Object is a sort of wrapper for general info.
A running instance of the engine.
ObjectHandle & sync_object(const ObjectRef &ob_ref)
void sync_mesh(Object *ob, ObjectHandle &ob_handle, const ObjectRef &ob_ref)
void sync_volume(Object *ob, ObjectHandle &ob_handle, const ObjectRef &ob_ref)
SyncModule(Instance &inst)
WorldHandle sync_world(const ::World &world)
bool sync_sculpt(Object *ob, ObjectHandle &ob_handle, const ObjectRef &ob_ref)
void sync_curves(Object *ob, ObjectHandle &ob_handle, const ObjectRef &ob_ref, ResourceHandleRange res_handle={}, ModifierData *modifier_data=nullptr, ParticleSystem *particle_sys=nullptr)
void sync_pointcloud(Object *ob, ObjectHandle &ob_handle, const ObjectRef &ob_ref)
void foreach_hair_particle_handle(Instance &inst, ObjectRef &ob_ref, ObjectHandle ob_handle, HairHandleCallback callback)
FunctionRef< void(ObjectHandle, ModifierData &, ParticleSystem &)> HairHandleCallback