diff options
author | Lukas Tönne <lukas.toenne@gmail.com> | 2014-09-01 19:46:17 +0400 |
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committer | Lukas Tönne <lukas.toenne@gmail.com> | 2015-01-20 11:29:56 +0300 |
commit | 1ed88bb24e13f7d911de708e5b2479a937734183 (patch) | |
tree | 4d8e7ba536ab50c1eb53c0b19112e0f017dc24e0 /source/blender/blenkernel/BKE_effect.h | |
parent | d8cf12fe5a18309e968ffc3b326d70554013b5a7 (diff) |
Partial response force for hair collisions.
This implements a penalty force as well as a repulsion force to avoid
further penetration, as suggested in
"Simulating Complex Hair with Robust Collision Handling"
(http://graphics.snu.ac.kr/publications/2005-choe-HairSim/Choe_2005_SCA.pdf)
Friction forces are still missing. More problematic is handling of
moving colliders, when face swap places with the hair vertex and a
collision is missed, putting the vertex inside the mesh volume. Larger
margins might help, but ultimately using Bullet collision detection is
probably more reliable and failsafe.
Diffstat (limited to 'source/blender/blenkernel/BKE_effect.h')
-rw-r--r-- | source/blender/blenkernel/BKE_effect.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_effect.h b/source/blender/blenkernel/BKE_effect.h index d6991a473b0..852f9de4c09 100644 --- a/source/blender/blenkernel/BKE_effect.h +++ b/source/blender/blenkernel/BKE_effect.h @@ -160,6 +160,7 @@ struct SimDebugData *BKE_sim_debug_data_new(void); void BKE_sim_debug_data_add_dot(struct SimDebugData *debug_data, const float p[3], float r, float g, float b, int hash); void BKE_sim_debug_data_add_line(struct SimDebugData *debug_data, const float p1[3], const float p2[3], float r, float g, float b, int hash); void BKE_sim_debug_data_add_vector(struct SimDebugData *debug_data, const float p[3], const float d[3], float r, float g, float b, int hash); +void BKE_sim_debug_data_remove(struct SimDebugData *debug_data, int hash); void BKE_sim_debug_data_clear(struct SimDebugData *debug_data); void BKE_sim_debug_data_free(struct SimDebugData *debug_data); |