/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved. * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup DNA * * \brief Object groups, one object can be in many groups at once. */ #pragma once #include "DNA_ID.h" #include "DNA_defs.h" #include "DNA_listBase.h" struct Collection; struct Object; struct GHash; /* Light linking relation of a collection or an object. */ typedef struct CollectionLightLinking { /* Light and shadow linking configuration, an enumerator of eCollectionLightLinkingState. * The meaning depends on whether the collection is specified as a light or shadow linking on the * Object's LightLinking. * * For the light linking collection: * * - INCLUDE: the receiver is included into the light linking and is only receiving lights from * emitters which include it in their light linking collections. The receiver is not affected * by regular scene lights. * * - EXCLUDE: the receiver does not receive light from this emitter, but is lit by regular * lights in the scene or by emitters which are linked to it via INCLUDE on their * light_state. * * For the shadow linking collection: * * - INCLUDE: the collection or object casts shadows from the emitter. It does not cast shadow * from light sources which do not have INCLUDE on their light linking configuration for it. * * - EXCLUDE: the collection or object does not cast shadow when lit by this emitter, but does * for other light sources in the scene. */ uint8_t link_state; uint8_t _pad[3]; } CollectionLightLinking; typedef struct CollectionObject { struct CollectionObject *next, *prev; struct Object *ob; CollectionLightLinking light_linking; int _pad; } CollectionObject; typedef struct CollectionChild { struct CollectionChild *next, *prev; struct Collection *collection; CollectionLightLinking light_linking; int _pad; } CollectionChild; /* Light linking state of object or collection: defines how they react to the emitters in the * scene. See the comment for the link_state in the CollectionLightLinking for the details. */ typedef enum eCollectionLightLinkingState { COLLECTION_LIGHT_LINKING_STATE_INCLUDE = 0, COLLECTION_LIGHT_LINKING_STATE_EXCLUDE = 1, } eCollectionLightLinkingState; enum eCollectionLineArt_Usage { COLLECTION_LRT_INCLUDE = 0, COLLECTION_LRT_OCCLUSION_ONLY = (1 << 0), COLLECTION_LRT_EXCLUDE = (1 << 1), COLLECTION_LRT_INTERSECTION_ONLY = (1 << 2), COLLECTION_LRT_NO_INTERSECTION = (1 << 3), COLLECTION_LRT_FORCE_INTERSECTION = (1 << 4), }; enum eCollectionLineArt_Flags { COLLECTION_LRT_USE_INTERSECTION_MASK = (1 << 0), COLLECTION_LRT_USE_INTERSECTION_PRIORITY = (1 << 1), }; typedef struct Collection_Runtime { /** * Cache of objects in this collection and all its children. * This is created on demand when e.g. some physics simulation needs it, * we don't want to have it for every collections due to memory usage reasons. */ ListBase object_cache; /** Need this for line art sub-collection selections. */ ListBase object_cache_instanced; /** List of collections that are a parent of this data-block. */ ListBase parents; /** An optional map for faster lookups on #Collection.gobject */ struct GHash *gobject_hash; uint8_t tag; char _pad0[7]; } Collection_Runtime; typedef struct Collection { ID id; /** The ID owning this collection, in case it is an embedded one. */ ID *owner_id; /** CollectionObject. */ ListBase gobject; /** CollectionChild. */ ListBase children; struct PreviewImage *preview; unsigned int layer DNA_DEPRECATED; float instance_offset[3]; uint8_t flag; int8_t color_tag; char _pad0[2]; uint8_t lineart_usage; /* #eCollectionLineArt_Usage */ uint8_t lineart_flags; /* #eCollectionLineArt_Flags */ uint8_t lineart_intersection_mask; uint8_t lineart_intersection_priority; struct ViewLayer *view_layer DNA_DEPRECATED; /* Keep last. */ Collection_Runtime runtime; } Collection; /** #Collection.flag */ enum { /** Disable in viewports. */ COLLECTION_HIDE_VIEWPORT = (1 << 0), /** Not selectable in viewport. */ COLLECTION_HIDE_SELECT = (1 << 1), // COLLECTION_DISABLED_DEPRECATED = (1 << 2), /* DIRTY */ /** Disable in renders. */ COLLECTION_HIDE_RENDER = (1 << 3), /** Runtime: object_cache is populated. */ COLLECTION_HAS_OBJECT_CACHE = (1 << 4), /** Is master collection embedded in the scene. */ COLLECTION_IS_MASTER = (1 << 5), /** for object_cache_instanced. */ COLLECTION_HAS_OBJECT_CACHE_INSTANCED = (1 << 6), }; #define COLLECTION_FLAG_ALL_RUNTIME \ (COLLECTION_HAS_OBJECT_CACHE | COLLECTION_HAS_OBJECT_CACHE_INSTANCED) /** #Collection_Runtime.tag */ enum { /** * That code (#BKE_main_collections_parent_relations_rebuild and the like) * is called from very low-level places, like e.g ID remapping... * Using a generic tag like #LIB_TAG_DOIT for this is just impossible, we need our very own. */ COLLECTION_TAG_RELATION_REBUILD = (1 << 0), /** * Mark the `gobject` list and/or its `runtime.gobject_hash` mapping as dirty, i.e. that their * data is not reliable and should be cleaned-up or updated. * * This should typically only be set by ID remapping code. */ COLLECTION_TAG_COLLECTION_OBJECT_DIRTY = (1 << 1), }; /** #Collection.color_tag */ typedef enum CollectionColorTag { COLLECTION_COLOR_NONE = -1, COLLECTION_COLOR_01, COLLECTION_COLOR_02, COLLECTION_COLOR_03, COLLECTION_COLOR_04, COLLECTION_COLOR_05, COLLECTION_COLOR_06, COLLECTION_COLOR_07, COLLECTION_COLOR_08, COLLECTION_COLOR_TOT, } CollectionColorTag;