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object.c

/* object.c
 *
 * 
 * $Id: object.c,v 1.31 2004/12/11 12:41:51 ton Exp $
 *
 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
 *
 * 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. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 */

#include <string.h>
#include <math.h>
#include <stdio.h>                  

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

#ifdef WIN32
#include "BLI_winstuff.h"
#endif
#include "MEM_guardedalloc.h"

#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_group_types.h"
#include "DNA_ika_types.h"
#include "DNA_ipo_types.h"
#include "DNA_lamp_types.h"
#include "DNA_lattice_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_oops_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_texture_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"

#include "BKE_armature.h"
#include "BKE_action.h"
#include "BKE_deform.h"
#include "BKE_nla.h"

#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"

#include "BKE_utildefines.h"
#include "BKE_bad_level_calls.h"

#include "BKE_main.h"
#include "BKE_global.h"

#include "BKE_object.h"
#include "BKE_blender.h"
#include "BKE_screen.h"
#include "BKE_ipo.h"
#include "BKE_ika.h"
#include "BKE_library.h"
#include "BKE_mesh.h"
#include "BKE_curve.h"
#include "BKE_mball.h"
#include "BKE_effect.h"
#include "BKE_sca.h"
#include "BKE_displist.h"
#include "BKE_property.h"
#include "BKE_anim.h"
#include "BKE_group.h"
#include "BKE_lattice.h"
#include "BKE_constraint.h"
#include "BKE_scene.h"
#include "BKE_softbody.h"

#include "BPY_extern.h"

/* Local function protos */
static void solve_parenting (Object *ob, Object *par, float slowmat[][4], int simul);

float originmat[3][3];  /* after where_is_object(), can be used in other functions (bad!) */
Object workob;

void clear_workob(void)
{
      memset(&workob, 0, sizeof(Object));
      
      workob.size[0]= workob.size[1]= workob.size[2]= 1.0;
      
}

void copy_baseflags()
{
      Base *base= G.scene->base.first;
      
      while(base) {
            base->object->flag= base->flag;
            base= base->next;
      }
}

void copy_objectflags()
{
      Base *base= G.scene->base.first;
      
      while(base) {
            base->flag= base->object->flag;
            base= base->next;
      }
}

void update_base_layer(Object *ob)
{
      Base *base= G.scene->base.first;

      while (base) {
            if (base->object == ob) base->lay= ob->lay;
            base= base->next;
      }
}

static void free_hooks(ListBase *lb)
{
      while(lb->first) {
            ObHook *hook= lb->first;
            if(hook->indexar) MEM_freeN(hook->indexar);
            BLI_remlink(lb, hook);
            MEM_freeN(hook);
      }
}

static void copy_hooks(ListBase *new, ListBase *old)
{
      ObHook *hook, *hookn;
      new->first= new->last= NULL;
      
      for(hook= old->first; hook; hook= hook->next) {
            hookn= MEM_dupallocN(hook);
            hookn->indexar= MEM_dupallocN(hookn->indexar);
            BLI_addtail(new, hookn);
      }

}

/* do not free object itself */
void free_object(Object *ob)
{
      int a;
      
      /* disconnect specific data */
      if(ob->data) {
            ID *id= ob->data;
            id->us--;
            if(id->us==0) {
                  if(ob->type==OB_MESH) unlink_mesh(ob->data);
                  else if(ob->type==OB_CURVE) unlink_curve(ob->data);
                  else if(ob->type==OB_MBALL) unlink_mball(ob->data);
            }
            ob->data= 0;
      }
      
      for(a=0; a<ob->totcol; a++) {
            if(ob->mat[a]) ob->mat[a]->id.us--;
      }
      if(ob->mat) MEM_freeN(ob->mat);
      ob->mat= 0;
      if(ob->bb) MEM_freeN(ob->bb); 
      ob->bb= 0;
      if(ob->path) free_path(ob->path); 
      ob->path= 0;
      if(ob->ipo) ob->ipo->id.us--;
      if(ob->action) ob->action->id.us--;
      if(ob->defbase.first)
            BLI_freelistN(&ob->defbase);
      if(ob->pose) {
            clear_pose(ob->pose);
            MEM_freeN(ob->pose);
      }
      free_effects(&ob->effect);
      BLI_freelistN(&ob->network);
      free_properties(&ob->prop);
      
      free_sensors(&ob->sensors);
      free_controllers(&ob->controllers);
      free_actuators(&ob->actuators);
      
      free_constraints(&ob->constraints);
      free_constraint_channels(&ob->constraintChannels);
      free_nlastrips(&ob->nlastrips);
      
      free_hooks(&ob->hooks);
      
      freedisplist(&ob->disp);
      
      BPY_free_scriptlink(&ob->scriptlink);
      
      if(ob->pd) MEM_freeN(ob->pd);
      if(ob->soft) free_softbody(ob->soft);
}

void unlink_object(Object *ob)
{
      Object *obt;
      Material *mat;
      World *wrld;
      bScreen *sc;
      Scene *sce;
      Curve *cu;
      Tex *tex;
      ObHook *hook;
      Group *group;
      int a;

      unlink_controllers(&ob->controllers);
      unlink_actuators(&ob->actuators);
      
      /* check all objects: parents en bevels */
      obt= G.main->object.first;
      while(obt) {
            if(obt->id.lib==NULL) {
                  if(obt->parent==ob) {
                        obt->parent= NULL;
                        if(ob->type==OB_LATTICE) freedisplist(&obt->disp);
                  }
                  if(obt->track==ob) obt->track= NULL;
                  for(hook=obt->hooks.first; hook; hook= hook->next) {
                        if(hook->parent==ob) hook->parent= NULL;
                  }
                  if ELEM(obt->type, OB_CURVE, OB_FONT) {
                        cu= obt->data;
                        if(cu->bevobj==ob) cu->bevobj= NULL;
                        if(cu->taperobj==ob) cu->taperobj= NULL;
                        if(cu->textoncurve==ob) cu->textoncurve= NULL;
                  }
                  if(obt->type==OB_IKA) {
                        Ika *ika= obt->data;
                        Deform *def= ika->def;
                        
                        if(ika->parent==ob) ika->parent= NULL;
                        a= ika->totdef;
                        while(a--) {
                              if(def->ob==ob) {
                                    ika->totdef= 0;
                                    MEM_freeN(ika->def);
                                    ika->def= NULL;
                                    break;
                              }
                              def++;
                        }
                  }
                  sca_remove_ob_poin(obt, ob);
            }
            obt= obt->id.next;
      }
      
      /* materials */
      mat= G.main->mat.first;
      while(mat) {
      
            for(a=0; a<MAX_MTEX; a++) {
                  if(mat->mtex[a] && ob==mat->mtex[a]->object) {
                        /* actually, test for lib here... to do */
                        mat->mtex[a]->object= 0;
                  }
            }

            mat= mat->id.next;
      }
      
      /* textures */
      tex= G.main->tex.first;
      while(tex) {
            if(tex->env) {
                  if(tex->env->object == ob) tex->env->object= 0;
            }
            tex= tex->id.next;
      }
      
      /* mballs */
      if(ob->type==OB_MBALL) {
            obt= find_basis_mball(ob);
            if(obt) freedisplist(&obt->disp);
      }
      
      /* worlds */
      wrld= G.main->world.first;
      while(wrld) {
            if(wrld->id.lib==0) {
                  for(a=0; a<MAX_MTEX; a++) {
                        if(wrld->mtex[a] && ob==wrld->mtex[a]->object)
                              wrld->mtex[a]->object =0;
                  }
            }
            
            wrld= wrld->id.next;
      }
            
      /* scenes */
      sce= G.main->scene.first;
      while(sce) {
            if(sce->id.lib==0) {
                  if(sce->camera==ob) sce->camera= 0;
            }
            sce= sce->id.next;
      }
      /* keys */
      
      /* screens */
      sc= G.main->screen.first;
      while(sc) {
            ScrArea *sa= sc->areabase.first;
            while(sa) {
                  SpaceLink *sl;

                  for (sl= sa->spacedata.first; sl; sl= sl->next) {
                        if(sl->spacetype==SPACE_VIEW3D) {
                              View3D *v3d= (View3D*) sl;

                              if(v3d->camera==ob) {
                                    v3d->camera= 0;
                                    if(v3d->persp>1) v3d->persp= 1;
                              }
                              if(v3d->localvd && v3d->localvd->camera==ob ) {
                                    v3d->localvd->camera= 0;
                                    if(v3d->localvd->persp>1) v3d->localvd->persp= 1;
                              }
                        }
                        else if(sl->spacetype==SPACE_IPO) {
                              SpaceIpo *sipo= (SpaceIpo *)sl;
                              if(sipo->from == (ID *)ob) sipo->from= NULL;
                        }
                        else if(sl->spacetype==SPACE_OOPS) {
                              SpaceOops *so= (SpaceOops *)sl;
                              Oops *oops;

                              oops= so->oops.first;
                              while(oops) {
                                    if(oops->id==(ID *)ob) oops->id= NULL;
                                    oops= oops->next;
                              }
                              if(so->treestore) {
                                    TreeStoreElem *tselem= so->treestore->data;
                                    int a;
                                    for(a=0; a<so->treestore->usedelem; a++, tselem++) {
                                          if(tselem->id==(ID *)ob) tselem->id= NULL;
                                    }
                              }
                              so->lockpoin= NULL;
                        }
                  }

                  sa= sa->next;
            }
            sc= sc->id.next;
      }

      /* groups */
      group= G.main->group.first;
      while(group) {
            rem_from_group(group, ob);
            group= group->id.next;
      }
}

int exist_object(Object *obtest)
{
      Object *ob;
      
      ob= G.main->object.first;
      while(ob) {
            if(ob==obtest) return 1;
            ob= ob->id.next;
      }
      return 0;
}

void *add_camera()
{
      Camera *cam;
      
      cam=  alloc_libblock(&G.main->camera, ID_CA, "Camera");

      cam->lens= 35.0f;
      cam->clipsta= 0.1f;
      cam->clipend= 100.0f;
      cam->drawsize= 0.5f;
      
      return cam;
}

Camera *copy_camera(Camera *cam)
{
      Camera *camn;
      
      camn= copy_libblock(cam);
      id_us_plus((ID *)camn->ipo);

      BPY_copy_scriptlink(&camn->scriptlink);
      
      return camn;
}



void make_local_camera(Camera *cam)
{
      Object *ob;
      Camera *camn;
      int local=0, lib=0;

      /* - only lib users: do nothing
          * - only local users: set flag
          * - mixed: make copy
          */
      
      if(cam->id.lib==0) return;
      if(cam->id.us==1) {
            cam->id.lib= 0;
            cam->id.flag= LIB_LOCAL;
            new_id(0, (ID *)cam, 0);
            return;
      }
      
      ob= G.main->object.first;
      while(ob) {
            if(ob->data==cam) {
                  if(ob->id.lib) lib= 1;
                  else local= 1;
            }
            ob= ob->id.next;
      }
      
      if(local && lib==0) {
            cam->id.lib= 0;
            cam->id.flag= LIB_LOCAL;
            new_id(0, (ID *)cam, 0);
      }
      else if(local && lib) {
            camn= copy_camera(cam);
            camn->id.us= 0;
            
            ob= G.main->object.first;
            while(ob) {
                  if(ob->data==cam) {
                        
                        if(ob->id.lib==0) {
                              ob->data= camn;
                              camn->id.us++;
                              cam->id.us--;
                        }
                  }
                  ob= ob->id.next;
            }
      }
}



void *add_lamp(void)
{
      Lamp *la;
      
      la=  alloc_libblock(&G.main->lamp, ID_LA, "Lamp");
      
      la->r= la->g= la->b= la->k= 1.0;
      la->haint= la->energy= 1.0;
      la->dist= 20.0;
      la->spotsize= 45.0;
      la->spotblend= 0.15;
      la->att2= 1.0;
      la->mode= LA_SHAD;
      la->bufsize= 512;
      la->clipsta= 0.5;
      la->clipend= 40.0;
      la->shadspotsize= 45.0;
      la->samp= 3;
      la->bias= 1.0;
      la->soft= 3.0;
      la->ray_samp= la->ray_sampy= la->ray_sampz= 1; 
      la->area_size=la->area_sizey=la->area_sizez= 1.0; 
      
      return la;
}

Lamp *copy_lamp(Lamp *la)
{
      Lamp *lan;
      int a;
      
      lan= copy_libblock(la);

      for(a=0; a<MAX_MTEX; a++) {
            if(lan->mtex[a]) {
                  lan->mtex[a]= MEM_mallocN(sizeof(MTex), "copylamptex");
                  memcpy(lan->mtex[a], la->mtex[a], sizeof(MTex));
                  id_us_plus((ID *)lan->mtex[a]->tex);
            }
      }
      
      id_us_plus((ID *)lan->ipo);

      BPY_copy_scriptlink(&la->scriptlink);
      
      return lan;
}

void make_local_lamp(Lamp *la)
{
      Object *ob;
      Lamp *lan;
      int local=0, lib=0;

      /* - only lib users: do nothing
          * - only local users: set flag
          * - mixed: make copy
          */
      
      if(la->id.lib==0) return;
      if(la->id.us==1) {
            la->id.lib= 0;
            la->id.flag= LIB_LOCAL;
            new_id(0, (ID *)la, 0);
            return;
      }
      
      ob= G.main->object.first;
      while(ob) {
            if(ob->data==la) {
                  if(ob->id.lib) lib= 1;
                  else local= 1;
            }
            ob= ob->id.next;
      }
      
      if(local && lib==0) {
            la->id.lib= 0;
            la->id.flag= LIB_LOCAL;
            new_id(0, (ID *)la, 0);
      }
      else if(local && lib) {
            lan= copy_lamp(la);
            lan->id.us= 0;
            
            ob= G.main->object.first;
            while(ob) {
                  if(ob->data==la) {
                        
                        if(ob->id.lib==0) {
                              ob->data= lan;
                              lan->id.us++;
                              la->id.us--;
                        }
                  }
                  ob= ob->id.next;
            }
      }
}

void free_camera(Camera *ca)
{
      BPY_free_scriptlink(&ca->scriptlink);
}

void free_lamp(Lamp *la)
{
      MTex *mtex;
      int a;

      /* scriptlinks */
            
      BPY_free_scriptlink(&la->scriptlink);
      
      for(a=0; a<MAX_MTEX; a++) {
            mtex= la->mtex[a];
            if(mtex && mtex->tex) mtex->tex->id.us--;
            if(mtex) MEM_freeN(mtex);
      }
      la->ipo= 0;
}

void *add_wave()
{
      return 0;
}


/* *************************************************** */

static void *add_obdata_from_type(int type)
{
      switch (type) {
      case OB_MESH: G.totmesh++; return add_mesh();
      case OB_CURVE: G.totcurve++; return add_curve(OB_CURVE);
      case OB_SURF: G.totcurve++; return add_curve(OB_SURF);
      case OB_FONT: return add_curve(OB_FONT);
      case OB_MBALL: return add_mball();
      case OB_CAMERA: return add_camera();
      case OB_LAMP: G.totlamp++; return add_lamp();
      case OB_IKA: return add_ika();
      case OB_LATTICE: return add_lattice();
      case OB_WAVE: return add_wave();
      case OB_ARMATURE: return add_armature();
      case OB_EMPTY: return NULL;
      default:
            printf("add_obdata_from_type: Internal error, bad type: %d\n", type);
            return NULL;
      }
}

static char *get_obdata_defname(int type)
{
      switch (type) {
      case OB_MESH: return "Mesh";
      case OB_CURVE: return "Curve";
      case OB_SURF: return "Surf";
      case OB_FONT: return "Font";
      case OB_MBALL: return "Mball";
      case OB_CAMERA: return "Camera";
      case OB_LAMP: return "Lamp";
      case OB_IKA: return "Ika";
      case OB_LATTICE: return "Lattice";
      case OB_WAVE: return "Wave";
      case OB_ARMATURE: return "Armature";
      case OB_EMPTY: return "Empty";
      default:
            printf("get_obdata_defname: Internal error, bad type: %d\n", type);
            return "Empty";
      }
}

/* general add: to G.scene, with layer from area and default name */
/* creates minimum required data, but without vertices etc. */
Object *add_object(int type)
{
      Object *ob;
      Base *base;
      char name[32];

      if (G.obpose)
            exit_posemode(1);
      
      strcpy(name, get_obdata_defname(type));
      
      ob= alloc_libblock(&G.main->object, ID_OB, name);
      G.totobj++;
      
      /* default object vars */
      ob->type= type;
      /* ob->transflag= OB_QUAT; */
      
      QuatOne(ob->quat);
      QuatOne(ob->dquat);

      ob->col[0]= ob->col[1]= ob->col[2]= 0.0;
      ob->col[3]= 1.0;
      
      ob->loc[0]= ob->loc[1]= ob->loc[2]= 0.0;
      ob->rot[0]= ob->rot[1]= ob->rot[2]= 0.0;
      ob->size[0]= ob->size[1]= ob->size[2]= 1.0;

      Mat4One(ob->parentinv);
      Mat4One(ob->obmat);
      ob->dt= OB_SHADED;
      if(U.flag & USER_MAT_ON_OB) ob->colbits= -1;
      
      if(type==OB_CAMERA || type==OB_LAMP) {
            ob->trackflag= OB_NEGZ;
            ob->upflag= OB_POSY;
      }
      else {
            ob->trackflag= OB_POSY;
            ob->upflag= OB_POSZ;
      }
      ob->ipoflag = OB_OFFS_OB+OB_OFFS_PARENT;
      ob->ipowin= ID_OB;      /* the ipowin shown */
      ob->dupon= 1; ob->dupoff= 0;
      ob->dupsta= 1; ob->dupend= 100;

      /* Game engine defaults*/
      ob->mass= ob->inertia= 1.0f;
      ob->formfactor= 0.4f;
      ob->damping= 0.04f;
      ob->rdamping= 0.1f;
      ob->anisotropicFriction[0] = 1.0f;
      ob->anisotropicFriction[1] = 1.0f;
      ob->anisotropicFriction[2] = 1.0f;
      ob->gameflag= OB_PROP;
      
      ob->data= add_obdata_from_type(type);
      
      ob->lay= G.scene->lay;

      base= scene_add_base(G.scene, ob);
      scene_select_base(G.scene, base);

      return ob;
}

void base_init_from_view3d(Base *base, View3D *v3d)
{
      Object *ob= base->object;

      if (v3d->localview) {
            base->lay= ob->lay= v3d->layact + v3d->lay;
            VECCOPY(ob->loc, v3d->cursor);
      } else {
            base->lay= ob->lay= v3d->layact;
            VECCOPY(ob->loc, G.scene->cursor);
      }

      v3d->viewquat[0]= -v3d->viewquat[0];
      if (ob->transflag & OB_QUAT) {
            QUATCOPY(ob->quat, v3d->viewquat);
      } else {
            QuatToEul(v3d->viewquat, ob->rot);
      }
      v3d->viewquat[0]= -v3d->viewquat[0];
}


Object *copy_object(Object *ob)
{
      Object *obn;
      int a;
      bConstraintChannel *actcon;

      obn= copy_libblock(ob);
      
      if(ob->totcol) {
            obn->mat= MEM_dupallocN(ob->mat);
      }
      
      if(ob->bb) obn->bb= MEM_dupallocN(ob->bb);
      obn->path= 0;
      obn->flag &= ~OB_FROMGROUP;
      
      copy_effects(&obn->effect, &ob->effect);
      
      obn->network.first= obn->network.last= 0;
      
      BPY_copy_scriptlink(&ob->scriptlink);
      
      copy_properties(&obn->prop, &ob->prop);
      copy_sensors(&obn->sensors, &ob->sensors);
      copy_controllers(&obn->controllers, &ob->controllers);
      copy_actuators(&obn->actuators, &ob->actuators);
      
      copy_pose(&obn->pose, ob->pose, 1);
      copy_defgroups(&obn->defbase, &ob->defbase);
      copy_nlastrips(&obn->nlastrips, &ob->nlastrips);
      copy_constraints (&obn->constraints, &ob->constraints);

      copy_hooks( &obn->hooks, &ob->hooks);
      
      actcon = clone_constraint_channels (&obn->constraintChannels, &ob->constraintChannels, ob->activecon);
      /* If the active constraint channel was in this list, update it */
      if (actcon)
            obn->activecon = actcon;

      if(ob->pd) obn->pd= MEM_dupallocN(ob->pd);

      /* increase user numbers */
      id_us_plus((ID *)obn->data);
      id_us_plus((ID *)obn->ipo);
      id_us_plus((ID *)obn->action);
      for(a=0; a<obn->totcol; a++) id_us_plus((ID *)obn->mat[a]);
      
      obn->disp.first= obn->disp.last= NULL;
      obn->soft= NULL;
      
      return obn;
}

void expand_local_object(Object *ob)
{
      int a;
      
      id_lib_extern((ID *)ob->action);
      id_lib_extern((ID *)ob->ipo);
      id_lib_extern((ID *)ob->data);
      
      for(a=0; a<ob->totcol; a++) {
            id_lib_extern((ID *)ob->mat[a]);
      }
}

void make_local_object(Object *ob)
{
      Object *obn;
      Scene *sce;
      Base *base;
      int local=0, lib=0;

      /* - only lib users: do nothing
          * - only local users: set flag
          * - mixed: make copy
          */
      
      if(ob->id.lib==0) return;
      if(ob->id.us==1) {
            ob->id.lib= 0;
            ob->id.flag= LIB_LOCAL;
            new_id(0, (ID *)ob, 0);

      }
      else {
            sce= G.main->scene.first;
            while(sce) {
                  base= sce->base.first;
                  while(base) {
                        if(base->object==ob) {
                              if(sce->id.lib) lib++;
                              else local++;
                              break;
                        }
                        base= base->next;
                  }
                  sce= sce->id.next;
            }
            
            if(local && lib==0) {
                  ob->id.lib= 0;
                  ob->id.flag= LIB_LOCAL;
                  new_id(0, (ID *)ob, 0);
            }
            else if(local && lib) {
                  obn= copy_object(ob);
                  obn->id.us= 0;
                  
                  sce= G.main->scene.first;
                  while(sce) {
                        if(sce->id.lib==0) {
                              base= sce->base.first;
                              while(base) {
                                    if(base->object==ob) {
                                          base->object= obn;
                                          obn->id.us++;
                                          ob->id.us--;
                                    }
                                    base= base->next;
                              }
                        }
                        sce= sce->id.next;
                  }
            }
      }
      
      expand_local_object(ob);
}

/* *************** CALC ****************** */

/* there is also a timing calculation in drawobject() */

float bluroffs= 0.0;
int no_speed_curve= 0;

void set_mblur_offs(int blur)
{
      bluroffs= R.r.blurfac*((float)blur);
      bluroffs/= (float)R.r.osa;
}
      
void disable_speed_curve(int val)
{
      no_speed_curve= val;
}

/* ob can be NULL */
float bsystem_time(Object *ob, Object *par, float cfra, float ofs)
{
      /* returns float ( see frame_to_float in ipo.c) */

      if(no_speed_curve==0) if(ob && ob->ipo) cfra= calc_ipo_time(ob->ipo, cfra);
      
      /* 2nd field */
      if(R.flag & R_SEC_FIELD) {
            if(R.r.mode & R_FIELDSTILL); else cfra+= .5;
      }


      if(ob && (ob->flag & OB_FROMDUPLI));
      else {
                  /* motion blur */
            cfra+= bluroffs;
      
            /* global time */
            cfra*= G.scene->r.framelen;   
      }
      
      /* ofset frames */
      if(ob && (ob->ipoflag & OB_OFFS_PARENT)) {
            if((ob->partype & PARSLOW)==0) cfra-= ob->sf;
      }
      
      cfra-= ofs;

      return cfra;
}

void object_to_mat3(Object *ob, float mat[][3]) /* no parent */
{
      float smat[3][3], vec[3];
      float rmat[3][3];
      float q1[4];
      
      /* size */
      if(ob->ipo) {
            vec[0]= ob->size[0]+ob->dsize[0];
            vec[1]= ob->size[1]+ob->dsize[1];
            vec[2]= ob->size[2]+ob->dsize[2];
            SizeToMat3(vec, smat);
      }
      else {
            SizeToMat3(ob->size, smat);
      }

      /* rot */
      if(ob->transflag & OB_QUAT) {
            if(ob->ipo) {
                  QuatMul(q1, ob->quat, ob->dquat);
                  QuatToMat3(q1, rmat);
            }
            else {
                  QuatToMat3(ob->quat, rmat);
            }
      }
      else {
            if(ob->ipo) {
                  vec[0]= ob->rot[0]+ob->drot[0];
                  vec[1]= ob->rot[1]+ob->drot[1];
                  vec[2]= ob->rot[2]+ob->drot[2];
                  EulToMat3(vec, rmat);
            }
            else {
                  EulToMat3(ob->rot, rmat);
            }
      }
      Mat3MulMat3(mat, rmat, smat);
}

void object_to_mat4(Object *ob, float mat[][4])
{
      float tmat[3][3];
      
      object_to_mat3(ob, tmat);
      
      Mat4CpyMat3(mat, tmat);
      
      VECCOPY(mat[3], ob->loc);
      if(ob->ipo) {
            mat[3][0]+= ob->dloc[0];
            mat[3][1]+= ob->dloc[1];
            mat[3][2]+= ob->dloc[2];
      }
}

int enable_cu_speed= 1;

void ob_parcurve(Object *ob, Object *par, float mat[][4])
{
      Curve *cu;
      float q[4], vec[4], dir[3], *quat, x1, ctime;
      
      Mat4One(mat);
      
      cu= par->data;
      if(cu->path==0 || cu->path->data==0) calc_curvepath(par);
      if(cu->path==0) return;
      
      /* catch exceptions: curve paths used as a duplicator */
      if(enable_cu_speed) {
            ctime= bsystem_time(ob, par, (float)G.scene->r.cfra, 0.0);
            
            if(calc_ipo_spec(cu->ipo, CU_SPEED, &ctime)==0) {
                  ctime /= cu->pathlen;
                  CLAMP(ctime, 0.0, 1.0);
            }
      }
      else {
            ctime= G.scene->r.cfra - ob->sf;
            ctime /= cu->pathlen;
            
            CLAMP(ctime, 0.0, 1.0);
      }

      /* vec: 4 items! */
      if( where_on_path(par, ctime, vec, dir) ) {

            if(cu->flag & CU_FOLLOW) {
                  quat= vectoquat(dir, ob->trackflag, ob->upflag);
                  
                  /* the tilt */
                  Normalise(dir);
                  q[0]= (float)cos(0.5*vec[3]);
                  x1= (float)sin(0.5*vec[3]);
                  q[1]= -x1*dir[0];
                  q[2]= -x1*dir[1];
                  q[3]= -x1*dir[2];
                  QuatMul(quat, q, quat);
                  
                  QuatToMat4(quat, mat);
            }
            
            VECCOPY(mat[3], vec);
            
      }
}

void ob_parbone(Object *ob, Object *par, float mat[][4])
{     
      Bone *bone;
      bArmature *arm;

      Mat4One(mat);
      arm=get_armature(par);
      if (!arm)
            return;

      /* Make sure the bone is still valid */
      bone = get_named_bone(arm, ob->parsubstr);
      if (!bone){
            printf ("Lost bone %s\n", ob->parsubstr);
            return;
      }

      apply_pose_armature(arm, par->pose, 1);   /* Hopefully can set doit parameter in the future */
      where_is_bone (par, bone); 

      /* Translate by negative bone */
      get_objectspace_bone_matrix(bone, mat, 0, 1);

}

void ob_parlimb(Object *ob, Object *par, float mat[][4])
{     
      Ika *ika;
      Limb *li;
      float ang=0.0;
      int cur=0;
      
      /* in local ob space */
      Mat4One(mat);
      
      ika= par->data;
      li= ika->limbbase.first;
      while(li) {
            ang+= li->alpha;
            if(cur==ob->par1 || li->next==0) break;
            
            cur++;
            li= li->next;
      }
      
      mat[0][0]= (float)cos(ang);
      mat[1][0]= (float)-sin(ang);
      mat[0][1]= (float)sin(ang);
      mat[1][1]= (float)cos(ang);
      
      mat[3][0]= li->eff[0];
      mat[3][1]= li->eff[1];
      
}

void give_parvert(Object *par, int nr, float *vec)
{
      EditMesh *em = G.editMesh;
      Mesh *me;
      EditVert *eve;
/*    extern ListBase editNurb; already in bad lev calls */
      Nurb *nu;
      Curve *cu;
      BPoint *bp;
      DispList *dl;
      BezTriple *bezt;
      float *fp;
      int a, count;
      
      vec[0]=vec[1]=vec[2]= 0.0;
      
      if(par->type==OB_MESH) {
            if(par==G.obedit) {
                  if(nr >= G.totvert) nr= 0;

                  count= 0;
                  eve= em->verts.first;
                  while(eve) {
                        if(count==nr) {
                              memcpy(vec, eve->co, 12);
                              break;
                        }
                        eve= eve->next;
                        count++;
                  }
            }
            else {
                  me= par->data;
                  if(me->totvert) {
                        if(nr >= me->totvert) nr= 0;
                        
                        /* is there a deform */
                        dl= find_displist(&par->disp, DL_VERTS);
                        if(dl) {
                              fp= dl->verts+3*nr;
                              VECCOPY(vec, fp);
                        }
                        else {
                              MVert *mvert= me->mvert + nr;
                              VECCOPY(vec, mvert->co);
                        }
                  }
            }
      }
      else if ELEM(par->type, OB_CURVE, OB_SURF) {

            cu= par->data;
            nu= cu->nurb.first;
            if(par==G.obedit) nu= editNurb.first;
            
            count= 0;
            while(nu) {
                  if((nu->type & 7)==CU_BEZIER) {
                        bezt= nu->bezt;
                        a= nu->pntsu;
                        while(a--) {
                              if(count==nr) {
                                    VECCOPY(vec, bezt->vec[1]);
                                    break;
                              }
                              count++;
                              bezt++;
                        }
                  }
                  else {
                        bp= nu->bp;
                        a= nu->pntsu*nu->pntsv;
                        while(a--) {
                              if(count==nr) {
                                    memcpy(vec, bp->vec, 12);
                                    break;
                              }
                              count++;
                              bp++;
                        }
                  }
                  nu= nu->next;
            }

      }
      else if(par->type==OB_IKA) {
            Ika *ika= par->data;
            Limb *li= ika->limbbase.first;
            int cur= 1;
            if(nr) {
                  while(li) {
                        if(cur==nr || li->next==0) break;
                        cur++;
                        li= li->next;
                  }
                  vec[0]= li->eff[0];
                  vec[1]= li->eff[1];
            }
      }
      else return;
}

void ob_parvert3(Object *ob, Object *par, float mat[][4])
{
      float cmat[3][3], v1[3], v2[3], v3[3], q[4];

      /* in local ob space */
      Mat4One(mat);
      
      if ELEM3(par->type, OB_MESH, OB_SURF, OB_CURVE) {
            
            give_parvert(par, ob->par1, v1);
            give_parvert(par, ob->par2, v2);
            give_parvert(par, ob->par3, v3);
                        
            triatoquat(v1, v2, v3, q);
            QuatToMat3(q, cmat);
            Mat4CpyMat3(mat, cmat);
            
            if(ob->type==OB_CURVE) {
                  VECCOPY(mat[3], v1);
            }
            else {
                  VecAddf(mat[3], v1, v2);
                  VecAddf(mat[3], mat[3], v3);
                  VecMulf(mat[3], 0.3333333f);
            }
      }
}

static int no_parent_ipo=0;
void set_no_parent_ipo(int val)
{
      no_parent_ipo= val;
}

static float timefac= 1.0;          /* 50 Hz, dtime:2 */
void set_dtime(int dtime)
{
      timefac= ((float)(dtime-1))/2.0f;
}

static int during_script_flag=0;
void disable_where_script(short on)
{
      during_script_flag= on;
}

int during_script(void) {
      return during_script_flag;
}

static int during_scriptlink_flag=0;
void disable_where_scriptlink(short on)
{
      during_scriptlink_flag= on;
}

int during_scriptlink(void) {
      return during_scriptlink_flag;
}

void where_is_object_time(Object *ob, float ctime)
{
      Object *par;
      float *fp1, *fp2, slowmat[4][4] = MAT4_UNITY;
      float stime, fac1, fac2, vec[3];
      int a;
      int pop; 
      
      /* new version: correct parent+vertexparent and track+parent */
      /* this one only calculates direct attached parent and track */
      /* hij is sneller, maar moet wel de timeoffs in de gaten houden */
      
      if(ob==0) return;

      if( ctime != ob->ctime) {
            ob->ctime= ctime;
            
            if(ob->ipo) {
                  
                  stime= bsystem_time(ob, 0, ctime, 0.0);

                  calc_ipo(ob->ipo, stime);
                  execute_ipo((ID *)ob, ob->ipo);
            }                 
      }


      if(ob->type==OB_IKA) {
            Ika *ika= ob->data;
            if(ika->parent) where_is_object_time(ika->parent, ctime);
      }

      if(ob->parent) {
            par= ob->parent;

            if(ob->ipoflag & OB_OFFS_PARENT) ctime-= ob->sf;
            
            pop= 0;
            if(no_parent_ipo==0 && ctime != par->ctime) {
            
                  // alleen voor ipo systemen? 
                  pushdata(par, sizeof(Object));
                  pop= 1;
                  
                  where_is_object_time(par, ctime);
            }
            
            solve_parenting(ob, par, slowmat, 0);

            if(pop) {
                  poplast(par);
            }
            
            if(ob->partype & PARSLOW) {
                  // framerate meetellen 

                  fac1= (float)(timefac/(1.0+ fabs(ob->sf)));
                  if(fac1>=1.0) return;
                  fac2= 1.0f-fac1;
                  
                  fp1= ob->obmat[0];
                  fp2= slowmat[0];
                  for(a=0; a<16; a++, fp1++, fp2++) {
                        fp1[0]= fac1*fp1[0] + fac2*fp2[0];
                  }
            }
      
      }
      else {
            object_to_mat4(ob, ob->obmat);
      }

      /* Handle tracking */
      if(ob->track) {
            if( ctime != ob->track->ctime) where_is_object_time(ob->track, ctime);
            solve_tracking (ob, ob->track->obmat);
            
      }

      solve_constraints (ob, TARGET_OBJECT, NULL, ctime);

      if(ob->scriptlink.totscript && !during_script()) {
            BPY_do_pyscript((ID *)ob, SCRIPT_REDRAW);
      }
      
      /* set negative scale flag in object */
      Crossf(vec, ob->obmat[0], ob->obmat[1]);
      if( Inpf(vec, ob->obmat[2]) < 0.0 ) ob->transflag |= OB_NEG_SCALE;
      else ob->transflag &= ~OB_NEG_SCALE;
}

static void solve_parenting (Object *ob, Object *par, float slowmat[][4], int simul)
{
      float totmat[4][4];
      float tmat[4][4];
      float obmat[4][4];
      float vec[3];
      int ok;

      object_to_mat4(ob, obmat);
      
      if(ob->partype & PARSLOW) Mat4CpyMat4(slowmat, ob->obmat);
      

      switch(ob->partype & PARTYPE) {
      case PAROBJECT:
            ok= 0;
            if(par->type==OB_CURVE) {
                  if( ((Curve *)par->data)->flag & CU_PATH ) {
                        ob_parcurve(ob, par, tmat);
                        ok= 1;
                  }
            }
            
            if(ok) Mat4MulSerie(totmat, par->obmat, tmat, 
                  NULL, NULL, NULL, NULL, NULL, NULL);
            else Mat4CpyMat4(totmat, par->obmat);
            
            break;
      case PARBONE:
            ob_parbone(ob, par, tmat);
            Mat4MulSerie(totmat, par->obmat, tmat,         
                  NULL, NULL, NULL, NULL, NULL, NULL);
            break;
      case PARLIMB:     
            ob_parlimb(ob, par, tmat);
            Mat4MulSerie(totmat, par->obmat, tmat,         
                  NULL, NULL, NULL, NULL, NULL, NULL);
            break;
            
      case PARVERT1:
            Mat4One(totmat);
            if (simul){
                  VECCOPY(totmat[3], par->obmat[3]);
            }
            else{
                  give_parvert(par, ob->par1, vec);
                  VecMat4MulVecfl(totmat[3], par->obmat, vec);
            }
            break;
      case PARVERT3:
            ob_parvert3(ob, par, tmat);
            
            Mat4MulSerie(totmat, par->obmat, tmat,         
                  NULL, NULL, NULL, NULL, NULL, NULL);
            break;
            
      case PARSKEL:
#if 0
            if (ob!=G.obedit)
                  Mat4One(totmat);
            else
                  Mat4CpyMat4(totmat, par->obmat);
            break;
#else
                  Mat4CpyMat4(totmat, par->obmat);
#endif
      }
      
      // totaal 
      Mat4MulSerie(tmat, totmat, ob->parentinv,         
            NULL, NULL, NULL, NULL, NULL, NULL);
      Mat4MulSerie(ob->obmat, tmat, obmat,         
            NULL, NULL, NULL, NULL, NULL, NULL);
      
      if (simul){

      }
      else{
            // >>>>>>>>>>>>>>>>>>
            // dit is een extern bruikbare originmat 
            Mat3CpyMat4(originmat, tmat);
            
            // origin, voor hulplijntje 
            if( (ob->partype & 15)==PARSKEL ) {
                  VECCOPY(ob->orig, par->obmat[3]);
            }
            else {
                  VECCOPY(ob->orig, totmat[3]);
            }
      }

}
void solve_tracking (Object *ob, float targetmat[][4])
{
      float *quat;
      float vec[3];
      float totmat[3][3];
      float tmat[4][4];
      
      VecSubf(vec, ob->obmat[3], targetmat[3]);
      quat= vectoquat(vec, ob->trackflag, ob->upflag);
      QuatToMat3(quat, totmat);
      
      if(ob->parent && (ob->transflag & OB_POWERTRACK)) {
            /* 'temporal' : clear parent info */
            object_to_mat4(ob, tmat);
            tmat[0][3]= ob->obmat[0][3];
            tmat[1][3]= ob->obmat[1][3];
            tmat[2][3]= ob->obmat[2][3];
            tmat[3][0]= ob->obmat[3][0];
            tmat[3][1]= ob->obmat[3][1];
            tmat[3][2]= ob->obmat[3][2];
            tmat[3][3]= ob->obmat[3][3];
      }
      else Mat4CpyMat4(tmat, ob->obmat);
      
      Mat4MulMat34(ob->obmat, totmat, tmat);

}

void where_is_object(Object *ob)
{
      
      /* these have been mem copied */
      if(ob->flag & OB_FROMDUPLI) return;
      
      where_is_object_time(ob, (float)G.scene->r.cfra);
}


void where_is_object_simul(Object *ob)
/* was written for the old game engine (until 2.04) */
/* It seems that this function is only called
for a lamp that is the child of another object */
{
      Object *par;
      Ipo *ipo;
      float *fp1, *fp2;
      float slowmat[4][4];
      float fac1, fac2;
      int a;
      
      /* NO TIMEOFFS */
      
      /* no ipo! (because of dloc and realtime-ipos) */
      ipo= ob->ipo;
      ob->ipo= NULL;

      if(ob->parent) {
            par= ob->parent;
            
            solve_parenting(ob, par, slowmat, 1);

            if(ob->partype & PARSLOW) {

                  fac1= (float)(1.0/(1.0+ fabs(ob->sf)));
                  fac2= 1.0f-fac1;
                  fp1= ob->obmat[0];
                  fp2= slowmat[0];
                  for(a=0; a<16; a++, fp1++, fp2++) {
                        fp1[0]= fac1*fp1[0] + fac2*fp2[0];
                  }
            }
            
      }
      else {
            object_to_mat4(ob, ob->obmat);
      }
      
      if(ob->track) 
            solve_tracking(ob, ob->track->obmat);

      solve_constraints(ob, TARGET_OBJECT, NULL, G.scene->r.cfra);
      
      /*  WATCH IT!!! */
      ob->ipo= ipo;
      
}
extern void Mat4BlendMat4(float out[][4], float dst[][4], float src[][4], float srcweight);

void solve_constraints (Object *ob, short obtype, void *obdata, float ctime)
{
      bConstraint *con;
      float tmat[4][4], focusmat[4][4], lastmat[4][4];
      int i, clear=1, tot=0;
      float a=0;
      float aquat[4], quat[4];
      float aloc[3], loc[3];
      float asize[3], size[3];
      float oldmat[4][4];
      float smat[3][3], rmat[3][3], mat[3][3];
      float enf;

      for (con = ob->constraints.first; con; con=con->next){
            /* Clear accumulators if necessary*/
            if (clear){
                  clear=0;
                  a=0;
                  tot=0;
                  memset(aquat, 0, sizeof(float)*4);
                  memset(aloc, 0, sizeof(float)*3);
                  memset(asize, 0, sizeof(float)*3);
            }
            
            /* Check this constraint only if it has some enforcement */
            if (!(con->flag & CONSTRAINT_DISABLE))
            {
                  if (con->enforce==0)
                        enf = 0.001f;
                        enf = con->enforce;

                  /* Get the targetmat */
                  get_constraint_target_matrix(con, obtype, obdata, tmat, size, ctime);
                  
                  Mat4CpyMat4(focusmat, tmat);
                  
                  /* Extract the components & accumulate */
                  Mat4ToQuat(focusmat, quat);
                  VECCOPY(loc, focusmat[3]);
                  Mat3CpyMat4(mat, focusmat);
                  Mat3ToSize(mat, size);
                  
                  a+=enf;
                  tot++;
                  
                  for(i=0; i<3; i++){
                        aquat[i+1]+=(quat[i+1]) * enf;
                        aloc[i]+=(loc[i]) * enf;
                        asize[i]+=(size[i]-1.0f) * enf;
                  }
                  aquat[0]+=(quat[0])*enf;
                  Mat4CpyMat4(lastmat, focusmat);
            }
            
            /* If the next constraint is not the same type (or there isn't one),
             *    then evaluate the accumulator & request a clear */
            if ((!con->next)||(con->next && con->next->type!=con->type))
            {
                  clear=1;
                  Mat4CpyMat4(oldmat, ob->obmat);

                  /*    If we have several inputs, do a blend of them */
                  if (tot){
                        if (tot>1){
                              if (a){
                                    for (i=0; i<3; i++){
                                          asize[i]=1.0f + (asize[i]/(a));
                                          aloc[i]=(aloc[i]/a);
                                    }
                                    
                                    NormalQuat(aquat);
                                    
                                    QuatToMat3(aquat, rmat);
                                    SizeToMat3(asize, smat);
                                    Mat3MulMat3(mat, rmat, smat);
                                    Mat4CpyMat3(focusmat, mat);
                                    VECCOPY(focusmat[3], aloc);

                                    evaluate_constraint(con, ob, obtype, obdata, focusmat);
                              }
                              
                        }     
                        /* If we only have one, blend with the current obmat */
                        else{
                              float solution[4][4];
                              float delta[4][4];
                              float imat[4][4];
                              float identity[4][4];
                              float worldmat[4][4];
                              
                              if (con->type!=CONSTRAINT_TYPE_KINEMATIC){
                                    /* If we're not an IK constraint, solve the constraint then blend it to the previous one */
                                    evaluate_constraint(con, ob, obtype, obdata, lastmat);
                                    
                                    Mat4CpyMat4 (solution, ob->obmat);

                                    /* Interpolate the enforcement */                           
                                    Mat4Invert (imat, oldmat);
                                    Mat4MulMat4 (delta, solution, imat);
                                    
                                    if (a<1.0) {
                                          Mat4One(identity);
                                          Mat4BlendMat4(delta, identity, delta, a);
                                    }
                                    Mat4MulMat4 (ob->obmat, delta, oldmat);

                              }
                              else{
                                    /* Interpolate the target between the chain's unconstrained endpoint and the effector loc */
                                    if (obtype==TARGET_BONE){
                                          get_objectspace_bone_matrix(obdata, oldmat, 1, 1);
                                          
                                          Mat4MulMat4(worldmat, oldmat, ob->parent->obmat);

                                          Mat4BlendMat4(focusmat, worldmat, lastmat, a);
                                          
                                          evaluate_constraint(con, ob, obtype, obdata, focusmat);
                                    }
                              }
                        }
                  }
            }
      }     
}

void what_does_parent1(Object *par, int partype, int par1, int par2, int par3)
{

      clear_workob();
      Mat4One(workob.parentinv);
      workob.parent= par;
      if(par) 
            workob.track= par->track;     /* WATCH IT: THATS NOT NICE CODE */
      workob.partype= partype;
      workob.par1= par1;
      workob.par2= par2;
      workob.par3= par3;

      if (par){
            workob.constraints.first = par->constraints.first;
            workob.constraints.last = par->constraints.last;
      }

      where_is_object(&workob);
}


void what_does_parent(Object *ob)
{

      clear_workob();
      Mat4One(workob.obmat);
      Mat4One(workob.parentinv);
      workob.parent= ob->parent;
      workob.track= ob->track;

      workob.trackflag= ob->trackflag;
      workob.upflag= ob->upflag;
      
      workob.partype= ob->partype;
      workob.par1= ob->par1;
      workob.par2= ob->par2;
      workob.par3= ob->par3;

      workob.constraints.first = ob->constraints.first;
      workob.constraints.last = ob->constraints.last;

      strcpy (workob.parsubstr, ob->parsubstr); 

      where_is_object(&workob);
}

BoundBox *unit_boundbox()
{
      BoundBox *bb;
      
      bb= MEM_mallocN(sizeof(BoundBox), "bb");

      bb->vec[0][0]=bb->vec[1][0]=bb->vec[2][0]=bb->vec[3][0]= -1.0;
      bb->vec[4][0]=bb->vec[5][0]=bb->vec[6][0]=bb->vec[7][0]= 1.0;
      
      bb->vec[0][1]=bb->vec[1][1]=bb->vec[4][1]=bb->vec[5][1]= -1.0;
      bb->vec[2][1]=bb->vec[3][1]=bb->vec[6][1]=bb->vec[7][1]= 1.0;

      bb->vec[0][2]=bb->vec[3][2]=bb->vec[4][2]=bb->vec[7][2]= -1.0;
      bb->vec[1][2]=bb->vec[2][2]=bb->vec[5][2]=bb->vec[6][2]= 1.0;
      
      return bb;
}

void minmax_object(Object *ob, float *min, float *max)
{
      BoundBox bb;
      Mesh *me;
      Curve *cu;
      float vec[3];
      int a;
      
      switch(ob->type) {
            
      case OB_CURVE:
      case OB_FONT:
      case OB_SURF:
            cu= ob->data;
            
            if(cu->bb==0) tex_space_curve(cu);
            bb= *(cu->bb);
            
            for(a=0; a<8; a++) {
                  Mat4MulVecfl(ob->obmat, bb.vec[a]);
                  DO_MINMAX(bb.vec[a], min, max);
            }
            break;

      case OB_MESH:
            me= get_mesh(ob);
            
            if(me) {
                  if(me->bb==0) tex_space_mesh(me);
                  bb= *(me->bb);
                  
                  for(a=0; a<8; a++) {
                        Mat4MulVecfl(ob->obmat, bb.vec[a]);
                        DO_MINMAX(bb.vec[a], min, max);
                  }
            }
            if(min[0] < max[0] ) break;
            
            /* else here no break!!!, mesh can be zero sized */
            
      default:
            DO_MINMAX(ob->obmat[3], min, max);

            VECCOPY(vec, ob->obmat[3]);
            VecAddf(vec, vec, ob->size);
            DO_MINMAX(vec, min, max);

            VECCOPY(vec, ob->obmat[3]);
            VecSubf(vec, vec, ob->size);
            DO_MINMAX(vec, min, max);
            break;
      }
}



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