From 4841acbecd10658eb18fae3a70c6f725751e2504 Mon Sep 17 00:00:00 2001 From: Sergej Reich Date: Thu, 26 Dec 2013 21:30:53 +0100 Subject: Rigidbody: Code cleanup Make some functions private. Remove unneeded nested if statements. Avoid mixing short and bool. --- source/blender/blenkernel/intern/rigidbody.c | 37 ++++++++++++---------------- 1 file changed, 16 insertions(+), 21 deletions(-) (limited to 'source/blender/blenkernel/intern/rigidbody.c') diff --git a/source/blender/blenkernel/intern/rigidbody.c b/source/blender/blenkernel/intern/rigidbody.c index 868fa41b5c7..271a9a91f95 100644 --- a/source/blender/blenkernel/intern/rigidbody.c +++ b/source/blender/blenkernel/intern/rigidbody.c @@ -364,7 +364,7 @@ static rbCollisionShape *rigidbody_get_shape_trimesh_from_mesh(Object *ob) /* 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) +static void rigidbody_validate_sim_shape(Object *ob, bool rebuild) { RigidBodyOb *rbo = ob->rigidbody_object; rbCollisionShape *new_shape = NULL; @@ -455,7 +455,7 @@ void BKE_rigidbody_validate_sim_shape(Object *ob, short rebuild) /* use box shape if we can't fall back to old shape */ else if (rbo->physics_shape == NULL) { rbo->shape = RB_SHAPE_BOX; - BKE_rigidbody_validate_sim_shape(ob, true); + rigidbody_validate_sim_shape(ob, true); } } @@ -464,7 +464,7 @@ void BKE_rigidbody_validate_sim_shape(Object *ob, short rebuild) /* 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) +static void rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, bool rebuild) { RigidBodyOb *rbo = (ob) ? ob->rigidbody_object : NULL; float loc[3]; @@ -479,10 +479,9 @@ void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, short re /* make sure collision shape exists */ /* FIXME we shouldn't always have to rebuild collision shapes when rebuilding objects, but it's needed for constraints to update correctly */ if (rbo->physics_shape == NULL || rebuild) - BKE_rigidbody_validate_sim_shape(ob, true); + rigidbody_validate_sim_shape(ob, true); - if (rbo->physics_object) { - if (rebuild == false) + if (rbo->physics_object && rebuild == false) { RB_dworld_remove_body(rbw->physics_world, rbo->physics_object); } if (!rbo->physics_object || rebuild) { @@ -528,7 +527,7 @@ void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, short re /* Create physics sim representation of constraint given rigid body constraint settings * < rebuild: even if an instance already exists, replace it */ -void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, short rebuild) +static void rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, bool rebuild) { RigidBodyCon *rbc = (ob) ? ob->rigidbody_constraint : NULL; float loc[3]; @@ -555,8 +554,7 @@ void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, shor return; } - if (rbc->physics_constraint) { - if (rebuild == false) + if (rbc->physics_constraint && rebuild == false) { RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint); } if (rbc->physics_constraint == NULL || rebuild) { @@ -700,7 +698,7 @@ void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, shor /* 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) +void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, bool rebuild) { /* sanity checks */ if (rbw == NULL) @@ -1132,7 +1130,7 @@ static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, int r * - 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); + rigidbody_validate_sim_object(rbw, ob, true); rbo = ob->rigidbody_object; } @@ -1141,15 +1139,15 @@ static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, int r /* refresh object... */ if (rebuild) { /* World has been rebuilt so rebuild object */ - BKE_rigidbody_validate_sim_object(rbw, ob, true); + rigidbody_validate_sim_object(rbw, ob, true); } else if (rbo->flag & RBO_FLAG_NEEDS_VALIDATE) { - BKE_rigidbody_validate_sim_object(rbw, ob, false); + 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); + 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); @@ -1178,7 +1176,7 @@ static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, int r * constraint settings (perhaps it was added manually), add! */ ob->rigidbody_constraint = BKE_rigidbody_create_constraint(scene, ob, RBC_TYPE_FIXED); - BKE_rigidbody_validate_sim_constraint(rbw, ob, true); + rigidbody_validate_sim_constraint(rbw, ob, true); rbc = ob->rigidbody_constraint; } @@ -1186,10 +1184,10 @@ static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, int r /* perform simulation data updates as tagged */ if (rebuild) { /* World has been rebuilt so rebuild constraint */ - BKE_rigidbody_validate_sim_constraint(rbw, ob, true); + rigidbody_validate_sim_constraint(rbw, ob, true); } else if (rbc->flag & RBC_FLAG_NEEDS_VALIDATE) { - BKE_rigidbody_validate_sim_constraint(rbw, ob, false); + rigidbody_validate_sim_constraint(rbw, ob, false); } rbc->flag &= ~RBC_FLAG_NEEDS_VALIDATE; } @@ -1396,10 +1394,7 @@ void BKE_rigidbody_free_constraint(Object *ob) {} struct RigidBodyOb *BKE_rigidbody_copy_object(Object *ob) { return NULL; } struct RigidBodyCon *BKE_rigidbody_copy_constraint(Object *ob) { return NULL; } void BKE_rigidbody_relink_constraint(RigidBodyCon *rbc) {} -void BKE_rigidbody_validate_sim_shape(Object *ob, short rebuild) {} -void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, short rebuild) {} -void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, short rebuild) {} -void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, short rebuild) {} +void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, bool rebuild) {} struct RigidBodyWorld *BKE_rigidbody_create_world(Scene *scene) { return NULL; } struct RigidBodyWorld *BKE_rigidbody_world_copy(RigidBodyWorld *rbw) { return NULL; } void BKE_rigidbody_world_groups_relink(struct RigidBodyWorld *rbw) {} -- cgit v1.2.3