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authorSergej Reich <sergej.reich@googlemail.com>2013-04-07 18:09:29 +0400
committerSergej Reich <sergej.reich@googlemail.com>2013-04-07 18:09:29 +0400
commit42e8f3e88971a320c4204d5386f740b23b4ecf16 (patch)
tree6d169ddb87c435b5989bbc38daf2d91d11d084b4 /source/blender/blenkernel/BKE_rigidbody.h
parentfd6a96216819f14763e4b6c8ab33ec58fead5bd2 (diff)
rigidbody: Fix/workaround for transforming rigid bodies with parents
Since we use the rigid body transform when transforming rigid bodies things like parents and constraints add an offset because rigid body transforms are in global space. Now we just don't take rigid body transform into account on simulation start frame so there are no problems when doing the initial setup. The problem still exists when simulation is running of course. To properly fix this we'd have to solve parenting and constratins while taking rigid bodies into account before and after transform. We'll have to see if it's really needed, would like to avoid it though.
Diffstat (limited to 'source/blender/blenkernel/BKE_rigidbody.h')
-rw-r--r--source/blender/blenkernel/BKE_rigidbody.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_rigidbody.h b/source/blender/blenkernel/BKE_rigidbody.h
index bab961bcbd2..75647876419 100644
--- a/source/blender/blenkernel/BKE_rigidbody.h
+++ b/source/blender/blenkernel/BKE_rigidbody.h
@@ -90,6 +90,7 @@ void BKE_rigidbody_remove_constraint(struct Scene *scene, struct Object *ob);
void BKE_rigidbody_aftertrans_update(struct Object *ob, float loc[3], float rot[3], float quat[4], float rotAxis[3], float rotAngle);
void BKE_rigidbody_sync_transforms(struct RigidBodyWorld *rbw, struct Object *ob, float ctime);
+bool BKE_rigidbody_check_sim_running(struct RigidBodyWorld *rbw, float ctime);
void BKE_rigidbody_cache_reset(struct RigidBodyWorld *rbw);
void BKE_rigidbody_rebuild_world(struct Scene *scene, float ctime);
void BKE_rigidbody_do_simulation(struct Scene *scene, float ctime);