54 lines
1.8 KiB
C++
54 lines
1.8 KiB
C++
/* SPDX-FileCopyrightText: 2018 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup depsgraph
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*
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* Physics utilities for effectors and collision.
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*/
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#pragma once
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#include "DEG_depsgraph.hh"
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struct Collection;
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struct DepsNodeHandle;
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struct Depsgraph;
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struct EffectorWeights;
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struct ListBase;
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struct ModifierData;
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struct Object;
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enum ePhysicsRelationType {
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DEG_PHYSICS_EFFECTOR = 0,
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DEG_PHYSICS_COLLISION = 1,
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DEG_PHYSICS_SMOKE_COLLISION = 2,
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DEG_PHYSICS_DYNAMIC_BRUSH = 3,
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DEG_PHYSICS_RELATIONS_NUM = 4,
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};
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/* Get collision/effector relations from collection or entire scene. These
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* created during depsgraph relations building and should only be accessed
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* during evaluation. */
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ListBase *DEG_get_effector_relations(const Depsgraph *depsgraph, Collection *collection);
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ListBase *DEG_get_collision_relations(const Depsgraph *depsgraph,
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Collection *collection,
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unsigned int modifier_type);
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/* Build collision/effector relations for depsgraph. */
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using DEG_CollobjFilterFunction = bool (*)(Object *obj, ModifierData *md);
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void DEG_add_collision_relations(DepsNodeHandle *handle,
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Object *object,
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Collection *collection,
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unsigned int modifier_type,
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DEG_CollobjFilterFunction filter_function,
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const char *name);
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void DEG_add_forcefield_relations(DepsNodeHandle *handle,
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Object *object,
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EffectorWeights *eff,
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bool add_absorption,
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int skip_forcefield,
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const char *name);
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