- Back-tick quote math expressions so differentiate them from English. - Use doxygen code blocks for TEX expressions.
578 lines
21 KiB
C++
578 lines
21 KiB
C++
/* SPDX-FileCopyrightText: 2008 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
/** \file
|
|
* \ingroup editors
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include <string>
|
|
|
|
#include "BLI_compiler_attrs.h"
|
|
#include "BLI_string_ref.hh"
|
|
#include "BLI_vector.hh"
|
|
|
|
#include "DNA_object_enums.h"
|
|
#include "DNA_userdef_enums.h"
|
|
#include "DNA_windowmanager_types.h"
|
|
|
|
struct Base;
|
|
struct Depsgraph;
|
|
struct EnumPropertyItem;
|
|
struct ID;
|
|
struct GpencilModifierData;
|
|
struct Main;
|
|
struct ModifierData;
|
|
struct Object;
|
|
struct PointerRNA;
|
|
struct ReportList;
|
|
struct Scene;
|
|
struct ShaderFxData;
|
|
struct View3D;
|
|
struct ViewLayer;
|
|
struct bConstraint;
|
|
struct bContext;
|
|
struct bPoseChannel;
|
|
struct uiLayout;
|
|
struct wmKeyConfig;
|
|
struct wmOperator;
|
|
struct wmOperatorType;
|
|
|
|
namespace blender::ed::object {
|
|
|
|
struct XFormObjectData;
|
|
|
|
/* `object_edit.cc` */
|
|
|
|
/** `context.object` */
|
|
Object *context_object(const bContext *C);
|
|
/**
|
|
* Find the correct active object per context (`context.object` or `context.active_object`)
|
|
* \note context can be NULL when called from a enum with #PROP_ENUM_NO_CONTEXT.
|
|
*/
|
|
Object *context_active_object(const bContext *C);
|
|
void collection_hide_menu_draw(const bContext *C, uiLayout *layout);
|
|
|
|
/**
|
|
* Return an array of objects:
|
|
* - When in the property space, return the pinned or active object.
|
|
* - When in edit-mode/pose-mode, return an array of objects in the mode.
|
|
* - Otherwise return selected objects,
|
|
* the callers \a filter_fn needs to check of they are editable
|
|
* (assuming they need to be modified).
|
|
*/
|
|
blender::Vector<Object *> objects_in_mode_or_selected(
|
|
bContext *C, bool (*filter_fn)(const Object *ob, void *user_data), void *filter_user_data);
|
|
|
|
/* `object_shapekey.cc` */
|
|
|
|
/**
|
|
* Checks if the currently active Edit Mode on the object is targeting a locked shape key,
|
|
* and produces an error message if so (unless \a reports is null).
|
|
* \return true if the shape key was locked.
|
|
*/
|
|
bool shape_key_report_if_locked(const Object *obedit, ReportList *reports);
|
|
|
|
/**
|
|
* Checks if the active shape key of the object is locked, and produces an error message
|
|
* if so (unless \a reports is null).
|
|
* \return true if the shape key was locked.
|
|
*/
|
|
bool shape_key_report_if_active_locked(Object *ob, ReportList *reports);
|
|
|
|
/**
|
|
* Checks if any of the shape keys of the object are locked, and produces an error message if so
|
|
* (unless \a reports is null).
|
|
* \return true if a shape key was locked.
|
|
*/
|
|
bool shape_key_report_if_any_locked(Object *ob, ReportList *reports);
|
|
|
|
/* `object_utils.cc` */
|
|
|
|
bool calc_active_center_for_editmode(Object *obedit, bool select_only, float r_center[3]);
|
|
bool calc_active_center_for_posemode(Object *ob, bool select_only, float r_center[3]);
|
|
bool calc_active_center(Object *ob, bool select_only, float r_center[3]);
|
|
|
|
/* Object Data Container helper API. */
|
|
struct XFormObjectData_Container;
|
|
XFormObjectData_Container *data_xform_container_create();
|
|
void data_xform_container_destroy(XFormObjectData_Container *xds);
|
|
/**
|
|
* This may be called multiple times with the same data.
|
|
* Each time, the original transformations are re-applied, instead of accumulating the changes.
|
|
*/
|
|
void data_xform_container_update_all(XFormObjectData_Container *xds,
|
|
Main *bmain,
|
|
Depsgraph *depsgraph);
|
|
void data_xform_container_item_ensure(XFormObjectData_Container *xds, Object *ob);
|
|
|
|
/** Object Skip-Child Container helper API. */
|
|
enum {
|
|
/**
|
|
* The parent is transformed, this is held in place.
|
|
*/
|
|
XFORM_OB_SKIP_CHILD_PARENT_IS_XFORM = 1,
|
|
/**
|
|
* The same as #XFORM_OB_SKIP_CHILD_PARENT_IS_XFORM,
|
|
* however this objects parent isn't transformed directly.
|
|
*/
|
|
XFORM_OB_SKIP_CHILD_PARENT_IS_XFORM_INDIRECT = 3,
|
|
/**
|
|
* Use the parent invert matrix to apply transformation,
|
|
* this is needed, because breaks in the selection chain prevents this from being transformed.
|
|
* This is used to add the transform which would have been added
|
|
* if there weren't breaks in the parent/child chain.
|
|
*/
|
|
XFORM_OB_SKIP_CHILD_PARENT_APPLY = 2,
|
|
};
|
|
struct XFormObjectSkipChild_Container;
|
|
XFormObjectSkipChild_Container *xform_skip_child_container_create();
|
|
void xform_skip_child_container_item_ensure_from_array(XFormObjectSkipChild_Container *xcs,
|
|
const Scene *scene,
|
|
ViewLayer *view_layer,
|
|
Object **objects,
|
|
uint objects_len);
|
|
void object_xform_skip_child_container_destroy(XFormObjectSkipChild_Container *xcs);
|
|
void object_xform_skip_child_container_update_all(XFormObjectSkipChild_Container *xcs,
|
|
Main *bmain,
|
|
Depsgraph *depsgraph);
|
|
void object_xform_skip_child_container_item_ensure(XFormObjectSkipChild_Container *xcs,
|
|
Object *ob,
|
|
Object *ob_parent_recurse,
|
|
int mode);
|
|
|
|
void object_xform_array_m4(Object **objects, uint objects_len, const float matrix[4][4]);
|
|
|
|
/* `object_ops.cc` */
|
|
|
|
void operatortypes_object();
|
|
void operatormacros_object();
|
|
void keymap_object(wmKeyConfig *keyconf);
|
|
|
|
/* `object_relations.cc` */
|
|
|
|
enum eParentType {
|
|
PAR_OBJECT,
|
|
PAR_ARMATURE,
|
|
PAR_ARMATURE_NAME,
|
|
PAR_ARMATURE_ENVELOPE,
|
|
PAR_ARMATURE_AUTO,
|
|
PAR_BONE,
|
|
PAR_BONE_RELATIVE,
|
|
PAR_CURVE,
|
|
PAR_FOLLOW,
|
|
PAR_PATH_CONST,
|
|
PAR_LATTICE,
|
|
PAR_VERTEX,
|
|
PAR_VERTEX_TRI,
|
|
};
|
|
|
|
enum eObjectSelect_Mode {
|
|
BA_DESELECT = 0,
|
|
BA_SELECT = 1,
|
|
BA_INVERT = 2,
|
|
};
|
|
|
|
enum eObClearParentTypes {
|
|
CLEAR_PARENT_ALL = 0,
|
|
CLEAR_PARENT_KEEP_TRANSFORM,
|
|
CLEAR_PARENT_INVERSE,
|
|
};
|
|
|
|
#ifdef __RNA_TYPES_H__
|
|
/** Operator Property: `OBJECT_OT_parent_clear`. */
|
|
extern const EnumPropertyItem prop_clear_parent_types[];
|
|
/** Operator Property: `OBJECT_OT_parent_set`. */
|
|
extern const EnumPropertyItem prop_make_parent_types[];
|
|
#endif
|
|
|
|
/**
|
|
* Set the object's parent, return true if successful.
|
|
*/
|
|
bool parent_set(ReportList *reports,
|
|
const bContext *C,
|
|
Scene *scene,
|
|
Object *const ob,
|
|
Object *const par,
|
|
int partype,
|
|
bool xmirror,
|
|
bool keep_transform,
|
|
const int vert_par[3]);
|
|
void parent_clear(Object *ob, int type);
|
|
|
|
/**
|
|
* Simple API for object selection, rather than just using the flag
|
|
* this takes into account the 'restrict selection in 3d view' flag.
|
|
* deselect works always, the restriction just prevents selection
|
|
*
|
|
* \note Caller must send a `NC_SCENE | ND_OB_SELECT` notifier
|
|
* (or a `NC_SCENE | ND_OB_VISIBLE` in case of visibility toggling).
|
|
*/
|
|
void base_select(Base *base, eObjectSelect_Mode mode);
|
|
/**
|
|
* Change active base, it includes the notifier
|
|
*/
|
|
void base_activate(bContext *C, Base *base);
|
|
void base_activate_with_mode_exit_if_needed(bContext *C, Base *base);
|
|
/**
|
|
* Call when the active base has changed.
|
|
*/
|
|
void base_active_refresh(Main *bmain, Scene *scene, ViewLayer *view_layer);
|
|
/**
|
|
* Remove base from a specific scene.
|
|
* \note now unlinks constraints as well.
|
|
*/
|
|
void base_free_and_unlink(Main *bmain, Scene *scene, Object *ob);
|
|
/**
|
|
* Remove base from a specific scene.
|
|
* `ob` must not be indirectly used.
|
|
*/
|
|
void base_free_and_unlink_no_indirect_check(Main *bmain, Scene *scene, Object *ob);
|
|
bool base_deselect_all_ex(
|
|
const Scene *scene, ViewLayer *view_layer, View3D *v3d, int action, bool *r_any_visible);
|
|
bool base_deselect_all(const Scene *scene, ViewLayer *view_layer, View3D *v3d, int action);
|
|
|
|
/**
|
|
* Single object duplicate, if `dupflag == 0`, fully linked, else it uses the flags given.
|
|
* Leaves selection of base/object unaltered.
|
|
* \note don't call this within a loop since clear_* functions loop over the entire database.
|
|
* \note caller must do `DAG_relations_tag_update(bmain);`
|
|
* this is not done automatic since we may duplicate many objects in a batch.
|
|
*/
|
|
Base *add_duplicate(
|
|
Main *bmain, Scene *scene, ViewLayer *view_layer, Base *base, eDupli_ID_Flags dupflag);
|
|
|
|
void parent_set(Object *ob, Object *parent, int type, const char *substr);
|
|
std::string drop_named_material_tooltip(bContext *C, const char *name, const int mval[2]);
|
|
std::string drop_geometry_nodes_tooltip(bContext *C, PointerRNA *properties, const int mval[2]);
|
|
|
|
/** Bit-flags for enter/exit edit-mode. */
|
|
enum {
|
|
EM_FREEDATA = (1 << 0),
|
|
EM_NO_CONTEXT = (1 << 1),
|
|
};
|
|
/**
|
|
* \param flag:
|
|
* - If #EM_FREEDATA isn't in the flag, use #editmode_load directly.
|
|
*/
|
|
bool editmode_exit_ex(Main *bmain, Scene *scene, Object *obedit, int flag);
|
|
bool editmode_exit(bContext *C, int flag);
|
|
|
|
/**
|
|
* Support freeing edit-mode data without flushing it back to the object.
|
|
*
|
|
* \return true if data was freed.
|
|
*/
|
|
bool editmode_free_ex(Main *bmain, Object *obedit);
|
|
|
|
bool editmode_exit_multi_ex(Main *bmain, Scene *scene, ViewLayer *view_layer, int flag);
|
|
bool editmode_exit_multi(bContext *C, int flag);
|
|
|
|
bool editmode_enter_ex(Main *bmain, Scene *scene, Object *ob, int flag);
|
|
bool editmode_enter(bContext *C, int flag);
|
|
bool editmode_load(Main *bmain, Object *obedit);
|
|
|
|
void location_from_view(bContext *C, float loc[3]);
|
|
void rotation_from_quat(float rot[3], const float quat[4], char align_axis);
|
|
void rotation_from_view(bContext *C, float rot[3], char align_axis);
|
|
void init_transform_on_add(Object *object, const float loc[3], const float rot[3]);
|
|
/**
|
|
* Uses context to figure out transform for primitive.
|
|
* Returns standard diameter.
|
|
*/
|
|
float new_primitive_matrix(bContext *C,
|
|
Object *obedit,
|
|
const float loc[3],
|
|
const float rot[3],
|
|
const float scale[3],
|
|
float primmat[4][4]);
|
|
|
|
/**
|
|
* Avoid allowing too much insane values even by typing (typos can hang/crash Blender otherwise).
|
|
*/
|
|
#define OBJECT_ADD_SIZE_MAXF 1.0e12f
|
|
|
|
void add_unit_props_size(wmOperatorType *ot);
|
|
void add_unit_props_radius_ex(wmOperatorType *ot, float default_value);
|
|
void add_unit_props_radius(wmOperatorType *ot);
|
|
void add_generic_props(wmOperatorType *ot, bool do_editmode);
|
|
void add_mesh_props(wmOperatorType *ot);
|
|
void add_generic_get_opts(bContext *C,
|
|
wmOperator *op,
|
|
char view_align_axis,
|
|
float r_loc[3],
|
|
float r_rot[3],
|
|
float r_scale[3],
|
|
bool *r_enter_editmode,
|
|
unsigned short *r_local_view_bits,
|
|
bool *r_is_view_aligned);
|
|
|
|
/**
|
|
* For object add primitive operators, or for object creation when `obdata != NULL`.
|
|
* \param obdata: Assigned to #Object.data, with increased user count.
|
|
*
|
|
* \note Do not call undo push in this function (users of this function have to).
|
|
*/
|
|
Object *add_type_with_obdata(bContext *C,
|
|
int type,
|
|
const char *name,
|
|
const float loc[3],
|
|
const float rot[3],
|
|
bool enter_editmode,
|
|
ushort local_view_bits,
|
|
ID *obdata);
|
|
Object *add_type(bContext *C,
|
|
int type,
|
|
const char *name,
|
|
const float loc[3],
|
|
const float rot[3],
|
|
bool enter_editmode,
|
|
unsigned short local_view_bits) ATTR_NONNULL(1) ATTR_RETURNS_NONNULL;
|
|
|
|
/**
|
|
* Not an especially efficient function, only added so the single user button can be functional.
|
|
*/
|
|
void object_single_user_make(Main *bmain, Scene *scene, Object *ob);
|
|
|
|
void single_obdata_user_make(Main *bmain, Scene *scene, Object *ob);
|
|
|
|
/* object motion paths */
|
|
|
|
/**
|
|
* Clear motion paths for all objects.
|
|
*/
|
|
void motion_paths_clear(bContext *C, bool only_selected);
|
|
|
|
/* Corresponds to eAnimvizCalcRange. */
|
|
enum eObjectPathCalcRange {
|
|
OBJECT_PATH_CALC_RANGE_CURRENT_FRAME,
|
|
OBJECT_PATH_CALC_RANGE_CHANGED,
|
|
OBJECT_PATH_CALC_RANGE_FULL,
|
|
};
|
|
|
|
/**
|
|
* For the objects with animation: update paths for those that have got them
|
|
* This should selectively update paths that exist.
|
|
*
|
|
* To be called from various tools that do incremental updates
|
|
*/
|
|
void motion_paths_recalc(bContext *C,
|
|
Scene *scene,
|
|
eObjectPathCalcRange range,
|
|
ListBase *ld_objects);
|
|
|
|
void motion_paths_recalc_selected(bContext *C, Scene *scene, eObjectPathCalcRange range);
|
|
|
|
void motion_paths_recalc_visible(bContext *C, Scene *scene, eObjectPathCalcRange range);
|
|
|
|
/* constraints */
|
|
/**
|
|
* If object is in pose-mode, return active bone constraints, else object constraints.
|
|
* No constraints are returned for a bone on an inactive bone-layer.
|
|
*/
|
|
ListBase *constraint_active_list(Object *ob);
|
|
/**
|
|
* Get the constraints for the active pose bone. Bone may be on an inactive bone-layer
|
|
* (unlike #constraint_active_list, such constraints are not excluded here).
|
|
*/
|
|
ListBase *pose_constraint_list(const bContext *C);
|
|
/**
|
|
* Find the list that a given constraint belongs to,
|
|
* and/or also get the pose-channel this is from (if applicable).
|
|
*/
|
|
ListBase *constraint_list_from_constraint(Object *ob, bConstraint *con, bPoseChannel **r_pchan);
|
|
/**
|
|
* Single constraint.
|
|
*/
|
|
bConstraint *constraint_active_get(Object *ob);
|
|
|
|
void object_test_constraints(Main *bmain, Object *ob);
|
|
|
|
void constraint_active_set(Object *ob, bConstraint *con);
|
|
void constraint_update(Main *bmain, Object *ob);
|
|
void constraint_dependency_update(Main *bmain, Object *ob);
|
|
|
|
void constraint_tag_update(Main *bmain, Object *ob, bConstraint *con);
|
|
void constraint_dependency_tag_update(Main *bmain, Object *ob, bConstraint *con);
|
|
|
|
bool constraint_move_to_index(Object *ob, bConstraint *con, int index);
|
|
void constraint_link(Main *bmain, Object *ob_dst, ListBase *dst, ListBase *src);
|
|
void constraint_copy_for_object(Main *bmain, Object *ob_dst, bConstraint *con);
|
|
void constraint_copy_for_pose(Main *bmain, Object *ob_dst, bPoseChannel *pchan, bConstraint *con);
|
|
|
|
/* `object_modes.cc` */
|
|
|
|
/**
|
|
* Checks the mode to be set is compatible with the object
|
|
* should be made into a generic function
|
|
*/
|
|
bool mode_compat_test(const Object *ob, eObjectMode mode);
|
|
/**
|
|
* Sets the mode to a compatible state (use before entering the mode).
|
|
*
|
|
* This is so each mode's exec function can call
|
|
*/
|
|
bool mode_compat_set(bContext *C, Object *ob, eObjectMode mode, ReportList *reports);
|
|
bool mode_set_ex(bContext *C, eObjectMode mode, bool use_undo, ReportList *reports);
|
|
bool mode_set(bContext *C, eObjectMode mode);
|
|
|
|
void mode_generic_exit(Main *bmain, Depsgraph *depsgraph, Scene *scene, Object *ob);
|
|
bool mode_generic_has_data(Depsgraph *depsgraph, const Object *ob);
|
|
|
|
void posemode_set_for_weight_paint(bContext *C, Main *bmain, Object *ob, bool is_mode_set);
|
|
|
|
/**
|
|
* Return the index of an object in a mode (typically edit/pose mode).
|
|
*
|
|
* Useful for operators with multi-mode editing to be able to redo an action on an object
|
|
* by its index which (unlike pointers) the operator can store for redo.
|
|
*
|
|
* The indices aren't intended to be useful from Python scripts,
|
|
* although they are not prevented from passing them in, this is mainly to enable redo.
|
|
* For scripts it's more convenient to set the object active before operating on it.
|
|
*
|
|
* \note The active object is always index 0.
|
|
*/
|
|
int object_in_mode_to_index(const Scene *scene,
|
|
ViewLayer *view_layer,
|
|
eObjectMode mode,
|
|
const Object *ob);
|
|
|
|
/**
|
|
* Access the object from the index returned by #object_in_mode_to_index.
|
|
*/
|
|
Object *object_in_mode_from_index(const Scene *scene,
|
|
ViewLayer *view_layer,
|
|
eObjectMode mode,
|
|
int index);
|
|
|
|
/* `object_modifier.cc` */
|
|
|
|
enum {
|
|
MODIFIER_APPLY_DATA = 1,
|
|
MODIFIER_APPLY_SHAPE,
|
|
};
|
|
|
|
/**
|
|
* Add a modifier to given object, including relevant extra processing needed by some physics types
|
|
* (particles, simulations...).
|
|
*
|
|
* \param scene: is only used to set current frame in some cases, and may be NULL.
|
|
*/
|
|
ModifierData *modifier_add(
|
|
ReportList *reports, Main *bmain, Scene *scene, Object *ob, const char *name, int type);
|
|
bool modifier_remove(ReportList *reports, Main *bmain, Scene *scene, Object *ob, ModifierData *md);
|
|
void modifiers_clear(Main *bmain, Scene *scene, Object *ob);
|
|
bool modifier_move_down(ReportList *reports, eReportType error_type, Object *ob, ModifierData *md);
|
|
bool modifier_move_up(ReportList *reports, eReportType error_type, Object *ob, ModifierData *md);
|
|
bool modifier_move_to_index(ReportList *reports,
|
|
eReportType error_type,
|
|
Object *ob,
|
|
ModifierData *md,
|
|
int index,
|
|
bool allow_partial);
|
|
|
|
bool convert_psys_to_mesh(ReportList *reports,
|
|
Main *bmain,
|
|
Depsgraph *depsgraph,
|
|
Scene *scene,
|
|
ViewLayer *view_layer,
|
|
Object *ob,
|
|
ModifierData *md);
|
|
bool modifier_apply(Main *bmain,
|
|
ReportList *reports,
|
|
Depsgraph *depsgraph,
|
|
Scene *scene,
|
|
Object *ob,
|
|
ModifierData *md,
|
|
int mode,
|
|
bool keep_modifier,
|
|
bool do_all_keyframes);
|
|
bool modifier_copy(ReportList *reports, Main *bmain, Scene *scene, Object *ob, ModifierData *md);
|
|
void modifier_link(bContext *C, Object *ob_dst, Object *ob_src);
|
|
bool modifier_copy_to_object(Main *bmain,
|
|
const Scene *scene,
|
|
const Object *ob_src,
|
|
const ModifierData *md,
|
|
Object *ob_dst,
|
|
ReportList *reports);
|
|
/**
|
|
* If the object data of 'orig_ob' has other users, run 'callback' on
|
|
* each of them.
|
|
*
|
|
* If include_orig is true, the callback will run on 'orig_ob' too.
|
|
*
|
|
* If the callback ever returns true, iteration will stop and the
|
|
* function value will be true. Otherwise the function returns false.
|
|
*/
|
|
bool iter_other(Main *bmain,
|
|
Object *orig_ob,
|
|
bool include_orig,
|
|
bool (*callback)(Object *ob, void *callback_data),
|
|
void *callback_data);
|
|
|
|
/**
|
|
* Use with #iter_other(). Sets the total number of levels
|
|
* for any multi-res modifiers on the object to the int pointed to by callback_data.
|
|
*/
|
|
bool multires_update_totlevels(Object *ob, void *totlevel_v);
|
|
|
|
/* `object_shader_fx.cc` */
|
|
|
|
ShaderFxData *shaderfx_add(
|
|
ReportList *reports, Main *bmain, Scene *scene, Object *ob, const char *name, int type);
|
|
bool shaderfx_remove(ReportList *reports, Main *bmain, Object *ob, ShaderFxData *fx);
|
|
void shaderfx_clear(Main *bmain, Object *ob);
|
|
int shaderfx_move_down(ReportList *reports, Object *ob, ShaderFxData *fx);
|
|
int shaderfx_move_up(ReportList *reports, Object *ob, ShaderFxData *fx);
|
|
bool shaderfx_move_to_index(ReportList *reports, Object *ob, ShaderFxData *fx, int index);
|
|
void shaderfx_link(Object *dst, Object *src);
|
|
void shaderfx_copy(Object *dst, ShaderFxData *fx);
|
|
|
|
/* `object_select.cc` */
|
|
|
|
void select_linked_by_id(bContext *C, ID *id);
|
|
|
|
void check_force_modifiers(Main *bmain, Scene *scene, Object *object);
|
|
|
|
/**
|
|
* If id is not already an Object, try to find an object that uses it as data.
|
|
* Prefers active, then selected, then visible/selectable.
|
|
*/
|
|
Base *find_first_by_data_id(const Scene *scene, ViewLayer *view_layer, ID *id);
|
|
|
|
/**
|
|
* Select and make the target object active in the view layer.
|
|
* If already selected, selection isn't changed.
|
|
*
|
|
* \returns false if not found in current view layer
|
|
*/
|
|
bool jump_to_object(bContext *C, Object *ob, bool reveal_hidden);
|
|
/**
|
|
* Select and make the target object and bone active.
|
|
* Switches to Pose mode if in Object mode so the selection is visible.
|
|
* Un-hides the target bone and bone layer if necessary.
|
|
*
|
|
* \returns false if object not in layer, bone not found, or other error
|
|
*/
|
|
bool jump_to_bone(bContext *C, Object *ob, const char *bone_name, bool reveal_hidden);
|
|
|
|
/* `object_data_transform.cc` */
|
|
|
|
XFormObjectData *data_xform_create_ex(ID *id, bool is_edit_mode);
|
|
XFormObjectData *data_xform_create(ID *id);
|
|
XFormObjectData *data_xform_create_from_edit_mode(ID *id);
|
|
|
|
void data_xform_destroy(XFormObjectData *xod_base);
|
|
|
|
void data_xform_by_mat4(XFormObjectData *xod, const float mat[4][4]);
|
|
|
|
void data_xform_restore(XFormObjectData *xod);
|
|
void data_xform_tag_update(XFormObjectData *xod);
|
|
|
|
void ui_template_modifier_asset_menu_items(uiLayout &layout, StringRef catalog_path);
|
|
|
|
} // namespace blender::ed::object
|