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authorLukas Tönne <lukas.toenne@gmail.com>2014-09-01 19:46:17 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2015-01-20 11:29:56 +0300
commit1ed88bb24e13f7d911de708e5b2479a937734183 (patch)
tree4d8e7ba536ab50c1eb53c0b19112e0f017dc24e0 /source/blender/blenkernel/BKE_effect.h
parentd8cf12fe5a18309e968ffc3b326d70554013b5a7 (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.h1
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);