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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_collision.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_collision.h')
-rw-r--r--source/blender/blenkernel/BKE_collision.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_collision.h b/source/blender/blenkernel/BKE_collision.h
index ec257a2f394..dab5631d716 100644
--- a/source/blender/blenkernel/BKE_collision.h
+++ b/source/blender/blenkernel/BKE_collision.h
@@ -81,6 +81,8 @@ typedef struct CollPair {
float pa[3], pb[3]; // collision point p1 on face1, p2 on face2
int flag;
float time; // collision time, from 0 up to 1
+
+ /* mesh-mesh collision */
#ifdef WITH_ELTOPO /*either ap* or bp* can be set, but not both*/
float bary[3];
int ap1, ap2, ap3, collp, bp1, bp2, bp3;
@@ -89,6 +91,9 @@ typedef struct CollPair {
int ap1, ap2, ap3, bp1, bp2, bp3;
#endif
int pointsb[4];
+
+ /* hair collision */
+ float va[3], vb[3]; /* */
}
CollPair;