/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 */

#pragma once

/** \file
 * \ingroup bke
 * \brief General operations, lookup, etc. for blender objects.
 */

#include "BLI_compiler_attrs.h"
#include "BLI_sys_types.h"

#include "DNA_object_enums.h"

#ifdef __cplusplus
extern "C" {
#endif

struct Base;
struct BoundBox;
struct Curve;
struct Depsgraph;
struct GeometrySet;
struct GpencilModifierData;
struct HookGpencilModifierData;
struct HookModifierData;
struct ID;
struct Main;
struct Mesh;
struct ModifierData;
struct MovieClip;
struct Object;
struct RegionView3D;
struct RigidBodyWorld;
struct Scene;
struct ShaderFxData;
struct SubsurfModifierData;
struct View3D;
struct ViewLayer;

void BKE_object_workob_clear(struct 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);
 */
void BKE_object_workob_calc_parent(struct Depsgraph *depsgraph,
                                   struct Scene *scene,
                                   struct Object *ob,
                                   struct Object *workob);

void BKE_object_transform_copy(struct Object *ob_tar, const struct Object *ob_src);
void BKE_object_copy_softbody(struct Object *ob_dst, const struct Object *ob_src, int flag);
struct ParticleSystem *BKE_object_copy_particlesystem(struct ParticleSystem *psys, int flag);
void BKE_object_copy_particlesystems(struct Object *ob_dst, const struct Object *ob_src, int flag);
void BKE_object_free_particlesystems(struct Object *ob);
void BKE_object_free_softbody(struct Object *ob);
void BKE_object_free_curve_cache(struct Object *ob);

/**
 * Free data derived from mesh, called when mesh changes or is freed.
 */
void BKE_object_free_derived_caches(struct Object *ob);
void BKE_object_free_caches(struct Object *object);

void BKE_object_modifier_hook_reset(struct Object *ob, struct HookModifierData *hmd);
void BKE_object_modifier_gpencil_hook_reset(struct Object *ob,
                                            struct HookGpencilModifierData *hmd);
bool BKE_object_modifier_gpencil_use_time(struct Object *ob, struct GpencilModifierData *md);

bool BKE_object_shaderfx_use_time(struct Object *ob, struct ShaderFxData *fx);

/**
 * \return True if the object's type supports regular modifiers (not grease pencil modifiers).
 */
bool BKE_object_supports_modifiers(const struct Object *ob);
bool BKE_object_support_modifier_type_check(const struct 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(struct Object *ob, struct ModifierData *md);
struct ModifierData *BKE_object_active_modifier(const struct 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(struct Main *bmain,
                              struct Scene *scene,
                              struct Object *ob_dst,
                              const struct Object *ob_src,
                              struct 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(struct Object *ob_dst, struct 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.
 *
 * \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(struct Object *ob_dst,
                                    const struct Object *ob_src,
                                    bool do_copy_all,
                                    int flag_subdata);
void BKE_object_link_modifiers(struct Object *ob_dst, const struct Object *ob_src);
void BKE_object_free_modifiers(struct Object *ob, int flag);
void BKE_object_free_shaderfx(struct Object *ob, int flag);

/**
 * Proxy rule:
 * - `lib_object->proxy_from` == the one we borrow from, set temporally while object_update.
 * - `local_object->proxy` == pointer to library object, saved in files and read.
 * - `local_object->proxy_group` == pointer to collection dupli-object, saved in files and read.
 */
void BKE_object_make_proxy(struct Main *bmain,
                           struct Object *ob,
                           struct Object *target,
                           struct Object *cob);
void BKE_object_copy_proxy_drivers(struct Object *ob, struct Object *target);

bool BKE_object_exists_check(struct Main *bmain, const struct Object *obtest);
/**
 * Actual check for internal data, not context or flags.
 */
bool BKE_object_is_in_editmode(const struct Object *ob);
bool BKE_object_is_in_editmode_vgroup(const struct Object *ob);
bool BKE_object_is_in_wpaint_select_vert(const struct Object *ob);
bool BKE_object_has_mode_data(const struct Object *ob, eObjectMode object_mode);
bool BKE_object_is_mode_compat(const struct Object *ob, eObjectMode object_mode);

bool BKE_object_data_is_in_editmode(const struct ID *id);

char *BKE_object_data_editmode_flush_ptr_get(struct ID *id);

/**
 * Updates select_id of all objects in the given \a bmain.
 */
void BKE_object_update_select_id(struct Main *bmain);

typedef 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),
} eObjectVisibilityResult;

/**
 * Return which parts of the object are visible, as evaluated by depsgraph.
 */
int BKE_object_visibility(const struct Object *ob, int dag_eval_mode);

/**
 * More general add: creates minimum required data, but without vertices etc.
 */
struct Object *BKE_object_add_only_object(struct Main *bmain, int type, const char *name)
    ATTR_NONNULL(1) 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.
 */
struct Object *BKE_object_add(struct Main *bmain,
                              struct ViewLayer *view_layer,
                              int type,
                              const char *name) ATTR_NONNULL(1, 2) 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.
 */
struct Object *BKE_object_add_from(struct Main *bmain,
                                   struct Scene *scene,
                                   struct ViewLayer *view_layer,
                                   int type,
                                   const char *name,
                                   struct 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.
 */
struct Object *BKE_object_add_for_data(struct Main *bmain,
                                       struct ViewLayer *view_layer,
                                       int type,
                                       const char *name,
                                       struct ID *data,
                                       bool do_id_user) ATTR_RETURNS_NONNULL;
void *BKE_object_obdata_add_from_type(struct Main *bmain, int type, const char *name)
    ATTR_NONNULL(1);
/**
 * Return -1 on failure.
 */
int BKE_object_obdata_to_type(const struct ID *id) ATTR_NONNULL(1);

/**
 * Returns true if the Object is from an external blend file (libdata).
 */
bool BKE_object_is_libdata(const struct Object *ob);
/**
 * Returns true if the Object data is from an external blend file (libdata).
 */
bool BKE_object_obdata_is_libdata(const struct 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()).
 */
struct Object *BKE_object_duplicate(struct Main *bmain,
                                    struct Object *ob,
                                    uint dupflag,
                                    uint duplicate_options);

/**
 * Use with newly created objects to set their size (used to apply scene-scale).
 */
void BKE_object_obdata_size_init(struct Object *ob, float size);

void BKE_object_scale_to_mat3(struct Object *ob, float r_mat[3][3]);
void BKE_object_rot_to_mat3(const struct Object *ob, float r_mat[3][3], bool use_drot);
void BKE_object_mat3_to_rot(struct Object *ob, float r_mat[3][3], bool use_compat);
void BKE_object_to_mat3(struct Object *ob, float r_mat[3][3]);
void BKE_object_to_mat4(struct 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(struct Object *ob,
                              const float mat[4][4],
                              struct Object *parent,
                              const float parentinv[4][4],
                              bool use_compat);
/** See #BKE_object_apply_mat4_ex */
void BKE_object_apply_mat4(struct Object *ob,
                           const float mat[4][4],
                           bool use_compat,
                           bool use_parent);
void BKE_object_matrix_local_get(struct Object *ob, float r_mat[4][4]);

bool BKE_object_pose_context_check(const struct Object *ob);
struct Object *BKE_object_pose_armature_get(struct Object *ob);
struct Object *BKE_object_pose_armature_get_visible(struct Object *ob,
                                                    struct ViewLayer *view_layer,
                                                    struct View3D *v3d);

/**
 * Access pose array with special check to get pose object when in weight paint mode.
 */
struct Object **BKE_object_pose_array_get_ex(struct ViewLayer *view_layer,
                                             struct View3D *v3d,
                                             unsigned int *r_objects_len,
                                             bool unique);
struct Object **BKE_object_pose_array_get_unique(struct ViewLayer *view_layer,
                                                 struct View3D *v3d,
                                                 unsigned int *r_objects_len);
struct Object **BKE_object_pose_array_get(struct ViewLayer *view_layer,
                                          struct View3D *v3d,
                                          unsigned int *r_objects_len);

struct Base **BKE_object_pose_base_array_get_ex(struct ViewLayer *view_layer,
                                                struct View3D *v3d,
                                                unsigned int *r_bases_len,
                                                bool unique);
struct Base **BKE_object_pose_base_array_get_unique(struct ViewLayer *view_layer,
                                                    struct View3D *v3d,
                                                    unsigned int *r_bases_len);
struct Base **BKE_object_pose_base_array_get(struct ViewLayer *view_layer,
                                             struct View3D *v3d,
                                             unsigned int *r_bases_len);

void BKE_object_get_parent_matrix(struct Object *ob, struct Object *par, float r_parentmat[4][4]);

/**
 * Compute object world transform and store it in `ob->obmat`.
 */
void BKE_object_where_is_calc(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob);
void BKE_object_where_is_calc_ex(struct Depsgraph *depsgraph,
                                 struct Scene *scene,
                                 struct RigidBodyWorld *rbw,
                                 struct Object *ob,
                                 float r_originmat[3][3]);
void BKE_object_where_is_calc_time(struct Depsgraph *depsgraph,
                                   struct Scene *scene,
                                   struct 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(struct Object *ob, float r_obmat[4][4]);

/* Possibly belong in own module? */

struct BoundBox *BKE_boundbox_alloc_unit(void);
void BKE_boundbox_init_from_minmax(struct BoundBox *bb, const float min[3], const float max[3]);
void BKE_boundbox_calc_center_aabb(const struct BoundBox *bb, float r_cent[3]);
void BKE_boundbox_calc_size_aabb(const struct BoundBox *bb, float r_size[3]);
void BKE_boundbox_minmax(const struct BoundBox *bb,
                         const float obmat[4][4],
                         float r_min[3],
                         float r_max[3]);

struct BoundBox *BKE_object_boundbox_get(struct Object *ob);
void BKE_object_dimensions_get(struct 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: T69536.
 */
void BKE_object_dimensions_set_ex(struct 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(struct Object *ob, const float value[3], int axis_mask);

void BKE_object_empty_draw_type_set(struct Object *ob, int value);
/**
 * Use this to temporally disable/enable bound-box.
 */
void BKE_object_boundbox_flag(struct Object *ob, int flag, bool set);
void BKE_object_boundbox_calc_from_mesh(struct Object *ob, const struct Mesh *me_eval);
bool BKE_object_boundbox_calc_from_evaluated_geometry(struct Object *ob);
void BKE_object_minmax(struct Object *ob, float r_min[3], float r_max[3], bool use_hidden);
bool BKE_object_minmax_dupli(struct Depsgraph *depsgraph,
                             struct Scene *scene,
                             struct Object *ob,
                             float r_min[3],
                             float r_max[3],
                             bool use_hidden);

/**
 * Sometimes min-max isn't enough, we need to loop over each point.
 */
void BKE_object_foreach_display_point(struct Object *ob,
                                      const float obmat[4][4],
                                      void (*func_cb)(const float[3], void *),
                                      void *user_data);
void BKE_scene_foreach_display_point(struct Depsgraph *depsgraph,
                                     void (*func_cb)(const float[3], void *),
                                     void *user_data);

bool BKE_object_parent_loop_check(const struct Object *parent, const struct Object *ob);

void *BKE_object_tfm_backup(struct Object *ob);
void BKE_object_tfm_restore(struct Object *ob, void *obtfm_pt);

typedef 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;
} ObjectTfmProtectedChannels;

void BKE_object_tfm_protected_backup(const struct Object *ob, ObjectTfmProtectedChannels *obtfm);

void BKE_object_tfm_protected_restore(struct Object *ob,
                                      const ObjectTfmProtectedChannels *obtfm,
                                      short protectflag);

void BKE_object_tfm_copy(struct Object *object_dst, const struct 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(struct Object *ob_eval);

/* Dependency graph evaluation callbacks. */

void BKE_object_eval_local_transform(struct Depsgraph *depsgraph, struct Object *ob);
void BKE_object_eval_parent(struct Depsgraph *depsgraph, struct Object *ob);
void BKE_object_eval_constraints(struct Depsgraph *depsgraph,
                                 struct Scene *scene,
                                 struct Object *ob);
void BKE_object_eval_transform_final(struct Depsgraph *depsgraph, struct Object *ob);

bool BKE_object_eval_proxy_copy(struct Depsgraph *depsgraph, struct Object *object);
void BKE_object_eval_uber_transform(struct Depsgraph *depsgraph, struct Object *ob);
void BKE_object_eval_uber_data(struct Depsgraph *depsgraph,
                               struct Scene *scene,
                               struct Object *ob);
/**
 * Assign #Object.data after modifier stack evaluation.
 */
void BKE_object_eval_assign_data(struct Object *object, struct ID *data, bool is_owned);

void BKE_object_sync_to_original(struct Depsgraph *depsgraph, struct Object *object);

void BKE_object_eval_ptcache_reset(struct Depsgraph *depsgraph,
                                   struct Scene *scene,
                                   struct Object *object);

void BKE_object_eval_transform_all(struct Depsgraph *depsgraph,
                                   struct Scene *scene,
                                   struct Object *object);

void BKE_object_data_select_update(struct Depsgraph *depsgraph, struct ID *object_data);
void BKE_object_select_update(struct Depsgraph *depsgraph, struct Object *object);

void BKE_object_eval_eval_base_flags(struct Depsgraph *depsgraph,
                                     struct Scene *scene,
                                     int view_layer_index,
                                     struct Object *object,
                                     int base_index,
                                     bool is_from_set);

void BKE_object_handle_data_update(struct Depsgraph *depsgraph,
                                   struct Scene *scene,
                                   struct 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(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob);
/**
 * Proxy rule:
 * - lib_object->proxy_from == the one we borrow from, only set temporal and cleared here.
 * - local_object->proxy    == pointer to library object, saved in files and read.
 *
 * Function below is polluted with proxy exceptions, cleanup will follow!
 *
 * The main object update call, for object matrix, constraints, keys and #DispList (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(struct Depsgraph *depsgraph,
                                 struct Scene *scene,
                                 struct Object *ob,
                                 struct RigidBodyWorld *rbw,
                                 bool do_proxy_update);

void BKE_object_sculpt_data_create(struct Object *ob);

bool BKE_object_obdata_texspace_get(struct Object *ob,
                                    char **r_texflag,
                                    float **r_loc,
                                    float **r_size);

struct Mesh *BKE_object_get_evaluated_mesh_no_subsurf(const struct Object *object);
/** Get evaluated mesh for given object. */
struct Mesh *BKE_object_get_evaluated_mesh(const struct 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.
 */
struct Mesh *BKE_object_get_pre_modified_mesh(const struct 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.
 */
struct Mesh *BKE_object_get_original_mesh(const struct Object *object);

struct Mesh *BKE_object_get_editmesh_eval_final(const struct Object *object);
struct Mesh *BKE_object_get_editmesh_eval_cage(const struct Object *object);

/* Lattice accessors.
 * These functions return either the regular lattice, or the edit-mode lattice,
 * whichever is currently in use. */

struct Lattice *BKE_object_get_lattice(const struct Object *object);
struct Lattice *BKE_object_get_evaluated_lattice(const struct Object *object);

int BKE_object_insert_ptcache(struct Object *ob);
void BKE_object_delete_ptcache(struct Object *ob, int index);
struct KeyBlock *BKE_object_shapekey_insert(struct Main *bmain,
                                            struct Object *ob,
                                            const char *name,
                                            bool from_mix);
bool BKE_object_shapekey_remove(struct Main *bmain, struct Object *ob, struct KeyBlock *kb);
bool BKE_object_shapekey_free(struct Main *bmain, struct Object *ob);

bool BKE_object_flag_test_recursive(const struct Object *ob, short flag);

bool BKE_object_is_child_recursive(const struct Object *ob_parent, const struct 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(struct Scene *scene, struct 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(struct Scene *scene, struct Object *ob);

/**
 * Check of objects moves in time.
 *
 * \note This function is currently optimized for usage in combination
 * with modifier deformation checks (#eModifierTypeType_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 struct Object *object, bool recurse_parent);

/** Return the number of scenes using (instantiating) that object in their collections. */
int BKE_object_scenes_users_get(struct Main *bmain, struct Object *ob);

struct MovieClip *BKE_object_movieclip_get(struct Scene *scene,
                                           struct Object *ob,
                                           bool use_default);

void BKE_object_runtime_reset(struct Object *object);
/**
 * Reset all pointers which we don't want to be shared when copying the object.
 */
void BKE_object_runtime_reset_on_copy(struct 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(struct Object *object);

void BKE_object_batch_cache_dirty_tag(struct Object *ob);
void BKE_object_data_batch_cache_dirty_tag(struct ID *object_data);

/* this function returns a superset of the scenes selection based on relationships */

typedef 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? */
} eObRelationTypes;

typedef enum eObjectSet {
  OB_SET_SELECTED, /* Selected Objects. */
  OB_SET_VISIBLE,  /* Visible Objects. */
  OB_SET_ALL,      /* All Objects. */
} eObjectSet;

/**
 * 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.
 */
struct LinkNode *BKE_object_relational_superset(struct ViewLayer *view_layer,
                                                eObjectSet objectSet,
                                                eObRelationTypes includeFilter);
/**
 * \return All groups this object is a part of, caller must free.
 */
struct LinkNode *BKE_object_groups(struct Main *bmain, struct Scene *scene, struct Object *ob);
void BKE_object_groups_clear(struct Main *bmain, struct Scene *scene, struct 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.
 */
struct KDTree_3d *BKE_object_as_kdtree(struct Object *ob, int *r_tot);

bool BKE_object_modifier_use_time(struct Scene *scene,
                                  struct Object *ob,
                                  struct ModifierData *md,
                                  int dag_eval_mode);

/**
 * \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(struct Depsgraph *depsgraph,
                                         struct Scene *scene,
                                         struct Object *ob,
                                         bool update_mesh,
                                         int parent_recursion,
                                         float frame,
                                         int type);

bool BKE_object_empty_image_frame_is_visible_in_view3d(const struct Object *ob,
                                                       const struct RegionView3D *rv3d);
bool BKE_object_empty_image_data_is_visible_in_view3d(const struct Object *ob,
                                                      const struct 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. */
struct Mesh *BKE_object_to_mesh(struct Depsgraph *depsgraph,
                                struct Object *object,
                                bool preserve_all_data_layers);

void BKE_object_to_mesh_clear(struct 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.
 */
struct Curve *BKE_object_to_curve(struct Object *object,
                                  struct Depsgraph *depsgraph,
                                  bool apply_modifiers);

void BKE_object_to_curve_clear(struct Object *object);

void BKE_object_check_uuids_unique_and_report(const struct Object *object);

void BKE_object_modifiers_lib_link_common(void *userData,
                                          struct Object *ob,
                                          struct ID **idpoin,
                                          int cb_flag);

/**
 * 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.
 */
struct SubsurfModifierData *BKE_object_get_last_subsurf_modifier(const struct Object *ob);

void BKE_object_replace_data_on_shallow_copy(struct Object *ob, struct ID *new_data);

struct PartEff;
struct PartEff *BKE_object_do_version_give_parteff_245(struct Object *ob);

bool BKE_object_supports_material_slots(struct Object *ob);

#ifdef __cplusplus
}
#endif
