void ED_rigidbody_object_remove(Scene *scene, Object *ob) { RigidBodyWorld *rbw = BKE_rigidbody_get_world(scene); BKE_rigidbody_remove_object(scene, ob); if (rbw) BKE_group_object_unlink(rbw->group, ob, scene, NULL); DAG_id_tag_update(&ob->id, OB_RECALC_OB); }
void BKE_scene_base_unlink(Scene *sce, Base *base) { /* remove rigid body constraint from world before removing object */ if (base->object->rigidbody_constraint) BKE_rigidbody_remove_constraint(sce, base->object); /* remove rigid body object from world before removing object */ if (base->object->rigidbody_object) BKE_rigidbody_remove_object(sce, base->object); BLI_remlink(&sce->base, base); }