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authorSebastian Parborg <darkdefende@gmail.com>2020-09-02 15:14:47 +0300
committerSebastian Parborg <darkdefende@gmail.com>2020-09-02 15:20:41 +0300
commit1aa54d4921c2e8d7114f463a940c169ee573f557 (patch)
tree902f7f8c82fbeb16acb5d569fafc8423e58dd7a9 /intern/rigidbody/RBI_api.h
parentfeb4b645d70ec8ad5c3f91a957738a9fba4054f0 (diff)
Make rigidbody simulation handle animated objects gracefully
The animated objects was not updated for each internal substep for the rigidbody sim. This would lead to unstable simulations or very annoying clipping artifacts. Updated the code to use explicit substeps and tie it to the scene frame rate. Fix T47402: Properly updating the animated objects fixes the reported issue. Reviewed By: Brecht, Jacques Differential Revision: http://developer.blender.org/D8762
Diffstat (limited to 'intern/rigidbody/RBI_api.h')
-rw-r--r--intern/rigidbody/RBI_api.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/intern/rigidbody/RBI_api.h b/intern/rigidbody/RBI_api.h
index 07cda49e04b..2e09f8952cb 100644
--- a/intern/rigidbody/RBI_api.h
+++ b/intern/rigidbody/RBI_api.h
@@ -200,10 +200,12 @@ void RB_body_set_scale(rbRigidBody *body, const float scale[3]);
/* ............ */
-/* Get RigidBody's position as vector */
+/* Get RigidBody's position as a vector */
void RB_body_get_position(rbRigidBody *body, float v_out[3]);
-/* Get RigidBody's orientation as quaternion */
+/* Get RigidBody's orientation as a quaternion */
void RB_body_get_orientation(rbRigidBody *body, float v_out[4]);
+/* Get RigidBody's local scale as a vector */
+void RB_body_get_scale(rbRigidBody *object, float v_out[3]);
/* ............ */