/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2018 Blender Foundation. All rights reserved. */ /** \file * \ingroup depsgraph * * Physics utilities for effectors and collision. */ #pragma once #include "DEG_depsgraph.h" struct DepsNodeHandle; struct Depsgraph; struct EffectorWeights; struct ListBase; struct Object; #ifdef __cplusplus extern "C" { #endif typedef enum ePhysicsRelationType { DEG_PHYSICS_EFFECTOR = 0, DEG_PHYSICS_COLLISION = 1, DEG_PHYSICS_SMOKE_COLLISION = 2, DEG_PHYSICS_DYNAMIC_BRUSH = 3, DEG_PHYSICS_RELATIONS_NUM = 4, } ePhysicsRelationType; /* Get collision/effector relations from collection or entire scene. These * created during depsgraph relations building and should only be accessed * during evaluation. */ struct ListBase *DEG_get_effector_relations(const struct Depsgraph *depsgraph, struct Collection *collection); struct ListBase *DEG_get_collision_relations(const struct Depsgraph *depsgraph, struct Collection *collection, unsigned int modifier_type); /* Build collision/effector relations for depsgraph. */ typedef bool (*DEG_CollobjFilterFunction)(struct Object *obj, struct ModifierData *md); void DEG_add_collision_relations(struct DepsNodeHandle *handle, struct Object *object, struct Collection *collection, unsigned int modifier_type, DEG_CollobjFilterFunction filter_function, const char *name); void DEG_add_forcefield_relations(struct DepsNodeHandle *handle, struct Object *object, struct EffectorWeights *eff, bool add_absorption, int skip_forcefield, const char *name); #ifdef __cplusplus } /* extern "C" */ #endif