Blender Git Commits

Blender Git "soc-2013-rigid_body_sim" branch commits.

Page: 2 / 4

September 21, 2013, 05:12 (GMT)
rigidbody: Fix activation on collision when both bodies were deactivated

Missed checking for both members of collision pair.
September 21, 2013, 05:12 (GMT)
rigidbody: Add activation based on time

Time is specified in seconds.
September 21, 2013, 05:12 (GMT)
rigidbody: Fix effectors getting weaker/stronger with different fps

Effectors weaken the force based on fps, for bullet we need to keep it
constant regardless of render fps.
To stay relatively backwards compatible the force will stay the same
when using 24 fps since it's blender's default.
September 21, 2013, 05:12 (GMT)
rigidbody: Fix changing to a deforming collision shape during simulation
September 21, 2013, 05:12 (GMT)
drawobject: Add option to disable physics visualization

Right now this only disables rigid body visualizaion.
TODO: Disable visualizaion for other simulations as well.
September 21, 2013, 05:11 (GMT)
rigidbody: Update 3d view when changing collision shape
September 21, 2013, 05:11 (GMT)
drawobject: Draw game engine collision bounds in edit mode

It's usefull to see how the collision shape will look like while editing
the mesh.
Also draw rigid body collision shape even if game engine bounds are
drawn.
September 21, 2013, 05:11 (GMT)
rigidbody: Allow active rigid bodies to deform
September 21, 2013, 05:11 (GMT)
rigidbody: Allow triangle mesh shapes to deform during simulation

Only supported when using the "Deform" mesh source.
TODO: look into deforming active rigid bodies
September 21, 2013, 05:11 (GMT)
rigidbody: Use own structure to store mesh data for collision shapes

This gives us better access to the mesh data for collision shapes.
Also should be faster to create.
TODO: look into sharing at least vertex data between collision shape and
derived mesh.
September 21, 2013, 05:11 (GMT)
rigidbody: Disable internal edge info

There is a conflict with using it and compound shapes at the same time.
Since we wrap all shapes in compounds, it has no effect.
September 20, 2013, 20:25 (GMT)
svn merge -r59869:60272 ^/trunk/blender
September 6, 2013, 17:59 (GMT)
rigidbody: Add effector weights for individual rigid bodies

There's a need for more fine grained control over how individual rigid
bodies are affected by force fields.
Having effector weights for both the world and bodies might be too much.
If so, we could drop it from the world and copy the world settings to
the body setting for old files.
September 6, 2013, 17:59 (GMT)
rigidbody: Code cleanup

Remove some debug prints.
September 6, 2013, 17:59 (GMT)
rigidbody: UI cleanup

Split a row that was too long into two columns.
September 6, 2013, 17:59 (GMT)
rigidbody: Add internal edge info for triangle mesh shapes

This is necessary so that triangle edges don't create erroneous
collisions.

TODO: Fix issues when using compound shapes
September 6, 2013, 17:59 (GMT)
rigidbody: Fix compiler warning
September 6, 2013, 17:59 (GMT)
rigidbody: Add activation types

Now users can specify how object can be activated.
Right now only two options work:
Collision: bodies are activated on collision with other bodies
Trigger: bodies are activated on collision with trigger objects

TODO: implement activation based on time.
September 6, 2013, 17:59 (GMT)
rigidbody: UI cleanup

Split Activation and Deactivation into separate columns.
Rename "Enable Deactivation" -> "Allow Deactivation".
"Deactivation" is still a little misleading, maybe we should use
"Sleeping" instead?
September 6, 2013, 17:58 (GMT)
rigidbody: Add ghost objects

Ghost objects simply don't respond to collisions, mostly useful for
triggers for now.
The UI is getting messy now, will clean up later.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021