
* `ob->id.tag & LIB_TAG_DOIT`
*/
Object *bc_get_highest_exported_ancestor_or_self(LinkNode *export_set,
Object *ob,
ViewLayer *view_layer);
int bc_is_marked(Object *ob);
void bc_remove_mark(Object *ob);
void bc_set_mark(Object *ob);
#ifdef __cplusplus
}
class BlenderContext {
private:
bContext *context;
Depsgraph *depsgraph;
Scene *scene;
ViewLayer *view_layer;
Main *main;
public:
BlenderContext(bContext *C);
bContext *get_context();
Depsgraph *get_depsgraph();
Scene *get_scene();
Scene *get_evaluated_scene();
Object *get_evaluated_object(Object *ob);
ViewLayer *get_view_layer();
Main *get_main();
};
#endif