- replace ED_operator_rigidbody_add_poll with ED_operator_object_active_editable_mesh
- replace ED_operator_rigidbody_active_poll with ED_operator_scene_editable for operators that use the entire selection.
- remove rigid-body from objects that are converted from meshes to curves, while this isnt crashing it is confusing to see in the UI.
- add checks so rigid-body operators only return FINISHED when they make some changes to the scene.
- remove (scene == NULL) checks, poll already catches these.
besides performance in some cases.
* DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in
most cases. This will clear the dependency graph, and only rebuild it right
before it's needed again when the scene is re-evaluated.
This is done because DAG_scene_sort is slow when called many times from
python operators. Further the scene argument is not needed because most
operations can potentially affect more than the current scene.
* DAG_scene_relations_update will now rebuild the dependency graph if it's not
there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare
cases that need it.
* Remove various places where ob->recalc was set manually. This should go
through DAG_id_tag_update() in nearly all cases instead since this is now
a fast operation. Also removed DAG_ids_flush_update that goes along with
such manual tagging of ob->recalc.
In some cases objects might have rigid bodies but aren't in the rigid
body group, just add objects to the group then.
Also allow changing the rigid body type by using the add acive/passive
buttons. This avoids having to remove objects just to change type.
Remore group notifiers, they're already sent by add/remove group operators.
Add pointcache notifiers.
Fixes UI not being updated properly in some cases.
Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
Also generate rigid body constraint types in py bullet code from RNA enum values (simpler than having to sync the code when something is changed here!).
Side note: RNA API about icons still needs to expose icons for enum values, and conversion funcs between icon_name and icon_value!
Now all add/remove operators for rigid body objects and constraints
automatically add objects to the appropriate groups and create groups if they
don't exist yet.
This makes handling rigid bodies easier but doesn't take away functionality.
If users want to handle groups manually they just need to create them before
adding any objects.
The previous behaviour was confusing and was even considered to be a bug since
clicking on rigid body in the physics tab seemed to do nothing.
Add operators to add/remove rigid body world and objects.
Add UI scripts.
The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.
Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)