diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-11-14 09:12:52 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2018-11-14 09:21:34 +0300 |
commit | 55e719ec35a10c3f9e7231dee13d4b05aad7d965 (patch) | |
tree | 563ed5b1b27e9613de8384da90197ce2c3e1924b /source/blender/blenkernel/intern/rigidbody.c | |
parent | c279f879ab86e03dff0dbfd3a36b14bebb4956f9 (diff) | |
parent | d7f55c4ff58f87b80f0ce2fa43ce2f7cd2b72675 (diff) |
Merge branch 'master' into blender2.8
Diffstat (limited to 'source/blender/blenkernel/intern/rigidbody.c')
-rw-r--r-- | source/blender/blenkernel/intern/rigidbody.c | 48 |
1 files changed, 24 insertions, 24 deletions
diff --git a/source/blender/blenkernel/intern/rigidbody.c b/source/blender/blenkernel/intern/rigidbody.c index 68bc6c407ac..9ba3593f6b8 100644 --- a/source/blender/blenkernel/intern/rigidbody.c +++ b/source/blender/blenkernel/intern/rigidbody.c @@ -410,9 +410,9 @@ static void rigidbody_validate_sim_shape(Object *ob, bool rebuild) return; /* if automatically determining dimensions, use the Object's boundbox - * - assume that all quadrics are standing upright on local z-axis - * - assume even distribution of mass around the Object's pivot - * (i.e. Object pivot is centralized in boundbox) + * - assume that all quadrics are standing upright on local z-axis + * - assume even distribution of mass around the Object's pivot + * (i.e. Object pivot is centralized in boundbox) */ // XXX: all dimensions are auto-determined now... later can add stored settings for this /* get object dimensions without scaling */ @@ -498,10 +498,10 @@ void BKE_rigidbody_calc_volume(Object *ob, float *r_vol) float volume = 0.0f; /* if automatically determining dimensions, use the Object's boundbox - * - assume that all quadrics are standing upright on local z-axis - * - assume even distribution of mass around the Object's pivot - * (i.e. Object pivot is centralized in boundbox) - * - boundbox gives full width + * - assume that all quadrics are standing upright on local z-axis + * - assume even distribution of mass around the Object's pivot + * (i.e. Object pivot is centralized in boundbox) + * - boundbox gives full width */ // XXX: all dimensions are auto-determined now... later can add stored settings for this BKE_object_dimensions_get(ob, size); @@ -583,10 +583,10 @@ void BKE_rigidbody_calc_center_of_mass(Object *ob, float r_center[3]) zero_v3(r_center); /* if automatically determining dimensions, use the Object's boundbox - * - assume that all quadrics are standing upright on local z-axis - * - assume even distribution of mass around the Object's pivot - * (i.e. Object pivot is centralized in boundbox) - * - boundbox gives full width + * - assume that all quadrics are standing upright on local z-axis + * - assume even distribution of mass around the Object's pivot + * (i.e. Object pivot is centralized in boundbox) + * - boundbox gives full width */ // XXX: all dimensions are auto-determined now... later can add stored settings for this BKE_object_dimensions_get(ob, size); @@ -651,7 +651,7 @@ static void rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, bool float rot[4]; /* sanity checks: - * - object doesn't have RigidBody info already: then why is it here? + * - object doesn't have RigidBody info already: then why is it here? */ if (rbo == NULL) return; @@ -783,8 +783,8 @@ static void rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, b float ang_upper; /* sanity checks: - * - object should have a rigid body constraint - * - rigid body constraint should have at least one constrained object + * - object should have a rigid body constraint + * - rigid body constraint should have at least one constrained object */ if (rbc == NULL) { return; @@ -944,8 +944,8 @@ RigidBodyWorld *BKE_rigidbody_create_world(Scene *scene) RigidBodyWorld *rbw; /* sanity checks - * - there must be a valid scene to add world to - * - there mustn't be a sim world using this group already + * - there must be a valid scene to add world to + * - there mustn't be a sim world using this group already */ if (scene == NULL) return NULL; @@ -1025,9 +1025,9 @@ RigidBodyOb *BKE_rigidbody_create_object(Scene *scene, Object *ob, short type) RigidBodyWorld *rbw = scene->rigidbody_world; /* sanity checks - * - rigidbody world must exist - * - object must exist - * - cannot add rigid body if it already exists + * - rigidbody world must exist + * - object must exist + * - cannot add rigid body if it already exists */ if (ob == NULL || (ob->rigidbody_object != NULL)) return NULL; @@ -1081,9 +1081,9 @@ RigidBodyCon *BKE_rigidbody_create_constraint(Scene *scene, Object *ob, short ty RigidBodyWorld *rbw = scene->rigidbody_world; /* sanity checks - * - rigidbody world must exist - * - object must exist - * - cannot add constraint if it already exists + * - rigidbody world must exist + * - object must exist + * - cannot add constraint if it already exists */ if (ob == NULL || (ob->rigidbody_constraint != NULL)) return NULL; @@ -1332,7 +1332,7 @@ static void rigidbody_update_sim_ob(Depsgraph *depsgraph, Scene *scene, RigidBod pd_point_from_loc(scene, eff_loc, eff_vel, 0, &epoint); /* calculate net force of effectors, and apply to sim object - * - we use 'central force' since apply force requires a "relative position" which we don't have... + * - we use 'central force' since apply force requires a "relative position" which we don't have... */ BKE_effectors_apply(effectors, NULL, effector_weights, &epoint, eff_force, NULL); if (G.f & G_DEBUG) @@ -1398,7 +1398,7 @@ static void rigidbody_update_simulation(Depsgraph *depsgraph, Scene *scene, Rigi if (rbo == NULL) { /* Since this object is included in the sim group but doesn't have * rigid body settings (perhaps it was added manually), add! - * - assume object to be active? That is the default for newly added settings... + * - assume object to be active? That is the default for newly added settings... */ ob->rigidbody_object = BKE_rigidbody_create_object(scene, ob, RBO_TYPE_ACTIVE); rigidbody_validate_sim_object(rbw, ob, true); |