[Bf-blender-cvs] [1d6638d] particles_refactor: Shortcut variable for rbRigidBody, avoids repetitive rbo->physics_object access.
Lukas Tönne
noreply at git.blender.org
Tue Apr 22 12:06:34 CEST 2014
Commit: 1d6638d077cb109188d13950b971e59113299615
Author: Lukas Tönne
Date: Tue Dec 31 13:39:42 2013 +0100
https://developer.blender.org/rB1d6638d077cb109188d13950b971e59113299615
Shortcut variable for rbRigidBody, avoids repetitive rbo->physics_object
access.
===================================================================
M source/blender/blenkernel/intern/rigidbody.c
===================================================================
diff --git a/source/blender/blenkernel/intern/rigidbody.c b/source/blender/blenkernel/intern/rigidbody.c
index 5418e00..29a7584 100644
--- a/source/blender/blenkernel/intern/rigidbody.c
+++ b/source/blender/blenkernel/intern/rigidbody.c
@@ -472,6 +472,7 @@ static void rigidbody_validate_sim_shape(Object *ob, bool rebuild)
static void rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, bool rebuild)
{
RigidBodyOb *rbo = (ob) ? ob->rigidbody_object : NULL;
+ rbRigidBody *body;
float loc[3];
float rot[4];
@@ -502,33 +503,34 @@ static void rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, bool
*/
rbo->physics_object = BLI_mempool_alloc(rbw->body_pool);
}
+ body = rbo->physics_object;
mat4_to_loc_quat(loc, rot, ob->obmat);
- RB_body_init(rbo->physics_object, rbo->physics_shape, loc, rot);
+ RB_body_init(body, rbo->physics_shape, loc, rot);
- RB_body_set_friction(rbo->physics_object, rbo->friction);
- RB_body_set_restitution(rbo->physics_object, rbo->restitution);
+ RB_body_set_friction(body, rbo->friction);
+ RB_body_set_restitution(body, rbo->restitution);
- RB_body_set_damping(rbo->physics_object, rbo->lin_damping, rbo->ang_damping);
- RB_body_set_sleep_thresh(rbo->physics_object, rbo->lin_sleep_thresh, rbo->ang_sleep_thresh);
- RB_body_set_activation_state(rbo->physics_object, rbo->flag & RBO_FLAG_USE_DEACTIVATION);
+ RB_body_set_damping(body, rbo->lin_damping, rbo->ang_damping);
+ RB_body_set_sleep_thresh(body, rbo->lin_sleep_thresh, rbo->ang_sleep_thresh);
+ RB_body_set_activation_state(body, rbo->flag & RBO_FLAG_USE_DEACTIVATION);
if (rbo->type == RBO_TYPE_PASSIVE || rbo->flag & RBO_FLAG_START_DEACTIVATED)
- RB_body_deactivate(rbo->physics_object);
+ RB_body_deactivate(body);
- RB_body_set_linear_factor(rbo->physics_object,
+ RB_body_set_linear_factor(body,
(ob->protectflag & OB_LOCK_LOCX) == 0,
(ob->protectflag & OB_LOCK_LOCY) == 0,
(ob->protectflag & OB_LOCK_LOCZ) == 0);
- RB_body_set_angular_factor(rbo->physics_object,
+ RB_body_set_angular_factor(body,
(ob->protectflag & OB_LOCK_ROTX) == 0,
(ob->protectflag & OB_LOCK_ROTY) == 0,
(ob->protectflag & OB_LOCK_ROTZ) == 0);
- RB_body_set_mass(rbo->physics_object, RBO_GET_MASS(rbo));
- RB_body_set_kinematic_state(rbo->physics_object, rbo->flag & RBO_FLAG_KINEMATIC || rbo->flag & RBO_FLAG_DISABLED);
+ RB_body_set_mass(body, RBO_GET_MASS(rbo));
+ RB_body_set_kinematic_state(body, rbo->flag & RBO_FLAG_KINEMATIC || rbo->flag & RBO_FLAG_DISABLED);
}
if (rbw && rbw->physics_world)
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