Add Chromium-only Blender WebEngine parity work
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179
blender-5.2.0/source/blender/blenkernel/BKE_collision.h
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179
blender-5.2.0/source/blender/blenkernel/BKE_collision.h
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/* SPDX-FileCopyrightText: Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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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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#include "BLI_math_vector_types.hh"
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#include "DNA_listBase.h"
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namespace blender {
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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 ListBase;
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struct Object;
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/* -------------------------------------------------------------------- */
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/** \name Collision Data Types
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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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enum COLLISION_FLAGS {
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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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};
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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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};
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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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};
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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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};
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/** \} */
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/* Forward declarations. */
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/* -------------------------------------------------------------------- */
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/** \name BVH Tree Utilities
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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 int3 *vert_tris,
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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 int3 *vert_tris,
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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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/** \name Collision Modifier Data
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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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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Collision Relations
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*
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* Collision relations for dependency graph build.
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* \{ */
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struct CollisionRelation {
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struct CollisionRelation *next, *prev;
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struct Object *ob;
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};
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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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ListBaseT<CollisionRelation> *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(ListBaseT<CollisionRelation> *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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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Collision Cache
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* \{ */
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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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};
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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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ListBaseT<ColliderCache> *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(ListBaseT<ColliderCache> **colliders);
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/** \} */
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} // namespace blender
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