diff options
Diffstat (limited to 'source/blender/blenkernel/intern/rigidbody.c')
-rw-r--r-- | source/blender/blenkernel/intern/rigidbody.c | 148 |
1 files changed, 74 insertions, 74 deletions
diff --git a/source/blender/blenkernel/intern/rigidbody.c b/source/blender/blenkernel/intern/rigidbody.c index f75b14579c7..bd4b817c8cd 100644 --- a/source/blender/blenkernel/intern/rigidbody.c +++ b/source/blender/blenkernel/intern/rigidbody.c @@ -57,6 +57,7 @@ #include "BKE_cdderivedmesh.h" #include "BKE_effect.h" #include "BKE_global.h" +#include "BKE_group.h" #include "BKE_library.h" #include "BKE_library_query.h" #include "BKE_mesh.h" @@ -90,26 +91,30 @@ void BKE_rigidbody_free_world(RigidBodyWorld *rbw) if (rbw->physics_world) { /* free physics references, we assume that all physics objects in will have been added to the world */ - GroupObject *go; if (rbw->constraints) { - for (go = rbw->constraints->gobject.first; go; go = go->next) { - if (go->ob && go->ob->rigidbody_constraint) { - RigidBodyCon *rbc = go->ob->rigidbody_constraint; - - if (rbc->physics_constraint) + FOREACH_GROUP_OBJECT(rbw->constraints, object) + { + if (object->rigidbody_constraint) { + RigidBodyCon *rbc = object->rigidbody_constraint; + if (rbc->physics_constraint) { RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint); + } } } + FOREACH_GROUP_OBJECT_END } - if (rbw->group) { - for (go = rbw->group->gobject.first; go; go = go->next) { - if (go->ob && go->ob->rigidbody_object) { - RigidBodyOb *rbo = go->ob->rigidbody_object; - if (rbo->physics_object) + if (rbw->group) { + FOREACH_GROUP_OBJECT(rbw->group, object) + { + if (object->rigidbody_object) { + RigidBodyOb *rbo = object->rigidbody_object; + if (rbo->physics_object) { RB_dworld_remove_body(rbw->physics_world, rbo->physics_object); + } } } + FOREACH_GROUP_OBJECT_END } /* free dynamics world */ RB_dworld_delete(rbw->physics_world); @@ -1124,7 +1129,6 @@ void BKE_rigidbody_remove_object(Scene *scene, Object *ob) RigidBodyWorld *rbw = scene->rigidbody_world; RigidBodyOb *rbo = ob->rigidbody_object; RigidBodyCon *rbc; - GroupObject *go; int i; if (rbw) { @@ -1144,8 +1148,8 @@ void BKE_rigidbody_remove_object(Scene *scene, Object *ob) /* remove object from rigid body constraints */ if (rbw->constraints) { - for (go = rbw->constraints->gobject.first; go; go = go->next) { - Object *obt = go->ob; + FOREACH_GROUP_OBJECT(rbw->constraints, obt) + { if (obt && obt->rigidbody_constraint) { rbc = obt->rigidbody_constraint; if (ELEM(ob, rbc->ob1, rbc->ob2)) { @@ -1153,6 +1157,7 @@ void BKE_rigidbody_remove_object(Scene *scene, Object *ob) } } } + FOREACH_GROUP_OBJECT_END } } @@ -1186,20 +1191,22 @@ void BKE_rigidbody_remove_constraint(Scene *scene, Object *ob) /* Update object array and rigid body count so they're in sync with the rigid body group */ static void rigidbody_update_ob_array(RigidBodyWorld *rbw) { - GroupObject *go; int i, n; - n = BLI_listbase_count(&rbw->group->gobject); + n = BLI_listbase_count(&rbw->group->view_layer->object_bases); if (rbw->numbodies != n) { rbw->numbodies = n; rbw->objects = realloc(rbw->objects, sizeof(Object *) * rbw->numbodies); } - for (go = rbw->group->gobject.first, i = 0; go; go = go->next, i++) { - Object *ob = go->ob; - rbw->objects[i] = ob; + i = 0; + FOREACH_GROUP_OBJECT(rbw->group, object) + { + rbw->objects[i] = object; + i++; } + FOREACH_GROUP_OBJECT_END } static void rigidbody_update_sim_world(Scene *scene, RigidBodyWorld *rbw) @@ -1313,8 +1320,6 @@ static void rigidbody_update_sim_ob(const struct EvaluationContext *eval_ctx, Sc */ static void rigidbody_update_simulation(const struct EvaluationContext *eval_ctx, Scene *scene, RigidBodyWorld *rbw, bool rebuild) { - GroupObject *go; - /* update world */ if (rebuild) BKE_rigidbody_validate_sim_world(scene, rbw, true); @@ -1327,24 +1332,22 @@ static void rigidbody_update_simulation(const struct EvaluationContext *eval_ctx * Memory management needs redesign here, this is just a dirty workaround. */ if (rebuild && rbw->constraints) { - for (go = rbw->constraints->gobject.first; go; go = go->next) { - Object *ob = go->ob; - if (ob) { - RigidBodyCon *rbc = ob->rigidbody_constraint; - if (rbc && rbc->physics_constraint) { - RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint); - RB_constraint_delete(rbc->physics_constraint); - rbc->physics_constraint = NULL; - } + FOREACH_GROUP_OBJECT(rbw->constraints, ob) + { + RigidBodyCon *rbc = ob->rigidbody_constraint; + if (rbc && rbc->physics_constraint) { + RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint); + RB_constraint_delete(rbc->physics_constraint); + rbc->physics_constraint = NULL; } } + FOREACH_GROUP_OBJECT_END } /* update objects */ - for (go = rbw->group->gobject.first; go; go = go->next) { - Object *ob = go->ob; - - if (ob && ob->type == OB_MESH) { + FOREACH_GROUP_OBJECT(rbw->group, ob) + { + if (ob->type == OB_MESH) { /* validate that we've got valid object set up here... */ RigidBodyOb *rbo = ob->rigidbody_object; /* update transformation matrix of the object so we don't get a frame of lag for simple animations */ @@ -1385,62 +1388,59 @@ static void rigidbody_update_simulation(const struct EvaluationContext *eval_ctx rigidbody_update_sim_ob(eval_ctx, scene, rbw, ob, rbo); } } + FOREACH_GROUP_OBJECT_END /* update constraints */ if (rbw->constraints == NULL) /* no constraints, move on */ return; - for (go = rbw->constraints->gobject.first; go; go = go->next) { - Object *ob = go->ob; - if (ob) { - /* validate that we've got valid object set up here... */ - RigidBodyCon *rbc = ob->rigidbody_constraint; - /* update transformation matrix of the object so we don't get a frame of lag for simple animations */ - BKE_object_where_is_calc(eval_ctx, scene, ob); + FOREACH_GROUP_OBJECT(rbw->constraints, ob) + { + /* validate that we've got valid object set up here... */ + RigidBodyCon *rbc = ob->rigidbody_constraint; + /* update transformation matrix of the object so we don't get a frame of lag for simple animations */ + BKE_object_where_is_calc(eval_ctx, scene, ob); - if (rbc == NULL) { - /* Since this object is included in the group but doesn't have - * constraint settings (perhaps it was added manually), add! - */ - ob->rigidbody_constraint = BKE_rigidbody_create_constraint(scene, ob, RBC_TYPE_FIXED); - rigidbody_validate_sim_constraint(rbw, ob, true); + if (rbc == NULL) { + /* Since this object is included in the group but doesn't have + * constraint settings (perhaps it was added manually), add! + */ + ob->rigidbody_constraint = BKE_rigidbody_create_constraint(scene, ob, RBC_TYPE_FIXED); + rigidbody_validate_sim_constraint(rbw, ob, true); - rbc = ob->rigidbody_constraint; + rbc = ob->rigidbody_constraint; + } + else { + /* perform simulation data updates as tagged */ + if (rebuild) { + /* World has been rebuilt so rebuild constraint */ + rigidbody_validate_sim_constraint(rbw, ob, true); } - else { - /* perform simulation data updates as tagged */ - if (rebuild) { - /* World has been rebuilt so rebuild constraint */ - rigidbody_validate_sim_constraint(rbw, ob, true); - } - else if (rbc->flag & RBC_FLAG_NEEDS_VALIDATE) { - rigidbody_validate_sim_constraint(rbw, ob, false); - } - rbc->flag &= ~RBC_FLAG_NEEDS_VALIDATE; + else if (rbc->flag & RBC_FLAG_NEEDS_VALIDATE) { + rigidbody_validate_sim_constraint(rbw, ob, false); } + rbc->flag &= ~RBC_FLAG_NEEDS_VALIDATE; } } + FOREACH_GROUP_OBJECT_END } 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 (rbo && (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)); - /* deactivate passive objects so they don't interfere with deactivation of active objects */ - if (rbo->type == RBO_TYPE_PASSIVE) - RB_body_deactivate(rbo->physics_object); - } + FOREACH_GROUP_BASE(rbw->group, base) + { + Object *ob = base->object; + RigidBodyOb *rbo = ob->rigidbody_object; + /* Reset kinematic state for transformed objects. */ + if (rbo && (base->flag & BASE_SELECTED) && (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)); + /* Deactivate passive objects so they don't interfere with deactivation of active objects. */ + if (rbo->type == RBO_TYPE_PASSIVE) + RB_body_deactivate(rbo->physics_object); } } + FOREACH_GROUP_BASE_END } bool BKE_rigidbody_check_sim_running(RigidBodyWorld *rbw, float ctime) @@ -1567,7 +1567,7 @@ void BKE_rigidbody_rebuild_world(const struct EvaluationContext *eval_ctx, Scene cache = rbw->pointcache; /* flag cache as outdated if we don't have a world or number of objects in the simulation has changed */ - if (rbw->physics_world == NULL || rbw->numbodies != BLI_listbase_count(&rbw->group->gobject)) { + if (rbw->physics_world == NULL || rbw->numbodies != BLI_listbase_count(&rbw->group->view_layer->object_bases)) { cache->flag |= PTCACHE_OUTDATED; } |