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authorSebastian Parborg <darkdefende@gmail.com>2020-08-28 15:51:54 +0300
committerSebastian Parborg <darkdefende@gmail.com>2020-08-28 15:55:59 +0300
commit8726354d465ae0930adcab9ba818414681cee077 (patch)
treec0849a36eec6bd0d39f5b0e9331cb56bd34ec04b /source/blender/depsgraph/intern/builder/deg_builder_relations.cc
parent0852ecd844f8dda21623774d3aa7dc372e81be2f (diff)
Fix Rigidbody depsgraph passive and constraint transform relations.
We need to have transforms from passive objects if they are animated or driven by parent relations. This is not immediately obvious as the object transform matrix will still be available, it is just one frame behind in some cases. Fixed dependency cycles if there is a constraint between two rigid bodies. Because bullet keeps track of its simulated bodies, we do not need to supply objects transforms as bullet should already have them. I need combine these two fixes because otherwise we will get depsgraph warnings that nodes are missing that it expects to be there. Reviewed By: Sergey, Jacques Differential Revision: http://developer.blender.org/D8732
Diffstat (limited to 'source/blender/depsgraph/intern/builder/deg_builder_relations.cc')
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations.cc61
1 files changed, 17 insertions, 44 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
index 6feebe6f542..5f637a92069 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
@@ -1703,9 +1703,6 @@ void DepsgraphRelationBuilder::build_rigidbody(Scene *scene)
if (object->rigidbody_object == nullptr) {
continue;
}
- if (object->rigidbody_object->type == RBO_TYPE_PASSIVE) {
- continue;
- }
if (object->parent != nullptr && object->parent->rigidbody_object != nullptr &&
object->parent->rigidbody_object->shape == RB_SHAPE_COMPOUND) {
@@ -1716,10 +1713,6 @@ void DepsgraphRelationBuilder::build_rigidbody(Scene *scene)
continue;
}
- OperationKey rb_transform_copy_key(
- &object->id, NodeType::TRANSFORM, OperationCode::RIGIDBODY_TRANSFORM_COPY);
- /* Rigid body synchronization depends on the actual simulation. */
- add_relation(rb_simulate_key, rb_transform_copy_key, "Rigidbody Sim Eval -> RBO Sync");
/* Simulation uses object transformation after parenting and solving constraints. */
OperationKey object_transform_simulation_init_key(
&object->id, NodeType::TRANSFORM, OperationCode::TRANSFORM_SIMULATION_INIT);
@@ -1737,47 +1730,27 @@ void DepsgraphRelationBuilder::build_rigidbody(Scene *scene)
ComponentKey object_geometry_key(&object->id, NodeType::GEOMETRY);
add_relation(object_geometry_key,
rb_simulate_key,
- "Object Geom Eval -> Rigidbody Rebuild",
+ "Object Geom Eval -> Rigidbody Sim Eval",
RELATION_FLAG_GODMODE);
}
+
/* Final transform is whetever solver gave to us. */
- OperationKey object_transform_final_key(
- &object->id, NodeType::TRANSFORM, OperationCode::TRANSFORM_FINAL);
- add_relation(
- rb_transform_copy_key, object_transform_final_key, "Rigidbody Sync -> Transform Final");
- }
- FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
- }
- /* Constraints. */
- if (rbw->constraints != nullptr) {
- FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (rbw->constraints, object) {
- RigidBodyCon *rbc = object->rigidbody_constraint;
- if (rbc == nullptr || rbc->ob1 == nullptr || rbc->ob2 == nullptr) {
- /* When either ob1 or ob2 is nullptr, the constraint doesn't
- * work. */
- continue;
- }
- /* Make sure indirectly linked objects are fully built. */
- build_object(object);
- build_object(rbc->ob1);
- build_object(rbc->ob2);
- /* final result of the constraint object's transform controls how
- * the constraint affects the physics sim for these objects. */
- ComponentKey trans_key(&object->id, NodeType::TRANSFORM);
- if (rbc->ob1->rigidbody_object->type == RBO_TYPE_ACTIVE) {
- OperationKey ob1_key(
- &rbc->ob1->id, NodeType::TRANSFORM, OperationCode::RIGIDBODY_TRANSFORM_COPY);
- /* Constrained-objects sync depends on the constraint-holder. */
- add_relation(trans_key, ob1_key, "RigidBodyConstraint -> RBC.Object_1");
- }
- if (rbc->ob2->rigidbody_object->type == RBO_TYPE_ACTIVE) {
- OperationKey ob2_key(
- &rbc->ob2->id, NodeType::TRANSFORM, OperationCode::RIGIDBODY_TRANSFORM_COPY);
- /* Constrained-objects sync depends on the constraint-holder. */
- add_relation(trans_key, ob2_key, "RigidBodyConstraint -> RBC.Object_2");
+ if (BKE_rigidbody_is_affected_by_simulation(object)) {
+ /* We do not have to update the objects final transform after the simulation if it is
+ * passive or controlled by the animation system in blender.
+ * (Bullet doesn't move the object at all in these cases)
+ */
+ OperationKey rb_transform_copy_key(
+ &object->id, NodeType::TRANSFORM, OperationCode::RIGIDBODY_TRANSFORM_COPY);
+ /* Rigid body synchronization depends on the actual simulation. */
+ add_relation(rb_simulate_key, rb_transform_copy_key, "Rigidbody Sim Eval -> RBO Sync");
+
+ OperationKey object_transform_final_key(
+ &object->id, NodeType::TRANSFORM, OperationCode::TRANSFORM_FINAL);
+ add_relation(rb_transform_copy_key,
+ object_transform_final_key,
+ "Rigidbody Sync -> Transform Final");
}
- /* Ensure that sim depends on this constraint's transform. */
- add_relation(trans_key, rb_simulate_key, "RigidBodyConstraint Transform -> RB Simulation");
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
}