/* * 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. */ /** \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 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