diff options
author | Sergej Reich <sergej.reich@googlemail.com> | 2013-02-16 20:17:45 +0400 |
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committer | Sergej Reich <sergej.reich@googlemail.com> | 2013-02-16 20:17:45 +0400 |
commit | fda8927d01ba719963154a56b45952ee541a869d (patch) | |
tree | 481a8081680c63988e3690ca6998025ffc2d891b /source/blender/blenkernel/intern/object.c | |
parent | d9cc542728aa45aa3615b1396e5a147ec5c08cfa (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/intern/object.c')
-rw-r--r-- | source/blender/blenkernel/intern/object.c | 38 |
1 files changed, 27 insertions, 11 deletions
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c index 4b940fa8274..117e9fe280c 100644 --- a/source/blender/blenkernel/intern/object.c +++ b/source/blender/blenkernel/intern/object.c @@ -58,6 +58,7 @@ #include "DNA_world_types.h" #include "DNA_object_types.h" #include "DNA_property_types.h" +#include "DNA_rigidbody_types.h" #include "BLI_blenlib.h" #include "BLI_math.h" @@ -2116,7 +2117,8 @@ static int where_is_object_parslow(Object *ob, float obmat[4][4], float slowmat[ return 1; } -void BKE_object_where_is_calc_time(Scene *scene, Object *ob, float ctime) +/* note, scene is the active scene while actual_scene is the scene the object resides in */ +void BKE_object_where_is_calc_time_ex(Scene *scene, RigidBodyWorld *rbw, Object *ob, float ctime) { if (ob == NULL) return; @@ -2143,7 +2145,7 @@ void BKE_object_where_is_calc_time(Scene *scene, Object *ob, float ctime) } /* read values pushed into RBO from sim/cache... */ - BKE_rigidbody_sync_transforms(scene, ob, ctime); + BKE_rigidbody_sync_transforms(rbw, ob, ctime); /* solve constraints */ if (ob->constraints.first && !(ob->transflag & OB_NO_CONSTRAINTS)) { @@ -2159,6 +2161,11 @@ void BKE_object_where_is_calc_time(Scene *scene, Object *ob, float ctime) else ob->transflag &= ~OB_NEG_SCALE; } +void BKE_object_where_is_calc_time(Scene *scene, Object *ob, float ctime) +{ + BKE_object_where_is_calc_time_ex(scene, NULL, ob, ctime); +} + /* get object transformation matrix without recalculating dependencies and * constraints -- assume dependencies are already solved by depsgraph. * no changes to object and it's parent would be done. @@ -2180,9 +2187,13 @@ void BKE_object_where_is_calc_mat4(Scene *scene, Object *ob, float obmat[4][4]) } } -void BKE_object_where_is_calc(struct Scene *scene, Object *ob) +void BKE_object_where_is_calc_ex(Scene *scene, RigidBodyWorld *rbw, Object *ob) { - BKE_object_where_is_calc_time(scene, ob, BKE_scene_frame_get(scene)); + BKE_object_where_is_calc_time_ex(scene, rbw, ob, BKE_scene_frame_get(scene)); +} +void BKE_object_where_is_calc(Scene *scene, Object *ob) +{ + BKE_object_where_is_calc_time_ex(scene, NULL, ob, BKE_scene_frame_get(scene)); } void BKE_object_where_is_calc_simul(Scene *scene, Object *ob) @@ -2618,12 +2629,8 @@ int BKE_object_parent_loop_check(const Object *par, const Object *ob) /* the main object update call, for object matrix, constraints, keys and displist (modifiers) */ /* requires flags to be set! */ - -/* WARNING: "scene" here may not be the scene object actually resides in. - * When dealing with background-sets, "scene" is actually the active scene. - * e.g. "scene" <-- set 1 <-- set 2 ("ob" lives here) <-- set 3 <-- ... <-- set n - */ -void BKE_object_handle_update(Scene *scene, Object *ob) +/* Ideally we shouldn't have to pass the rigid body world, but need bigger restructuring to avoid id */ +void BKE_object_handle_update_ex(Scene *scene, RigidBodyWorld *rbw, Object *ob) { if (ob->recalc & OB_RECALC_ALL) { /* speed optimization for animation lookups */ @@ -2664,7 +2671,7 @@ void BKE_object_handle_update(Scene *scene, Object *ob) copy_m4_m4(ob->obmat, ob->proxy_from->obmat); } else - BKE_object_where_is_calc(scene, ob); + BKE_object_where_is_calc_ex(scene, rbw, ob); } if (ob->recalc & OB_RECALC_DATA) { @@ -2818,6 +2825,15 @@ void BKE_object_handle_update(Scene *scene, Object *ob) // printf("set proxy pointer for later group stuff %s\n", ob->id.name); } } +/* WARNING: "scene" here may not be the scene object actually resides in. + * When dealing with background-sets, "scene" is actually the active scene. + * e.g. "scene" <-- set 1 <-- set 2 ("ob" lives here) <-- set 3 <-- ... <-- set n + * rigid bodies depend on their world so use BKE_object_handle_update_ex() to also pass along the corrent rigid body world + */ +void BKE_object_handle_update(Scene *scene, Object *ob) +{ + BKE_object_handle_update_ex(scene, NULL, ob); +} void BKE_object_sculpt_modifiers_changed(Object *ob) { |