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.
171 lines
5.3 KiB
C
171 lines
5.3 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright Blender Foundation */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct BVHTree;
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struct Collection;
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struct CollisionModifierData;
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struct Depsgraph;
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struct MVertTri;
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struct Object;
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////////////////////////////////////////
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// used for collisions in collision.cc
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////////////////////////////////////////
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/* COLLISION FLAGS */
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typedef enum {
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COLLISION_IN_FUTURE = (1 << 1),
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#ifdef WITH_ELTOPO
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COLLISION_USE_COLLFACE = (1 << 2),
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COLLISION_IS_EDGES = (1 << 3),
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#endif
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COLLISION_INACTIVE = (1 << 4),
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} COLLISION_FLAGS;
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////////////////////////////////////////
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// used for collisions in collision.cc
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////////////////////////////////////////
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/* used for collisions in collision.cc */
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typedef struct CollPair {
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unsigned int face1; /* cloth face */
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unsigned int face2; /* object face */
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float distance;
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float normal[3];
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float vector[3]; /* unnormalized collision vector: p2-p1 */
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float pa[3], pb[3]; /* collision point p1 on face1, p2 on face2 */
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int flag;
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float time; /* collision time, from 0 up to 1 */
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/* mesh-mesh collision */
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#ifdef WITH_ELTOPO /* Either ap* or bp* can be set, but not both. */
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float bary[3];
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int ap1, ap2, ap3, collp, bp1, bp2, bp3;
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int collface;
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#else
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int ap1, ap2, ap3, bp1, bp2, bp3;
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#endif
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/* Barycentric weights of the collision point. */
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float aw1, aw2, aw3, bw1, bw2, bw3;
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int pointsb[4];
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} CollPair;
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/* used for collisions in collision.cc */
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typedef struct EdgeCollPair {
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unsigned int p11, p12, p21, p22;
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float normal[3];
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float vector[3];
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float time;
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int lastsign;
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float pa[3], pb[3]; /* collision point p1 on face1, p2 on face2 */
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} EdgeCollPair;
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/* used for collisions in collision.cc */
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typedef struct FaceCollPair {
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unsigned int p11, p12, p13, p21;
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float normal[3];
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float vector[3];
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float time;
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int lastsign;
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float pa[3], pb[3]; /* collision point p1 on face1, p2 on face2 */
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} FaceCollPair;
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////////////////////////////////////////
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/////////////////////////////////////////////////
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// forward declarations
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/////////////////////////////////////////////////
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/////////////////////////////////////////////////
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// used in modifier.cc from collision.cc
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/////////////////////////////////////////////////
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struct BVHTree *bvhtree_build_from_mvert(const float (*positions)[3],
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const struct MVertTri *tri,
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int tri_num,
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float epsilon);
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void bvhtree_update_from_mvert(struct BVHTree *bvhtree,
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const float (*positions)[3],
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const float (*positions_moving)[3],
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const struct MVertTri *tri,
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int tri_num,
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bool moving);
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/////////////////////////////////////////////////
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/**
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* Move Collision modifier object inter-frame with step = [0,1]
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*
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* \param step: is limited from 0 (frame start position) to 1 (frame end position).
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*/
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void collision_move_object(struct CollisionModifierData *collmd,
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float step,
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float prevstep,
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bool moving_bvh);
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void collision_get_collider_velocity(float vel_old[3],
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float vel_new[3],
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struct CollisionModifierData *collmd,
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struct CollPair *collpair);
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/* Collision relations for dependency graph build. */
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typedef struct CollisionRelation {
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struct CollisionRelation *next, *prev;
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struct Object *ob;
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} CollisionRelation;
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/**
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* Create list of collision relations in the collection or entire scene.
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* This is used by the depsgraph to build relations, as well as faster
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* lookup of colliders during evaluation.
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*/
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struct ListBase *BKE_collision_relations_create(struct Depsgraph *depsgraph,
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struct Collection *collection,
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unsigned int modifier_type);
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void BKE_collision_relations_free(struct ListBase *relations);
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/* Collision object lists for physics simulation evaluation. */
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/**
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* Create effective list of colliders from relations built beforehand.
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* Self will be excluded.
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*/
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struct Object **BKE_collision_objects_create(struct Depsgraph *depsgraph,
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struct Object *self,
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struct Collection *collection,
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unsigned int *numcollobj,
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unsigned int modifier_type);
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void BKE_collision_objects_free(struct Object **objects);
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typedef struct ColliderCache {
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struct ColliderCache *next, *prev;
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struct Object *ob;
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struct CollisionModifierData *collmd;
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} ColliderCache;
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/**
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* Create effective list of colliders from relations built beforehand.
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* Self will be excluded.
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*/
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struct ListBase *BKE_collider_cache_create(struct Depsgraph *depsgraph,
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struct Object *self,
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struct Collection *collection);
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void BKE_collider_cache_free(struct ListBase **colliders);
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/////////////////////////////////////////////////
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/////////////////////////////////////////////////
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#ifdef __cplusplus
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}
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#endif
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