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/**
* BKE_softbody.h
*
* $Id: BKE_softbody.h
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef BKE_SOFTBODY_H
#define BKE_SOFTBODY_H
typedef struct BodyPoint {
float origS[3], origE[3], origT[3], pos[3], vec[3], force[3];
float weight, goal;
float prevpos[3], prevvec[3], prevdx[3], prevdv[3]; /* used for Heun integration */
int nofsprings; int *springs;
float contactfrict;
} BodyPoint;
typedef struct BodySpring {
int v1, v2;
float len, strength;
} BodySpring;
struct Object;
struct SoftBody;
/* allocates and initializes general main data */
extern struct SoftBody *sbNew(void);
/* frees internal data and softbody itself */
extern void sbFree(struct SoftBody *sb);
/* go one step in simulation, copy result in vertexCos for meshes, or
* directly for lattices.
*/
extern void sbObjectStep(struct Object *ob, float framnr, float (*vertexCos)[3]);
/* makes totally fresh start situation, resets time */
extern void sbObjectToSoftbody(struct Object *ob, float (*vertexCos)[3]);
/* resets all motion and time */
extern void sbObjectReset(struct Object *ob, float (*vertexCos)[3]);
#endif
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