diff options
author | Sergej Reich <sergej.reich@googlemail.com> | 2013-03-03 10:09:48 +0400 |
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committer | Sergej Reich <sergej.reich@googlemail.com> | 2013-03-03 10:09:48 +0400 |
commit | ceaf8e48ef5fbdb7e45a06b84bf24365ec5c5ed1 (patch) | |
tree | 2f1ec600c61c696635fa2867e8ccf3c95a3937d7 /source/blender/makesdna/DNA_rigidbody_types.h | |
parent | 5ff6a5c6abe36b1521d310b0f7e0f6dfd3afa1f3 (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.h | 4 |
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; /* ******************************** */ |