This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/blenkernel/BKE_particle.h

322 lines
13 KiB
C++
Raw Normal View History

/* BKE_particle.h
*
*
* $Id: BKE_particle.h $
*
* ***** BEGIN GPL 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.
*
* 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 LICENSE BLOCK *****
*/
#ifndef BKE_PARTICLE_H
#define BKE_PARTICLE_H
#include "DNA_particle_types.h"
#include "DNA_object_types.h"
struct ParticleSystemModifierData;
struct ParticleSystem;
struct ParticleKey;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
struct ParticleSettings;
struct HairKey;
struct Main;
struct Group;
struct Object;
struct DerivedMesh;
struct ModifierData;
struct MTFace;
struct MCol;
struct MFace;
struct MVert;
struct IpoCurve;
struct LinkNode;
struct KDTree;
struct RNG;
typedef struct ParticleEffectorCache {
struct ParticleEffectorCache *next, *prev;
struct Object *ob;
/* precalculated variables for guides */
float firstloc[4], firstdir[3];
float *distances;
float *locations;
/* precalculated variables for deflection */
float ob_minmax[6];
float *face_minmax;
float *vert_cos;
/* precalculated variables for boids */
struct KDTree *tree;
short type, psys_nbr;
struct Object obcopy; /* for restoring transformation data */
} ParticleEffectorCache;
typedef struct ParticleReactEvent {
struct ParticleReactEvent *next, *prev;
int event, pa_num;
Object *ob;
struct ParticleSystem *psys;
struct ParticleKey state;
float time, size;
}ParticleReactEvent;
typedef struct ParticleTexture{
float ivel; /* used in reset */
float time, life, exist, size; /* used in init */
float pvel[3]; /* used in physics */
float length, clump, kink, rough; /* used in path caching */
} ParticleTexture;
typedef struct BoidVecFunc{
void (*Addf)(float *v, float *v1, float *v2);
void (*Subf)(float *v, float *v1, float *v2);
void (*Mulf)(float *v, float f);
float (*Length)(float *v);
float (*Normalize)(float *v);
float (*Inpf)(float *v1, float *v2);
void (*Copyf)(float *v1, float *v2);
} BoidVecFunc;
typedef struct ParticleSeam{
float v0[3], v1[3];
float nor[3], dir[3], tan[3];
float length2;
} ParticleSeam;
typedef struct ParticleCacheKey{
float co[3];
float vel[3];
float rot[4];
float col[3];
int steps;
} ParticleCacheKey;
typedef struct ParticleEditKey{
float *co;
float *vel;
float *rot;
float *time;
float world_co[3];
float length;
short flag;
} ParticleEditKey;
typedef struct ParticleUndo {
struct ParticleUndo *next, *prev;
struct ParticleEditKey **keys;
struct KDTree *emitter_field;
struct ParticleData *particles;
float *emitter_cosnos;
int totpart, totkeys;
char name[64];
} ParticleUndo;
typedef struct ParticleEdit{
ListBase undo;
struct ParticleUndo *curundo;
struct KDTree *emitter_field;
ParticleEditKey **keys;
int *mirror_cache;
float *emitter_cosnos;
int totkeys;
} ParticleEdit;
typedef struct ParticleThreadContext {
/* shared */
struct Object *ob;
struct DerivedMesh *dm;
struct ParticleSystemModifierData *psmd;
struct ParticleSystem *psys;
struct Material *ma;
/* distribution */
struct KDTree *tree;
struct ParticleSeam *seams;
int totseam;
float *jit, *jitoff, *weight;
float maxweight;
int *index, *skip, jitlevel;
int from, cfrom, distr;
struct ParticleData *tpars;
/* path caching */
int editupdate, between, steps;
int totchild, totparent;
float cfra;
float *vg_length, *vg_clump, *vg_kink;
float *vg_rough1, *vg_rough2, *vg_roughe;
float *vg_effector;
} ParticleThreadContext;
typedef struct ParticleThread {
ParticleThreadContext *ctx;
struct RNG *rng, *rng_path;
int num, tot;
} ParticleThread;
/* ----------- functions needed outside particlesystem ---------------- */
/* particle.c */
int count_particles(struct ParticleSystem *psys);
int count_particles_mod(struct ParticleSystem *psys, int totgr, int cur);
int psys_count_keys(struct ParticleSystem *psys);
char *psys_menu_string(struct Object *ob, int for_sb);
struct ParticleSystem *psys_get_current(struct Object *ob);
short psys_get_current_num(struct Object *ob);
//struct ParticleSystem *psys_get(struct Object *ob, int index);
struct ParticleData *psys_get_selected_particle(struct ParticleSystem *psys, int *index);
struct ParticleKey *psys_get_selected_key(struct ParticleSystem *psys, int pa_index, int *key_index);
void psys_change_act(void *ob_v, void *act_v);
struct Object *psys_get_lattice(struct Object *ob, struct ParticleSystem *psys);
void psys_disable_all(struct Object *ob);
void psys_enable_all(struct Object *ob);
int psys_ob_has_hair(struct Object *ob);
int psys_in_edit_mode(struct ParticleSystem *psys);
int psys_check_enabled(struct Object *ob, struct ParticleSystem *psys);
void psys_free_settings(struct ParticleSettings *part);
void free_child_path_cache(struct ParticleSystem *psys);
void psys_free_path_cache(struct ParticleSystem *psys);
void free_hair(struct ParticleSystem *psys, int softbody);
void free_keyed_keys(struct ParticleSystem *psys);
void psys_free(struct Object * ob, struct ParticleSystem * psys);
void psys_free_children(struct ParticleSystem *psys);
void psys_render_set(struct Object *ob, struct ParticleSystem *psys, float viewmat[][4], float winmat[][4], int winx, int winy, int timeoffset);
void psys_render_restore(struct Object *ob, struct ParticleSystem *psys);
int psys_render_simplify_distribution(struct ParticleThreadContext *ctx, int tot);
int psys_render_simplify_params(struct ParticleSystem *psys, struct ChildParticle *cpa, float *params);
void psys_interpolate_uvs(struct MTFace *tface, int quad, float *uv, float *uvco);
void psys_interpolate_mcol(struct MCol *mcol, int quad, float *uv, struct MCol *mc);
void copy_particle_key(struct ParticleKey *to, struct ParticleKey *from, int time);
void psys_particle_on_emitter(struct Object *ob, struct ParticleSystemModifierData *psmd, int distr, int index, int index_dmcache, float *fuv, float foffset, float *vec, float *nor, float *utan, float *vtan, float *orco, float *ornor);
struct ParticleSystemModifierData *psys_get_modifier(struct Object *ob, struct ParticleSystem *psys);
struct ParticleSettings *psys_new_settings(char *name, struct Main *main);
struct ParticleSettings *psys_copy_settings(struct ParticleSettings *part);
void psys_flush_settings(struct ParticleSettings *part, int event, int hair_recalc);
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
struct LinkNode *psys_using_settings(struct ParticleSettings *part, int flush_update);
void psys_changed_type(struct ParticleSystem *psys);
void psys_reset(struct ParticleSystem *psys, int mode);
void psys_find_parents(struct Object *ob, struct ParticleSystemModifierData *psmd, struct ParticleSystem *psys);
void psys_cache_paths(struct Object *ob, struct ParticleSystem *psys, float cfra, int editupdate);
void psys_cache_child_paths(struct Object *ob, struct ParticleSystem *psys, float cfra, int editupdate);
int do_guide(struct ParticleKey *state, int pa_num, float time, struct ListBase *lb);
float psys_get_size(struct Object *ob, struct Material *ma, struct ParticleSystemModifierData *psmd, struct IpoCurve *icu_size, struct ParticleSystem *psys, struct ParticleSettings *part, struct ParticleData *pa, float *vg_size);
float psys_get_timestep(struct ParticleSettings *part);
float psys_get_child_time(struct ParticleSystem *psys, struct ChildParticle *cpa, float cfra);
float psys_get_child_size(struct ParticleSystem *psys, struct ChildParticle *cpa, float cfra, float *pa_time);
void psys_get_particle_on_path(struct Object *ob, struct ParticleSystem *psys, int pa_num, struct ParticleKey *state, int vel);
int psys_get_particle_state(struct Object *ob, struct ParticleSystem *psys, int p, struct ParticleKey *state, int always);
void psys_get_dupli_texture(struct Object *ob, struct ParticleSettings *part, struct ParticleSystemModifierData *psmd, struct ParticleData *pa, struct ChildParticle *cpa, float *uv, float *orco);
void psys_get_dupli_path_transform(struct Object *ob, struct ParticleSystem *psys, struct ParticleSystemModifierData *psmd, struct ParticleData *pa, struct ChildParticle *cpa, struct ParticleCacheKey *cache, float mat[][4], float *scale);
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
ParticleThread *psys_threads_create(struct Object *ob, struct ParticleSystem *psys);
int psys_threads_init_distribution(ParticleThread *threads, struct DerivedMesh *dm, int from);
int psys_threads_init_path(ParticleThread *threads, float cfra, int editupdate);
void psys_threads_free(ParticleThread *threads);
void psys_thread_distribute_particle(ParticleThread *thread, struct ParticleData *pa, struct ChildParticle *cpa, int p);
void psys_thread_create_path(ParticleThread *thread, struct ChildParticle *cpa, ParticleCacheKey *keys, int i);
/* particle_system.c */
int psys_count_keyed_targets(struct Object *ob, struct ParticleSystem *psys);
void psys_get_reactor_target(struct Object *ob, struct ParticleSystem *psys, struct Object **target_ob, struct ParticleSystem **target_psys);
void psys_init_effectors(struct Object *obsrc, struct Group *group, struct ParticleSystem *psys);
void psys_end_effectors(struct ParticleSystem *psys);
void particle_system_update(struct Object *ob, struct ParticleSystem *psys);
/* ----------- functions needed only inside particlesystem ------------ */
/* particle.c */
void psys_key_to_object(struct Object *ob, struct ParticleKey *key, float imat[][4]);
//void psys_key_to_geometry(struct DerivedMesh *dm, struct ParticleData *pa, struct ParticleKey *key);
//void psys_key_from_geometry(struct DerivedMesh *dm, struct ParticleData *pa, struct ParticleKey *key);
//void psys_face_mat(struct DerivedMesh *dm, struct ParticleData *pa, float mat[][4]);
void psys_vec_rot_to_face(struct DerivedMesh *dm, struct ParticleData *pa, float *vec);
//void psys_vec_rot_from_face(struct DerivedMesh *dm, struct ParticleData *pa, float *vec);
void psys_mat_hair_to_object(struct Object *ob, struct DerivedMesh *dm, short from, struct ParticleData *pa, float hairmat[][4]);
void psys_mat_hair_to_global(struct Object *ob, struct DerivedMesh *dm, short from, struct ParticleData *pa, float hairmat[][4]);
void psys_mat_hair_to_orco(struct Object *ob, struct DerivedMesh *dm, short from, struct ParticleData *pa, float hairmat[][4]);
float *psys_cache_vgroup(struct DerivedMesh *dm, struct ParticleSystem *psys, int vgroup);
void psys_get_texture(struct Object *ob, struct Material *ma, struct ParticleSystemModifierData *psmd, struct ParticleSystem *psys, struct ParticleData *pa, struct ParticleTexture *ptex, int event);
void psys_interpolate_face(struct MVert *mvert, struct MFace *mface, struct MTFace *tface, float (*orcodata)[3], float *uv, float *vec, float *nor, float *utan, float *vtan, float *orco, float *ornor);
float psys_interpolate_value_from_verts(struct DerivedMesh *dm, short from, int index, float *fw, float *values);
void psys_get_from_key(struct ParticleKey *key, float *loc, float *vel, float *rot, float *time);
int psys_intersect_dm(struct Object *ob, struct DerivedMesh *dm, float *vert_cos, float *co1, float* co2, float *min_d, int *min_face, float *min_uv, float *face_minmax, float *pa_minmax, float radius, float *ipoint);
void psys_particle_on_dm(struct Object *ob, struct DerivedMesh *dm, int from, int index, int index_dmcache, float *fw, float foffset, float *vec, float *nor, float *utan, float *vtan, float *orco, float *ornor);
/* particle_system.c */
void initialize_particle(struct ParticleData *pa, int p, struct Object *ob, struct ParticleSystem *psys, struct ParticleSystemModifierData *psmd);
void reset_particle(struct ParticleData *pa, struct ParticleSystem *psys, struct ParticleSystemModifierData *psmd, struct Object *ob, float dtime, float cfra, float *vg_vel, float *vg_tan, float *vg_rot);
void do_effectors(int pa_no, struct ParticleData *pa, struct ParticleKey *state, struct Object *ob, struct ParticleSystem *psys, float *texco, float *force_field, float *vel,float framestep, float cfra);
void psys_calc_dmcache(struct Object *ob, struct DerivedMesh *dm, struct ParticleSystem *psys);
int psys_particle_dm_face_lookup(struct Object *ob, struct DerivedMesh *dm, int index, float *fw, struct LinkNode *node);
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
/* psys_reset */
#define PSYS_RESET_ALL 1
#define PSYS_RESET_DEPSGRAPH 2
#define PSYS_RESET_CHILDREN 3
/* ParticleEffectorCache->type */
#define PSYS_EC_EFFECTOR 1
#define PSYS_EC_DEFLECT 2
#define PSYS_EC_PARTICLE 4
#define PSYS_EC_REACTOR 8
/* ParticleEditKey->flag */
#define PEK_SELECT 1
#define PEK_TO_SELECT 2
#define PEK_TAG 4
#define PEK_HIDE 8
/* index_dmcache */
#define DMCACHE_NOTFOUND -1
#define DMCACHE_ISCHILD -2
#endif