diff options
author | David Vogel <Dadido3> | 2020-07-30 19:35:34 +0300 |
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committer | Sebastian Parborg <darkdefende@gmail.com> | 2020-07-30 19:53:35 +0300 |
commit | 820ca419e098f1ac90b499180a3206dd44692ba8 (patch) | |
tree | a2b7288ca2a8a9124b4977ae0a03cadd41282ecd /intern/rigidbody/RBI_api.h | |
parent | d3944940f9862386cfad692b9d338b670584908c (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.h | 8 |
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); |