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authorSergej Reich <sergej.reich@googlemail.com>2013-03-03 10:09:48 +0400
committerSergej Reich <sergej.reich@googlemail.com>2013-03-03 10:09:48 +0400
commitceaf8e48ef5fbdb7e45a06b84bf24365ec5c5ed1 (patch)
tree2f1ec600c61c696635fa2867e8ccf3c95a3937d7 /source/blender/makesdna/DNA_rigidbody_types.h
parent5ff6a5c6abe36b1521d310b0f7e0f6dfd3afa1f3 (diff)
rigidbody: Revert to running simulation on frame update
Instead of flagging the rigid body world for frame update just call BKE_rigidbody_do_simulation() recursively for all scenes. This avoids having to constantly check if the simulation needs to be updated.
Diffstat (limited to 'source/blender/makesdna/DNA_rigidbody_types.h')
-rw-r--r--source/blender/makesdna/DNA_rigidbody_types.h4
1 files changed, 1 insertions, 3 deletions
diff --git a/source/blender/makesdna/DNA_rigidbody_types.h b/source/blender/makesdna/DNA_rigidbody_types.h
index c144bc4e588..4a96c324f04 100644
--- a/source/blender/makesdna/DNA_rigidbody_types.h
+++ b/source/blender/makesdna/DNA_rigidbody_types.h
@@ -80,9 +80,7 @@ typedef enum eRigidBodyWorld_Flag {
/* sim data needs to be rebuilt */
RBW_FLAG_NEEDS_REBUILD = (1 << 1),
/* usse split impulse when stepping the simulation */
- RBW_FLAG_USE_SPLIT_IMPULSE = (1 << 2),
- /* need to step simulation after frame update */
- RBW_FLAG_FRAME_UPDATE = (1 << 3)
+ RBW_FLAG_USE_SPLIT_IMPULSE = (1 << 2)
} eRigidBodyWorld_Flag;
/* ******************************** */