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2013-04-29Usual UI messages fixes...Bastien Montagne
2013-04-25Fix rigid body world Solver Iterations not showing in UI and throwing python ↵Brecht Van Lommel
error.
2013-04-23rna attribute consistency edits, use common prefix for booleans.Campbell Barton
2013-04-22remove unneeded null checks from commit r56194, also minor style cleanup.Campbell Barton
2013-04-21rigidbody: Add function to perform convex sweep testSergej Reich
This is a experimental collision detection function, so the API might change in the future. Note: The simulation needs to be stepped before this function can be used, otherwise the rigid body world might not be valid. Patch [#34989] Bullet Convex sweep test API by Vilem Novak (pildanovak), thanks!
2013-04-09code cleanup: abbreviations ob, con - aren't normally used in global ↵Campbell Barton
identifiers.
2013-04-08Fix #34875: 0 digits of precision was not supported for FloatProperty, nowBrecht Van Lommel
you can specify precision=0 for this, and use -1 for the default 2.
2013-02-24Some UI messages fixes...Bastien Montagne
2013-02-24rigidbody: Allow collision groups to be animatedSergej Reich
2013-02-24rigidbody: Add motor constraintSergej Reich
It's implemented as a separate constraint instead of adding properties to the existing constraints. Motors only apply linear and angular impulses and don't limit the movement of rigid bodies, so it's best to use them in conjunction with other constraints to limit the degrees of freedom. Thanks to Markus Kasten (markus111) for the initial patch.
2013-02-12rigidbody: No need to update mass when changing rigid body typeSergej Reich
2013-02-09rigidbody: Don't use icons for constraint typeSergej Reich
We don't have proper icons yet.
2013-02-06rigidbody: Don't use units for spring stiffnessSergej Reich
2013-02-05rigidbody: Don't allow collision shape to be animatedSergej Reich
While it's fun to be able to change collison shape while the simulation is running it can cause crashes in some cases.
2013-01-27Bunch of fixes for UI messages.Bastien Montagne
Also generate rigid body constraint types in py bullet code from RNA enum values (simpler than having to sync the code when something is changed here!). Side note: RNA API about icons still needs to expose icons for enum values, and conversion funcs between icon_name and icon_value!
2013-01-24style cleanupCampbell Barton
2013-01-23make bullet optional againCampbell Barton
2013-01-23rigidbody: Add generic spring constraintSergej Reich
Behaves like the generic constraint but has optional spring on each axis. TODO: Add option to set rest length. Patch by Markus Kasten (markus111), thanks!
2013-01-23rigidbody: Add rigid body constraintsSergej Reich
Constraints connect two rigid bodies. Depending on which constraint is used different degrees of freedom are limited, e.g. a hinge constraint only allows the objects to rotate around a common axis. Constraints are implemented as individual objects and bahave similar to rigid bodies in terms of adding/removing/validating. The position and orientation of the constraint object is the pivot point of the constraint. Constraints have their own group in the rigid body world. To make connecting rigid bodies easier, there is a "Connect" operator that creates an empty objects with a rigid body constraint connecting the selected objects to active. Currently the following constraints are implemented: * Fixed * Point * Hinge * Slider * Piston * Generic Note: constraint limits aren't animatable yet).
2013-01-23rigidbody: Add point cache supportSergej Reich
Add read/write/interpolate functions. In order to get rigid body point cache id from object it's now required to pass the scene to BKE_ptcache_ids_from_object(). Rigid body cache is drawn in the orange color of the bullet logo.
2013-01-23rigidbody: Add force field supportSergej Reich
Force fields work with rigid bodies just like they do with other simulations. Increase min and max strength of force fields so they can influence heavy rigid bodies. TODO: Adjust force field strength based on the time step taken. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
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)