#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_library_query.h"
+#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_mesh_runtime.h"
#include "BKE_object.h"
}
}
+void BKE_rigidbody_main_collection_object_add(Main *bmain, Collection *collection, Object *object)
+{
+ for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
+ RigidBodyWorld *rbw = scene->rigidbody_world;
+
+ if (rbw == NULL) {
+ continue;
+ }
+
+ if (rbw->group == collection && object->type == OB_MESH && object->rigidbody_object == NULL) {
+ object->rigidbody_object = BKE_rigidbody_create_object(scene, object, RBO_TYPE_ACTIVE);
+ }
+ if (rbw->constraints == collection && object->rigidbody_constraint == NULL) {
+ object->rigidbody_constraint = BKE_rigidbody_create_constraint(scene, object, RBC_TYPE_FIXED);
+ }
+ }
+}
/* ************************************** */
/* Utilities API */