diff options
author | Jens Ole Wund <bjornmose@gmx.net> | 2005-04-19 01:51:45 +0400 |
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committer | Jens Ole Wund <bjornmose@gmx.net> | 2005-04-19 01:51:45 +0400 |
commit | 1d47d662f9c6b5a2bcaec90b1a4ff78781107553 (patch) | |
tree | 47f95a887d81844a172cd7470b188a82c90b0e91 /source/blender/blenkernel/BKE_effect.h | |
parent | 99ee8915969ad4cdb55c88c025e674f4c1cb89fd (diff) |
removed my SB hack from particle collision code
(which still can't really handle moving targets)
leaving 2 bug fixes
1. multiple objects need a reset on cache variable
2. quads always need to be handled as 2 triangles
(since they don't need to share a plane)
added a collision detecting function in effect.c for SB
( no need to be there, but i did not find a better place )
but should handle 'moving targets' up to 0.2 blender units/frame
well .. important info in this case:
collision
uses 'face normal' to decide if *intrusion* happend
uses 'damping' of collision target to slow down movement
when *intrusion* happend
+some more removing unneeded code in softbody.c
Diffstat (limited to 'source/blender/blenkernel/BKE_effect.h')
-rw-r--r-- | source/blender/blenkernel/BKE_effect.h | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_effect.h b/source/blender/blenkernel/BKE_effect.h index e7eca88535c..4d5ab274fc5 100644 --- a/source/blender/blenkernel/BKE_effect.h +++ b/source/blender/blenkernel/BKE_effect.h @@ -70,6 +70,11 @@ int pdDoDeflection(float opco[3], float npco[3], float opno[3], float cur_time, unsigned int par_layer, int *last_object, int *last_face, int *same_face); +int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3], + float facenormal[3], float *damp, float force[3], int mode, + float cur_time, unsigned int par_layer, int *last_object, + int *last_face, int *same_face); + #endif |