Fix #109928: issues adding rigid bodies via just the world collection #109961

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Philipp Oeser merged 1 commits from lichtwerk/blender:109928 into main 2023-07-11 12:22:51 +02:00
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Selecting a rigid body world collection is supposed to set up rigid
bodies for all of its mesh members (if they are not rigid bodies
already), expected result would be just the same as if Object > Rigid Body > Add ... was used.

Doing it via just the world collection had the following issues though:

  • calculating mass would crash on such a freshly created rigid body
    objects (be1b32e4e4 falsely assumed ob->rigidbody_object is always
    present on evaluated objects -- without tagging for depsgraph updates
    this is not the case though)
  • rigid body simulation would not work even on these freshly created
    rigid body objects

Now tag bmain relations and object transforms for update to make both of
these work (following code in BKE_rigidbody_add_object that is used
when adding these through Object > Rigid Body > Add ...)

Selecting a rigid body world collection is supposed to set up rigid bodies for all of its mesh members (if they are not rigid bodies already), expected result would be just the same as if `Object` > `Rigid Body` > `Add ...` was used. Doing it via just the world collection had the following issues though: - calculating mass would crash on such a freshly created rigid body objects (be1b32e4e49e falsely assumed `ob->rigidbody_object` is always present on evaluated objects -- without tagging for depsgraph updates this is not the case though) - rigid body simulation would not work even on these freshly created rigid body objects Now tag bmain relations and object transforms for update to make both of these work (following code in `BKE_rigidbody_add_object` that is used when adding these through `Object` > `Rigid Body` > `Add ...`)
Philipp Oeser added 1 commit 2023-07-11 10:59:21 +02:00
31baa8d856 Fix #109928: issues adding rigid bodies via just the world collection
Selecting a rigid body world collection is supposed to set up rigid
bodies for all of its mesh members (if they are not rigid bodies
already), expected result would be just the same as if `Object` > `Rigid
Body` > `Add ...` was used.

Doing it via just the world collection had the following issues though:
- calculating mass would crash on such a freshly created rigid body
objects (be1b32e4e4 falsely assumed `ob->rigidbody_object` is always
present on evaluated objects -- without tagging for depsgraph updates
this is not the case though)
- rigid body simulation would not work even on these freshly created
rigid body objects

Now tag bmain relations and object transforms for update to make both of
these work (following code in `BKE_rigidbody_add_object` that is used
when adding these through `Object` > `Rigid Body` > `Add ...`)
Philipp Oeser added this to the Nodes & Physics project 2023-07-11 10:59:29 +02:00
Philipp Oeser added the
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Philipp Oeser requested review from Sebastian Parborg 2023-07-11 10:59:59 +02:00
Philipp Oeser requested review from Sergey Sharybin 2023-07-11 11:00:05 +02:00
Sergey Sharybin approved these changes 2023-07-11 11:52:45 +02:00
Philipp Oeser merged commit 9c9664c823 into main 2023-07-11 12:22:51 +02:00
Philipp Oeser deleted branch 109928 2023-07-11 12:22:52 +02:00
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Reference: blender/blender#109961
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