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authorLukas Tönne <lukas.toenne@gmail.com>2014-08-30 17:23:40 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2015-01-20 11:29:21 +0300
commit5a43e8493e3851d076365dc106e0fa18ab21eebe (patch)
tree76616a2bee4f887810400063297fe362ea30be14 /source/blender/blenkernel/BKE_cloth.h
parentba8b8ec99870e61ba7496b3c55795e5acf9bd573 (diff)
Some initial collision code, without actual response forces still.
This is still using the old BVH tree collision methods to generate contact points, similar to what cloth does. This should be replaced by a Bullet collision check, but generating contacts in this way is easier for now, and lets us test responses and stability (although in more complex collision cases the BVH method fails utterly, beside being terribly inefficient with many colliders).
Diffstat (limited to 'source/blender/blenkernel/BKE_cloth.h')
-rw-r--r--source/blender/blenkernel/BKE_cloth.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_cloth.h b/source/blender/blenkernel/BKE_cloth.h
index a6e1058f86e..e4fa0b0648b 100644
--- a/source/blender/blenkernel/BKE_cloth.h
+++ b/source/blender/blenkernel/BKE_cloth.h
@@ -159,6 +159,7 @@ typedef enum {
typedef enum {
CLOTH_COLLSETTINGS_FLAG_ENABLED = ( 1 << 1 ), /* enables cloth - object collisions */
CLOTH_COLLSETTINGS_FLAG_SELF = ( 1 << 2 ), /* enables selfcollisions */
+ CLOTH_COLLSETTINGS_FLAG_POINTS = ( 1 << 3 ), /* enables point collisions (hair) */
} CLOTH_COLLISIONSETTINGS_FLAGS;
/* Spring types as defined in the paper.*/
@@ -183,6 +184,7 @@ typedef enum {
// needed for implicit.c
int cloth_bvh_objcollision (struct Object *ob, struct ClothModifierData *clmd, float step, float dt );
+int cloth_points_objcollision(struct Object *ob, struct ClothModifierData *clmd, float step, float dt);
////////////////////////////////////////////////