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Diffstat (limited to 'source/blender/makesdna/DNA_rigidbody_types.h')
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+/*
+ * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2013 Blender Foundation
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Joshua Leung, Sergej Reich
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file DNA_rigidbody_types.h
+ * \ingroup DNA
+ * \brief Types and defines for representing Rigid Body entities
+ */
+
+#ifndef __DNA_RIGIDBODY_TYPES_H__
+#define __DNA_RIGIDBODY_TYPES_H__
+
+#include "DNA_listBase.h"
+
+struct Group;
+
+/* ******************************** */
+/* RigidBody World */
+
+/* RigidBodyWorld (rbw)
+ *
+ * Represents a "simulation scene" existing within the parent scene.
+ */
+typedef struct RigidBodyWorld {
+ /* Sim World Settings ------------------------------------------------------------- */
+ struct Group *group; /* Group containing objects to use for Rigid Bodies */
+ struct Object **objects; /* Array to access group objects by index, only used at runtime */
+
+ int pad;
+ float ltime; /* last frame world was evaluated for (internal) */
+
+ /* cache */
+ int numbodies; /* number of objects in rigid body group */
+
+ short steps_per_second; /* number of simulation steps thaken per second */
+ short num_solver_iterations;/* number of constraint solver iterations made per simulation step */
+
+ int flag; /* (eRigidBodyWorld_Flag) settings for this RigidBodyWorld */
+ float time_scale; /* used to speed up or slow down the simulation */
+
+ /* References to Physics Sim objects. Exist at runtime only ---------------------- */
+ void *physics_world; /* Physics sim world (i.e. btDiscreteDynamicsWorld) */
+} RigidBodyWorld;
+
+/* Flags for RigidBodyWorld */
+typedef enum eRigidBodyWorld_Flag {
+ /* should sim world be skipped when evaluating (user setting) */
+ RBW_FLAG_MUTED = (1<<0),
+ /* sim data needs to be rebuilt */
+ RBW_FLAG_NEEDS_REBUILD = (1<<1),
+ /* usse split impulse when stepping the simulation */
+ RBW_FLAG_USE_SPLIT_IMPULSE = (1<<2)
+} eRigidBodyWorld_Flag;
+
+/* ******************************** */
+/* RigidBody Object */
+
+/* RigidBodyObject (rbo)
+ *
+ * Represents an object participating in a RigidBody sim.
+ * This is attached to each object that is currently
+ * participating in a sim.
+ */
+typedef struct RigidBodyOb {
+ /* References to Physics Sim objects. Exist at runtime only */
+ void *physics_object; /* Physics object representation (i.e. btRigidBody) */
+ void *physics_shape; /* Collision shape used by physics sim (i.e. btCollisionShape) */
+
+ /* General Settings for this RigidBodyOb */
+ short type; /* (eRigidBodyOb_Type) role of RigidBody in sim */
+ short shape; /* (eRigidBody_Shape) collision shape to use */
+
+ int flag; /* (eRigidBodyOb_Flag) */
+ int col_groups; /* Collision groups that determines wich rigid bodies can collide with each other */
+ int pad;
+
+ /* Physics Parameters */
+ float mass; /* how much object 'weighs' (i.e. absolute 'amount of stuff' it holds) */
+
+ float friction; /* resistance of object to movement */
+ float restitution; /* how 'bouncy' object is when it collides */
+
+ float margin; /* tolerance for detecting collisions */
+
+ float lin_damping; /* damping for linear velocities */
+ float ang_damping; /* damping for angular velocities */
+
+ float lin_sleep_thresh; /* deactivation threshold for linear velocities */
+ float ang_sleep_thresh; /* deactivation threshold for angular velocities */
+
+ float orn[4]; /* rigid body orientation */
+ float pos[3]; /* rigid body position */
+ float pad1;
+} RigidBodyOb;
+
+
+/* Participation types for RigidBodyOb */
+typedef enum eRigidBodyOb_Type {
+ /* active geometry participant in simulation. is directly controlled by sim */
+ RBO_TYPE_ACTIVE = 0,
+ /* passive geometry participant in simulation. is directly controlled by animsys */
+ RBO_TYPE_PASSIVE
+} eRigidBodyOb_Type;
+
+/* Flags for RigidBodyOb */
+typedef enum eRigidBodyOb_Flag {
+ /* rigidbody is kinematic (controlled by the animation system) */
+ RBO_FLAG_KINEMATIC = (1<<0),
+ /* rigidbody needs to be validated (usually set after duplicating and not hooked up yet) */
+ RBO_FLAG_NEEDS_VALIDATE = (1<<1),
+ /* rigidbody shape needs refreshing (usually after exiting editmode) */
+ RBO_FLAG_NEEDS_RESHAPE = (1<<2),
+ /* rigidbody can be deactivated */
+ RBO_FLAG_USE_DEACTIVATION = (1<<3),
+ /* rigidbody is deactivated at the beginning of simulation */
+ RBO_FLAG_START_DEACTIVATED = (1<<4),
+ /* rigidbody is not dynamically simulated */
+ RBO_FLAG_DISABLED = (1<<5),
+ /* collision margin is not embedded (only used by convex hull shapes for now) */
+ RBO_FLAG_USE_MARGIN = (1<<6)
+} eRigidBodyOb_Flag;
+
+/* RigidBody Collision Shape */
+typedef enum eRigidBody_Shape {
+ /* simple box (i.e. bounding box) */
+ RB_SHAPE_BOX = 0,
+ /* sphere */
+ RB_SHAPE_SPHERE,
+ /* rounded "pill" shape (i.e. calcium tablets) */
+ RB_SHAPE_CAPSULE,
+ /* cylinder (i.e. pringles can) */
+ RB_SHAPE_CYLINDER,
+ /* cone (i.e. party hat) */
+ RB_SHAPE_CONE,
+
+ /* convex hull (minimal shrinkwrap encompassing all verts) */
+ RB_SHAPE_CONVEXH,
+ /* triangulated mesh */
+ RB_SHAPE_TRIMESH,
+
+ /* concave mesh approximated using primitives */
+ //RB_SHAPE_COMPOUND,
+} eRigidBody_Shape;
+
+/* ******************************** */
+
+#endif /* __DNA_RIGIDBODY_TYPES_H__ */
+