Blender V4.3
RBI_api.h
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1/* SPDX-FileCopyrightText: 2013 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
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
80/* Exports the dynamics world to physics simulator's serialisation format */
81void RB_dworld_export(rbDynamicsWorld *world, const char *filename);
82
83/* ********************************** */
84/* Rigid Body Methods */
85
86/* Setup ---------------------------- */
87
88/* Add RigidBody to dynamics world */
89void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *body, int col_groups);
90
91/* Remove RigidBody from dynamics world */
93
94/* Collision detection */
95
97 rbRigidBody *object,
98 const float loc_start[3],
99 const float loc_end[3],
100 float v_location[3],
101 float v_hitpoint[3],
102 float v_normal[3],
103 int *r_hit);
104
105/* ............ */
106
107/* Create new RigidBody instance */
108rbRigidBody *RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4]);
109
110/* Delete the given RigidBody instance */
111void RB_body_delete(rbRigidBody *body);
112
113/* Settings ------------------------- */
114
115/* 'Type' */
116void RB_body_set_type(rbRigidBody *body, int type, float mass);
117
118/* ............ */
119
120/* Collision Shape */
122
123/* ............ */
124
125/* Mass */
126float RB_body_get_mass(rbRigidBody *body);
127void RB_body_set_mass(rbRigidBody *body, float value);
128
129/* Friction */
131void RB_body_set_friction(rbRigidBody *body, float value);
132
133/* Restitution */
135void RB_body_set_restitution(rbRigidBody *body, float value);
136
137/* Damping */
139void RB_body_set_linear_damping(rbRigidBody *body, float value);
140
142void RB_body_set_angular_damping(rbRigidBody *body, float value);
143
144void RB_body_set_damping(rbRigidBody *object, float linear, float angular);
145
146/* Sleeping Thresholds */
148void RB_body_set_linear_sleep_thresh(rbRigidBody *body, float value);
149
151void RB_body_set_angular_sleep_thresh(rbRigidBody *body, float value);
152
153void RB_body_set_sleep_thresh(rbRigidBody *body, float linear, float angular);
154
155/* Linear Velocity */
156void RB_body_get_linear_velocity(rbRigidBody *body, float v_out[3]);
157void RB_body_set_linear_velocity(rbRigidBody *body, const float v_in[3]);
158
159/* Angular Velocity */
160void RB_body_get_angular_velocity(rbRigidBody *body, float v_out[3]);
161void RB_body_set_angular_velocity(rbRigidBody *body, const float v_in[3]);
162
163/* Linear/Angular Factor, used to lock translation/rotation axes */
164void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z);
165void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z);
166
167/* Kinematic State */
168void RB_body_set_kinematic_state(rbRigidBody *body, int kinematic);
169
170/* RigidBody Interface - Rigid Body Activation States */
172void RB_body_set_activation_state(rbRigidBody *body, int use_deactivation);
173void RB_body_activate(rbRigidBody *body);
175
176/* Simulation ----------------------- */
177
178/* Get current transform matrix of RigidBody to use in Blender (OpenGL format) */
179void RB_body_get_transform_matrix(rbRigidBody *body, float m_out[4][4]);
180
181/* Set RigidBody's location and rotation */
182void RB_body_set_loc_rot(rbRigidBody *body, const float loc[3], const float rot[4]);
183/* Set RigidBody's local scaling */
184void RB_body_set_scale(rbRigidBody *body, const float scale[3]);
185
186/* ............ */
187
188/* Get RigidBody's position as a vector */
189void RB_body_get_position(rbRigidBody *body, float v_out[3]);
190/* Get RigidBody's orientation as a quaternion */
191void RB_body_get_orientation(rbRigidBody *body, float v_out[4]);
192/* Get RigidBody's local scale as a vector */
193void RB_body_get_scale(rbRigidBody *object, float v_out[3]);
194
195/* ............ */
196
197void RB_body_apply_central_force(rbRigidBody *body, const float v_in[3]);
198
199/* ********************************** */
200/* Collision Shape Methods */
201
202/* Setup (Standard Shapes) ----------- */
203
204rbCollisionShape *RB_shape_new_box(float x, float y, float z);
206rbCollisionShape *RB_shape_new_capsule(float radius, float height);
207rbCollisionShape *RB_shape_new_cone(float radius, float height);
208rbCollisionShape *RB_shape_new_cylinder(float radius, float height);
209
210/* Setup (Convex Hull) ------------ */
211
213 const float *verts, int stride, int count, float margin, bool *can_embed);
214
215/* Setup (Triangle Mesh) ---------- */
216
217/* 1 */
218rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts);
219void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride);
221 rbMeshData *mesh, int num, int index0, int index1, int index2);
222void RB_trimesh_finish(rbMeshData *mesh);
223/* 2a - Triangle Meshes */
225/* 2b - GImpact Meshes */
227
228/* Compound Shape ---------------- */
229
232 rbCollisionShape *shape,
233 const float loc[3],
234 const float rot[4]);
235
236/* Cleanup --------------------------- */
237
239
240/* Settings --------------------------- */
241
242/* Collision Margin */
244void RB_shape_set_margin(rbCollisionShape *shape, float value);
245
247 const float *vertices,
248 int num_verts,
249 int vert_stride,
250 const float min[3],
251 const float max[3]);
252
253/* ********************************** */
254/* Constraints */
255
256/* Setup ----------------------------- */
257
258/* Add Rigid Body Constraint to simulation world */
259void RB_dworld_add_constraint(rbDynamicsWorld *world, rbConstraint *con, int disable_collisions);
260
261/* Remove Rigid Body Constraint from simulation world */
263
264rbConstraint *RB_constraint_new_point(const float pivot[3], rbRigidBody *rb1, rbRigidBody *rb2);
266 float orn[4],
267 rbRigidBody *rb1,
268 rbRigidBody *rb2);
270 float orn[4],
271 rbRigidBody *rb1,
272 rbRigidBody *rb2);
274 float orn[4],
275 rbRigidBody *rb1,
276 rbRigidBody *rb2);
278 float orn[4],
279 rbRigidBody *rb1,
280 rbRigidBody *rb2);
282 float orn[4],
283 rbRigidBody *rb1,
284 rbRigidBody *rb2);
286 float orn[4],
287 rbRigidBody *rb1,
288 rbRigidBody *rb2);
290 float orn[4],
291 rbRigidBody *rb1,
292 rbRigidBody *rb2);
294 float orn[4],
295 rbRigidBody *rb1,
296 rbRigidBody *rb2);
297
298/* ............ */
299
300/* Cleanup --------------------------- */
301
303
304/* Settings --------------------------- */
305
306/* Enable or disable constraint */
307void RB_constraint_set_enabled(rbConstraint *con, int enabled);
308
309/* Limits */
310#define RB_LIMIT_LIN_X 0
311#define RB_LIMIT_LIN_Y 1
312#define RB_LIMIT_LIN_Z 2
313#define RB_LIMIT_ANG_X 3
314#define RB_LIMIT_ANG_Y 4
315#define RB_LIMIT_ANG_Z 5
316/* Bullet uses the following convention:
317 * - lower limit == upper limit -> axis is locked
318 * - lower limit > upper limit -> axis is free
319 * - lower limit < upper limit -> axis is limited in given range
320 */
321void RB_constraint_set_limits_hinge(rbConstraint *con, float lower, float upper);
322void RB_constraint_set_limits_slider(rbConstraint *con, float lower, float upper);
324 rbConstraint *con, float lin_lower, float lin_upper, float ang_lower, float ang_upper);
325void RB_constraint_set_limits_6dof(rbConstraint *con, int axis, float lower, float upper);
326
327/* 6dof spring specific */
328void RB_constraint_set_stiffness_6dof_spring(rbConstraint *con, int axis, float stiffness);
329void RB_constraint_set_damping_6dof_spring(rbConstraint *con, int axis, float damping);
330void RB_constraint_set_spring_6dof_spring(rbConstraint *con, int axis, int enable);
332
333/* 6dof spring 2 specific */
334void RB_constraint_set_limits_6dof_spring2(rbConstraint *con, int axis, float lower, float upper);
335void RB_constraint_set_stiffness_6dof_spring2(rbConstraint *con, int axis, float stiffness);
336void RB_constraint_set_damping_6dof_spring2(rbConstraint *con, int axis, float damping);
337void RB_constraint_set_spring_6dof_spring2(rbConstraint *con, int axis, int enable);
339
340/* motors */
341void RB_constraint_set_enable_motor(rbConstraint *con, int enable_lin, int enable_ang);
343 float max_impulse_lin,
344 float max_impulse_ang);
346 float velocity_lin,
347 float velocity_ang);
348
349/* Set number of constraint solver iterations made per step, this overrided world setting
350 * To use default set it to -1 */
351void RB_constraint_set_solver_iterations(rbConstraint *con, int num_solver_iterations);
352
353/* Set breaking impulse threshold, if constraint shouldn't break it can be set to FLT_MAX */
354void RB_constraint_set_breaking_threshold(rbConstraint *con, float threshold);
355
356/* ********************************** */
357
358#ifdef __cplusplus
359}
360#endif
361
362#endif /* __RB_API_H__ */
void RB_constraint_set_max_impulse_motor(rbConstraint *con, float max_impulse_lin, float max_impulse_ang)
void RB_dworld_set_solver_iterations(rbDynamicsWorld *world, int num_solver_iterations)
void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse)
void RB_dworld_delete(rbDynamicsWorld *world)
void RB_body_set_collision_shape(rbRigidBody *body, rbCollisionShape *shape)
void RB_body_set_sleep_thresh(rbRigidBody *body, float linear, float angular)
void RB_constraint_set_stiffness_6dof_spring(rbConstraint *con, int axis, float stiffness)
rbCollisionShape * RB_shape_new_box(float x, float y, float z)
void RB_body_set_linear_velocity(rbRigidBody *body, const float v_in[3])
rbConstraint * RB_constraint_new_fixed(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
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_body_set_friction(rbRigidBody *body, float value)
void RB_constraint_set_damping_6dof_spring(rbConstraint *con, int axis, float damping)
int RB_body_get_activation_state(rbRigidBody *body)
rbCollisionShape * RB_shape_new_gimpact_mesh(rbMeshData *mesh)
void RB_shape_delete(rbCollisionShape *shape)
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_angular_velocity(rbRigidBody *body, float v_out[3])
float RB_body_get_angular_damping(rbRigidBody *body)
void RB_constraint_set_enabled(rbConstraint *con, int enabled)
void RB_constraint_set_stiffness_6dof_spring2(rbConstraint *con, int axis, float stiffness)
void RB_body_deactivate(rbRigidBody *body)
void RB_constraint_set_equilibrium_6dof_spring(rbConstraint *con)
float RB_body_get_linear_sleep_thresh(rbRigidBody *body)
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)
float RB_body_get_restitution(rbRigidBody *body)
void RB_body_set_kinematic_state(rbRigidBody *body, int kinematic)
void RB_constraint_set_breaking_threshold(rbConstraint *con, float threshold)
void RB_dworld_remove_constraint(rbDynamicsWorld *world, rbConstraint *con)
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_body_set_activation_state(rbRigidBody *body, int use_deactivation)
void RB_constraint_set_enable_motor(rbConstraint *con, int enable_lin, int enable_ang)
void RB_body_get_linear_velocity(rbRigidBody *body, float v_out[3])
void RB_dworld_set_gravity(rbDynamicsWorld *world, const float g_in[3])
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)
void RB_body_set_loc_rot(rbRigidBody *body, const float loc[3], const float rot[4])
rbConstraint * RB_constraint_new_6dof(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
float RB_body_get_angular_sleep_thresh(rbRigidBody *body)
void RB_constraint_set_solver_iterations(rbConstraint *con, int num_solver_iterations)
rbCollisionShape * RB_shape_new_cylinder(float radius, float height)
void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *body, int col_groups)
void RB_constraint_set_damping_6dof_spring2(rbConstraint *con, int axis, float damping)
void RB_constraint_delete(rbConstraint *con)
void RB_body_apply_central_force(rbRigidBody *body, const float v_in[3])
void RB_body_set_damping(rbRigidBody *object, float linear, float angular)
void RB_dworld_remove_body(rbDynamicsWorld *world, rbRigidBody *body)
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_activate(rbRigidBody *body)
rbRigidBody * RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4])
rbConstraint * RB_constraint_new_6dof_spring2(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
float RB_body_get_linear_damping(rbRigidBody *body)
rbConstraint * RB_constraint_new_hinge(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
void RB_body_get_position(rbRigidBody *body, float v_out[3])
void RB_trimesh_finish(rbMeshData *mesh)
rbCollisionShape * RB_shape_new_convex_hull(const float *verts, int stride, int count, float margin, bool *can_embed)
void RB_body_delete(rbRigidBody *body)
void RB_dworld_export(rbDynamicsWorld *world, const char *filename)
rbConstraint * RB_constraint_new_point(const float pivot[3], rbRigidBody *rb1, rbRigidBody *rb2)
void RB_body_set_type(rbRigidBody *body, int type, float mass)
float RB_shape_get_margin(rbCollisionShape *shape)
rbCollisionShape * RB_shape_new_cone(float radius, float height)
void RB_body_set_mass(rbRigidBody *body, float value)
void RB_constraint_set_limits_piston(rbConstraint *con, float lin_lower, float lin_upper, float ang_lower, float ang_upper)
void RB_dworld_get_gravity(rbDynamicsWorld *world, float g_out[3])
void RB_constraint_set_limits_6dof(rbConstraint *con, int axis, float lower, float upper)
void RB_body_set_restitution(rbRigidBody *body, float value)
void RB_compound_add_child_shape(rbCollisionShape *collisionShape, rbCollisionShape *shape, const float loc[3], const float rot[4])
void RB_body_get_orientation(rbRigidBody *body, float v_out[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)
rbCollisionShape * RB_shape_new_sphere(float radius)
float RB_body_get_friction(rbRigidBody *body)
void RB_body_set_angular_velocity(rbRigidBody *body, const float v_in[3])
void RB_body_set_angular_damping(rbRigidBody *body, float value)
void RB_body_set_linear_sleep_thresh(rbRigidBody *body, float value)
float RB_body_get_mass(rbRigidBody *body)
void RB_body_get_transform_matrix(rbRigidBody *body, float m_out[4][4])
void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z)
rbCollisionShape * RB_shape_new_compound(void)
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)
rbConstraint * RB_constraint_new_motor(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
void RB_body_set_scale(rbRigidBody *body, const float scale[3])
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_sleep_thresh(rbRigidBody *body, float value)
void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z)
void RB_body_set_linear_damping(rbRigidBody *body, float value)
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]
int count
#define min(a, b)
Definition sort.c:32