tornavis/source/blender/makesdna/DNA_collection_types.h

191 lines
5.6 KiB
C

/* 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;