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