Commit: 4841acbecd10658eb18fae3a70c6f725751e2504
Author: Sergej Reich
Date: Thu Dec 26 21:30:53 2013 +0100
https://developer.blender.org/rB4841acbecd10658eb18fae3a70c6f725751e2504
Rigidbody: Code cleanup
Make some functions private.
Remove unneeded nested if statements.
Avoid mixing short and bool.
===================================================================
M source/blender/blenkernel/BKE_rigidbody.h
M source/blender/blenkernel/intern/rigidbody.c
===================================================================
diff --git a/source/blender/blenkernel/BKE_rigidbody.h
b/source/blender/blenkernel/BKE_rigidbody.h
index 34ed4f2..86be3bf 100644
--- a/source/blender/blenkernel/BKE_rigidbody.h
+++ b/source/blender/blenkernel/BKE_rigidbody.h
@@ -67,10 +67,7 @@ struct RigidBodyWorld *BKE_rigidbody_world_copy(struct
RigidBodyWorld *rbw);
void BKE_rigidbody_world_groups_relink(struct RigidBodyWorld *rbw);
/* 'validate' (i.e. make new or replace old) Physics-Engine objects */
-void BKE_rigidbody_validate_sim_world(struct Scene *scene, struct
RigidBodyWorld *rbw, short rebuild);
-void BKE_rigidbody_validate_sim_object(struct RigidBodyWorld *rbw, struct
Object *ob, short rebuild);
-void BKE_rigidbody_validate_sim_shape(struct Object *ob, short rebuild);
-void BKE_rigidbody_validate_sim_constraint(struct RigidBodyWorld *rbw, struct
Object *ob, short rebuild);
+void BKE_rigidbody_validate_sim_world(struct Scene *scene, struct
RigidBodyWorld *rbw, bool rebuild);
/* -------------- */
/* Utilities */
diff --git a/source/blender/blenkernel/intern/rigidbody.c
b/source/blender/blenkernel/intern/rigidbody.c
index 868fa41..271a9a9 100644
--- a/source/blender/blenkernel/intern/rigidbody.c
+++ b/source/blender/blenkernel/intern/rigidbody.c
@@ -364,7 +364,7 @@ static rbCollisionShape
*rigidbody_get_shape_trimesh_from_mesh(Object *ob)
/* Create new physics sim collision shape for object and store it,
* or remove the existing one first and replace...
*/
-void BKE_rigidbody_validate_sim_shape(Object *ob, short rebuild)
+static void rigidbody_validate_sim_shape(Object *ob, bool rebuild)
{
RigidBodyOb *rbo = ob->rigidbody_object;
rbCollisionShape *new_shape = NULL;
@@ -455,7 +455,7 @@ void BKE_rigidbody_validate_sim_shape(Object *ob, short
rebuild)
/* use box shape if we can't fall back to old shape */
else if (rbo->physics_shape == NULL) {
rbo->shape = RB_SHAPE_BOX;
- BKE_rigidbody_validate_sim_shape(ob, true);
+ rigidbody_validate_sim_shape(ob, true);
}
}
@@ -464,7 +464,7 @@ void BKE_rigidbody_validate_sim_shape(Object *ob, short
rebuild)
/* Create physics sim representation of object given RigidBody settings
* < rebuild: even if an instance already exists, replace it
*/
-void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, short
rebuild)
+static void rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob,
bool rebuild)
{
RigidBodyOb *rbo = (ob) ? ob->rigidbody_object : NULL;
float loc[3];
@@ -479,10 +479,9 @@ void BKE_rigidbody_validate_sim_object(RigidBodyWorld
*rbw, Object *ob, short re
/* make sure collision shape exists */
/* FIXME we shouldn't always have to rebuild collision shapes when
rebuilding objects, but it's needed for constraints to update correctly */
if (rbo->physics_shape == NULL || rebuild)
- BKE_rigidbody_validate_sim_shape(ob, true);
+ rigidbody_validate_sim_shape(ob, true);
- if (rbo->physics_object) {
- if (rebuild == false)
+ if (rbo->physics_object && rebuild == false) {
RB_dworld_remove_body(rbw->physics_world,
rbo->physics_object);
}
if (!rbo->physics_object || rebuild) {
@@ -528,7 +527,7 @@ void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw,
Object *ob, short re
/* Create physics sim representation of constraint given rigid body constraint
settings
* < rebuild: even if an instance already exists, replace it
*/
-void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob,
short rebuild)
+static void rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob,
bool rebuild)
{
RigidBodyCon *rbc = (ob) ? ob->rigidbody_constraint : NULL;
float loc[3];
@@ -555,8 +554,7 @@ void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld
*rbw, Object *ob, shor
return;
}
- if (rbc->physics_constraint) {
- if (rebuild == false)
+ if (rbc->physics_constraint && rebuild == false) {
RB_dworld_remove_constraint(rbw->physics_world,
rbc->physics_constraint);
}
if (rbc->physics_constraint == NULL || rebuild) {
@@ -700,7 +698,7 @@ void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld
*rbw, Object *ob, shor
/* Create physics sim world given RigidBody world settings */
// NOTE: this does NOT update object references that the scene uses, in case
those aren't ready yet!
-void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, short
rebuild)
+void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, bool
rebuild)
{
/* sanity checks */
if (rbw == NULL)
@@ -1132,7 +1130,7 @@ static void rigidbody_update_simulation(Scene *scene,
RigidBodyWorld *rbw, int r
* - assume object to be active? That is
the default for newly added settings...
*/
ob->rigidbody_object =
BKE_rigidbody_create_object(scene, ob, RBO_TYPE_ACTIVE);
- BKE_rigidbody_validate_sim_object(rbw, ob,
true);
+ rigidbody_validate_sim_object(rbw, ob, true);
rbo = ob->rigidbody_object;
}
@@ -1141,15 +1139,15 @@ static void rigidbody_update_simulation(Scene *scene,
RigidBodyWorld *rbw, int r
/* refresh object... */
if (rebuild) {
/* World has been rebuilt so rebuild
object */
- BKE_rigidbody_validate_sim_object(rbw,
ob, true);
+ rigidbody_validate_sim_object(rbw, ob,
true);
}
else if (rbo->flag & RBO_FLAG_NEEDS_VALIDATE) {
- BKE_rigidbody_validate_sim_object(rbw,
ob, false);
+ rigidbody_validate_sim_object(rbw, ob,
false);
}
/* refresh shape... */
if (rbo->flag & RBO_FLAG_NEEDS_RESHAPE) {
/* mesh/shape data changed, so force
shape refresh */
- BKE_rigidbody_validate_sim_shape(ob,
true);
+ rigidbody_validate_sim_shape(ob, true);
/* now tell RB sim about it */
// XXX: we assume that this can only
get applied for active/passive shapes that will be included as rigidbodies
RB_body_set_collision_shape(rbo->physics_object, rbo->physics_shape);
@@ -1178,7 +1176,7 @@ static void rigidbody_update_simulation(Scene *scene,
RigidBodyWorld *rbw, int r
* constraint settings (perhaps it was added
manually), add!
*/
ob->rigidbody_constraint =
BKE_rigidbody_create_constraint(scene, ob, RBC_TYPE_FIXED);
- BKE_rigidbody_validate_sim_constraint(rbw, ob,
true);
+ rigidbody_validate_sim_constraint(rbw, ob,
true);
rbc = ob->rigidbody_constraint;
}
@@ -1186,10 +1184,10 @@ static void rigidbody_update_simulation(Scene *scene,
RigidBodyWorld *rbw, int r
/* perform simulation data updates as tagged */
if (rebuild) {
/* World has been rebuilt so rebuild
constraint */
-
BKE_rigidbody_validate_sim_constraint(rbw, ob, true);
+ rigidbody_validate_sim_constraint(rbw,
ob, true);
}
else if (rbc->flag & RBC_FLAG_NEEDS_VALIDATE) {
-
BKE_rigidbody_validate_sim_constraint(rbw, ob, false);
+ rigidbody_validate_sim_constraint(rbw,
ob, false);
}
rbc->flag &= ~RBC_FLAG_NEEDS_VALIDATE;
}
@@ -1396,10 +1394,7 @@ void BKE_rigidbody_free_constraint(Object *ob) {}
struct RigidBodyOb *BKE_rigidbody_copy_object(Object *ob) { return NULL; }
struct RigidBodyCon *BKE_rigidbody_copy_constraint(Object *ob) { return NULL; }
void BKE_rigidbody_relink_constraint(RigidBodyCon *rbc) {}
-void BKE_rigidbody_validate_sim_shape(Object *ob, short rebuild) {}
-void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, short
rebuild) {}
-void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob,
short rebuild) {}
-void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, short
rebuild) {}
+void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, bool
rebuild) {}
struct RigidBodyWorld *BKE_rigidbody_create_world(Scene *scene) { return NULL;
}
struct RigidBodyWorld *BKE_rigidbody_world_copy(RigidBodyWorld *rbw) { return
NULL; }
void BKE_rigidbody_world_groups_relink(struct RigidBodyWorld *rbw) {}
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