Blender V5.0
RBI_api.h
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1/* SPDX-FileCopyrightText: 2013 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
9
10#ifndef __RB_API_H__
11#define __RB_API_H__
12
13#ifdef __cplusplus
14extern "C" {
15#endif
16
17/* API Notes:
18 * Currently, this API is optimized for Bullet RigidBodies, and doesn't
19 * take into account other Physics Engines. Some tweaking may be necessary
20 * to allow other systems to be used, in particular there may be references
21 * to data-types that aren't used here...
22 *
23 * -- Joshua Leung (22 June 2010)
24 */
25
26/* ********************************** */
27/* Partial Type Defines - Aliases for the type of data we store */
28
29// ----------
30
31/* Dynamics World */
33
34/* Rigid Body */
35typedef struct rbRigidBody rbRigidBody;
36
37/* Collision Shape */
39
40/* Mesh Data (for Collision Shapes of Meshes) */
41typedef struct rbMeshData rbMeshData;
42
43/* Constraint */
45
46/* ********************************** */
47/* Dynamics World Methods */
48
49/* Setup ---------------------------- */
50
51/* Create a new dynamics world instance */
52/* TODO: add args to set the type of constraint solvers, etc. */
53rbDynamicsWorld *RB_dworld_new(const float gravity[3]);
54
55/* Delete the given dynamics world, and free any extra data it may require */
57
58/* Settings ------------------------- */
59
60/* Gravity */
61void RB_dworld_get_gravity(rbDynamicsWorld *world, float g_out[3]);
62void RB_dworld_set_gravity(rbDynamicsWorld *world, const float g_in[3]);
63
64/* Constraint Solver */
65void RB_dworld_set_solver_iterations(rbDynamicsWorld *world, int num_solver_iterations);
66/* Split Impulse */
67void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse);
68
69/* Simulation ----------------------- */
70
71/* Step the simulation by the desired amount (in seconds) with extra controls on substep sizes and
72 * maximum substeps */
74 float timeStep,
75 int maxSubSteps,
76 float timeSubStep);
77
78/* Export -------------------------- */
79
87void RB_dworld_export(rbDynamicsWorld *world, const char *filename);
88
89/* ********************************** */
90/* Rigid Body Methods */
91
92/* Setup ---------------------------- */
93
94/* Add RigidBody to dynamics world */
95void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *object, int col_groups);
96
97/* Remove RigidBody from dynamics world */
99
100/* Collision detection */
101
103 rbRigidBody *object,
104 const float loc_start[3],
105 const float loc_end[3],
106 float v_location[3],
107 float v_hitpoint[3],
108 float v_normal[3],
109 int *r_hit);
110
111/* ............ */
112
113/* Create new RigidBody instance */
114rbRigidBody *RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4]);
115
116/* Delete the given RigidBody instance */
117void RB_body_delete(rbRigidBody *object);
118
119/* Settings ------------------------- */
120
121/* 'Type' */
122void RB_body_set_type(rbRigidBody *object, int type, float mass);
123
124/* ............ */
125
126/* Collision Shape */
128
129/* ............ */
130
131/* Mass */
132float RB_body_get_mass(rbRigidBody *object);
133void RB_body_set_mass(rbRigidBody *object, float value);
134
135/* Friction */
136float RB_body_get_friction(rbRigidBody *object);
137void RB_body_set_friction(rbRigidBody *object, float value);
138
139/* Restitution */
141void RB_body_set_restitution(rbRigidBody *object, float value);
142
143/* Damping */
145void RB_body_set_linear_damping(rbRigidBody *object, float value);
146
148void RB_body_set_angular_damping(rbRigidBody *object, float value);
149
150void RB_body_set_damping(rbRigidBody *object, float linear, float angular);
151
152/* Sleeping Thresholds */
154void RB_body_set_linear_sleep_thresh(rbRigidBody *object, float value);
155
157void RB_body_set_angular_sleep_thresh(rbRigidBody *object, float value);
158
159void RB_body_set_sleep_thresh(rbRigidBody *object, float linear, float angular);
160
161/* Linear Velocity */
162void RB_body_get_linear_velocity(rbRigidBody *object, float v_out[3]);
163void RB_body_set_linear_velocity(rbRigidBody *object, const float v_in[3]);
164
165/* Angular Velocity */
166void RB_body_get_angular_velocity(rbRigidBody *object, float v_out[3]);
167void RB_body_set_angular_velocity(rbRigidBody *object, const float v_in[3]);
168
169/* Linear/Angular Factor, used to lock translation/rotation axes */
170void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z);
171void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z);
172
173/* Kinematic State */
174void RB_body_set_kinematic_state(rbRigidBody *object, int kinematic);
175
176/* RigidBody Interface - Rigid Body Activation States */
178void RB_body_set_activation_state(rbRigidBody *object, int use_deactivation);
179void RB_body_activate(rbRigidBody *object);
180void RB_body_deactivate(rbRigidBody *object);
181
182/* Simulation ----------------------- */
183
184/* Get current transform matrix of RigidBody to use in Blender (OpenGL format) */
185void RB_body_get_transform_matrix(rbRigidBody *object, float m_out[4][4]);
186
187/* Set RigidBody's location and rotation */
188void RB_body_set_loc_rot(rbRigidBody *object, const float loc[3], const float rot[4]);
189/* Set RigidBody's local scaling */
190void RB_body_set_scale(rbRigidBody *object, const float scale[3]);
191
192/* ............ */
193
194/* Get RigidBody's position as a vector */
195void RB_body_get_position(rbRigidBody *object, float v_out[3]);
196/* Get RigidBody's orientation as a quaternion */
197void RB_body_get_orientation(rbRigidBody *object, float v_out[4]);
198/* Get RigidBody's local scale as a vector */
199void RB_body_get_scale(rbRigidBody *object, float v_out[3]);
200
201/* ............ */
202
203void RB_body_apply_central_force(rbRigidBody *object, const float v_in[3]);
204
205/* ********************************** */
206/* Collision Shape Methods */
207
208/* Setup (Standard Shapes) ----------- */
209
210rbCollisionShape *RB_shape_new_box(float x, float y, float z);
212rbCollisionShape *RB_shape_new_capsule(float radius, float height);
213rbCollisionShape *RB_shape_new_cone(float radius, float height);
214rbCollisionShape *RB_shape_new_cylinder(float radius, float height);
215
216/* Setup (Convex Hull) ------------ */
217
219 const float *verts, int stride, int count, float margin, bool *can_embed);
220
221/* Setup (Triangle Mesh) ---------- */
222
223/* 1 */
224rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts);
225void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride);
227 rbMeshData *mesh, int num, int index0, int index1, int index2);
228void RB_trimesh_finish(rbMeshData *mesh);
229/* 2a - Triangle Meshes */
231/* 2b - GImpact Meshes */
233
234/* Compound Shape ---------------- */
235
238 rbCollisionShape *shape,
239 const float loc[3],
240 const float rot[4]);
241
242/* Cleanup --------------------------- */
243
245
246/* Settings --------------------------- */
247
248/* Collision Margin */
250void RB_shape_set_margin(rbCollisionShape *shape, float value);
251
253 const float *vertices,
254 int num_verts,
255 int vert_stride,
256 const float min[3],
257 const float max[3]);
258
259/* ********************************** */
260/* Constraints */
261
262/* Setup ----------------------------- */
263
264/* Add Rigid Body Constraint to simulation world */
265void RB_dworld_add_constraint(rbDynamicsWorld *world, rbConstraint *con, int disable_collisions);
266
267/* Remove Rigid Body Constraint from simulation world */
269
270rbConstraint *RB_constraint_new_point(const float pivot[3], rbRigidBody *rb1, rbRigidBody *rb2);
272 float orn[4],
273 rbRigidBody *rb1,
274 rbRigidBody *rb2);
276 float orn[4],
277 rbRigidBody *rb1,
278 rbRigidBody *rb2);
280 float orn[4],
281 rbRigidBody *rb1,
282 rbRigidBody *rb2);
284 float orn[4],
285 rbRigidBody *rb1,
286 rbRigidBody *rb2);
288 float orn[4],
289 rbRigidBody *rb1,
290 rbRigidBody *rb2);
292 float orn[4],
293 rbRigidBody *rb1,
294 rbRigidBody *rb2);
296 float orn[4],
297 rbRigidBody *rb1,
298 rbRigidBody *rb2);
300 float orn[4],
301 rbRigidBody *rb1,
302 rbRigidBody *rb2);
303
304/* ............ */
305
306/* Cleanup --------------------------- */
307
309
310/* Settings --------------------------- */
311
312/* Enable or disable constraint */
314
315/* Limits */
316#define RB_LIMIT_LIN_X 0
317#define RB_LIMIT_LIN_Y 1
318#define RB_LIMIT_LIN_Z 2
319#define RB_LIMIT_ANG_X 3
320#define RB_LIMIT_ANG_Y 4
321#define RB_LIMIT_ANG_Z 5
322/* Bullet uses the following convention:
323 * - lower limit == upper limit -> axis is locked
324 * - lower limit > upper limit -> axis is free
325 * - lower limit < upper limit -> axis is limited in given range
326 */
327void RB_constraint_set_limits_hinge(rbConstraint *con, float lower, float upper);
328void RB_constraint_set_limits_slider(rbConstraint *con, float lower, float upper);
330 rbConstraint *con, float lin_lower, float lin_upper, float ang_lower, float ang_upper);
331void RB_constraint_set_limits_6dof(rbConstraint *con, int axis, float lower, float upper);
332
333/* 6dof spring specific */
334void RB_constraint_set_stiffness_6dof_spring(rbConstraint *con, int axis, float stiffness);
335void RB_constraint_set_damping_6dof_spring(rbConstraint *con, int axis, float damping);
336void RB_constraint_set_spring_6dof_spring(rbConstraint *con, int axis, int enable);
338
339/* 6dof spring 2 specific */
340void RB_constraint_set_limits_6dof_spring2(rbConstraint *con, int axis, float lower, float upper);
341void RB_constraint_set_stiffness_6dof_spring2(rbConstraint *con, int axis, float stiffness);
342void RB_constraint_set_damping_6dof_spring2(rbConstraint *con, int axis, float damping);
343void RB_constraint_set_spring_6dof_spring2(rbConstraint *con, int axis, int enable);
345
346/* motors */
347void RB_constraint_set_enable_motor(rbConstraint *con, int enable_lin, int enable_ang);
349 float max_impulse_lin,
350 float max_impulse_ang);
352 float velocity_lin,
353 float velocity_ang);
354
355/* Set number of constraint solver iterations made per step, this overrided world setting
356 * To use default set it to -1 */
357void RB_constraint_set_solver_iterations(rbConstraint *con, int num_solver_iterations);
358
359/* Set breaking impulse threshold, if constraint shouldn't break it can be set to FLT_MAX */
360void RB_constraint_set_breaking_threshold(rbConstraint *con, float threshold);
361
362/* ********************************** */
363
364#ifdef __cplusplus
365}
366#endif
367
368#endif /* __RB_API_H__ */
ATTR_WARN_UNUSED_RESULT const size_t num
void RB_constraint_set_max_impulse_motor(rbConstraint *con, float max_impulse_lin, float max_impulse_ang)
float RB_body_get_angular_damping(rbRigidBody *object)
float RB_body_get_linear_damping(rbRigidBody *object)
void RB_dworld_set_solver_iterations(rbDynamicsWorld *world, int num_solver_iterations)
void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *object, int col_groups)
void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse)
void RB_dworld_delete(rbDynamicsWorld *world)
void RB_constraint_set_stiffness_6dof_spring(rbConstraint *con, int axis, float stiffness)
void RB_body_set_restitution(rbRigidBody *object, float value)
rbCollisionShape * RB_shape_new_box(float x, float y, float z)
void RB_body_set_friction(rbRigidBody *object, float value)
void RB_body_set_mass(rbRigidBody *object, float value)
rbConstraint * RB_constraint_new_fixed(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
void RB_body_set_activation_state(rbRigidBody *object, int use_deactivation)
rbConstraint * RB_constraint_new_6dof_spring(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
void RB_dworld_add_constraint(rbDynamicsWorld *world, rbConstraint *con, int disable_collisions)
void RB_constraint_set_damping_6dof_spring(rbConstraint *con, int axis, float damping)
rbCollisionShape * RB_shape_new_gimpact_mesh(rbMeshData *mesh)
void RB_shape_delete(rbCollisionShape *shape)
void RB_body_delete(rbRigidBody *object)
rbCollisionShape * RB_shape_new_trimesh(rbMeshData *mesh)
rbConstraint * RB_constraint_new_slider(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
void RB_body_get_linear_velocity(rbRigidBody *object, float v_out[3])
void RB_constraint_set_enabled(rbConstraint *con, int enabled)
void RB_body_set_angular_sleep_thresh(rbRigidBody *object, float value)
void RB_constraint_set_stiffness_6dof_spring2(rbConstraint *con, int axis, float stiffness)
void RB_constraint_set_equilibrium_6dof_spring(rbConstraint *con)
void RB_body_apply_central_force(rbRigidBody *object, const float v_in[3])
void RB_constraint_set_limits_slider(rbConstraint *con, float lower, float upper)
rbConstraint * RB_constraint_new_piston(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
void RB_body_set_angular_damping(rbRigidBody *object, float value)
void RB_constraint_set_breaking_threshold(rbConstraint *con, float threshold)
void RB_dworld_remove_constraint(rbDynamicsWorld *world, rbConstraint *con)
void RB_dworld_remove_body(rbDynamicsWorld *world, rbRigidBody *object)
void RB_world_convex_sweep_test(rbDynamicsWorld *world, rbRigidBody *object, const float loc_start[3], const float loc_end[3], float v_location[3], float v_hitpoint[3], float v_normal[3], int *r_hit)
void RB_constraint_set_enable_motor(rbConstraint *con, int enable_lin, int enable_ang)
int RB_body_get_activation_state(rbRigidBody *object)
void RB_body_get_orientation(rbRigidBody *object, float v_out[4])
void RB_body_set_linear_damping(rbRigidBody *object, float value)
void RB_dworld_set_gravity(rbDynamicsWorld *world, const float g_in[3])
void RB_compound_add_child_shape(rbCollisionShape *parentShape, rbCollisionShape *shape, const float loc[3], const float rot[4])
rbDynamicsWorld * RB_dworld_new(const float gravity[3])
void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2)
rbMeshData * RB_trimesh_data_new(int num_tris, int num_verts)
void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride)
void RB_constraint_set_limits_6dof_spring2(rbConstraint *con, int axis, float lower, float upper)
rbConstraint * RB_constraint_new_6dof(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
float RB_body_get_mass(rbRigidBody *object)
void RB_constraint_set_solver_iterations(rbConstraint *con, int num_solver_iterations)
rbCollisionShape * RB_shape_new_cylinder(float radius, float height)
void RB_constraint_set_damping_6dof_spring2(rbConstraint *con, int axis, float damping)
void RB_constraint_delete(rbConstraint *con)
void RB_body_set_collision_shape(rbRigidBody *object, rbCollisionShape *shape)
void RB_body_set_scale(rbRigidBody *object, const float scale[3])
void RB_body_set_damping(rbRigidBody *object, float linear, float angular)
void RB_body_get_angular_velocity(rbRigidBody *object, float v_out[3])
void RB_shape_trimesh_update(rbCollisionShape *shape, const float *vertices, int num_verts, int vert_stride, const float min[3], const float max[3])
void RB_constraint_set_spring_6dof_spring(rbConstraint *con, int axis, int enable)
void RB_shape_set_margin(rbCollisionShape *shape, float value)
void RB_body_set_linear_sleep_thresh(rbRigidBody *object, float value)
rbRigidBody * RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4])
void RB_body_set_linear_velocity(rbRigidBody *object, const float v_in[3])
void RB_body_deactivate(rbRigidBody *object)
void RB_body_set_kinematic_state(rbRigidBody *object, int kinematic)
rbConstraint * RB_constraint_new_6dof_spring2(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
rbConstraint * RB_constraint_new_hinge(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
void RB_trimesh_finish(rbMeshData *mesh)
void RB_body_get_position(rbRigidBody *object, float v_out[3])
rbCollisionShape * RB_shape_new_convex_hull(const float *verts, int stride, int count, float margin, bool *can_embed)
void RB_dworld_export(rbDynamicsWorld *world, const char *filename)
rbConstraint * RB_constraint_new_point(const float pivot[3], rbRigidBody *rb1, rbRigidBody *rb2)
float RB_shape_get_margin(rbCollisionShape *shape)
rbCollisionShape * RB_shape_new_cone(float radius, float height)
void RB_constraint_set_limits_piston(rbConstraint *con, float lin_lower, float lin_upper, float ang_lower, float ang_upper)
void RB_body_set_type(rbRigidBody *object, int type, float mass)
void RB_dworld_get_gravity(rbDynamicsWorld *world, float g_out[3])
void RB_body_get_transform_matrix(rbRigidBody *object, float m_out[4][4])
void RB_constraint_set_limits_6dof(rbConstraint *con, int axis, float lower, float upper)
void RB_body_set_loc_rot(rbRigidBody *object, const float loc[3], const float rot[4])
void RB_constraint_set_limits_hinge(rbConstraint *con, float lower, float upper)
void RB_constraint_set_target_velocity_motor(rbConstraint *con, float velocity_lin, float velocity_ang)
float RB_body_get_friction(rbRigidBody *object)
void RB_body_set_angular_velocity(rbRigidBody *object, const float v_in[3])
rbCollisionShape * RB_shape_new_sphere(float radius)
void RB_body_activate(rbRigidBody *object)
void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z)
rbCollisionShape * RB_shape_new_compound(void)
void RB_body_set_sleep_thresh(rbRigidBody *object, float linear, float angular)
void RB_dworld_step_simulation(rbDynamicsWorld *world, float timeStep, int maxSubSteps, float timeSubStep)
void RB_constraint_set_equilibrium_6dof_spring2(rbConstraint *con)
rbCollisionShape * RB_shape_new_capsule(float radius, float height)
float RB_body_get_linear_sleep_thresh(rbRigidBody *object)
rbConstraint * RB_constraint_new_motor(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
void RB_body_get_scale(rbRigidBody *object, float v_out[3])
void RB_constraint_set_spring_6dof_spring2(rbConstraint *con, int axis, int enable)
void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z)
float RB_body_get_angular_sleep_thresh(rbRigidBody *object)
float RB_body_get_restitution(rbRigidBody *object)
struct rbConstraint rbConstraint
Definition RBI_api.h:44
SIMD_FORCE_INLINE const btScalar & z() const
Return the z value.
Definition btQuadWord.h:117
#define rot(x, k)
static float verts[][3]
bool enabled
int count
#define min(a, b)
Definition sort.cc:36
max
Definition text_draw.cc:251