diff options
author | Sergej Reich <sergej.reich@googlemail.com> | 2013-01-23 09:56:44 +0400 |
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committer | Sergej Reich <sergej.reich@googlemail.com> | 2013-01-23 09:56:44 +0400 |
commit | 2d8637946b047a8a9cc3fb6fe6d146b9961f92a6 (patch) | |
tree | ff566a91ca6c45d67b310fec8c990b801a7f0ba2 /source/blender/blenkernel/intern/rigidbody.c | |
parent | 089cf12435dfbc4b934a73b73ecd617b27ac678d (diff) |
rigidbody: Add rigid body simulation
Add operators to add/remove rigid body world and objects.
Add UI scripts.
The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.
Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
Diffstat (limited to 'source/blender/blenkernel/intern/rigidbody.c')
-rw-r--r-- | source/blender/blenkernel/intern/rigidbody.c | 103 |
1 files changed, 101 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/rigidbody.c b/source/blender/blenkernel/intern/rigidbody.c index 17ced6fa54d..359c46f2b0e 100644 --- a/source/blender/blenkernel/intern/rigidbody.c +++ b/source/blender/blenkernel/intern/rigidbody.c @@ -751,7 +751,35 @@ static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, int r /* Sync rigid body and object transformations */ void BKE_rigidbody_sync_transforms(Scene *scene, Object *ob, float ctime) { -// RB_TODO implement this + RigidBodyWorld *rbw = scene->rigidbody_world; + RigidBodyOb *rbo = ob->rigidbody_object; + + /* keep original transform for kinematic and passive objects */ + if (ELEM(NULL, rbw, rbo) || rbo->flag & RBO_FLAG_KINEMATIC || rbo->type == RBO_TYPE_PASSIVE) + return; + + /* use rigid body transform after cache start frame */ + if (ctime > rbw->pointcache->startframe) { + float mat[4][4], size_mat[4][4], size[3]; + + /* keep original transform when the simulation is muted */ + if (rbw->flag & RBW_FLAG_MUTED) + return; + + normalize_qt(rbo->orn); // RB_TODO investigate why quaternion isn't normalized at this point + quat_to_mat4(mat, rbo->orn); + copy_v3_v3(mat[3], rbo->pos); + + mat4_to_size(size, ob->obmat); + size_to_mat4(size_mat, size); + mult_m4_m4m4(mat, mat, size_mat); + + copy_m4_m4(ob->obmat, mat); + } + /* otherwise set rigid body transform to current obmat */ + else { + mat4_to_loc_quat(rbo->pos, rbo->orn, ob->obmat); + } } void BKE_rigidbody_cache_reset(RigidBodyWorld *rbw) @@ -765,6 +793,77 @@ void BKE_rigidbody_cache_reset(RigidBodyWorld *rbw) /* Run RigidBody simulation for the specified physics world */ void BKE_rigidbody_do_simulation(Scene *scene, float ctime) { -// RB_TODO implement this + float timestep; + RigidBodyWorld *rbw = scene->rigidbody_world; + PointCache *cache; + PTCacheID pid; + int startframe, endframe; + + BKE_ptcache_id_from_rigidbody(&pid, NULL, rbw); + BKE_ptcache_id_time(&pid, scene, ctime, &startframe, &endframe, NULL); + cache = rbw->pointcache; + + /* flag cache as outdated if we don't have a world or number of objects in the simulation has changed */ + if (rbw->physics_world == NULL || rbw->numbodies != BLI_countlist(&rbw->group->gobject)) { + cache->flag |= PTCACHE_OUTDATED; + } + + if (ctime <= startframe) { + rbw->ltime = startframe; + /* reset and rebuild simulation if necessary */ + if (cache->flag & PTCACHE_OUTDATED) { + BKE_ptcache_id_reset(scene, &pid, PTCACHE_RESET_OUTDATED); + rigidbody_update_simulation(scene, rbw, true); + BKE_ptcache_validate(cache, (int)ctime); + cache->last_exact = 0; + cache->flag &= ~PTCACHE_REDO_NEEDED; + } + return; + } + /* rebuild world if it's outdated on second frame */ + else if (ctime == startframe + 1 && rbw->ltime == startframe && cache->flag & PTCACHE_OUTDATED) { + BKE_ptcache_id_reset(scene, &pid, PTCACHE_RESET_OUTDATED); + rigidbody_update_simulation(scene, rbw, true); + } + /* make sure we don't go out of cache frame range */ + else if (ctime > endframe) { + ctime = endframe; + } + + /* don't try to run the simulation if we don't have a world yet but allow reading baked cache */ + if (rbw->physics_world == NULL && !(cache->flag & PTCACHE_BAKED)) + return; + else if (rbw->objects == NULL) + rigidbody_update_ob_array(rbw); + + /* try to read from cache */ + // RB_TODO deal with interpolated, old and baked results + if (BKE_ptcache_read(&pid, ctime)) { + BKE_ptcache_validate(cache, (int)ctime); + rbw->ltime = ctime; + return; + } + + /* advance simulation, we can only step one frame forward */ + if (ctime == rbw->ltime + 1) { + /* write cache for first frame when on second frame */ + if (rbw->ltime == startframe && (cache->flag & PTCACHE_OUTDATED || cache->last_exact == 0)) { + BKE_ptcache_write(&pid, startframe); + } + + /* update and validate simulation */ + rigidbody_update_simulation(scene, rbw, false); + + /* calculate how much time elapsed since last step in seconds */ + timestep = 1.0f / (float)FPS * (ctime - rbw->ltime) * rbw->time_scale; + /* step simulation by the requested timestep, steps per second are adjusted to take time scale into account */ + RB_dworld_step_simulation(rbw->physics_world, timestep, INT_MAX, 1.0f / (float)rbw->steps_per_second * min_ff(rbw->time_scale, 1.0f)); + + /* write cache for current frame */ + BKE_ptcache_validate(cache, (int)ctime); + BKE_ptcache_write(&pid, (unsigned int)ctime); + + rbw->ltime = ctime; + } } /* ************************************** */ |