Add Chromium-only Blender WebEngine parity work
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blender-5.2.0/source/blender/blenkernel/BKE_rigidbody.h
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246
blender-5.2.0/source/blender/blenkernel/BKE_rigidbody.h
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/* SPDX-FileCopyrightText: 2013 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 bke
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* \brief API for Blender-side Rigid Body stuff
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*/
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#pragma once
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#include "BKE_lib_query.hh" /* For LibraryForeachIDCallbackFlag enum. */
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struct rbDynamicsWorld;
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namespace blender {
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struct RigidBodyOb;
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struct RigidBodyWorld;
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struct Collection;
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struct Depsgraph;
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struct Main;
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struct Object;
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struct ReportList;
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struct Scene;
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enum eRigidBodyCon_Type : short;
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enum eRigidBodyOb_Type : short;
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/* -------------------------------------------------------------------- */
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/** \name Memory Management
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* \{ */
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/**
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* Free rigid-body world.
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*/
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void BKE_rigidbody_free_world(struct Scene *scene);
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/**
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* Free rigid-body settings and simulation instances.
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*/
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void BKE_rigidbody_free_object(struct Object *ob, struct RigidBodyWorld *rbw);
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/**
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* Free rigid-body constraint and simulation instance.
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*/
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void BKE_rigidbody_free_constraint(struct Object *ob);
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/* ...... */
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void BKE_rigidbody_object_copy(struct Main *bmain,
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struct Object *ob_dst,
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const struct Object *ob_src,
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int flag);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Iterator
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* \{ */
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/**
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* Callback format for performing operations on ID-pointers for rigid-body world.
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*/
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typedef void (*RigidbodyWorldIDFunc)(struct RigidBodyWorld *rbw,
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struct ID **idpoin,
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void *userdata,
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LibraryForeachIDCallbackFlag cb_flag);
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void BKE_rigidbody_world_id_loop(struct RigidBodyWorld *rbw,
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RigidbodyWorldIDFunc func,
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void *userdata);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Setup
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* \{ */
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/**
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* Set up RigidBody world.
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*
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* Create Blender-side settings data - physics objects not initialized yet.
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*/
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struct RigidBodyWorld *BKE_rigidbody_create_world(struct Scene *scene);
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/**
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* Add rigid body settings to the specified object.
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*/
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struct RigidBodyOb *BKE_rigidbody_create_object(struct Scene *scene,
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struct Object *ob,
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eRigidBodyOb_Type type);
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/**
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* Add rigid body constraint to the specified object.
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*/
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struct RigidBodyCon *BKE_rigidbody_create_constraint(struct Scene *scene,
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struct Object *ob,
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eRigidBodyCon_Type type);
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/**
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* Ensure newly set collections' objects all have required data.
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*/
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void BKE_rigidbody_objects_collection_validate(struct Main *bmain,
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struct Scene *scene,
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struct RigidBodyWorld *rbw);
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void BKE_rigidbody_constraints_collection_validate(struct Scene *scene,
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struct RigidBodyWorld *rbw);
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/**
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* Ensure object added to collection gets RB data if that collection is a RB one.
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*/
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void BKE_rigidbody_main_collection_object_add(struct Main *bmain,
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struct Collection *collection,
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struct Object *object);
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/**
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* Copy.
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*/
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struct RigidBodyWorld *BKE_rigidbody_world_copy(struct RigidBodyWorld *rbw, int flag);
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void BKE_rigidbody_world_groups_relink(struct RigidBodyWorld *rbw);
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/**
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* Runtime data.
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*/
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void BKE_rigidbody_world_init_runtime(struct RigidBodyWorld *rbw);
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rbDynamicsWorld *BKE_rigidbody_world_physics(struct RigidBodyWorld *rbw);
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/**
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* 'validate' (i.e. make new or replace old) Physics-Engine objects.
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*/
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/**
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* Create physics sim world given RigidBody world settings
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*
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* \note this does NOT update object references that the scene uses,
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* in case those aren't ready yet!
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*/
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void BKE_rigidbody_validate_sim_world(struct Scene *scene,
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struct RigidBodyWorld *rbw,
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bool rebuild);
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/**
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* Helper function to calculate volume of rigid-body object.
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*
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* TODO: allow a parameter to specify method used to calculate this?
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*/
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void BKE_rigidbody_calc_volume(struct Object *ob, float *r_vol);
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void BKE_rigidbody_calc_center_of_mass(struct Object *ob, float r_center[3]);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Utilities
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* \{ */
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/**
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* Get RigidBody world for the given scene, creating one if needed
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*
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* \param scene: Scene to find active Rigid Body world for.
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*/
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struct RigidBodyWorld *BKE_rigidbody_get_world(struct Scene *scene);
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bool BKE_rigidbody_add_object(struct Main *bmain,
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struct Scene *scene,
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struct Object *ob,
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eRigidBodyOb_Type type,
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struct ReportList *reports);
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void BKE_rigidbody_ensure_local_object(struct Main *bmain, struct Object *ob);
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void BKE_rigidbody_remove_object(struct Main *bmain,
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struct Scene *scene,
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struct Object *ob,
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bool free_us);
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void BKE_rigidbody_remove_constraint(struct Main *bmain,
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struct Scene *scene,
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struct Object *ob,
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bool free_us);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Utility Macros
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* \{ */
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/**
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* Get mass of Rigid Body Object to supply to RigidBody simulators.
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*/
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#define RBO_GET_MASS(rbo) \
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(((rbo) && (((rbo)->type == RBO_TYPE_PASSIVE) || ((rbo)->flag & RBO_FLAG_KINEMATIC) || \
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((rbo)->flag & RBO_FLAG_DISABLED))) ? \
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(0.0f) : \
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((rbo)->mass))
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/**
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* Get collision margin for Rigid Body Object, triangle mesh and cone shapes cannot embed margin,
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* convex hull always uses custom margin.
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*/
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#define RBO_GET_MARGIN(rbo) \
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(((rbo)->flag & RBO_FLAG_USE_MARGIN || (rbo)->shape == RB_SHAPE_CONVEXH || \
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(rbo)->shape == RB_SHAPE_TRIMESH || (rbo)->shape == RB_SHAPE_CONE) ? \
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((rbo)->margin) : \
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(0.04f))
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Simulation
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* \{ */
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/**
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* Used when canceling transforms - return rigidbody and object to initial states.
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*/
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void BKE_rigidbody_aftertrans_update(struct Object *ob,
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float loc[3],
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float rot[3],
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float quat[4],
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float rotAxis[3],
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float rotAngle);
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/**
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* Sync rigid body and object transformations.
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*/
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void BKE_rigidbody_sync_transforms(struct RigidBodyWorld *rbw, struct Object *ob, float ctime);
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bool BKE_rigidbody_check_sim_running(struct RigidBodyWorld *rbw, float ctime);
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bool BKE_rigidbody_is_affected_by_simulation(struct Object *ob);
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void BKE_rigidbody_cache_reset(struct RigidBodyWorld *rbw);
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/**
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* Rebuild rigid body world.
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*
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* NOTE: this needs to be called before frame update to work correctly.
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*/
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void BKE_rigidbody_rebuild_world(struct Depsgraph *depsgraph, struct Scene *scene, float ctime);
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/**
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* Run RigidBody simulation for the specified physics world.
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*/
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void BKE_rigidbody_do_simulation(struct Depsgraph *depsgraph, struct Scene *scene, float ctime);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Depsgraph evaluation
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* \{ */
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void BKE_rigidbody_rebuild_sim(struct Depsgraph *depsgraph, struct Scene *scene);
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void BKE_rigidbody_eval_simulation(struct Depsgraph *depsgraph, struct Scene *scene);
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void BKE_rigidbody_object_sync_transforms(struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct Object *ob);
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/** \} */
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} // namespace blender
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