Files
test2/source/blender/blenkernel/BKE_softbody.h
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

88 lines
2.4 KiB
C

/* SPDX-FileCopyrightText: Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#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