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authorSergej Reich <sergej.reich@googlemail.com>2013-02-16 20:17:45 +0400
committerSergej Reich <sergej.reich@googlemail.com>2013-02-16 20:17:45 +0400
commitfda8927d01ba719963154a56b45952ee541a869d (patch)
tree481a8081680c63988e3690ca6998025ffc2d891b /source/blender/blenkernel/BKE_rigidbody.h
parentd9cc542728aa45aa3615b1396e5a147ec5c08cfa (diff)
rigidbody: Further fix for background scenes
Since rigid bodies need their world to be be updated correctly we now pass it alongside the parent scene in scene_update_tagged_recursive(). Add BKE_object_handle_update_ex() as well as other object functions that take a RigidBodyWorld for this. Ideally this shouldn't be needed but we'd have to restructure scene handling for that. It's not a small taks however and definitely not something that can be done before release. Thanks to Campbell for review.
Diffstat (limited to 'source/blender/blenkernel/BKE_rigidbody.h')
-rw-r--r--source/blender/blenkernel/BKE_rigidbody.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_rigidbody.h b/source/blender/blenkernel/BKE_rigidbody.h
index 2b19f60b5e4..12779a697b6 100644
--- a/source/blender/blenkernel/BKE_rigidbody.h
+++ b/source/blender/blenkernel/BKE_rigidbody.h
@@ -89,7 +89,7 @@ void BKE_rigidbody_remove_constraint(struct Scene *scene, struct Object *ob);
/* Simulation */
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 Scene *scene, struct Object *ob, float ctime);
+void BKE_rigidbody_sync_transforms(struct RigidBodyWorld *rbw, struct Object *ob, float ctime);
void BKE_rigidbody_cache_reset(struct RigidBodyWorld *rbw);
void BKE_rigidbody_do_simulation(struct Scene *scene, float ctime);