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authorLukas Tönne <lukas.toenne@gmail.com>2014-09-04 16:22:22 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2015-01-20 11:29:57 +0300
commit27ecda9995725f7e4b02211108be730b02530769 (patch)
tree95bbb8aca34ad74c1ae2b5361494dd5c1695fe2d /source/blender/blenkernel/BKE_cloth.h
parent02ab74eb5563a9ba18e3ebd947deffe81cb88409 (diff)
Use the S matrix of the modifier CG algorithm for implementing collision
responses. The S matrix together with the z Vector encodes the degrees of freedom of a colliding hair point and the target velocity change. In a collision the hair vertex is restricted in the normal direction (when moving toward the collider) and the collision dynamics define target velocity.
Diffstat (limited to 'source/blender/blenkernel/BKE_cloth.h')
-rw-r--r--source/blender/blenkernel/BKE_cloth.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_cloth.h b/source/blender/blenkernel/BKE_cloth.h
index 151a2b58ad3..df118276809 100644
--- a/source/blender/blenkernel/BKE_cloth.h
+++ b/source/blender/blenkernel/BKE_cloth.h
@@ -44,6 +44,7 @@ struct ClothModifierData;
struct CollisionModifierData;
struct CollisionTree;
struct VoxelData;
+struct PartDeflect;
#define DO_INLINE MALWAYS_INLINE
@@ -201,6 +202,9 @@ void cloth_find_point_contacts(struct Object *ob, struct ClothModifierData *clmd
ColliderContacts **r_collider_contacts, int *r_totcolliders);
void cloth_free_contacts(ColliderContacts *collider_contacts, int totcolliders);
+bool cloth_points_collpair_response(struct ClothModifierData *clmd, struct CollisionModifierData *collmd, struct PartDeflect *pd,
+ struct CollPair *collpair, float dt, float r_impulse[3]);
+
////////////////////////////////////////////////