1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
|
/*
* $Id$
*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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
/** \file DNA_object_types.h
* \ingroup DNA
* \brief Object is a sort of wrapper for general info.
*/
#include "DNA_listBase.h"
#include "DNA_ID.h"
#include "DNA_action_types.h" /* bAnimVizSettings */
#ifdef __cplusplus
extern "C" {
#endif
struct Object;
struct AnimData;
struct Ipo;
struct BoundBox;
struct Path;
struct Material;
struct bConstraintChannel;
struct PartDeflect;
struct SoftBody;
struct FluidsimSettings;
struct ParticleSystem;
struct DerivedMesh;
struct SculptSession;
struct bGPdata;
/* Vertex Groups - Name Info */
typedef struct bDeformGroup {
struct bDeformGroup *next, *prev;
char name[32];
/* Jason was here: need this flag for locking weights */
char flag, pad[7];
} bDeformGroup;
#define MAX_VGROUP_NAME 32
/**
* 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;
struct AnimData *adt; /* animation data (must be immediately after id for utilities to use it) */
struct SculptSession *sculpt;
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; // XXX depreceated... old animation system
struct Path *path;
struct BoundBox *bb;
struct bAction *action; // XXX depreceated... old animation system
struct bAction *poselib;
struct bPose *pose;
void *data;
struct bGPdata *gpd; /* Grease Pencil data */
bAnimVizSettings avs; /* settings for visualisation of object-transform animation */
bMotionPath *mpath; /* motion path cache for this object */
ListBase constraintChannels; // XXX depreceated... old animation system
ListBase effect;
ListBase disp;
ListBase defbase;
ListBase modifiers; /* list of ModifierData structures */
int mode; /* Local object mode */
int restore_mode; /* Keep track of what mode to return to after toggling a mode */
/* materials */
struct Material **mat; /* material slots */
char *matbits; /* 1 if material linked to object */
int totcol; /* copy of mesh or curve or meta */
int actcol; /* currently selected material in the UI */
/* rot en drot have to be together! (transform('r' en 's')) */
float loc[3], dloc[3], orig[3];
float size[3], dsize[3]; /* scale and delta scale */
float rot[3], drot[3]; /* euler rotation */
float quat[4], dquat[4]; /* quaternion rotation */
float rotAxis[3], drotAxis[3]; /* axis angle rotation - axis part */
float rotAngle, drotAngle; /* axis angle rotation - angle part */
float obmat[4][4]; /* final worldspace matrix with constraints & animsys applied */
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]; /* inverse matrix of 'obmat' for any other use than rendering! */
/* Previously 'imat' was used at render time, but as other places use it too
* the interactive ui of 2.5 creates problems. So now only 'imat_ren' should
* be used when ever the inverse of ob->obmat * re->viewmat is needed! - jahka
*/
float imat_ren[4][4];
unsigned int lay; /* copy of Base */
short flag; /* copy of Base */
short colbits; /* deprecated */
short transflag, protectflag; /* transformation settings and transform locks */
short trackflag, upflag;
short nlaflag, ipoflag; // xxx depreceated... old animation system
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 (XXX timing needs to be revised) */
/* 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;
short rotmode; /* rotation mode - uses defines set out in DNA_action_types.h for PoseChannel rotations... */
char dt, dtx;
char empty_drawtype, pad1[3];
float empty_drawsize;
float dupfacesca; /* dupliface scale */
ListBase prop;
ListBase sensors;
ListBase controllers;
ListBase actuators;
float bbsize[3];
short index; /* custom index, for renderpasses */
unsigned short actdef; /* current deformation group, note: index starts at 1 */
float col[4]; /* object color */
/**
* 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; /* object constraints */
ListBase nlastrips; // XXX depreceated... old animation system
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;
unsigned int lastDataMask; /* the custom data layer mask that was last used to calculate derivedDeform and derivedFinal */
unsigned int customdata_mask; /* (extra) custom data layer mask to use for creating derivedmesh, set by depsgraph */
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 */
ListBase gpulamp; /* runtime, for lamps only */
ListBase pc_ids;
ListBase *duplilist; /* for temporary dupli list storage, only for use by RNA API */
float ima_ofs[2]; /* offset for image empties */
char pad3[8];
} 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;
typedef struct DupliObject {
struct DupliObject *next, *prev;
struct Object *ob;
unsigned int origlay;
int index, no_draw, type, animated;
float mat[4][4], omat[4][4];
float orco[3], uv[2];
} DupliObject;
/* **************** 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_SPEAKER 12
// #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*/ /*UNUSED*/
/* #define OB_QUAT 2 */ /* never used, free flag */
#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*/ /*UNUSED*/
#define OB_DUPLIGROUP 256
#define OB_DUPLIFACES 512
#define OB_DUPLIFACES_SCALE 1024
#define OB_DUPLIPARTS 2048
#define OB_RENDER_DUPLI 4096
#define OB_NO_CONSTRAINTS 8192 /* runtime constraints disable */
/* (short) ipoflag */
// XXX depreceated - old animation system crap
#define OB_DRAWKEY 1
#define OB_DRAWKEYSEL 2
#define OB_OFFS_OB 4
/* #define OB_OFFS_MAT 8 */ /*UNUSED*/
/* #define OB_OFFS_VKEY 16 */ /*UNUSED*/
/* #define OB_OFFS_PATH 32 */ /*UNUSED*/
#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
/* 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
#define OB_EMPTY_IMAGE 8
/* 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 */ /*UNUSED*/
#define OB_BOUND_CAPSULE 7
/* **************** 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
/* NOTE: this was used as a proper setting in past, so nullify before using */
#define BA_TEMP_TAG 32
/* #define BA_FROMSET 128 */ /*UNUSED*/
#define BA_TRANSFORM_CHILD 256 /* child of a transformed object */
#define BA_TRANSFORM_PARENT 8192 /* parent 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 /* deprecated */
#define OB_FROMGROUP 4096
/* 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
/* only use for matching any flag, NOT as an argument since more flags may be added. */
#define OB_RECALC_ALL (OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME)
/* controller state */
#define OB_MAX_STATES 30
/* 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_ALLSTATE 4096
#define OB_INITSTBIT 8192
#define OB_DEBUGSTATE 16384
#define OB_SHOWSTATE 32768
/* 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 // deprecated
#define OB_SHAPE_EDIT_MODE 4
/* ob->nlaflag */
// XXX depreceated - old animation system
#define OB_NLA_OVERRIDE (1<<0)
#define OB_NLA_COLLAPSED (1<<1)
/* object-channel expanded status */
#define OB_ADS_COLLAPSED (1<<10)
/* object's ipo-block */
#define OB_ADS_SHOWIPO (1<<11)
/* object's constraint channels */
#define OB_ADS_SHOWCONS (1<<12)
/* object's material channels */
#define OB_ADS_SHOWMATS (1<<13)
/* object's marticle channels */
#define OB_ADS_SHOWPARTS (1<<14)
/* 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
#define OB_LOCK_ROTW 512
#define OB_LOCK_ROT4D 1024
/* ob->mode */
typedef enum ObjectMode {
OB_MODE_OBJECT = 0,
OB_MODE_EDIT = 1,
OB_MODE_SCULPT = 2,
OB_MODE_VERTEX_PAINT = 4,
OB_MODE_WEIGHT_PAINT = 8,
OB_MODE_TEXTURE_PAINT = 16,
OB_MODE_PARTICLE_EDIT = 32,
OB_MODE_POSE = 64
} ObjectMode;
/* any mode where the brush system is used */
#define OB_MODE_ALL_PAINT (OB_MODE_SCULPT|OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT)
#define MAX_DUPLI_RECUR 8
#ifdef __cplusplus
}
#endif
#endif
|