From 419ce840f974c00892df01445ccc23082bbbe7a1 Mon Sep 17 00:00:00 2001 From: Sergej Reich Date: Wed, 23 Jan 2013 12:06:18 +0000 Subject: rigidbody: Make rigid bodies kinematic during transformation 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 --- source/blender/blenkernel/BKE_rigidbody.h | 1 + 1 file changed, 1 insertion(+) (limited to 'source/blender/blenkernel/BKE_rigidbody.h') diff --git a/source/blender/blenkernel/BKE_rigidbody.h b/source/blender/blenkernel/BKE_rigidbody.h index 26a003841c4..607c3026388 100644 --- a/source/blender/blenkernel/BKE_rigidbody.h +++ b/source/blender/blenkernel/BKE_rigidbody.h @@ -87,6 +87,7 @@ void BKE_rigidbody_remove_constraint(struct Scene *scene, struct Object *ob); /* -------------- */ /* Simulation */ +void BKE_rigidbody_aftertrans_update(struct Object *ob, float loc[3], float rot[3], float quat[4], float rotAxis[3], float rotAngle); void BKE_rigidbody_sync_transforms(struct Scene *scene, struct Object *ob, float ctime); void BKE_rigidbody_cache_reset(struct RigidBodyWorld *rbw); void BKE_rigidbody_do_simulation(struct Scene *scene, float ctime); -- cgit v1.2.3