Files
test/source/blender/blenkernel/BKE_softbody.h
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

87 lines
2.4 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright Blender Foundation */
#pragma once
/** \file
* \ingroup bke
*/
#ifdef __cplusplus
extern "C" {
#endif
struct Depsgraph;
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(void);
/**
* Frees internal data and soft-body itself.
*/
extern void sbFree(struct Object *ob);
/**
* Frees simulation data to reset simulation.
*/
extern void sbFreeSimulation(struct SoftBody *sb);
/**
* Do one simulation step, reading and writing vertex locs from given array.
* */
extern void sbObjectStep(struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob,
float cfra,
float (*vertexCos)[3],
int numVerts);
/**
* Makes totally fresh start situation, resets time.
*/
extern void sbObjectToSoftbody(struct Object *ob);
/**
* Soft-body global visible functions.
* Links the soft-body module to a 'test for Interrupt' function, pass NULL to clear the callback.
*/
extern void sbSetInterruptCallBack(int (*f)(void));
/**
* A precise position vector denoting the motion of the center of mass give a rotation/scale matrix
* using averaging method, that's why estimate and not calculate see: this is kind of reverse
* engineering: having to states of a point cloud and recover what happened our advantage here we
* know the identity of the vertex there are others methods giving other results.
*
* \param ob: Any object that can do soft-body e.g. mesh, lattice, curve.
* \param lloc: Output of the calculated location (or NULL).
* \param lrot: Output of the calculated rotation (or NULL).
* \param lscale: Output for the calculated scale (or NULL).
*
* For velocity & 2nd order stuff see: #vcloud_estimate_transform_v3.
*/
extern void SB_estimate_transform(Object *ob, float lloc[3], float lrot[3][3], float lscale[3][3]);
#ifdef __cplusplus
}
#endif