98 const float loc_start[3],
99 const float loc_end[3],
213 const float *
verts,
int stride,
int count,
float margin,
bool *can_embed);
221 rbMeshData *mesh,
int num,
int index0,
int index1,
int index2);
247 const float *vertices,
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
324 rbConstraint *con,
float lin_lower,
float lin_upper,
float ang_lower,
float ang_upper);
343 float max_impulse_lin,
344 float max_impulse_ang);
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between world
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
SIMD_FORCE_INLINE const btScalar & z() const
Return the z value.