diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-06-25 15:07:14 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-06-25 15:11:55 +0300 |
commit | 38d6e82d1a666c317118a5ebfda39e4a67639e1a (patch) | |
tree | 2cec82b4d04364f44439138e913a7deb31f21e4d /source/blender/blenkernel/intern/collision.c | |
parent | 817bf582c27d6aa2d19027bb97ed3f708cf6347c (diff) |
Fix use of non-evaluated collision and effector objects.
Only enabled objects in the view layer should be used, while temporarily
hidden objects should still have an effect.
Diffstat (limited to 'source/blender/blenkernel/intern/collision.c')
-rw-r--r-- | source/blender/blenkernel/intern/collision.c | 27 |
1 files changed, 8 insertions, 19 deletions
diff --git a/source/blender/blenkernel/intern/collision.c b/source/blender/blenkernel/intern/collision.c index 19c170acf75..546f37dbee6 100644 --- a/source/blender/blenkernel/intern/collision.c +++ b/source/blender/blenkernel/intern/collision.c @@ -517,27 +517,16 @@ static void add_collision_object(ListBase *relations, Object *ob, int level, uns * lookup of colliders during evaluation. */ ListBase *BKE_collision_relations_create(Depsgraph *depsgraph, Collection *collection, unsigned int modifier_type) { + ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph); + Base *base = BKE_collection_or_layer_objects(NULL, NULL, view_layer, collection); + const bool for_render = (DEG_get_mode(depsgraph) == DAG_EVAL_RENDER); + const int base_flag = (for_render) ? BASE_ENABLED_RENDER : BASE_ENABLED_VIEWPORT; + ListBase *relations = MEM_callocN(sizeof(ListBase), "CollisionRelation list"); - int level = 0; - /* gather all collision objects */ - if (collection) { - /* use specified collection */ - FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN(collection, object) - { - add_collision_object(relations, object, level, modifier_type); - } - FOREACH_COLLECTION_OBJECT_RECURSIVE_END; - } - else { - Scene *scene = DEG_get_input_scene(depsgraph); - Scene *sce_iter; - Base *base; - /* add objects in same layer in scene */ - for (SETLOOPER(scene, sce_iter, base)) { - if ((base->flag & BASE_VISIBLE) != 0) { - add_collision_object(relations, base->object, level, modifier_type); - } + for (; base; base = base->next) { + if (base->flag & base_flag) { + add_collision_object(relations, base->object, 0, modifier_type); } } |