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workinf_Blender_Wasm/blender-5.2.0/source/blender/blenkernel/BKE_collision.h
2026-08-12 04:47:48 -04:00

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C++

/* SPDX-FileCopyrightText: Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_math_vector_types.hh"
#include "DNA_listBase.h"
namespace blender {
struct BVHTree;
struct Collection;
struct CollisionModifierData;
struct Depsgraph;
struct ListBase;
struct Object;
/* -------------------------------------------------------------------- */
/** \name Collision Data Types
*
* Used for collisions in `collision.cc`.
* \{ */
/* COLLISION FLAGS */
enum COLLISION_FLAGS {
COLLISION_IN_FUTURE = (1 << 1),
#ifdef WITH_ELTOPO
COLLISION_USE_COLLFACE = (1 << 2),
COLLISION_IS_EDGES = (1 << 3),
#endif
COLLISION_INACTIVE = (1 << 4),
};
struct CollPair {
unsigned int face1; /* cloth face */
unsigned int face2; /* object face */
float distance;
float normal[3];
float vector[3]; /* unnormalized collision vector: p2-p1 */
float pa[3], pb[3]; /* collision point p1 on face1, p2 on face2 */
int flag;
float time; /* collision time, from 0 up to 1 */
/* mesh-mesh collision */
#ifdef WITH_ELTOPO /* Either ap* or bp* can be set, but not both. */
float bary[3];
int ap1, ap2, ap3, collp, bp1, bp2, bp3;
int collface;
#else
int ap1, ap2, ap3, bp1, bp2, bp3;
#endif
/* Barycentric weights of the collision point. */
float aw1, aw2, aw3, bw1, bw2, bw3;
int pointsb[4];
};
struct EdgeCollPair {
unsigned int p11, p12, p21, p22;
float normal[3];
float vector[3];
float time;
int lastsign;
float pa[3], pb[3]; /* collision point p1 on face1, p2 on face2 */
};
struct FaceCollPair {
unsigned int p11, p12, p13, p21;
float normal[3];
float vector[3];
float time;
int lastsign;
float pa[3], pb[3]; /* collision point p1 on face1, p2 on face2 */
};
/** \} */
/* Forward declarations. */
/* -------------------------------------------------------------------- */
/** \name BVH Tree Utilities
*
* Used in `modifier.cc` from `collision.cc`.
* \{ */
struct BVHTree *bvhtree_build_from_mvert(const float (*positions)[3],
const int3 *vert_tris,
int tri_num,
float epsilon);
void bvhtree_update_from_mvert(struct BVHTree *bvhtree,
const float (*positions)[3],
const float (*positions_moving)[3],
const int3 *vert_tris,
int tri_num,
bool moving);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Collision Modifier Data
* \{ */
/**
* Move Collision modifier object inter-frame with step = [0,1]
*
* \param step: is limited from 0 (frame start position) to 1 (frame end position).
*/
void collision_move_object(struct CollisionModifierData *collmd,
float step,
float prevstep,
bool moving_bvh);
void collision_get_collider_velocity(float vel_old[3],
float vel_new[3],
struct CollisionModifierData *collmd,
struct CollPair *collpair);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Collision Relations
*
* Collision relations for dependency graph build.
* \{ */
struct CollisionRelation {
struct CollisionRelation *next, *prev;
struct Object *ob;
};
/**
* Create list of collision relations in the collection or entire scene.
* This is used by the depsgraph to build relations, as well as faster
* lookup of colliders during evaluation.
*/
ListBaseT<CollisionRelation> *BKE_collision_relations_create(struct Depsgraph *depsgraph,
struct Collection *collection,
unsigned int modifier_type);
void BKE_collision_relations_free(ListBaseT<CollisionRelation> *relations);
/* Collision object lists for physics simulation evaluation. */
/**
* Create effective list of colliders from relations built beforehand.
* Self will be excluded.
*/
struct Object **BKE_collision_objects_create(struct Depsgraph *depsgraph,
struct Object *self,
struct Collection *collection,
unsigned int *numcollobj,
unsigned int modifier_type);
void BKE_collision_objects_free(struct Object **objects);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Collision Cache
* \{ */
struct ColliderCache {
struct ColliderCache *next, *prev;
struct Object *ob;
struct CollisionModifierData *collmd;
};
/**
* Create effective list of colliders from relations built beforehand.
* Self will be excluded.
*/
ListBaseT<ColliderCache> *BKE_collider_cache_create(struct Depsgraph *depsgraph,
struct Object *self,
struct Collection *collection);
void BKE_collider_cache_free(ListBaseT<ColliderCache> **colliders);
/** \} */
} // namespace blender