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Diffstat (limited to 'source/blender/blenkernel/intern/rigidbody.c')
-rw-r--r--source/blender/blenkernel/intern/rigidbody.c718
1 files changed, 718 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/rigidbody.c b/source/blender/blenkernel/intern/rigidbody.c
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+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2013 Blender Foundation
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Joshua Leung, Sergej Reich
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file rigidbody.c
+ * \ingroup blenkernel
+ * \brief Blender-side interface and methods for dealing with Rigid Body simulations
+ */
+
+#include <stdio.h>
+#include <string.h>
+#include <stddef.h>
+#include <float.h>
+#include <math.h>
+#include <limits.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_math.h"
+
+#include "RBI_api.h"
+
+#include "DNA_anim_types.h"
+#include "DNA_group_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_object_types.h"
+#include "DNA_object_force.h"
+#include "DNA_rigidbody_types.h"
+#include "DNA_scene_types.h"
+
+#include "BKE_animsys.h"
+#include "BKE_cdderivedmesh.h"
+#include "BKE_effect.h"
+#include "BKE_group.h"
+#include "BKE_object.h"
+#include "BKE_mesh.h"
+#include "BKE_pointcache.h"
+#include "BKE_rigidbody.h"
+#include "BKE_global.h"
+#include "BKE_utildefines.h"
+
+#include "RNA_access.h"
+
+/* ************************************** */
+/* Memory Management */
+
+/* Freeing Methods --------------------- */
+
+/* Free rigidbody world */
+void BKE_rigidbody_free_world(RigidBodyWorld *rbw)
+{
+ GroupObject *go;
+ /* sanity check */
+ if (!rbw)
+ return;
+
+ if (rbw->physics_world) {
+ /* free physics references, we assume that all physics objects in will have been added to the world */
+ 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)
+ RB_dworld_remove_body(rbw->physics_world, rbo->physics_object);
+ }
+ }
+ }
+ /* free dynamics world */
+ RB_dworld_delete(rbw->physics_world);
+ }
+ if (rbw->objects)
+ free(rbw->objects);
+
+ /* free rigidbody world itself */
+ MEM_freeN(rbw);
+}
+
+/* Free RigidBody settings and sim instances */
+void BKE_rigidbody_free_object(Object *ob)
+{
+ RigidBodyOb *rbo = (ob) ? ob->rigidbody_object : NULL;
+
+ /* sanity check */
+ if (rbo == NULL)
+ return;
+
+ /* free physics references */
+ if (rbo->physics_object) {
+ RB_body_delete(rbo->physics_object);
+ rbo->physics_object = NULL;
+ }
+
+ if (rbo->physics_shape) {
+ RB_shape_delete(rbo->physics_shape);
+ rbo->physics_shape = NULL;
+ }
+
+ /* free data itself */
+ MEM_freeN(rbo);
+ ob->rigidbody_object = NULL;
+}
+
+/* Copying Methods --------------------- */
+
+/* These just copy the data, clearing out references to physics objects.
+ * Anything that uses them MUST verify that the copied object will
+ * be added to relevant groups later...
+ */
+
+RigidBodyOb *BKE_rigidbody_copy_object(Object *ob)
+{
+ RigidBodyOb *rboN = NULL;
+
+ if (ob->rigidbody_object) {
+ /* just duplicate the whole struct first (to catch all the settings) */
+ rboN = MEM_dupallocN(ob->rigidbody_object);
+
+ /* tag object as needing to be verified */
+ rboN->flag |= RBO_FLAG_NEEDS_VALIDATE;
+
+ /* clear out all the fields which need to be revalidated later */
+ rboN->physics_object = NULL;
+ rboN->physics_shape = NULL;
+ }
+
+ /* return new copy of settings */
+ return rboN;
+}
+
+/* ************************************** */
+/* Setup Utilities - Validate Sim Instances */
+
+/* create collision shape of mesh - convex hull */
+static rbCollisionShape *rigidbody_get_shape_convexhull_from_mesh(Object *ob, float margin, bool *can_embed)
+{
+ rbCollisionShape *shape = NULL;
+ Mesh *me = NULL;
+
+ if (ob->type == OB_MESH && ob->data) {
+ me = ob->data;
+ }
+ else {
+ printf("ERROR: cannot make Convex Hull collision shape for non-Mesh object\n");
+ }
+
+ if (me && me->totvert) {
+ shape = RB_shape_new_convex_hull((float *)me->mvert, sizeof(MVert), me->totvert, margin, can_embed);
+ }
+ else {
+ printf("ERROR: no vertices to define Convex Hull collision shape with\n");
+ }
+
+ return shape;
+}
+
+/* create collision shape of mesh - triangulated mesh
+ * returns NULL if creation fails.
+ */
+static rbCollisionShape *rigidbody_get_shape_trimesh_from_mesh(Object *ob)
+{
+ rbCollisionShape *shape = NULL;
+
+ if (ob->type == OB_MESH) {
+ DerivedMesh *dm = CDDM_from_mesh(ob->data, ob);
+
+ MVert *mvert;
+ MFace *mface;
+ int totvert;
+ int totface;
+
+ /* ensure mesh validity, then grab data */
+ DM_ensure_tessface(dm);
+
+ mvert = (dm) ? dm->getVertArray(dm) : NULL;
+ totvert = (dm) ? dm->getNumVerts(dm) : 0;
+ mface = (dm) ? dm->getTessFaceArray(dm) : NULL;
+ totface = (dm) ? dm->getNumTessFaces(dm) : 0;
+
+ /* sanity checking - potential case when no data will be present */
+ if ((totvert == 0) || (totface == 0)) {
+ printf("WARNING: no geometry data converted for Mesh Collision Shape (ob = %s)\n", ob->id.name + 2);
+ }
+ else {
+ rbMeshData *mdata;
+ int i;
+
+ /* init mesh data for collision shape */
+ mdata = RB_trimesh_data_new();
+
+ /* loop over all faces, adding them as triangles to the collision shape
+ * (so for some faces, more than triangle will get added)
+ */
+ for (i = 0; (i < totface) && (mface) && (mvert); i++, mface++) {
+ /* add first triangle - verts 1,2,3 */
+ {
+ MVert *va = (IN_RANGE(mface->v1, 0, totvert)) ? (mvert + mface->v1) : (mvert);
+ MVert *vb = (IN_RANGE(mface->v2, 0, totvert)) ? (mvert + mface->v2) : (mvert);
+ MVert *vc = (IN_RANGE(mface->v3, 0, totvert)) ? (mvert + mface->v3) : (mvert);
+
+ RB_trimesh_add_triangle(mdata, va->co, vb->co, vc->co);
+ }
+
+ /* add second triangle if needed - verts 1,3,4 */
+ if (mface->v4) {
+ MVert *va = (IN_RANGE(mface->v1, 0, totvert)) ? (mvert + mface->v1) : (mvert);
+ MVert *vb = (IN_RANGE(mface->v3, 0, totvert)) ? (mvert + mface->v3) : (mvert);
+ MVert *vc = (IN_RANGE(mface->v4, 0, totvert)) ? (mvert + mface->v4) : (mvert);
+
+ RB_trimesh_add_triangle(mdata, va->co, vb->co, vc->co);
+ }
+ }
+
+ /* construct collision shape
+ *
+ * These have been chosen to get better speed/accuracy tradeoffs with regards
+ * to limitations of each:
+ * - BVH-Triangle Mesh: for passive objects only. Despite having greater
+ * speed/accuracy, they cannot be used for moving objects.
+ * - GImpact Mesh: for active objects. These are slower and less stable,
+ * but are more flexible for general usage.
+ */
+ if (ob->rigidbody_object->type == RBO_TYPE_PASSIVE) {
+ shape = RB_shape_new_trimesh(mdata);
+ }
+ else {
+ shape = RB_shape_new_gimpact_mesh(mdata);
+ }
+ }
+
+ /* cleanup temp data */
+ if (dm) {
+ dm->release(dm);
+ }
+ }
+ else {
+ printf("ERROR: cannot make Triangular Mesh collision shape for non-Mesh object\n");
+ }
+
+ return shape;
+}
+
+/* Create new physics sim collision shape for object and store it,
+ * or remove the existing one first and replace...
+ */
+void BKE_rigidbody_validate_sim_shape(Object *ob, short rebuild)
+{
+ RigidBodyOb *rbo = ob->rigidbody_object;
+ rbCollisionShape *new_shape = NULL;
+ BoundBox *bb = NULL;
+ float size[3] = {1.0f, 1.0f, 1.0f};
+ float radius = 1.0f;
+ float height = 1.0f;
+ float capsule_height;
+ float hull_margin = 0.0f;
+ bool can_embed = true;
+
+ /* sanity check */
+ if (rbo == NULL)
+ return;
+
+ /* don't create a new shape if we already have one and don't want to rebuild it */
+ if (rbo->physics_shape && !rebuild)
+ return;
+
+ /* if automatically determining dimensions, use the Object's boundbox
+ * - assume that all quadrics are standing upright on local z-axis
+ * - assume even distribution of mass around the Object's pivot
+ * (i.e. Object pivot is centralised in boundbox)
+ */
+ // XXX: all dimensions are auto-determined now... later can add stored settings for this
+ /* get object dimensions without scaling */
+ bb = BKE_object_boundbox_get(ob);
+ if (bb) {
+ size[0] = (bb->vec[4][0] - bb->vec[0][0]);
+ size[1] = (bb->vec[2][1] - bb->vec[0][1]);
+ size[2] = (bb->vec[1][2] - bb->vec[0][2]);
+ }
+ mul_v3_fl(size, 0.5f);
+
+ if (ELEM3(rbo->shape, RB_SHAPE_CAPSULE, RB_SHAPE_CYLINDER, RB_SHAPE_CONE)) {
+ /* take radius as largest x/y dimension, and height as z-dimension */
+ radius = MAX2(size[0], size[1]);
+ height = size[2];
+ }
+ else if (rbo->shape == RB_SHAPE_SPHERE) {
+ /* take radius to the the largest dimension to try and encompass everything */
+ radius = MAX3(size[0], size[1], size[2]);
+ }
+
+ /* create new shape */
+ switch (rbo->shape) {
+ case RB_SHAPE_BOX:
+ new_shape = RB_shape_new_box(size[0], size[1], size[2]);
+ break;
+
+ case RB_SHAPE_SPHERE:
+ new_shape = RB_shape_new_sphere(radius);
+ break;
+
+ case RB_SHAPE_CAPSULE:
+ capsule_height = (height - radius) * 2.0f;
+ new_shape = RB_shape_new_capsule(radius, (capsule_height > 0.0f) ? capsule_height : 0.0f);
+ break;
+ case RB_SHAPE_CYLINDER:
+ new_shape = RB_shape_new_cylinder(radius, height);
+ break;
+ case RB_SHAPE_CONE:
+ new_shape = RB_shape_new_cone(radius, height * 2.0f);
+ break;
+
+ case RB_SHAPE_CONVEXH:
+ /* try to emged collision margin */
+ if (!(rbo->flag & RBO_FLAG_USE_MARGIN))
+ hull_margin = 0.04f;
+ new_shape = rigidbody_get_shape_convexhull_from_mesh(ob, hull_margin, &can_embed);
+ if (!(rbo->flag & RBO_FLAG_USE_MARGIN))
+ rbo->margin = (can_embed) ? 0.04f : 0.0f; /* RB_TODO ideally we shouldn't directly change the margin here */
+ break;
+ case RB_SHAPE_TRIMESH:
+ new_shape = rigidbody_get_shape_trimesh_from_mesh(ob);
+ break;
+ }
+ /* assign new collision shape if creation was successful */
+ if (new_shape) {
+ if (rbo->physics_shape)
+ RB_shape_delete(rbo->physics_shape);
+ rbo->physics_shape = new_shape;
+ RB_shape_set_margin(rbo->physics_shape, RBO_GET_MARGIN(rbo));
+ }
+}
+
+/* --------------------- */
+
+/* Create physics sim representation of object given RigidBody settings
+ * < rebuild: even if an instance already exists, replace it
+ */
+void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, short rebuild)
+{
+ RigidBodyOb *rbo = (ob) ? ob->rigidbody_object : NULL;
+ float loc[3];
+ float rot[4];
+
+ /* sanity checks:
+ * - object doesn't have RigidBody info already: then why is it here?
+ */
+ if (rbo == NULL)
+ return;
+
+ /* make sure collision shape exists */
+ if (rbo->physics_shape == NULL || rebuild)
+ BKE_rigidbody_validate_sim_shape(ob, true);
+
+ if (rbo->physics_object) {
+ if (rebuild == false)
+ RB_dworld_remove_body(rbw->physics_world, rbo->physics_object);
+ }
+ if (!rbo->physics_object || rebuild) {
+ /* remove rigid body if it already exists before creating a new one */
+ if (rbo->physics_object) {
+ RB_body_delete(rbo->physics_object);
+ }
+
+ mat4_to_loc_quat(loc, rot, ob->obmat);
+
+ rbo->physics_object = RB_body_new(rbo->physics_shape, loc, rot);
+
+ RB_body_set_friction(rbo->physics_object, rbo->friction);
+ RB_body_set_restitution(rbo->physics_object, rbo->restitution);
+
+ RB_body_set_damping(rbo->physics_object, rbo->lin_damping, rbo->ang_damping);
+ RB_body_set_sleep_thresh(rbo->physics_object, rbo->lin_sleep_thresh, rbo->ang_sleep_thresh);
+ RB_body_set_activation_state(rbo->physics_object, rbo->flag & RBO_FLAG_USE_DEACTIVATION);
+
+ if (rbo->type == RBO_TYPE_PASSIVE || rbo->flag & RBO_FLAG_START_DEACTIVATED)
+ RB_body_deactivate(rbo->physics_object);
+
+
+ RB_body_set_linear_factor(rbo->physics_object,
+ (ob->protectflag & OB_LOCK_LOCX) == 0,
+ (ob->protectflag & OB_LOCK_LOCY) == 0,
+ (ob->protectflag & OB_LOCK_LOCZ) == 0);
+ RB_body_set_angular_factor(rbo->physics_object,
+ (ob->protectflag & OB_LOCK_ROTX) == 0,
+ (ob->protectflag & OB_LOCK_ROTY) == 0,
+ (ob->protectflag & OB_LOCK_ROTZ) == 0);
+
+ RB_body_set_mass(rbo->physics_object, RBO_GET_MASS(rbo));
+ RB_body_set_kinematic_state(rbo->physics_object, rbo->flag & RBO_FLAG_KINEMATIC || rbo->flag & RBO_FLAG_DISABLED);
+ }
+
+ if (rbw && rbw->physics_world)
+ RB_dworld_add_body(rbw->physics_world, rbo->physics_object, rbo->col_groups);
+}
+
+/* --------------------- */
+
+/* Create physics sim world given RigidBody world settings */
+// NOTE: this does NOT update object references that the scene uses, in case those aren't ready yet!
+void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, short rebuild)
+{
+ /* sanity checks */
+ if (rbw == NULL)
+ return;
+
+ /* create new sim world */
+ if (rebuild || rbw->physics_world == NULL) {
+ if (rbw->physics_world)
+ RB_dworld_delete(rbw->physics_world);
+ rbw->physics_world = RB_dworld_new(scene->physics_settings.gravity);
+ }
+
+ RB_dworld_set_solver_iterations(rbw->physics_world, rbw->num_solver_iterations);
+ RB_dworld_set_split_impulse(rbw->physics_world, rbw->flag & RBW_FLAG_USE_SPLIT_IMPULSE);
+}
+
+/* ************************************** */
+/* Setup Utilities - Create Settings Blocks */
+
+/* Set up RigidBody world */
+RigidBodyWorld *BKE_rigidbody_create_world(Scene *scene)
+{
+ /* try to get whatever RigidBody world that might be representing this already */
+ RigidBodyWorld *rbw;
+
+ /* sanity checks
+ * - there must be a valid scene to add world to
+ * - there mustn't be a sim world using this group already
+ */
+ if (scene == NULL)
+ return NULL;
+
+ /* create a new sim world */
+ rbw = MEM_callocN(sizeof(RigidBodyWorld), "RigidBodyWorld");
+
+ /* set default settings */
+ rbw->ltime = PSFRA;
+
+ rbw->time_scale = 1.0f;
+
+ rbw->steps_per_second = 60; /* Bullet default (60 Hz) */
+ rbw->num_solver_iterations = 10; /* 10 is bullet default */
+
+ /* return this sim world */
+ return rbw;
+}
+
+/* Add rigid body settings to the specified object */
+RigidBodyOb *BKE_rigidbody_create_object(Scene *scene, Object *ob, short type)
+{
+ RigidBodyOb *rbo;
+ RigidBodyWorld *rbw = scene->rigidbody_world;
+
+ /* sanity checks
+ * - rigidbody world must exist
+ * - object must exist
+ * - cannot add rigid body if it already exists
+ */
+ if (ob == NULL || (ob->rigidbody_object != NULL))
+ return NULL;
+
+ /* create new settings data, and link it up */
+ rbo = MEM_callocN(sizeof(RigidBodyOb), "RigidBodyOb");
+
+ /* set default settings */
+ rbo->type = type;
+
+ rbo->mass = 1.0f;
+
+ rbo->friction = 0.5f; /* best when non-zero. 0.5 is Bullet default */
+ rbo->restitution = 0.0f; /* best when zero. 0.0 is Bullet default */
+
+ rbo->margin = 0.04f; /* 0.04 (in meters) is Bullet default */
+
+ rbo->lin_sleep_thresh = 0.4f; /* 0.4 is half of Bullet default */
+ rbo->ang_sleep_thresh = 0.5f; /* 0.5 is half of Bullet default */
+
+ rbo->lin_damping = 0.04f; /* 0.04 is game engine default */
+ rbo->ang_damping = 0.1f; /* 0.1 is game engine default */
+
+ rbo->col_groups = 1;
+
+ /* use triangle meshes for passive objects
+ * use convex hulls for active objects since dynamic triangle meshes are very unstable
+ */
+ if (type == RBO_TYPE_ACTIVE)
+ rbo->shape = RB_SHAPE_CONVEXH;
+ else
+ rbo->shape = RB_SHAPE_TRIMESH;
+
+ /* set initial transform */
+ mat4_to_loc_quat(rbo->pos, rbo->orn, ob->obmat);
+
+ /* flag cache as outdated */
+ BKE_rigidbody_cache_reset(rbw);
+
+ /* return this object */
+ return rbo;
+}
+
+/* ************************************** */
+/* Utilities API */
+
+/* Get RigidBody world for the given scene, creating one if needed
+ * < scene: Scene to find active Rigid Body world for
+ */
+RigidBodyWorld *BKE_rigidbody_get_world(Scene *scene)
+{
+ /* sanity check */
+ if (scene == NULL)
+ return NULL;
+
+ return scene->rigidbody_world;
+}
+
+void BKE_rigidbody_remove_object(Scene *scene, Object *ob)
+{
+ RigidBodyWorld *rbw = scene->rigidbody_world;
+ RigidBodyOb *rbo = ob->rigidbody_object;
+ GroupObject *go;
+ int i;
+
+ if (rbw) {
+ /* remove from rigidbody world, free object won't do this */
+ if (rbw->physics_world && rbo->physics_object)
+ RB_dworld_remove_body(rbw->physics_world, rbo->physics_object);
+
+ /* remove object from array */
+ if (rbw && rbw->objects) {
+ for (i = 0; i < rbw->numbodies; i++) {
+ if (rbw->objects[i] == ob) {
+ rbw->objects[i] = NULL;
+ break;
+ }
+ }
+ }
+ }
+ /* remove object's settings */
+ BKE_rigidbody_free_object(ob);
+ /* flag cache as outdated */
+ BKE_rigidbody_cache_reset(rbw);
+}
+
+
+/* ************************************** */
+/* Simulation Interface - Bullet */
+
+/* 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_countlist(&rbw->group->gobject);
+
+ 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;
+ }
+}
+
+static void rigidbody_update_sim_world(Scene *scene, RigidBodyWorld *rbw)
+{
+ float adj_gravity[3];
+
+ /* adjust gravity to take effector weights into account */
+ if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
+ copy_v3_v3(adj_gravity, scene->physics_settings.gravity);
+ }
+ else {
+ zero_v3(adj_gravity);
+ }
+
+ /* update gravity, since this RNA setting is not part of RigidBody settings */
+ RB_dworld_set_gravity(rbw->physics_world, adj_gravity);
+
+ /* update object array in case there are changes */
+ rigidbody_update_ob_array(rbw);
+}
+
+static void rigidbody_update_sim_ob(Scene *scene, RigidBodyWorld *rbw, Object *ob, RigidBodyOb *rbo)
+{
+ float loc[3];
+ float rot[4];
+ float scale[3];
+
+ /* only update if rigid body exists */
+ if (rbo->physics_object == NULL)
+ return;
+
+ mat4_decompose(loc, rot, scale, ob->obmat);
+
+ /* update scale for all objects */
+ RB_body_set_scale(rbo->physics_object, scale);
+ /* compensate for embedded convex hull collision margin */
+ 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]));
+
+ /* update rigid body location and rotation for kinematic bodies */
+ if (rbo->flag & RBO_FLAG_KINEMATIC) {
+ RB_body_activate(rbo->physics_object);
+ RB_body_set_loc_rot(rbo->physics_object, loc, rot);
+ }
+ /* NOTE: passive objects don't need to be updated since they don't move */
+
+ /* NOTE: no other settings need to be explicitly updated here,
+ * since RNA setters take care of the rest :)
+ */
+}
+
+/* Updates and validates world, bodies and shapes.
+ * < rebuild: rebuild entire simulation
+ */
+static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, int rebuild)
+{
+ GroupObject *go;
+
+ /* update world */
+ if (rebuild)
+ BKE_rigidbody_validate_sim_world(scene, rbw, true);
+ rigidbody_update_sim_world(scene, rbw);
+
+ /* update objects */
+ for (go = rbw->group->gobject.first; go; go = go->next) {
+ Object *ob = go->ob;
+
+ if (ob && 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 */
+ BKE_object_where_is_calc(scene, ob);
+
+ if (rbo == NULL) {
+ /* Since this object is included in the sim group but doesn't have
+ * rigid body settings (perhaps it was added manually), add!
+ * - assume object to be active? That is the default for newly added settings...
+ */
+ ob->rigidbody_object = BKE_rigidbody_create_object(scene, ob, RBO_TYPE_ACTIVE);
+ BKE_rigidbody_validate_sim_object(rbw, ob, true);
+
+ rbo = ob->rigidbody_object;
+ }
+ else {
+ /* perform simulation data updates as tagged */
+ /* refresh object... */
+ if (rebuild) {
+ /* World has been rebuilt so rebuild object */
+ BKE_rigidbody_validate_sim_object(rbw, ob, true);
+ }
+ else if (rbo->flag & RBO_FLAG_NEEDS_VALIDATE) {
+ BKE_rigidbody_validate_sim_object(rbw, ob, false);
+ }
+ /* refresh shape... */
+ if (rbo->flag & RBO_FLAG_NEEDS_RESHAPE) {
+ /* mesh/shape data changed, so force shape refresh */
+ BKE_rigidbody_validate_sim_shape(ob, true);
+ /* now tell RB sim about it */
+ // XXX: we assume that this can only get applied for active/passive shapes that will be included as rigidbodies
+ RB_body_set_collision_shape(rbo->physics_object, rbo->physics_shape);
+ }
+ rbo->flag &= ~(RBO_FLAG_NEEDS_VALIDATE | RBO_FLAG_NEEDS_RESHAPE);
+ }
+
+ /* update simulation object... */
+ rigidbody_update_sim_ob(scene, rbw, ob, rbo);
+ }
+ }
+}
+
+/* Sync rigid body and object transformations */
+void BKE_rigidbody_sync_transforms(Scene *scene, Object *ob, float ctime)
+{
+// RB_TODO implement this
+}
+
+void BKE_rigidbody_cache_reset(RigidBodyWorld *rbw)
+{
+// RB_TODO implement this
+}
+
+/* ------------------ */
+
+/* Run RigidBody simulation for the specified physics world */
+void BKE_rigidbody_do_simulation(Scene *scene, float ctime)
+{
+// RB_TODO implement this
+}
+/* ************************************** */