Rigidbody: Code cleanup
Make some functions private. Remove unneeded nested if statements. Avoid mixing short and bool.
This commit is contained in:
@@ -67,10 +67,7 @@ struct RigidBodyWorld *BKE_rigidbody_world_copy(struct RigidBodyWorld *rbw);
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void BKE_rigidbody_world_groups_relink(struct RigidBodyWorld *rbw);
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/* 'validate' (i.e. make new or replace old) Physics-Engine objects */
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void BKE_rigidbody_validate_sim_world(struct Scene *scene, struct RigidBodyWorld *rbw, short rebuild);
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void BKE_rigidbody_validate_sim_object(struct RigidBodyWorld *rbw, struct Object *ob, short rebuild);
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void BKE_rigidbody_validate_sim_shape(struct Object *ob, short rebuild);
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void BKE_rigidbody_validate_sim_constraint(struct RigidBodyWorld *rbw, struct Object *ob, short rebuild);
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void BKE_rigidbody_validate_sim_world(struct Scene *scene, struct RigidBodyWorld *rbw, bool rebuild);
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/* -------------- */
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/* Utilities */
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@@ -364,7 +364,7 @@ static rbCollisionShape *rigidbody_get_shape_trimesh_from_mesh(Object *ob)
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/* Create new physics sim collision shape for object and store it,
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* or remove the existing one first and replace...
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*/
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void BKE_rigidbody_validate_sim_shape(Object *ob, short rebuild)
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static void rigidbody_validate_sim_shape(Object *ob, bool rebuild)
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{
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RigidBodyOb *rbo = ob->rigidbody_object;
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rbCollisionShape *new_shape = NULL;
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@@ -455,7 +455,7 @@ void BKE_rigidbody_validate_sim_shape(Object *ob, short rebuild)
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/* use box shape if we can't fall back to old shape */
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else if (rbo->physics_shape == NULL) {
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rbo->shape = RB_SHAPE_BOX;
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BKE_rigidbody_validate_sim_shape(ob, true);
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rigidbody_validate_sim_shape(ob, true);
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}
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}
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@@ -464,7 +464,7 @@ void BKE_rigidbody_validate_sim_shape(Object *ob, short rebuild)
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/* Create physics sim representation of object given RigidBody settings
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* < rebuild: even if an instance already exists, replace it
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*/
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void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, short rebuild)
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static void rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, bool rebuild)
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{
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RigidBodyOb *rbo = (ob) ? ob->rigidbody_object : NULL;
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float loc[3];
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@@ -479,10 +479,9 @@ void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, short re
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/* make sure collision shape exists */
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/* FIXME we shouldn't always have to rebuild collision shapes when rebuilding objects, but it's needed for constraints to update correctly */
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if (rbo->physics_shape == NULL || rebuild)
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BKE_rigidbody_validate_sim_shape(ob, true);
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rigidbody_validate_sim_shape(ob, true);
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if (rbo->physics_object) {
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if (rebuild == false)
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if (rbo->physics_object && rebuild == false) {
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RB_dworld_remove_body(rbw->physics_world, rbo->physics_object);
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}
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if (!rbo->physics_object || rebuild) {
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@@ -528,7 +527,7 @@ void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, short re
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/* Create physics sim representation of constraint given rigid body constraint settings
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* < rebuild: even if an instance already exists, replace it
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*/
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void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, short rebuild)
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static void rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, bool rebuild)
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{
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RigidBodyCon *rbc = (ob) ? ob->rigidbody_constraint : NULL;
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float loc[3];
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@@ -555,8 +554,7 @@ void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, shor
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return;
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}
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if (rbc->physics_constraint) {
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if (rebuild == false)
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if (rbc->physics_constraint && rebuild == false) {
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RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint);
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}
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if (rbc->physics_constraint == NULL || rebuild) {
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@@ -700,7 +698,7 @@ void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, shor
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/* Create physics sim world given RigidBody world settings */
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// NOTE: this does NOT update object references that the scene uses, in case those aren't ready yet!
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void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, short rebuild)
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void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, bool rebuild)
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{
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/* sanity checks */
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if (rbw == NULL)
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@@ -1132,7 +1130,7 @@ static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, int r
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* - assume object to be active? That is the default for newly added settings...
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*/
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ob->rigidbody_object = BKE_rigidbody_create_object(scene, ob, RBO_TYPE_ACTIVE);
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BKE_rigidbody_validate_sim_object(rbw, ob, true);
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rigidbody_validate_sim_object(rbw, ob, true);
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rbo = ob->rigidbody_object;
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}
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@@ -1141,15 +1139,15 @@ static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, int r
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/* refresh object... */
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if (rebuild) {
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/* World has been rebuilt so rebuild object */
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BKE_rigidbody_validate_sim_object(rbw, ob, true);
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rigidbody_validate_sim_object(rbw, ob, true);
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}
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else if (rbo->flag & RBO_FLAG_NEEDS_VALIDATE) {
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BKE_rigidbody_validate_sim_object(rbw, ob, false);
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rigidbody_validate_sim_object(rbw, ob, false);
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}
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/* refresh shape... */
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if (rbo->flag & RBO_FLAG_NEEDS_RESHAPE) {
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/* mesh/shape data changed, so force shape refresh */
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BKE_rigidbody_validate_sim_shape(ob, true);
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rigidbody_validate_sim_shape(ob, true);
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/* now tell RB sim about it */
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// XXX: we assume that this can only get applied for active/passive shapes that will be included as rigidbodies
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RB_body_set_collision_shape(rbo->physics_object, rbo->physics_shape);
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@@ -1178,7 +1176,7 @@ static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, int r
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* constraint settings (perhaps it was added manually), add!
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*/
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ob->rigidbody_constraint = BKE_rigidbody_create_constraint(scene, ob, RBC_TYPE_FIXED);
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BKE_rigidbody_validate_sim_constraint(rbw, ob, true);
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rigidbody_validate_sim_constraint(rbw, ob, true);
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rbc = ob->rigidbody_constraint;
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}
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@@ -1186,10 +1184,10 @@ static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, int r
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/* perform simulation data updates as tagged */
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if (rebuild) {
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/* World has been rebuilt so rebuild constraint */
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BKE_rigidbody_validate_sim_constraint(rbw, ob, true);
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rigidbody_validate_sim_constraint(rbw, ob, true);
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}
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else if (rbc->flag & RBC_FLAG_NEEDS_VALIDATE) {
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BKE_rigidbody_validate_sim_constraint(rbw, ob, false);
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rigidbody_validate_sim_constraint(rbw, ob, false);
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}
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rbc->flag &= ~RBC_FLAG_NEEDS_VALIDATE;
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}
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@@ -1396,10 +1394,7 @@ void BKE_rigidbody_free_constraint(Object *ob) {}
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struct RigidBodyOb *BKE_rigidbody_copy_object(Object *ob) { return NULL; }
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struct RigidBodyCon *BKE_rigidbody_copy_constraint(Object *ob) { return NULL; }
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void BKE_rigidbody_relink_constraint(RigidBodyCon *rbc) {}
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void BKE_rigidbody_validate_sim_shape(Object *ob, short rebuild) {}
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void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, short rebuild) {}
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void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, short rebuild) {}
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void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, short rebuild) {}
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void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, bool rebuild) {}
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struct RigidBodyWorld *BKE_rigidbody_create_world(Scene *scene) { return NULL; }
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struct RigidBodyWorld *BKE_rigidbody_world_copy(RigidBodyWorld *rbw) { return NULL; }
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void BKE_rigidbody_world_groups_relink(struct RigidBodyWorld *rbw) {}
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