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/**
* 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;
struct SoftBody;
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;
/* OcInfo and LBuf structs are for the Enji gameengine */
typedef struct OcInfo {
float dvec[3];
float size[3];
} OcInfo;
typedef struct LBuf {
short tot, max;
int pad;
struct Object **ob;
} LBuf;
typedef struct PartDeflect {
short deflect; /* Deflection flag - does mesh deflect particles*/
short forcefield; /* Force flag, do the vertices attract / repel particles ? */
float pdef_damp; /* Damping factor for particle deflection */
float pdef_rdamp; /* Random element of damping for deflection */
float pdef_perm; /* Chance of particle passing through mesh */
float f_strength; /* The strength of the force (+ or - ) */
float f_power; /* The power law - real gravitation is 2 (square) */
} PartDeflect;
typedef struct Object {
ID id;
short type, partype;
int par1, par2, par3; /* can be vertexnrs */
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 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];
float obmat[4][4];
float parentinv[4][4];
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 */
char transflag, ipoflag;
char trackflag, upflag;
short ipowin, scaflag; /* ipowin: blocktype last ipowindow */
short scavisflag, boundtype;
short dupon, dupoff, dupsta, dupend;
float sf, ctime;
/* 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, softtime; /* springf temp for softbody */
float rdamping, sizefac;
char dt, dtx;
char totcol; /* copy of mesh or curve or 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.
* bit 11: Use bounding object for physics
*/
int gameflag;
/**
* More settings
* bit 15: Always ignore activity culling
*/
int gameflag2;
short softflag, dummy; /* temporal stuff softbody experiment */
float anisotropicFriction[3];
ListBase constraints;
ListBase nlastrips;
ListBase hooks;
PartDeflect *pd; /* particle deflector/attractor/collision data */
struct SoftBody *soft; /* only runtime, not saved in file! */
struct Life *life;
LBuf lbuf;
LBuf port;
float toonedge, smoothresh; /* smoothresh is phong interpolation ray_shadow correction in render */
/* this stuff MUST NOT be here
is here for softbody devel purpose
*/
float sb_goalspring; /* softbody goal springs */
float sb_goalfrict; /* softbody goal springs friction */
float sb_inspring; /* softbody inner springs */
float sb_infrict; /* softbody inner springs friction */
float sb_nodemass; /* softbody mass of *vertex* */
float sb_grav; /* softbody amount of gravitaion to apply */
float sb_mingoal; /* quick limits for goal */
float sb_maxgoal;
float sb_mediafrict; /* friction to env */
float sb_pad1; /* free */
} Object;
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_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_NEG_SCALE 4
#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
#define OB_TOON_MONO 6
#define OB_TOON_COLOR 7
#define OB_TOON_TRANSP 8
#define OB_TOON_FLAT 9
#define OB_TOON_SMOOTH 10
/* dtx: flags */
#define OB_AXIS 2
#define OB_TEXSPACE 4
#define OB_DRAWNAME 8
#define OB_DRAWIMAGE 16
#define OB_DRAWWIRE 32 /* for solid+wire display */
/* 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
/* also needed for base!!!!! or rather, thy interfere....*/
/* base->flag and 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 OB_GONNA_MOVE 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
#define OB_POSEMODE 8192
/* 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
/* 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
|