Blender Git Commits

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

Page: 3 / 4

September 6, 2013, 17:58 (GMT)
rigidbody: Improve object de-/activation

Now de don't use bullet's deactivation system.
Instead of activating bodies based on bonding boxes they're now
activated on actual collision.
Also, "Enable Deactivation" has a different meaning now. It's mostly
used to improve performance.
TODO: reflect that in the UI.
September 6, 2013, 17:58 (GMT)
rigidbody: Allow trigger objects to respond to collisions

It's still desirable to have trigger object interacting with the
simulation in many cases.
Will add separate ghost objects later to allow for triggers that don't
collide.
September 6, 2013, 17:58 (GMT)
drawobject: Code cleanup

Get rid of some vector copying.
September 6, 2013, 17:58 (GMT)
rigidbody: Add option to mark rigid bodies as collision triggers

Trigger object behave like normal rigid bodies but don't respond to
collisions.
September 6, 2013, 17:58 (GMT)
drawobject: Fix bounds drawing for game engine

In the game engine primitive collision shapes are always created around
the origin of the object.
So need to offset bounds in case the origin is not center of the object.
September 6, 2013, 17:58 (GMT)
drawobject: Fix sphere drawing

Now draw uniform sphere instead of ellipsoid.
September 6, 2013, 17:58 (GMT)
drawobject: Draw collision shapes when object has rigid body

This uses the regular bounds drawing like the game engine for now, which
is not always accurate.
Will fix next.
September 6, 2013, 17:58 (GMT)
rigidbody: Use deformations for collision shapes by default
September 6, 2013, 17:58 (GMT)
rigidbody: Add option to choose mesh source for collision shapes

The options are:
Base: Base mesh
Deform: shape keys and deform modifiers
Final: All deformations and modifiers

It would be nice to have a way of specifying where exactly in the
modifier stack the collision shape is generated. However this is not
staight forward since the rigid body simulation is not part of the
modifier system and would require hacks to make it work.
September 6, 2013, 17:45 (GMT)
svn merge -r59227:59228 ^/trunk/blender

Missed this in last merge.
September 6, 2013, 08:35 (GMT)
svn merge -r59229:59868 ^/trunk/blender
August 18, 2013, 12:29 (GMT)
Fix building with blenderplayer
August 18, 2013, 12:29 (GMT)
rigidbody: Add convex decomposition collision shape

Uses HACD to break concave meshes into convex chunks and stores them in
a compound shape.

There is a lot of room for optimization. Right now performing convex
decomposition can be very slow for complex meshes.
August 18, 2013, 12:29 (GMT)
rigidbody: Fix gimpact shape

Also forgot compound wrapper here
August 18, 2013, 12:29 (GMT)
rigdibody: Don't free DerivedMesh when creating mesh shapes

It's not necessary since we don't create it ourselves now.
August 18, 2013, 12:28 (GMT)
svn merge -r58494:59227 ^/trunk/blender
July 22, 2013, 07:20 (GMT)
Add HACD (Hierarchical Approximate Convex Decomposition) library

This is the version bundled with bullet.
We should probably use a more recent version but there are different
repositories out there, so we have to test first.
July 22, 2013, 07:20 (GMT)
rigidbody: Merge RB_body_get_position/orientation functions into one

Avoids unneeded calculations.
July 22, 2013, 07:20 (GMT)
rigidbody: Add support for compound shapes

Compounds are defined implicitly by the parenting hierarchy.

TODO: Take more one level of the hierarchy is taken into account when
creating compound shapes.
July 22, 2013, 07:20 (GMT)
rigidbody: Fix convex hull shape

Missed adding compound shape wrapper.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021