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BKE_softbody.h « blenkernel « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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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) Blender Foundation.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL LICENSE BLOCK *****
 */
#ifndef __BKE_SOFTBODY_H__
#define __BKE_SOFTBODY_H__

/** \file BKE_softbody.h
 *  \ingroup bke
 */

struct Object;
struct Scene;
struct SoftBody;

typedef struct BodyPoint {
	float origS[3], origE[3], origT[3], pos[3], vec[3], force[3];
	float goal;
	float prevpos[3], prevvec[3], prevdx[3], prevdv[3]; /* used for Heun integration */
	float impdv[3], impdx[3];
	int nofsprings; int *springs;
	float choke, choke2, frozen;
	float colball;
	short loc_flag; //reserved by locale module specific states
	//char octantflag;
	float mass;
	float springweight;
} BodyPoint;

/* allocates and initializes general main data */
extern struct SoftBody  *sbNew(struct Scene *scene);

/* frees internal data and softbody itself */
extern void             sbFree(struct SoftBody *sb);

/* frees simulation data to reset simulation */
extern void             sbFreeSimulation(struct SoftBody *sb);

/* do one simul step, reading and writing vertex locs from given array */
extern void             sbObjectStep(struct Scene *scene, struct SceneLayer *sl, struct Object *ob,
                                     float framnr, float (*vertexCos)[3], int numVerts);

/* makes totally fresh start situation, resets time */
extern void             sbObjectToSoftbody(struct Object *ob);

/* links the softbody module to a 'test for Interrupt' function */
/* pass NULL to unlink again */
extern void             sbSetInterruptCallBack(int (*f)(void));

extern void             SB_estimate_transform(Object *ob, float lloc[3], float lrot[3][3], float lscale[3][3]);


#endif