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) |
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. |
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