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|
/**
* blenlib/DNA_object_types.h (mar-2001 nzc)
*
* Object is a sort of wrapper for general info.
*
* $Id$
*
* ***** BEGIN GPL 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.
*
* 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 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;
struct PartDeflect;
struct SoftBody;
struct FluidsimSettings;
struct ParticleSystem;
struct DerivedMesh;
typedef struct bDeformGroup {
struct bDeformGroup *next, *prev;
char name[32];
} bDeformGroup;
/**
* The following illustrates the orientation of the
* bounding box in local space
*
*
* Z Y
* | /
* |/
* .-----X
*
*
* 2----------6
* /| /|
* / | / |
* 1----------5 |
* | | | |
* | 3-------|--7
* | / | /
* |/ |/
* 0----------4
*/
typedef struct BoundBox {
float vec[8][3];
int flag, pad;
} BoundBox;
/* boundbox flag */
#define OB_BB_DISABLED 1
typedef struct Object {
ID id;
short type, partype;
int par1, par2, par3; /* can be vertexnrs */
char parsubstr[32]; /* String describing subobject info */
struct Object *parent, *track;
/* if ob->proxy (or proxy_group), this object is proxy for object ob->proxy */
/* proxy_from is set in target back to the proxy. */
struct Object *proxy, *proxy_group, *proxy_from;
struct Ipo *ipo;
struct Path *path;
struct BoundBox *bb;
struct bAction *action;
struct bAction *poselib;
struct bPose *pose;
void *data;
ListBase constraintChannels;
ListBase effect;
ListBase disp;
ListBase defbase;
ListBase modifiers; /* list of ModifierData structures */
struct Material **mat;
/* rot en drot have to be together! (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]; (not used yet) */
float obmat[4][4];
float parentinv[4][4]; /* inverse result of parent, so that object doesn't 'stick' to parent */
float constinv[4][4]; /* inverse result of constraints. doesn't include effect of parent or object local transform */
float imat[4][4]; /* for during render, old game engine, temporally: ipokeys of transform */
unsigned int lay; /* copy of Base */
short flag; /* copy of Base */
short colbits; /* when zero, from obdata */
short transflag, ipoflag; /* transformation and ipo settings */
short trackflag, upflag;
short nlaflag, protectflag; /* nlaflag defines NLA override, protectflag is bits to lock transform */
short ipowin, scaflag; /* ipowin: blocktype last ipowindow */
short scavisflag, boundtype;
int dupon, dupoff, dupsta, dupend;
float sf, ctime; /* sf is time-offset, ctime is the objects current time */
/* during 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;
float rdamping, sizefac;
float margin;
float max_vel; /* clamp the maximum velocity 0.0 is disabled */
float min_vel; /* clamp the maximum velocity 0.0 is disabled */
float m_contactProcessingThreshold;
char dt, dtx;
char totcol; /* copy of mesh or curve or meta */
char actcol; /* currently selected material in the user interface */
char empty_drawtype, pad1[3];
float empty_drawsize;
float dupfacesca; /* dupliface scale */
ScriptLink scriptlink;
ListBase prop;
ListBase sensors;
ListBase controllers;
ListBase actuators;
float bbsize[3];
short index; /* custom index, for renderpasses */
unsigned short actdef; /* current deformation group */
float col[4]; /* object color, adjusted via IPO's only */
/**
* 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.
* bit 11: Use bounding object for physics
*/
int gameflag;
/**
* More settings
* bit 15: Always ignore activity culling
*/
int gameflag2;
struct BulletSoftBody *bsoft; /* settings for game engine bullet soft body */
short softflag; /* softbody settings */
short recalc; /* dependency flag */
float anisotropicFriction[3];
ListBase constraints;
ListBase nlastrips;
ListBase hooks;
ListBase particlesystem; /* particle systems */
struct PartDeflect *pd; /* particle deflector/attractor/collision data */
struct SoftBody *soft; /* if exists, saved in file */
struct Group *dup_group; /* object duplicator for group */
short fluidsimFlag; /* NT toggle fluidsim participation on/off */
short restrictflag; /* for restricting view, select, render etc. accessible in outliner */
short shapenr, shapeflag; /* current shape key for menu or pinned, flag for pinning */
float smoothresh; /* smoothresh is phong interpolation ray_shadow correction in render */
short recalco; /* recalco for temp storage of ob->recalc, bad design warning */
short body_type; /* for now used to temporarily holds the type of collision object */
struct FluidsimSettings *fluidsimSettings; /* if fluidsim enabled, store additional settings */
struct DerivedMesh *derivedDeform, *derivedFinal;
int lastDataMask; /* the custom data layer mask that was last used to calculate derivedDeform and derivedFinal */
unsigned int state; /* bit masks of game controllers that are active */
unsigned int init_state; /* bit masks of initial state as recorded by the users */
int pad2;
/*#ifdef WITH_VERSE*/
void *vnode; /* pointer at object VerseNode */
/*#endif*/
ListBase gpulamp; /* runtime, for lamps only */
} Object;
/* Warning, this is not used anymore because hooks are now modifiers */
typedef struct ObHook {
struct ObHook *next, *prev;
struct Object *parent;
float parentinv[4][4]; /* matrix making current transform unmodified */
float mat[4][4]; /* temp matrix while hooking */
float cent[3]; /* visualization of hook */
float falloff; /* if not zero, falloff is distance where influence zero */
char name[32];
int *indexar;
int totindex, curindex; /* curindex is cache for fast lookup */
short type, active; /* active is only first hook, for button menu */
float force;
} ObHook;
/* this work object is defined in object.c */
extern Object workob;
/* **************** OBJECT ********************* */
/* used many places... should be specialized */
#define SELECT 1
/* 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_WAVE 21
#define OB_LATTICE 22
/* 23 and 24 are for life and sector (old file compat.) */
#define OB_ARMATURE 25
/* partype: first 4 bits: type */
#define PARTYPE 15
#define PAROBJECT 0
#define PARCURVE 1
#define PARKEY 2
#define PARSKEL 4
#define PARVERT1 5
#define PARVERT3 6
#define PARBONE 7
#define PARSLOW 16
/* (short) transflag */
#define OB_OFFS_LOCAL 1
#define OB_QUAT 2
#define OB_NEG_SCALE 4
#define OB_DUPLI (8+16+256+512+2048)
#define OB_DUPLIFRAMES 8
#define OB_DUPLIVERTS 16
#define OB_DUPLIROT 32
#define OB_DUPLINOSPEED 64
#define OB_POWERTRACK 128
#define OB_DUPLIGROUP 256
#define OB_DUPLIFACES 512
#define OB_DUPLIFACES_SCALE 1024
#define OB_DUPLIPARTS 2048
#define OB_RENDER_DUPLI 4096
/* (short) 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
/* get ipo from from action or not? */
#define OB_ACTION_OB 256
#define OB_ACTION_KEY 512
/* for stride edit */
#define OB_DISABLE_PATH 1024
#define OB_OFFS_PARENTADD 2048
/* (short) 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: no flags */
#define OB_BOUNDBOX 1
#define OB_WIRE 2
#define OB_SOLID 3
#define OB_SHADED 4
#define OB_TEXTURE 5
/* this condition has been made more complex since editmode can draw textures */
#define CHECK_OB_DRAWTEXTURE(vd, dt) \
((vd->drawtype==OB_TEXTURE && dt>OB_SOLID) || \
(vd->drawtype==OB_SOLID && vd->flag2 & V3D_SOLID_TEX))
#define CHECK_OB_DRAWFACEDOT(sce, vd, dt) \
( (sce->selectmode & SCE_SELECT_FACE) && \
(vd->drawtype<=OB_SOLID) && \
(((vd->drawtype==OB_SOLID) && (dt>=OB_SOLID) && (vd->flag2 & V3D_SOLID_TEX) && (vd->flag & V3D_ZBUF_SELECT)) == 0) \
)
/* dtx: flags, char! */
#define OB_AXIS 2
#define OB_TEXSPACE 4
#define OB_DRAWNAME 8
#define OB_DRAWIMAGE 16
/* for solid+wire display */
#define OB_DRAWWIRE 32
/* for overdraw */
#define OB_DRAWXRAY 64
/* enable transparent draw */
#define OB_DRAWTRANSP 128
/* empty_drawtype: no flags */
#define OB_ARROWS 1
#define OB_PLAINAXES 2
#define OB_CIRCLE 3
#define OB_SINGLE_ARROW 4
#define OB_CUBE 5
#define OB_EMPTY_SPHERE 6
#define OB_EMPTY_CONE 7
/* 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
#define OB_BOUND_POLYT 5
#define OB_BOUND_DYN_MESH 6
/* **************** BASE ********************* */
/* also needed for base!!!!! or rather, thy interfere....*/
/* base->flag and ob->flag */
#define BA_WAS_SEL 2
#define BA_HAS_RECALC_OB 4
#define BA_HAS_RECALC_DATA 8
#define BA_DO_IPO 32
#define BA_FROMSET 128
#define BA_TRANSFORM_CHILD 256 /* child of a transformed object */
/* an initial attempt as making selection more specific! */
#define BA_DESELECT 0
#define BA_SELECT 1
#define OB_FROMDUPLI 512
#define OB_DONE 1024
#define OB_RADIO 2048
#define OB_FROMGROUP 4096
#define OB_POSEMODE 8192
/* ob->recalc (flag bits!) */
#define OB_RECALC_OB 1
#define OB_RECALC_DATA 2
/* time flag is set when time changes need recalc, so baked systems can ignore it */
#define OB_RECALC_TIME 4
#define OB_RECALC 7
/* 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_BOUNDS 2048
#define OB_COLLISION_RESPONSE 4096
#define OB_SECTOR 8192
#define OB_PROP 16384
#define OB_MAINACTOR 32768
#define OB_COLLISION 65536
#define OB_SOFT_BODY 0x20000
#define OB_OCCLUDER 0x40000
#define OB_SENSOR 0x80000
/* ob->gameflag2 */
#define OB_NEVER_DO_ACTIVITY_CULLING 1
#define OB_LOCK_RIGID_BODY_X_AXIS 4
#define OB_LOCK_RIGID_BODY_Y_AXIS 8
#define OB_LOCK_RIGID_BODY_Z_AXIS 16
#define OB_LOCK_RIGID_BODY_X_ROT_AXIS 32
#define OB_LOCK_RIGID_BODY_Y_ROT_AXIS 64
#define OB_LOCK_RIGID_BODY_Z_ROT_AXIS 128
#define OB_LIFE (OB_PROP|OB_DYNAMIC|OB_ACTOR|OB_MAINACTOR|OB_CHILD)
/* ob->body_type */
#define OB_BODY_TYPE_NO_COLLISION 0
#define OB_BODY_TYPE_STATIC 1
#define OB_BODY_TYPE_DYNAMIC 2
#define OB_BODY_TYPE_RIGID 3
#define OB_BODY_TYPE_SOFT 4
#define OB_BODY_TYPE_OCCLUDER 5
#define OB_BODY_TYPE_SENSOR 6
/* 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
#define OB_SETSTBIT 4096
#define OB_INITSTBIT 8192
#define OB_DEBUGSTATE 16384
/* ob->restrictflag */
#define OB_RESTRICT_VIEW 1
#define OB_RESTRICT_SELECT 2
#define OB_RESTRICT_RENDER 4
/* ob->shapeflag */
#define OB_SHAPE_LOCK 1
#define OB_SHAPE_TEMPLOCK 2
/* ob->nlaflag */
#define OB_NLA_OVERRIDE 1
#define OB_NLA_COLLAPSED 2
/* ob->protectflag */
#define OB_LOCK_LOCX 1
#define OB_LOCK_LOCY 2
#define OB_LOCK_LOCZ 4
#define OB_LOCK_LOC 7
#define OB_LOCK_ROTX 8
#define OB_LOCK_ROTY 16
#define OB_LOCK_ROTZ 32
#define OB_LOCK_ROT 56
#define OB_LOCK_SCALEX 64
#define OB_LOCK_SCALEY 128
#define OB_LOCK_SCALEZ 256
#define OB_LOCK_SCALE 448
/* ob->softflag in DNA_object_force.h */
#ifdef __cplusplus
}
#endif
#endif
|