579 lines
16 KiB
C
579 lines
16 KiB
C
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef DNA_OBJECT_TYPES_H
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#define DNA_OBJECT_TYPES_H
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/** \file DNA_object_types.h
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* \ingroup DNA
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* \brief Object is a sort of wrapper for general info.
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*/
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#include "DNA_listBase.h"
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#include "DNA_ID.h"
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#include "DNA_action_types.h" /* bAnimVizSettings */
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Object;
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struct AnimData;
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struct Ipo;
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struct BoundBox;
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struct Path;
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struct Material;
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struct bConstraintChannel;
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struct PartDeflect;
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struct SoftBody;
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struct FluidsimSettings;
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struct ParticleSystem;
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struct DerivedMesh;
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struct SculptSession;
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struct bGPdata;
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/* Vertex Groups - Name Info */
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typedef struct bDeformGroup {
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struct bDeformGroup *next, *prev;
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char name[32];
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} bDeformGroup;
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#define MAX_VGROUP_NAME 32
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/**
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* The following illustrates the orientation of the
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* bounding box in local space
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*
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*
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* Z Y
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* | /
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* |/
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* .-----X
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*
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*
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* 2----------6
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* /| /|
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* / | / |
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* 1----------5 |
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* | | | |
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* | 3-------|--7
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* | / | /
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* |/ |/
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* 0----------4
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*/
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typedef struct BoundBox {
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float vec[8][3];
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int flag, pad;
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} BoundBox;
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/* boundbox flag */
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#define OB_BB_DISABLED 1
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typedef struct Object {
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ID id;
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struct AnimData *adt; /* animation data (must be immediately after id for utilities to use it) */
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struct SculptSession *sculpt;
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short type, partype;
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int par1, par2, par3; /* can be vertexnrs */
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char parsubstr[32]; /* String describing subobject info */
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struct Object *parent, *track;
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/* if ob->proxy (or proxy_group), this object is proxy for object ob->proxy */
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/* proxy_from is set in target back to the proxy. */
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struct Object *proxy, *proxy_group, *proxy_from;
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struct Ipo *ipo; // XXX depreceated... old animation system
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struct Path *path;
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struct BoundBox *bb;
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struct bAction *action; // XXX depreceated... old animation system
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struct bAction *poselib;
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struct bPose *pose;
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void *data;
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struct bGPdata *gpd; /* Grease Pencil data */
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bAnimVizSettings avs; /* settings for visualisation of object-transform animation */
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bMotionPath *mpath; /* motion path cache for this object */
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ListBase constraintChannels; // XXX depreceated... old animation system
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ListBase effect;
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ListBase disp;
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ListBase defbase;
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ListBase modifiers; /* list of ModifierData structures */
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int mode; /* Local object mode */
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int restore_mode; /* Keep track of what mode to return to after toggling a mode */
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/* materials */
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struct Material **mat; /* material slots */
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char *matbits; /* a boolean field, with each byte 1 if corrusponding material is linked to object */
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int totcol; /* copy of mesh or curve or meta */
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int actcol; /* currently selected material in the UI */
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/* rot en drot have to be together! (transform('r' en 's')) */
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float loc[3], dloc[3], orig[3];
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float size[3], dsize[3]; /* scale and delta scale */
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float rot[3], drot[3]; /* euler rotation */
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float quat[4], dquat[4]; /* quaternion rotation */
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float rotAxis[3], drotAxis[3]; /* axis angle rotation - axis part */
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float rotAngle, drotAngle; /* axis angle rotation - angle part */
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float obmat[4][4]; /* final worldspace matrix with constraints & animsys applied */
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float parentinv[4][4]; /* inverse result of parent, so that object doesn't 'stick' to parent */
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float constinv[4][4]; /* inverse result of constraints. doesn't include effect of parent or object local transform */
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float imat[4][4]; /* inverse matrix of 'obmat' for any other use than rendering! */
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/* Previously 'imat' was used at render time, but as other places use it too
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* the interactive ui of 2.5 creates problems. So now only 'imat_ren' should
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* be used when ever the inverse of ob->obmat * re->viewmat is needed! - jahka
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*/
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float imat_ren[4][4];
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unsigned int lay; /* copy of Base */
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short flag; /* copy of Base */
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short colbits; /* deprecated */
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short transflag, protectflag; /* transformation settings and transform locks */
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short trackflag, upflag;
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short nlaflag, ipoflag; // xxx depreceated... old animation system
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short ipowin, scaflag; /* ipowin: blocktype last ipowindow */
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short scavisflag, boundtype;
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int dupon, dupoff, dupsta, dupend;
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float sf, ctime; /* sf is time-offset, ctime is the objects current time (XXX timing needs to be revised) */
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/* during realtime */
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/* note that inertia is only called inertia for historical reasons
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* and is not changed to avoid DNA surgery. It actually reflects the
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* Size value in the GameButtons (= radius) */
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float mass, damping, inertia;
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/* The form factor k is introduced to give the user more control
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* and to fix incompatibility problems.
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* For rotational symmetric objects, the inertia value can be
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* expressed as: Theta = k * m * r^2
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* where m = Mass, r = Radius
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* For a Sphere, the form factor is by default = 0.4
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*/
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float formfactor;
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float rdamping, sizefac;
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float margin;
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float max_vel; /* clamp the maximum velocity 0.0 is disabled */
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float min_vel; /* clamp the maximum velocity 0.0 is disabled */
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float m_contactProcessingThreshold;
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short rotmode; /* rotation mode - uses defines set out in DNA_action_types.h for PoseChannel rotations... */
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char dt, dtx;
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char empty_drawtype, pad1[3];
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float empty_drawsize;
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float dupfacesca; /* dupliface scale */
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ListBase prop;
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ListBase sensors;
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ListBase controllers;
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ListBase actuators;
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float bbsize[3];
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short index; /* custom index, for renderpasses */
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unsigned short actdef; /* current deformation group, note: index starts at 1 */
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float col[4]; /* object color */
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/**
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* Settings for game objects
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* bit 0: Object has dynamic behaviour
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* bit 2: Object is evaluated by the gameengine
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* bit 6: Use Fh settings in Materials
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* bit 7: Use face normal to rotate Object
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* bit 8: Friction is anisotropic
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* bit 9: Object is a ghost
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* bit 10: Do rigid body dynamics.
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* bit 11: Use bounding object for physics
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*/
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int gameflag;
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/**
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* More settings
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* bit 15: Always ignore activity culling
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*/
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int gameflag2;
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struct BulletSoftBody *bsoft; /* settings for game engine bullet soft body */
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short softflag; /* softbody settings */
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short recalc; /* dependency flag */
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float anisotropicFriction[3];
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ListBase constraints; /* object constraints */
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ListBase nlastrips; // XXX depreceated... old animation system
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ListBase hooks;
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ListBase particlesystem; /* particle systems */
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struct PartDeflect *pd; /* particle deflector/attractor/collision data */
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struct SoftBody *soft; /* if exists, saved in file */
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struct Group *dup_group; /* object duplicator for group */
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short fluidsimFlag; /* NT toggle fluidsim participation on/off */
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short restrictflag; /* for restricting view, select, render etc. accessible in outliner */
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short shapenr, shapeflag; /* current shape key for menu or pinned, flag for pinning */
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float smoothresh; /* smoothresh is phong interpolation ray_shadow correction in render */
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short recalco; /* recalco for temp storage of ob->recalc, bad design warning */
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short body_type; /* for now used to temporarily holds the type of collision object */
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struct FluidsimSettings *fluidsimSettings; /* if fluidsim enabled, store additional settings */
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struct DerivedMesh *derivedDeform, *derivedFinal;
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int lastDataMask; /* the custom data layer mask that was last used to calculate derivedDeform and derivedFinal */
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unsigned int state; /* bit masks of game controllers that are active */
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unsigned int init_state; /* bit masks of initial state as recorded by the users */
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int pad2;
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ListBase gpulamp; /* runtime, for lamps only */
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ListBase pc_ids;
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ListBase *duplilist; /* for temporary dupli list storage, only for use by RNA API */
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} Object;
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/* Warning, this is not used anymore because hooks are now modifiers */
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typedef struct ObHook {
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struct ObHook *next, *prev;
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struct Object *parent;
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float parentinv[4][4]; /* matrix making current transform unmodified */
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float mat[4][4]; /* temp matrix while hooking */
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float cent[3]; /* visualization of hook */
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float falloff; /* if not zero, falloff is distance where influence zero */
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char name[32];
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int *indexar;
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int totindex, curindex; /* curindex is cache for fast lookup */
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short type, active; /* active is only first hook, for button menu */
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float force;
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} ObHook;
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typedef struct DupliObject {
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struct DupliObject *next, *prev;
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struct Object *ob;
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unsigned int origlay;
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int index, no_draw, type, animated;
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float mat[4][4], omat[4][4];
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float orco[3], uv[2];
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} DupliObject;
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/* this work object is defined in object.c */
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extern Object workob;
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/* **************** OBJECT ********************* */
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/* used many places... should be specialized */
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#define SELECT 1
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/* type */
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#define OB_EMPTY 0
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#define OB_MESH 1
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#define OB_CURVE 2
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#define OB_SURF 3
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#define OB_FONT 4
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#define OB_MBALL 5
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#define OB_LAMP 10
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#define OB_CAMERA 11
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// #define OB_WAVE 21
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#define OB_LATTICE 22
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/* 23 and 24 are for life and sector (old file compat.) */
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#define OB_ARMATURE 25
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/* partype: first 4 bits: type */
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#define PARTYPE 15
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#define PAROBJECT 0
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#define PARCURVE 1
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#define PARKEY 2
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#define PARSKEL 4
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#define PARVERT1 5
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#define PARVERT3 6
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#define PARBONE 7
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#define PARSLOW 16
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/* (short) transflag */
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/*#define OB_OFFS_LOCAL 1*/ /*UNUSED*/
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/* #define OB_QUAT 2 */ /* never used, free flag */
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#define OB_NEG_SCALE 4
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#define OB_DUPLI (8+16+256+512+2048)
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#define OB_DUPLIFRAMES 8
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#define OB_DUPLIVERTS 16
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#define OB_DUPLIROT 32
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#define OB_DUPLINOSPEED 64
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/*#define OB_POWERTRACK 128*/ /*UNUSED*/
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#define OB_DUPLIGROUP 256
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#define OB_DUPLIFACES 512
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#define OB_DUPLIFACES_SCALE 1024
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#define OB_DUPLIPARTS 2048
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#define OB_RENDER_DUPLI 4096
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#define OB_NO_CONSTRAINTS 8192 /* runtime constraints disable */
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/* (short) ipoflag */
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// XXX depreceated - old animation system crap
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#define OB_DRAWKEY 1
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#define OB_DRAWKEYSEL 2
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#define OB_OFFS_OB 4
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/* #define OB_OFFS_MAT 8 */ /*UNUSED*/
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/* #define OB_OFFS_VKEY 16 */ /*UNUSED*/
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/* #define OB_OFFS_PATH 32 */ /*UNUSED*/
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#define OB_OFFS_PARENT 64
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#define OB_OFFS_PARTICLE 128
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/* get ipo from from action or not? */
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#define OB_ACTION_OB 256
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#define OB_ACTION_KEY 512
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/* for stride edit */
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#define OB_DISABLE_PATH 1024
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#define OB_OFFS_PARENTADD 2048
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/* (short) trackflag / upflag */
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#define OB_POSX 0
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#define OB_POSY 1
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#define OB_POSZ 2
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#define OB_NEGX 3
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#define OB_NEGY 4
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#define OB_NEGZ 5
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/* gameflag in game.h */
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/* dt: no flags */
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#define OB_BOUNDBOX 1
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#define OB_WIRE 2
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#define OB_SOLID 3
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#define OB_SHADED 4
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#define OB_TEXTURE 5
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/* dtx: flags, char! */
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#define OB_AXIS 2
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#define OB_TEXSPACE 4
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#define OB_DRAWNAME 8
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#define OB_DRAWIMAGE 16
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/* for solid+wire display */
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#define OB_DRAWWIRE 32
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/* for overdraw */
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#define OB_DRAWXRAY 64
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/* enable transparent draw */
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#define OB_DRAWTRANSP 128
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/* empty_drawtype: no flags */
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#define OB_ARROWS 1
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#define OB_PLAINAXES 2
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#define OB_CIRCLE 3
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#define OB_SINGLE_ARROW 4
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#define OB_CUBE 5
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#define OB_EMPTY_SPHERE 6
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#define OB_EMPTY_CONE 7
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/* boundtype */
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#define OB_BOUND_BOX 0
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#define OB_BOUND_SPHERE 1
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#define OB_BOUND_CYLINDER 2
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#define OB_BOUND_CONE 3
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#define OB_BOUND_POLYH 4
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#define OB_BOUND_POLYT 5
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/* #define OB_BOUND_DYN_MESH 6 */ /*UNUSED*/
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#define OB_BOUND_CAPSULE 7
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#define OB_BOUND_CAPSULE 7
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/* **************** BASE ********************* */
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/* also needed for base!!!!! or rather, thy interfere....*/
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/* base->flag and ob->flag */
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#define BA_WAS_SEL 2
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#define BA_HAS_RECALC_OB 4
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#define BA_HAS_RECALC_DATA 8
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/* NOTE: this was used as a proper setting in past, so nullify before using */
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#define BA_TEMP_TAG 32
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/* #define BA_FROMSET 128 */ /*UNUSED*/
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#define BA_TRANSFORM_CHILD 256 /* child of a transformed object */
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#define BA_TRANSFORM_PARENT 8192 /* parent of a transformed object */
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/* an initial attempt as making selection more specific! */
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#define BA_DESELECT 0
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#define BA_SELECT 1
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#define OB_FROMDUPLI 512
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#define OB_DONE 1024
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// #define OB_RADIO 2048 /* deprecated */
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#define OB_FROMGROUP 4096
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/* ob->recalc (flag bits!) */
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#define OB_RECALC_OB 1
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#define OB_RECALC_DATA 2
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/* time flag is set when time changes need recalc, so baked systems can ignore it */
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#define OB_RECALC_TIME 4
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/* only use for matching any flag, NOT as an argument since more flags may be added. */
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#define OB_RECALC_ALL (OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME)
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/* controller state */
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#define OB_MAX_STATES 30
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/* ob->gameflag */
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#define OB_DYNAMIC 1
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#define OB_CHILD 2
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#define OB_ACTOR 4
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#define OB_INERTIA_LOCK_X 8
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#define OB_INERTIA_LOCK_Y 16
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#define OB_INERTIA_LOCK_Z 32
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#define OB_DO_FH 64
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#define OB_ROT_FH 128
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#define OB_ANISOTROPIC_FRICTION 256
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#define OB_GHOST 512
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#define OB_RIGID_BODY 1024
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#define OB_BOUNDS 2048
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#define OB_COLLISION_RESPONSE 4096
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#define OB_SECTOR 8192
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#define OB_PROP 16384
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#define OB_MAINACTOR 32768
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#define OB_COLLISION 65536
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#define OB_SOFT_BODY 0x20000
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#define OB_OCCLUDER 0x40000
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#define OB_SENSOR 0x80000
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/* ob->gameflag2 */
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#define OB_NEVER_DO_ACTIVITY_CULLING 1
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#define OB_LOCK_RIGID_BODY_X_AXIS 4
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#define OB_LOCK_RIGID_BODY_Y_AXIS 8
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#define OB_LOCK_RIGID_BODY_Z_AXIS 16
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#define OB_LOCK_RIGID_BODY_X_ROT_AXIS 32
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#define OB_LOCK_RIGID_BODY_Y_ROT_AXIS 64
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#define OB_LOCK_RIGID_BODY_Z_ROT_AXIS 128
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/* #define OB_LIFE (OB_PROP|OB_DYNAMIC|OB_ACTOR|OB_MAINACTOR|OB_CHILD) */
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/* ob->body_type */
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#define OB_BODY_TYPE_NO_COLLISION 0
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#define OB_BODY_TYPE_STATIC 1
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#define OB_BODY_TYPE_DYNAMIC 2
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#define OB_BODY_TYPE_RIGID 3
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#define OB_BODY_TYPE_SOFT 4
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#define OB_BODY_TYPE_OCCLUDER 5
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#define OB_BODY_TYPE_SENSOR 6
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/* ob->scavisflag */
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#define OB_VIS_SENS 1
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#define OB_VIS_CONT 2
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#define OB_VIS_ACT 4
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/* ob->scaflag */
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#define OB_SHOWSENS 64
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#define OB_SHOWACT 128
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#define OB_ADDSENS 256
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#define OB_ADDCONT 512
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#define OB_ADDACT 1024
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#define OB_SHOWCONT 2048
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#define OB_ALLSTATE 4096
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#define OB_INITSTBIT 8192
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#define OB_DEBUGSTATE 16384
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#define OB_SHOWSTATE 32768
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/* ob->restrictflag */
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#define OB_RESTRICT_VIEW 1
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#define OB_RESTRICT_SELECT 2
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#define OB_RESTRICT_RENDER 4
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/* ob->shapeflag */
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#define OB_SHAPE_LOCK 1
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#define OB_SHAPE_TEMPLOCK 2 // deprecated
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#define OB_SHAPE_EDIT_MODE 4
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/* ob->nlaflag */
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// XXX depreceated - old animation system
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#define OB_NLA_OVERRIDE (1<<0)
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#define OB_NLA_COLLAPSED (1<<1)
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/* object-channel expanded status */
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#define OB_ADS_COLLAPSED (1<<10)
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/* object's ipo-block */
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#define OB_ADS_SHOWIPO (1<<11)
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/* object's constraint channels */
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#define OB_ADS_SHOWCONS (1<<12)
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/* object's material channels */
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#define OB_ADS_SHOWMATS (1<<13)
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/* object's marticle channels */
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#define OB_ADS_SHOWPARTS (1<<14)
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|
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/* ob->protectflag */
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#define OB_LOCK_LOCX 1
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#define OB_LOCK_LOCY 2
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|
#define OB_LOCK_LOCZ 4
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|
#define OB_LOCK_LOC 7
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|
#define OB_LOCK_ROTX 8
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|
#define OB_LOCK_ROTY 16
|
|
#define OB_LOCK_ROTZ 32
|
|
#define OB_LOCK_ROT 56
|
|
#define OB_LOCK_SCALEX 64
|
|
#define OB_LOCK_SCALEY 128
|
|
#define OB_LOCK_SCALEZ 256
|
|
#define OB_LOCK_SCALE 448
|
|
#define OB_LOCK_ROTW 512
|
|
#define OB_LOCK_ROT4D 1024
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|
|
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/* ob->mode */
|
|
typedef enum ObjectMode {
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OB_MODE_OBJECT = 0,
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OB_MODE_EDIT = 1,
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OB_MODE_SCULPT = 2,
|
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OB_MODE_VERTEX_PAINT = 4,
|
|
OB_MODE_WEIGHT_PAINT = 8,
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|
OB_MODE_TEXTURE_PAINT = 16,
|
|
OB_MODE_PARTICLE_EDIT = 32,
|
|
OB_MODE_POSE = 64
|
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} ObjectMode;
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|
|
|
/* any mode where the brush system is used */
|
|
#define OB_MODE_ALL_PAINT (OB_MODE_SCULPT|OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT)
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|
|
|
#define MAX_DUPLI_RECUR 8
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|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
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#endif
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