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authorDavid Vogel <Dadido3>2020-07-30 19:35:34 +0300
committerSebastian Parborg <darkdefende@gmail.com>2020-07-30 19:53:35 +0300
commit820ca419e098f1ac90b499180a3206dd44692ba8 (patch)
treea2b7288ca2a8a9124b4977ae0a03cadd41282ecd /intern/rigidbody/RBI_api.h
parentd3944940f9862386cfad692b9d338b670584908c (diff)
Add compound shape for rigid body simulation
This patch adds a new compound shape entry to the shape selection dropdown. It also corrects wrong inertia calculation for convex hulls, that resulted in strange behavior for small objects. The compound shape take the collision shapes from its object children and combines them. This makes it possible to create concave shapes from primitive shapes. Using this instead of the mesh collision shape is often many times faster. Reviewed By: Sergey, Sebastian Parborg Differential Revision: http://developer.blender.org/D5797
Diffstat (limited to 'intern/rigidbody/RBI_api.h')
-rw-r--r--intern/rigidbody/RBI_api.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/intern/rigidbody/RBI_api.h b/intern/rigidbody/RBI_api.h
index d46cb5a7eed..199e9f6f197 100644
--- a/intern/rigidbody/RBI_api.h
+++ b/intern/rigidbody/RBI_api.h
@@ -238,6 +238,14 @@ rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh);
/* 2b - GImpact Meshes */
rbCollisionShape *RB_shape_new_gimpact_mesh(rbMeshData *mesh);
+/* Compound Shape ---------------- */
+
+rbCollisionShape *RB_shape_new_compound();
+void RB_compound_add_child_shape(rbCollisionShape *collisionShape,
+ rbCollisionShape *shape,
+ const float loc[3],
+ const float rot[4]);
+
/* Cleanup --------------------------- */
void RB_shape_delete(rbCollisionShape *shape);