/** * blenlib/DNA_object_types.h (mar-2001 nzc) * * Object is a sort of wrapper for general info. * * $Id$ * * ***** 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 ***** */ #ifndef DNA_OBJECT_TYPES_H #define DNA_OBJECT_TYPES_H #include "DNA_listBase.h" #include "DNA_ID.h" #include "DNA_scriptlink_types.h" #ifdef __cplusplus extern "C" { #endif struct bPose; struct Object; struct Ipo; struct BoundBox; struct Path; struct Material; struct bConstraintChannel; typedef struct bDeformGroup { struct bDeformGroup *next, *prev; char name[32]; void *data; /* Temporary data, most likely a pointer to the bone - no need to delete */ } bDeformGroup; # # typedef struct BoundBox { float vec[8][3]; } BoundBox; typedef struct Object { ID id; short type, partype; int par1, par2, par3; /* kunnen vertexnrs zijn */ char parsubstr[32]; /* String describing subobject info */ void *pardata; struct Object *parent, *track; struct Ipo *ipo; struct Path *path; struct BoundBox *bb; struct bAction *action; struct bPose *pose; void *data; struct bConstraintChannel *activecon; ListBase constraintChannels; ListBase effect; ListBase network; ListBase disp; ListBase defbase; struct Material **mat; /* rot en drot moeten achterelkaar! (transform('r' en 's')) */ float loc[3], dloc[3], orig[3]; float size[3], dsize[3]; float rot[3], drot[3]; float quat[4], dquat[4]; float obmat[4][4]; float parentinv[4][4]; float imat[4][4]; /* voor bij render, tijdens simulate, tijdelijk: ipokeys van transform */ unsigned int lay; /* kopie van Base */ short flag; /* kopie van Base */ short colbits; /* nul==van obdata */ char transflag, ipoflag; char trackflag, upflag; short ipowin, scaflag; /* ipowin: blocktype laatste ipowindow */ short scavisflag, boundtype; short dupon, dupoff, dupsta, dupend; float sf, ctime; /* tijdens realtime */ /* note that inertia is only called inertia for historical reasons * and is not changed to avoid DNA surgery. It actually reflects the * Size value in the GameButtons (= radius) */ float mass, damping, inertia; /* The form factor k is introduced to give the user more control * and to fix incompatibility problems. * For rotational symmetric objects, the inertia value can be * expressed as: Theta = k * m * r^2 * where m = Mass, r = Radius * For a Sphere, the form factor is by default = 0.4 */ float formfactor, dummy_1; float rdamping, sizefac; char dt, dtx; char totcol; /* kopie van mesh of curve of meta */ char actcol; ScriptLink scriptlink; ListBase prop; ListBase sensors; ListBase controllers; ListBase actuators; void *sumohandle; float bbsize[3]; short dfras; unsigned short actdef; /* current deformation group */ float col[4]; /** * Settings for game objects * bit 0: Object has dynamic behaviour * bit 2: Object is evaluated by the gameengine * bit 6: Use Fh settings in Materials * bit 7: Use face normal to rotate Object * bit 8: Friction is anisotropic * bit 9: Object is a ghost * bit 10: Do rigid body dynamics. */ int gameflag; /** * More settings * bit 15: Always ignore activity culling */ int gameflag2; int pad; float anisotropicFriction[3]; ListBase constraints; ListBase nlastrips; } Object; /* this work object is defined in object.c */ extern Object workob; /* **************** OBJECT ********************* */ /* used many places... should be specialized */ #define SELECT 1 #define ACTIVE 2 /* type */ #define OB_EMPTY 0 #define OB_MESH 1 #define OB_CURVE 2 #define OB_SURF 3 #define OB_FONT 4 #define OB_MBALL 5 #define OB_LAMP 10 #define OB_CAMERA 11 #define OB_IKA 20 #define OB_WAVE 21 #define OB_LATTICE 22 /* 23 and 24 are for life and sector (old file compat.) */ #define OB_ARMATURE 25 /* partype: eerste 5 bits: type */ #define PARTYPE 15 #define PAROBJECT 0 #define PARCURVE 1 #define PARKEY 2 #define PARLIMB 3 #define PARSKEL 4 #define PARVERT1 5 #define PARVERT3 6 #define PARBONE 7 #define PARSLOW 16 /* char! transflag */ #define OB_OFFS_LOCAL 1 #define OB_QUAT 2 #define OB_DUPLI (8+16) #define OB_DUPLIFRAMES 8 #define OB_DUPLIVERTS 16 #define OB_DUPLIROT 32 #define OB_DUPLINOSPEED 64 #define OB_POWERTRACK 128 /* char! ipoflag */ #define OB_DRAWKEY 1 #define OB_DRAWKEYSEL 2 #define OB_OFFS_OB 4 #define OB_OFFS_MAT 8 #define OB_OFFS_VKEY 16 #define OB_OFFS_PATH 32 #define OB_OFFS_PARENT 64 #define OB_OFFS_PARTICLE 128 /* trackflag / upflag */ #define OB_POSX 0 #define OB_POSY 1 #define OB_POSZ 2 #define OB_NEGX 3 #define OB_NEGY 4 #define OB_NEGZ 5 /* gameflag in game.h */ /* dt: nummers */ #define OB_BOUNDBOX 1 #define OB_WIRE 2 #define OB_SOLID 3 #define OB_SHADED 4 #define OB_TEXTURE 5 /* dtx: flags */ #define OB_AXIS 2 #define OB_TEXSPACE 4 #define OB_DRAWNAME 8 #define OB_DRAWIMAGE 16 /* boundtype */ #define OB_BOUND_BOX 0 #define OB_BOUND_SPHERE 1 #define OB_BOUND_CYLINDER 2 #define OB_BOUND_CONE 3 #define OB_BOUND_POLYH 4 /* also needed for base!!!!! or rather, thy interfere....*/ /* base->flag en ob->flag */ #define BA_WASSEL 2 #define BA_PARSEL 4 #define BA_WHERE_UPDATE 8 #define BA_DISP_UPDATE 16 #define BA_DO_IPO 32 #define BA_FROMSET 128 #define OB_DO_IMAT 256 #define OB_FROMDUPLI 512 #define OB_DONE 1024 #define OB_RADIO 2048 #define OB_FROMGROUP 4096 /* ob->gameflag */ #define OB_DYNAMIC 1 #define OB_CHILD 2 #define OB_ACTOR 4 #define OB_INERTIA_LOCK_X 8 #define OB_INERTIA_LOCK_Y 16 #define OB_INERTIA_LOCK_Z 32 #define OB_DO_FH 64 #define OB_ROT_FH 128 #define OB_ANISOTROPIC_FRICTION 256 #define OB_GHOST 512 #define OB_RIGID_BODY 1024 #define OB_COLLISION_RESPONSE 4096 #define OB_SECTOR 8192 #define OB_PROP 16384 #define OB_MAINACTOR 32768 /* ob->gameflag2 */ #define OB_NEVER_DO_ACTIVITY_CULLING 1 #define OB_LIFE (OB_PROP|OB_DYNAMIC|OB_ACTOR|OB_MAINACTOR|OB_CHILD) /* ob->scavisflag */ #define OB_VIS_SENS 1 #define OB_VIS_CONT 2 #define OB_VIS_ACT 4 /* ob->scaflag */ #define OB_SHOWSENS 64 #define OB_SHOWACT 128 #define OB_ADDSENS 256 #define OB_ADDCONT 512 #define OB_ADDACT 1024 #define OB_SHOWCONT 2048 #ifdef __cplusplus } #endif #endif