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authorSergej Reich <sergej.reich@googlemail.com>2013-01-23 16:06:18 +0400
committerSergej Reich <sergej.reich@googlemail.com>2013-01-23 16:06:18 +0400
commit419ce840f974c00892df01445ccc23082bbbe7a1 (patch)
tree5a5334e7b886a504a4c399898385d7b75e22b4a9 /source/blender/blenkernel/intern/rigidbody.c
parentbe21034ae4a235f9a9dbc311fc2fd2f9e91367fe (diff)
rigidbody: Make rigid bodies kinematic during transformation
This allows moving rigid bodies on frame > startframe. Also rigid bodies can now be picked up and trown around while the simulation is running. Note: There is a small glitch with cancelling tansform during simulation but it's tricky to get rid of. TODO: Avoid static-static collision warnings
Diffstat (limited to 'source/blender/blenkernel/intern/rigidbody.c')
-rw-r--r--source/blender/blenkernel/intern/rigidbody.c57
1 files changed, 54 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/rigidbody.c b/source/blender/blenkernel/intern/rigidbody.c
index 9feb6d43bce..ea127542962 100644
--- a/source/blender/blenkernel/intern/rigidbody.c
+++ b/source/blender/blenkernel/intern/rigidbody.c
@@ -953,8 +953,14 @@ static void rigidbody_update_sim_ob(Scene *scene, RigidBodyWorld *rbw, Object *o
if (!(rbo->flag & RBO_FLAG_USE_MARGIN) && rbo->shape == RB_SHAPE_CONVEXH)
RB_shape_set_margin(rbo->physics_shape, RBO_GET_MARGIN(rbo) * MIN3(scale[0], scale[1], scale[2]));
+ /* make transformed objects temporarily kinmatic so that they can be moved by the user during simulation */
+ if ((ob->flag & SELECT && G.moving & G_TRANSFORM_OBJ) || rbo->type == RBO_TYPE_PASSIVE) {
+ RB_body_set_kinematic_state(rbo->physics_object, TRUE);
+ RB_body_set_mass(rbo->physics_object, 0.0f);
+ }
+
/* update rigid body location and rotation for kinematic bodies */
- if (rbo->flag & RBO_FLAG_KINEMATIC) {
+ if (rbo->flag & RBO_FLAG_KINEMATIC || (ob->flag & SELECT && G.moving & G_TRANSFORM_OBJ)) {
RB_body_activate(rbo->physics_object);
RB_body_set_loc_rot(rbo->physics_object, loc, rot);
}
@@ -1095,6 +1101,24 @@ static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, int r
}
}
+static void rigidbody_update_simulation_post_step(RigidBodyWorld *rbw)
+{
+ GroupObject *go;
+
+ for (go = rbw->group->gobject.first; go; go = go->next) {
+ Object *ob = go->ob;
+
+ if (ob) {
+ RigidBodyOb *rbo = ob->rigidbody_object;
+ /* reset kinematic state for transformed objects */
+ if (ob->flag & SELECT && G.moving & G_TRANSFORM_OBJ) {
+ RB_body_set_kinematic_state(rbo->physics_object, rbo->flag & RBO_FLAG_KINEMATIC || rbo->flag & RBO_FLAG_DISABLED);
+ RB_body_set_mass(rbo->physics_object, RBO_GET_MASS(rbo));
+ }
+ }
+ }
+}
+
/* Sync rigid body and object transformations */
void BKE_rigidbody_sync_transforms(Scene *scene, Object *ob, float ctime)
{
@@ -1105,8 +1129,8 @@ void BKE_rigidbody_sync_transforms(Scene *scene, Object *ob, float ctime)
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) {
+ /* use rigid body transform after cache start frame if objects is not being transformed */
+ if (ctime > rbw->pointcache->startframe && !(ob->flag & SELECT && G.moving & G_TRANSFORM_OBJ)) {
float mat[4][4], size_mat[4][4], size[3];
/* keep original transform when the simulation is muted */
@@ -1129,6 +1153,31 @@ void BKE_rigidbody_sync_transforms(Scene *scene, Object *ob, float ctime)
}
}
+void BKE_rigidbody_aftertrans_update(Object *ob, float loc[3], float rot[3], float quat[4], float rotAxis[3], float rotAngle)
+{
+ RigidBodyOb *rbo = ob->rigidbody_object;
+
+ /* return rigid body and objext to their initial states */
+ copy_v3_v3(rbo->pos, ob->loc);
+ copy_v3_v3(ob->loc, loc);
+
+ if (ob->rotmode > 0) {
+ eulO_to_quat(rbo->orn, ob->rot, ob->rotmode);
+ copy_v3_v3(ob->rot, rot);
+ }
+ else if (ob->rotmode == ROT_MODE_AXISANGLE) {
+ axis_angle_to_quat(rbo->orn, ob->rotAxis, ob->rotAngle);
+ copy_v3_v3(ob->rotAxis, rotAxis);
+ ob->rotAngle = rotAngle;
+ }
+ else {
+ copy_qt_qt(rbo->orn, ob->quat);
+ copy_qt_qt(ob->quat, quat);
+ }
+ RB_body_set_loc_rot(rbo->physics_object, rbo->pos, rbo->orn);
+ // RB_TODO update rigid body physics object's loc/rot for dynamic objects here as well (needs to be done outside bullet's update loop)
+}
+
void BKE_rigidbody_cache_reset(RigidBodyWorld *rbw)
{
if (rbw)
@@ -1206,6 +1255,8 @@ void BKE_rigidbody_do_simulation(Scene *scene, float ctime)
/* 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));
+ rigidbody_update_simulation_post_step(rbw);
+
/* write cache for current frame */
BKE_ptcache_validate(cache, (int)ctime);
BKE_ptcache_write(&pid, (unsigned int)ctime);