rigidbody: Further fix for background scenes

Since rigid bodies need their world to be be updated correctly we now
pass it alongside the parent scene in scene_update_tagged_recursive().

Add BKE_object_handle_update_ex() as well as other object functions
that take a RigidBodyWorld for this.

Ideally this shouldn't be needed but we'd have to restructure scene
handling for that. It's not a small taks however and definitely not
something that can be done before release.

Thanks to Campbell for review.
This commit is contained in:
Sergej Reich
2013-02-16 16:17:45 +00:00
parent d9cc542728
commit fda8927d01
5 changed files with 40 additions and 28 deletions

View File

@@ -50,6 +50,7 @@ struct RenderData;
struct rctf;
struct MovieClip;
struct Main;
struct RigidBodyWorld;
void BKE_object_workob_clear(struct Object *workob);
void BKE_object_workob_calc_parent(struct Scene *scene, struct Object *ob, struct Object *workob);
@@ -100,7 +101,9 @@ int BKE_object_pose_context_check(struct Object *ob);
struct Object *BKE_object_pose_armature_get(struct Object *ob);
void BKE_object_where_is_calc(struct Scene *scene, struct Object *ob);
void BKE_object_where_is_calc_ex(struct Scene *scene, struct RigidBodyWorld *rbw, struct Object *ob);
void BKE_object_where_is_calc_time(struct Scene *scene, struct Object *ob, float ctime);
void BKE_object_where_is_calc_time_ex(struct Scene *scene, struct RigidBodyWorld *rbw, struct Object *ob, float ctime);
void BKE_object_where_is_calc_simul(struct Scene *scene, struct Object *ob);
void BKE_object_where_is_calc_mat4(struct Scene *scene, struct Object *ob, float obmat[4][4]);
@@ -146,6 +149,7 @@ void BKE_object_tfm_protected_restore(struct Object *ob,
const short protectflag);
void BKE_object_handle_update(struct Scene *scene, struct Object *ob);
void BKE_object_handle_update_ex(struct Scene *scene, struct RigidBodyWorld *rbw, struct Object *ob);
void BKE_object_sculpt_modifiers_changed(struct Object *ob);
int BKE_object_obdata_texspace_get(struct Object *ob, short **r_texflag, float **r_loc, float **r_size, float **r_rot);

View File

@@ -89,7 +89,7 @@ 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_sync_transforms(struct RigidBodyWorld *rbw, struct Object *ob, float ctime);
void BKE_rigidbody_cache_reset(struct RigidBodyWorld *rbw);
void BKE_rigidbody_do_simulation(struct Scene *scene, float ctime);

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@@ -58,6 +58,7 @@
#include "DNA_world_types.h"
#include "DNA_object_types.h"
#include "DNA_property_types.h"
#include "DNA_rigidbody_types.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
@@ -2116,7 +2117,8 @@ static int where_is_object_parslow(Object *ob, float obmat[4][4], float slowmat[
return 1;
}
void BKE_object_where_is_calc_time(Scene *scene, Object *ob, float ctime)
/* note, scene is the active scene while actual_scene is the scene the object resides in */
void BKE_object_where_is_calc_time_ex(Scene *scene, RigidBodyWorld *rbw, Object *ob, float ctime)
{
if (ob == NULL) return;
@@ -2143,7 +2145,7 @@ void BKE_object_where_is_calc_time(Scene *scene, Object *ob, float ctime)
}
/* read values pushed into RBO from sim/cache... */
BKE_rigidbody_sync_transforms(scene, ob, ctime);
BKE_rigidbody_sync_transforms(rbw, ob, ctime);
/* solve constraints */
if (ob->constraints.first && !(ob->transflag & OB_NO_CONSTRAINTS)) {
@@ -2159,6 +2161,11 @@ void BKE_object_where_is_calc_time(Scene *scene, Object *ob, float ctime)
else ob->transflag &= ~OB_NEG_SCALE;
}
void BKE_object_where_is_calc_time(Scene *scene, Object *ob, float ctime)
{
BKE_object_where_is_calc_time_ex(scene, NULL, ob, ctime);
}
/* get object transformation matrix without recalculating dependencies and
* constraints -- assume dependencies are already solved by depsgraph.
* no changes to object and it's parent would be done.
@@ -2180,9 +2187,13 @@ void BKE_object_where_is_calc_mat4(Scene *scene, Object *ob, float obmat[4][4])
}
}
void BKE_object_where_is_calc(struct Scene *scene, Object *ob)
void BKE_object_where_is_calc_ex(Scene *scene, RigidBodyWorld *rbw, Object *ob)
{
BKE_object_where_is_calc_time(scene, ob, BKE_scene_frame_get(scene));
BKE_object_where_is_calc_time_ex(scene, rbw, ob, BKE_scene_frame_get(scene));
}
void BKE_object_where_is_calc(Scene *scene, Object *ob)
{
BKE_object_where_is_calc_time_ex(scene, NULL, ob, BKE_scene_frame_get(scene));
}
void BKE_object_where_is_calc_simul(Scene *scene, Object *ob)
@@ -2618,12 +2629,8 @@ int BKE_object_parent_loop_check(const Object *par, const Object *ob)
/* the main object update call, for object matrix, constraints, keys and displist (modifiers) */
/* requires flags to be set! */
/* WARNING: "scene" here may not be the scene object actually resides in.
* When dealing with background-sets, "scene" is actually the active scene.
* e.g. "scene" <-- set 1 <-- set 2 ("ob" lives here) <-- set 3 <-- ... <-- set n
*/
void BKE_object_handle_update(Scene *scene, Object *ob)
/* Ideally we shouldn't have to pass the rigid body world, but need bigger restructuring to avoid id */
void BKE_object_handle_update_ex(Scene *scene, RigidBodyWorld *rbw, Object *ob)
{
if (ob->recalc & OB_RECALC_ALL) {
/* speed optimization for animation lookups */
@@ -2664,7 +2671,7 @@ void BKE_object_handle_update(Scene *scene, Object *ob)
copy_m4_m4(ob->obmat, ob->proxy_from->obmat);
}
else
BKE_object_where_is_calc(scene, ob);
BKE_object_where_is_calc_ex(scene, rbw, ob);
}
if (ob->recalc & OB_RECALC_DATA) {
@@ -2818,6 +2825,15 @@ void BKE_object_handle_update(Scene *scene, Object *ob)
// printf("set proxy pointer for later group stuff %s\n", ob->id.name);
}
}
/* WARNING: "scene" here may not be the scene object actually resides in.
* When dealing with background-sets, "scene" is actually the active scene.
* e.g. "scene" <-- set 1 <-- set 2 ("ob" lives here) <-- set 3 <-- ... <-- set n
* rigid bodies depend on their world so use BKE_object_handle_update_ex() to also pass along the corrent rigid body world
*/
void BKE_object_handle_update(Scene *scene, Object *ob)
{
BKE_object_handle_update_ex(scene, NULL, ob);
}
void BKE_object_sculpt_modifiers_changed(Object *ob)
{

View File

@@ -1130,31 +1130,23 @@ static void rigidbody_update_simulation_post_step(RigidBodyWorld *rbw)
}
}
}
/* Sync rigid body and object transformations */
void BKE_rigidbody_sync_transforms(Scene *scene, Object *ob, float ctime)
void BKE_rigidbody_sync_transforms(RigidBodyWorld *rbw, Object *ob, float ctime)
{
RigidBodyWorld *rbw = scene->rigidbody_world;
RigidBodyOb *rbo = ob->rigidbody_object;
bool world_ok = true;
/* keep original transform for kinematic and passive objects */
if ((rbo == NULL) || (rbo->flag & RBO_FLAG_KINEMATIC) || (rbo->type == RBO_TYPE_PASSIVE))
if (ELEM(NULL, rbw, rbo) || rbo->flag & RBO_FLAG_KINEMATIC || rbo->type == RBO_TYPE_PASSIVE)
return;
/* "scene" may not be the one where object + rigidbody sim actually reside
* due to the quirks of how background-sets eval works [#33970]
*/
if (rbw) {
/* 1) no cache exists before startframe */
/* 2) keep original transform when simulation is muted */
world_ok = (ctime > rbw->pointcache->startframe) && !(rbw->flag & RBW_FLAG_MUTED);
}
/* use rigid body transform after cache start frame if objects is not being transformed */
if (world_ok && !((ob->flag & SELECT) && (G.moving & G_TRANSFORM_OBJ))) {
if (ctime > rbw->pointcache->startframe && !(ob->flag & SELECT && G.moving & G_TRANSFORM_OBJ)) {
float mat[4][4], size_mat[4][4], size[3];
/* keep original transform when the simulation is muted */
if (rbw->flag & RBW_FLAG_MUTED)
return;
normalize_qt(rbo->orn); // RB_TODO investigate why quaternion isn't normalized at this point
quat_to_mat4(mat, rbo->orn);
copy_v3_v3(mat[3], rbo->pos);

View File

@@ -1129,7 +1129,7 @@ static void scene_update_tagged_recursive(Main *bmain, Scene *scene, Scene *scen
for (base = scene->base.first; base; base = base->next) {
Object *ob = base->object;
BKE_object_handle_update(scene_parent, ob);
BKE_object_handle_update_ex(scene_parent, scene->rigidbody_world, ob);
if (ob->dup_group && (ob->transflag & OB_DUPLIGROUP))
group_handle_recalc_and_update(scene_parent, ob, ob->dup_group);