Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2013-12-27Rigidbody: Code cleanupSergej Reich
Make some functions private. Remove unneeded nested if statements. Avoid mixing short and bool.
2013-11-01code cleanup: spellingCampbell Barton
2013-04-25Fix #34806: rigid body world settings were not copied with a full scene copy.Brecht Van Lommel
Now copying a scene will also duplicate groups that consist entirely of objects that are duplicated with the scene. The rigid body world will then also pointers to these new groups.
2013-04-07rigidbody: Fix/workaround for transforming rigid bodies with parentsSergej Reich
Since we use the rigid body transform when transforming rigid bodies things like parents and constraints add an offset because rigid body transforms are in global space. Now we just don't take rigid body transform into account on simulation start frame so there are no problems when doing the initial setup. The problem still exists when simulation is running of course. To properly fix this we'd have to solve parenting and constratins while taking rigid bodies into account before and after transform. We'll have to see if it's really needed, would like to avoid it though.
2013-03-03rigidbody: Fix inconsistency with world rebuildingSergej Reich
The rigid body world could be rebuilt on start frame and one frame after start frame. The latter was necessary sice animation playback usually doesn't start at start frame. This lead to different simulations depending on which frame the simulaton was rebuilt when animation was involved. Now we only rebuild the world on start frame. This is actually tricky to do since, as mentioned above, animation playback starts on second frame. To work around this we rebuild the world before the actual update. The alternative would be to rebuld the world on every simulation change (like the other simulations do it) but this is an expensive operation and would be too slow.
2013-02-16rigidbody: Further fix for background scenesSergej Reich
Since rigid bodies need their world to be be updated correctly we now pass it alongside the parent scene in scene_update_tagged_recursive(). Add BKE_object_handle_update_ex() as well as other object functions that take a RigidBodyWorld for this. Ideally this shouldn't be needed but we'd have to restructure scene handling for that. It's not a small taks however and definitely not something that can be done before release. Thanks to Campbell for review.
2013-02-09rigidbody: Relink constraints when duplicating objectsSergej Reich
This will preserve constraint <-> rigid body realationships so constraint setups aren't broken after duplication. Based on a patch by Brandon Hechinger (jaggz), thanks.
2013-01-23rigidbody: Make rigid bodies kinematic during transformationSergej Reich
This allows moving rigid bodies on frame > startframe. Also rigid bodies can now be picked up and trown around while the simulation is running. Note: There is a small glitch with cancelling tansform during simulation but it's tricky to get rid of. TODO: Avoid static-static collision warnings
2013-01-23rigidbody: Add DNA/RNA/BKE infrastructure for the rigid body simSergej Reich
This is just the basic structure, the simulation isn't hooked up yet. Scenes get a pointer to a rigid body world that holds rigid body objects. Objects get a pointer to a rigdid body object. Both rigid body world and objects aren't used directly in the simulation and only hold information to create the actual physics objects. Physics objects are created when rigid body objects are validated. In order to keep blender and bullet objects in sync care has to be taken to either call appropriate set functions or flag objects for validation. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)