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authorLukas Tönne <lukas.toenne@gmail.com>2014-09-13 16:36:46 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2015-01-20 11:30:00 +0300
commit5322def57cdbb81d38c5ba8e8e617c697791d22b (patch)
tree9f3b042615975de2cc076dae9f6f2c8e9fc24f08 /source/blender/blenkernel/BKE_cloth.h
parent1c8a33ab92ce8935165be29d2fc93e459c191286 (diff)
Moved the cloth solver code into a new subfolder/library inside Blender
code. The implicit solver itself should remain agnostic to the specifics of the Blender data (cloth vs. hair). This way we could avoid the bloated data conversion chain from particles/hair to derived mesh to cloth modifier to implicit solver data and back. Every step in this chain adds overhead as well as rounding errors and a possibility for bugs, not to speak of making the code horribly complicated. The new subfolder is named "physics" since it should be the start of a somewhat "unified" physics systems combining all the various solvers in the same place and managing things like synchronized time steps.
Diffstat (limited to 'source/blender/blenkernel/BKE_cloth.h')
-rw-r--r--source/blender/blenkernel/BKE_cloth.h13
1 files changed, 0 insertions, 13 deletions
diff --git a/source/blender/blenkernel/BKE_cloth.h b/source/blender/blenkernel/BKE_cloth.h
index e0710ee7e63..3dec5c82da2 100644
--- a/source/blender/blenkernel/BKE_cloth.h
+++ b/source/blender/blenkernel/BKE_cloth.h
@@ -209,19 +209,6 @@ void cloth_free_contacts(ColliderContacts *collider_contacts, int totcolliders);
////////////////////////////////////////////////
-
-////////////////////////////////////////////////
-// implicit.c
-////////////////////////////////////////////////
-
-// needed for cloth.c
-int implicit_init (struct Object *ob, struct ClothModifierData *clmd );
-int implicit_free (struct ClothModifierData *clmd );
-int implicit_solver (struct Object *ob, float frame, struct ClothModifierData *clmd, struct ListBase *effectors );
-void implicit_set_positions (struct ClothModifierData *clmd );
-
-bool implicit_hair_volume_get_texture_data(struct Object *UNUSED(ob), struct ClothModifierData *clmd, struct ListBase *UNUSED(effectors), struct VoxelData *vd);
-
/////////////////////////////////////////////////
// cloth.c
////////////////////////////////////////////////