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/* DNA_particle_types.h
*
*
* $Id: DNA_particle_types.h $
*
* ***** 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) 2007 by Janne Karhu.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef DNA_PARTICLE_TYPES_H
#define DNA_PARTICLE_TYPES_H
#include "DNA_ID.h"
typedef struct HairKey {
float co[3]; /* location of hair vertex */
float time; /* time along hair, default 0-100 */
float weight; /* softbody weight */
short editflag; /* saved particled edit mode flags */
short pad;
} HairKey;
typedef struct ParticleKey { /* when changed update size of struct to copy_particleKey()!! */
float co[3]; /* location */
float vel[3]; /* velocity */
float rot[4]; /* rotation quaternion */
float ave[3]; /* angular velocity */
float time; /* when this key happens */
} ParticleKey;
/* Child particles are created around or between parent particles */
typedef struct ChildParticle {
int num, parent; /* num is face index on the final derived mesh */
int pa[4]; /* nearest particles to the child, used for the interpolation */
float w[4]; /* interpolation weights for the above particles */
float fuv[4], foffset; /* face vertex weights and offset */
float rand[3];
} ChildParticle;
/* Everything that's non dynamic for a particle: */
typedef struct ParticleData {
struct Object *stick_ob;/* object that particle sticks to when dead */
ParticleKey state; /* normally current global coordinates or */
/* in sticky object space if dead & sticky */
HairKey *hair; /* hair vertices */
ParticleKey *keys; /* keyed states */
float i_rot[4],r_rot[4];/* initial & random values (i_rot should be removed as it's not used anymore)*/
float r_ave[3],r_ve[3];
float fuv[4], foffset; /* coordinates on face/edge number "num" and depth along*/
/* face normal for volume emission */
float time, lifetime; /* dietime is not nescessarily time+lifetime as */
float dietime; /* particles can die unnaturally (collision) */
float bank; /* banking angle for boids */
float size, sizemul; /* size and multiplier so that we can update size when ever */
int num; /* index to vert/edge/face */
int num_dmcache; /* index to derived mesh data (face) to avoid slow lookups */
int pad;
int totkey;
int bpi; /* softbody body point start index */
short flag;
short alive; /* the life state of a particle */
short loop; /* how many times particle life has looped */
short rt2;
} ParticleData;
typedef struct ParticleSettings {
ID id;
int flag;
short type, from, distr;
/* physics modes */
short phystype, rotmode, avemode, reactevent;
short draw, draw_as, draw_size, childtype;
/* number of path segments, power of 2 except */
short draw_step, ren_step;
short hair_step, keys_step;
/* adaptive path rendering */
short adapt_angle, adapt_pix;
short disp, omat, interpolation, rotfrom, integrator;
short kink, kink_axis, nbetween, boidneighbours;
/* billboards */
short bb_align, bb_uv_split, bb_anim, bb_split_offset;
float bb_tilt, bb_rand_tilt, bb_offset[2];
/* general values */
float sta, end, lifetime, randlife;
float timetweak, jitfac, keyed_time;
int totpart, userjit, grid_res;
/* initial velocity factors */
float normfac, obfac, randfac, partfac, tanfac, tanphase, reactfac;
float rotfac, avefac, phasefac;
/* physical properties */
float mass, size, randsize, reactshape;
/* global physical properties */
float acc[3], dragfac, brownfac, dampfac;
/* length */
float length, abslength, randlength, pad;
/* children */
int child_nbr, ren_child_nbr;
float parents, childsize, childrandsize;
float childrad, childflat, childspread;
/* clumping */
float clumpfac, clumppow;
/* kink */
float kink_amp, kink_freq, kink_shape;
/* rough */
float rough1, rough1_size;
float rough2, rough2_size, rough2_thres;
float rough_end, rough_end_shape;
/* branching */
float branch_thres;
/* drawing stuff */
float draw_line[2];
/* boids */
float max_vel, max_lat_acc, max_tan_acc;
float average_vel, banking, max_bank, groundz;
float boidfac[8];
char boidrule[8];
struct Group *dup_group;
struct Group *eff_group;
struct Object *dup_ob;
struct Object *bb_ob;
struct Ipo *ipo;
struct PartDeflect *pd;
} ParticleSettings;
typedef struct ParticleSystem{
struct ParticleSystem *next, *prev;
ParticleSettings *part;
ParticleData *particles;
ChildParticle *child;
struct ParticleEdit *edit;
struct ParticleCacheKey **pathcache;
struct ParticleCacheKey **childcache;
struct SoftBody *soft;
struct Object *target_ob;
struct Object *keyed_ob;
struct Object *lattice;
struct ListBase effectors, reactevents;
float imat[4][4]; /* used for duplicators */
float cfra;
int seed;
int flag, totpart, totchild, totcached, totchildcache, rt;
short recalc, target_psys, keyed_psys, totkeyed, softflag, bakespace;
char bb_uvname[3][32];
/* if you change these remember to update array lengths to PSYS_TOT_VG! */
short vgroup[11], vg_neg, rt3[2];
/* temporary storage during render */
void *renderdata;
}ParticleSystem;
/* general particle maximums */
/* no special why's, just seem reasonable */
/* changing these (atleast upwards) should not cause any major problems */
#define MAX_PARTS 100000 /* real particles/system */
#define MAX_PART_CHILDREN 10000 /* child particles/real particles */
#define MAX_BOIDNEIGHBOURS 10 /* neigbours considered/boid */
/* part->type */
/* hair is allways baked static in object/geometry space */
/* other types (normal particles) are in global space and not static baked */
#define PART_EMITTER 0
#define PART_REACTOR 1
#define PART_HAIR 2
/* part->flag */
#define PART_REACT_STA_END 1
#define PART_REACT_MULTIPLE 2
#define PART_LOOP 4
#define PART_LOOP_INSTANT 8
#define PART_HAIR_GEOMETRY 16
#define PART_UNBORN 32 /*show unborn particles*/
#define PART_DIED 64 /*show died particles*/
#define PART_TRAND 128
#define PART_EDISTR 256 /* particle/face from face areas */
#define PART_STICKY 512 /*collided particles can stick to collider*/
#define PART_DIE_ON_COL (1<<12)
#define PART_SIZE_DEFL (1<<13) /* swept sphere deflections */
#define PART_ROT_DYN (1<<14) /* dynamic rotation */
#define PART_SIZEMASS (1<<16)
#define PART_ABS_LENGTH (1<<15)
#define PART_ABS_TIME (1<<17)
#define PART_GLOB_TIME (1<<18)
#define PART_BOIDS_2D (1<<19)
#define PART_BRANCHING (1<<20)
#define PART_ANIM_BRANCHING (1<<21)
#define PART_SYMM_BRANCHING (1<<24)
#define PART_HAIR_BSPLINE 1024
#define PART_GRID_INVERT (1<<26)
#define PART_CHILD_SEAMS (1<<28)
#define PART_CHILD_RENDER (1<<29)
#define PART_CHILD_GUIDE (1<<30)
/* part->rotfrom */
#define PART_ROT_KEYS 0 /* interpolate directly from keys */
#define PART_ROT_ZINCR 1 /* same as zdir but done incrementally from previous position */
#define PART_ROT_IINCR 2 /* same as idir but done incrementally from previous position */
/* part->from */
#define PART_FROM_VERT 0
#define PART_FROM_FACE 1
#define PART_FROM_VOLUME 2
#define PART_FROM_PARTICLE 3
#define PART_FROM_CHILD 4
/* part->distr */
#define PART_DISTR_JIT 0
#define PART_DISTR_RAND 1
#define PART_DISTR_GRID 2
/* part->phystype */
#define PART_PHYS_NO 0
#define PART_PHYS_NEWTON 1
#define PART_PHYS_KEYED 2
#define PART_PHYS_BOIDS 3
/* part->kink */
#define PART_KINK_NO 0
#define PART_KINK_CURL 1
#define PART_KINK_RADIAL 2
#define PART_KINK_WAVE 3
#define PART_KINK_BRAID 4
#define PART_KINK_ROT 5
#define PART_KINK_ROLL 6
/* part->draw */
#define PART_DRAW_VEL 1
#define PART_DRAW_ANG 2
#define PART_DRAW_SIZE 4
#define PART_DRAW_EMITTER 8 /* render emitter also */
#define PART_DRAW_KEYS 16
#define PART_DRAW_ADAPT 32
#define PART_DRAW_COS 64
#define PART_DRAW_BB_LOCK 128
#define PART_DRAW_PARENT 256
#define PART_DRAW_NUM 512
#define PART_DRAW_RAND_GR 1024
#define PART_DRAW_REN_ADAPT 2048
#define PART_DRAW_VEL_LENGTH (1<<12)
#define PART_DRAW_MAT_COL (1<<13)
#define PART_DRAW_WHOLE_GR (1<<14)
#define PART_DRAW_REN_STRAND (1<<15)
/* part->bb_align */
#define PART_BB_X 0
#define PART_BB_Y 1
#define PART_BB_Z 2
#define PART_BB_VIEW 3
#define PART_BB_VEL 4
/* part->bb_anim */
#define PART_BB_ANIM_NONE 0
#define PART_BB_ANIM_TIME 1
#define PART_BB_ANIM_ANGLE 2
#define PART_BB_ANIM_OFF_TIME 3
#define PART_BB_ANIM_OFF_ANGLE 4
/* part->bb_split_offset */
#define PART_BB_OFF_NONE 0
#define PART_BB_OFF_LINEAR 1
#define PART_BB_OFF_RANDOM 2
/* part->draw as */
#define PART_DRAW_NOT 0
#define PART_DRAW_DOT 1
#define PART_DRAW_CIRC 2
#define PART_DRAW_CROSS 3
#define PART_DRAW_AXIS 4
#define PART_DRAW_LINE 5
#define PART_DRAW_PATH 6
#define PART_DRAW_OB 7
#define PART_DRAW_GR 8
#define PART_DRAW_BB 9
/* part->integrator */
#define PART_INT_EULER 0
#define PART_INT_MIDPOINT 1
#define PART_INT_RK4 2
/* part->rotmode */
#define PART_ROT_NOR 1
#define PART_ROT_VEL 2
#define PART_ROT_RAND 3
/* part->avemode */
#define PART_AVE_SPIN 1
#define PART_AVE_RAND 2
#define PART_AVE_VEL 3
/* part->reactevent */
#define PART_EVENT_DEATH 0
#define PART_EVENT_COLLIDE 1
#define PART_EVENT_NEAR 2
/* part->childtype */
#define PART_CHILD_PARTICLES 1
#define PART_CHILD_FACES 2
/* psys->recalc */
#define PSYS_INIT 1
#define PSYS_DISTR 2
#define PSYS_ALLOC 4
#define PSYS_TYPE 8
#define PSYS_RECALC_HAIR 16
/* psys->flag */
#define PSYS_CURRENT 1
//#define PSYS_BAKING 2
//#define PSYS_BAKE_UI 4
#define PSYS_KEYED_TIME 8
#define PSYS_ENABLED 16
#define PSYS_FIRST_KEYED 32
#define PSYS_DRAWING 64
//#define PSYS_SOFT_BAKE 128
#define PSYS_DELETE 256 /* remove particlesystem as soon as possible */
#define PSYS_HAIR_DONE 512
#define PSYS_KEYED 1024
#define PSYS_EDITED 2048
#define PSYS_PROTECT_CACHE 4096
/* pars->flag */
#define PARS_UNEXIST 1
#define PARS_NO_DISP 2
#define PARS_STICKY 4
#define PARS_TRANSFORM 8
#define PARS_HIDE 16
#define PARS_TAG 32
#define PARS_REKEY 64
#define PARS_EDIT_RECALC 128
/* pars->alive */
#define PARS_KILLED 0
#define PARS_DEAD 1
#define PARS_UNBORN 2
#define PARS_ALIVE 3
/* psys->vg */
#define PSYS_TOT_VG 11
#define PSYS_VG_DENSITY 0
#define PSYS_VG_VEL 1
#define PSYS_VG_LENGTH 2
#define PSYS_VG_CLUMP 3
#define PSYS_VG_KINK 4
#define PSYS_VG_ROUGH1 5
#define PSYS_VG_ROUGH2 6
#define PSYS_VG_ROUGHE 7
#define PSYS_VG_SIZE 8
#define PSYS_VG_TAN 9
#define PSYS_VG_ROT 10
/* part->boidrules */
#define BOID_TOT_RULES 8
#define BOID_COLLIDE 0
#define BOID_AVOID 1
#define BOID_CROWD 2
#define BOID_CENTER 3
#define BOID_AV_VEL 4
#define BOID_VEL_MATCH 5
#define BOID_GOAL 6
#define BOID_LEVEL 7
//#define PSYS_INTER_CUBIC 0
//#define PSYS_INTER_LINEAR 1
//#define PSYS_INTER_CARDINAL 2
//#define PSYS_INTER_BSPLINE 3
#endif
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