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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2018 Blender Foundation. All rights reserved. */
/** \file
* \ingroup depsgraph
*
* Physics utilities for effectors and collision.
*/
#pragma once
#include "DEG_depsgraph.h"
struct DepsNodeHandle;
struct Depsgraph;
struct EffectorWeights;
struct ListBase;
struct Object;
#ifdef __cplusplus
extern "C" {
#endif
typedef enum ePhysicsRelationType {
DEG_PHYSICS_EFFECTOR = 0,
DEG_PHYSICS_COLLISION = 1,
DEG_PHYSICS_SMOKE_COLLISION = 2,
DEG_PHYSICS_DYNAMIC_BRUSH = 3,
DEG_PHYSICS_RELATIONS_NUM = 4,
} ePhysicsRelationType;
/* Get collision/effector relations from collection or entire scene. These
* created during depsgraph relations building and should only be accessed
* during evaluation. */
struct ListBase *DEG_get_effector_relations(const struct Depsgraph *depsgraph,
struct Collection *collection);
struct ListBase *DEG_get_collision_relations(const struct Depsgraph *depsgraph,
struct Collection *collection,
unsigned int modifier_type);
/* Build collision/effector relations for depsgraph. */
typedef bool (*DEG_CollobjFilterFunction)(struct Object *obj, struct ModifierData *md);
void DEG_add_collision_relations(struct DepsNodeHandle *handle,
struct Object *object,
unsigned int modifier_type,
DEG_CollobjFilterFunction filter_function,
const char *name);
void DEG_add_forcefield_relations(struct DepsNodeHandle *handle,
struct EffectorWeights *eff,
bool add_absorption,
int skip_forcefield,
} /* extern "C" */