tornavis/source/blender/blenkernel/BKE_rigidbody.h

239 lines
7.6 KiB
C

/* SPDX-FileCopyrightText: 2013 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
* \brief API for Blender-side Rigid Body stuff
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
struct RigidBodyOb;
struct RigidBodyWorld;
struct Collection;
struct Depsgraph;
struct Main;
struct Object;
struct ReportList;
struct Scene;
/* -------------------------------------------------------------------- */
/** \name Memory Management
* \{ */
/**
* Free rigid-body world.
*/
void BKE_rigidbody_free_world(struct Scene *scene);
/**
* Free rigid-body settings and simulation instances.
*/
void BKE_rigidbody_free_object(struct Object *ob, struct RigidBodyWorld *rbw);
/**
* Free rigid-body constraint and simulation instance.
*/
void BKE_rigidbody_free_constraint(struct Object *ob);
/* ...... */
void BKE_rigidbody_object_copy(struct Main *bmain,
struct Object *ob_dst,
const struct Object *ob_src,
int flag);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Iterator
* \{ */
/**
* Callback format for performing operations on ID-pointers for rigid-body world.
*/
typedef void (*RigidbodyWorldIDFunc)(struct RigidBodyWorld *rbw,
struct ID **idpoin,
void *userdata,
int cb_flag);
void BKE_rigidbody_world_id_loop(struct RigidBodyWorld *rbw,
RigidbodyWorldIDFunc func,
void *userdata);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Setup
* \{ */
/**
* Set up RigidBody world.
*
* Create Blender-side settings data - physics objects not initialized yet.
*/
struct RigidBodyWorld *BKE_rigidbody_create_world(struct Scene *scene);
/**
* Add rigid body settings to the specified object.
*/
struct RigidBodyOb *BKE_rigidbody_create_object(struct Scene *scene,
struct Object *ob,
short type);
/**
* Add rigid body constraint to the specified object.
*/
struct RigidBodyCon *BKE_rigidbody_create_constraint(struct Scene *scene,
struct Object *ob,
short type);
/**
* Ensure newly set collections' objects all have required data.
*/
void BKE_rigidbody_objects_collection_validate(struct Main *bmain,
struct Scene *scene,
struct RigidBodyWorld *rbw);
void BKE_rigidbody_constraints_collection_validate(struct Scene *scene,
struct RigidBodyWorld *rbw);
/**
* Ensure object added to collection gets RB data if that collection is a RB one.
*/
void BKE_rigidbody_main_collection_object_add(struct Main *bmain,
struct Collection *collection,
struct Object *object);
/**
* Copy.
*/
struct RigidBodyWorld *BKE_rigidbody_world_copy(struct RigidBodyWorld *rbw, int flag);
void BKE_rigidbody_world_groups_relink(struct RigidBodyWorld *rbw);
/**
* 'validate' (i.e. make new or replace old) Physics-Engine objects.
*/
/**
* Create physics sim world given RigidBody world settings
*
* \note this does NOT update object references that the scene uses,
* in case those aren't ready yet!
*/
void BKE_rigidbody_validate_sim_world(struct Scene *scene,
struct RigidBodyWorld *rbw,
bool rebuild);
/**
* Helper function to calculate volume of rigid-body object.
*
* TODO: allow a parameter to specify method used to calculate this?
*/
void BKE_rigidbody_calc_volume(struct Object *ob, float *r_vol);
void BKE_rigidbody_calc_center_of_mass(struct Object *ob, float r_center[3]);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Utilities
* \{ */
/**
* Get RigidBody world for the given scene, creating one if needed
*
* \param scene: Scene to find active Rigid Body world for.
*/
struct RigidBodyWorld *BKE_rigidbody_get_world(struct Scene *scene);
bool BKE_rigidbody_add_object(struct Main *bmain,
struct Scene *scene,
struct Object *ob,
int type,
struct ReportList *reports);
void BKE_rigidbody_ensure_local_object(struct Main *bmain, struct Object *ob);
void BKE_rigidbody_remove_object(struct Main *bmain,
struct Scene *scene,
struct Object *ob,
bool free_us);
void BKE_rigidbody_remove_constraint(struct Main *bmain,
struct Scene *scene,
struct Object *ob,
bool free_us);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Utility Macros
* \{ */
/**
* Get mass of Rigid Body Object to supply to RigidBody simulators.
*/
#define RBO_GET_MASS(rbo) \
(((rbo) && (((rbo)->type == RBO_TYPE_PASSIVE) || ((rbo)->flag & RBO_FLAG_KINEMATIC) || \
((rbo)->flag & RBO_FLAG_DISABLED))) ? \
(0.0f) : \
((rbo)->mass))
/**
* Get collision margin for Rigid Body Object, triangle mesh and cone shapes cannot embed margin,
* convex hull always uses custom margin.
*/
#define RBO_GET_MARGIN(rbo) \
(((rbo)->flag & RBO_FLAG_USE_MARGIN || (rbo)->shape == RB_SHAPE_CONVEXH || \
(rbo)->shape == RB_SHAPE_TRIMESH || (rbo)->shape == RB_SHAPE_CONE) ? \
((rbo)->margin) : \
(0.04f))
/** \} */
/* -------------------------------------------------------------------- */
/** \name Simulation
* \{ */
/**
* Used when canceling transforms - return rigidbody and object to initial states.
*/
void BKE_rigidbody_aftertrans_update(struct Object *ob,
float loc[3],
float rot[3],
float quat[4],
float rotAxis[3],
float rotAngle);
/**
* Sync rigid body and object transformations.
*/
void BKE_rigidbody_sync_transforms(struct RigidBodyWorld *rbw, struct Object *ob, float ctime);
bool BKE_rigidbody_check_sim_running(struct RigidBodyWorld *rbw, float ctime);
bool BKE_rigidbody_is_affected_by_simulation(struct Object *ob);
void BKE_rigidbody_cache_reset(struct RigidBodyWorld *rbw);
/**
* Rebuild rigid body world.
*
* NOTE: this needs to be called before frame update to work correctly.
*/
void BKE_rigidbody_rebuild_world(struct Depsgraph *depsgraph, struct Scene *scene, float ctime);
/**
* Run RigidBody simulation for the specified physics world.
*/
void BKE_rigidbody_do_simulation(struct Depsgraph *depsgraph, struct Scene *scene, float ctime);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Depsgraph evaluation
* \{ */
void BKE_rigidbody_rebuild_sim(struct Depsgraph *depsgraph, struct Scene *scene);
void BKE_rigidbody_eval_simulation(struct Depsgraph *depsgraph, struct Scene *scene);
void BKE_rigidbody_object_sync_transforms(struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob);
/** \} */
#ifdef __cplusplus
}
#endif