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authorAlexander Gavrilov <angavrilov@gmail.com>2020-06-12 21:33:38 +0300
committerAlexander Gavrilov <angavrilov@gmail.com>2020-06-19 12:17:02 +0300
commit9e7012995249281b041d55607e7e7408857aa8c4 (patch)
treec798c27f235113ed4909fb6e11f68d84653ed8c6 /source/blender/blenkernel/BKE_effect.h
parentf382109f3885fc48d7becc526796d3324ab0aa42 (diff)
Cloth: allow forces to act parallel to cloth.
Currently all force effectors can only act on cloth when the force is perpendicular to the surface. This makes sense for wind, but not for other forces; and the user may want even wind to have some friction. This changes effector code to output two force vectors - although you of course can pass the same pointer for both. The force is split between the two outputs based on a new per-effector setting. Differential Revision: https://developer.blender.org/D8017
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 6935b3aecce..0518ce8ffa3 100644
--- a/source/blender/blenkernel/BKE_effect.h
+++ b/source/blender/blenkernel/BKE_effect.h
@@ -130,6 +130,7 @@ void BKE_effectors_apply(struct ListBase *effectors,
struct EffectorWeights *weights,
struct EffectedPoint *point,
float *force,
+ float *wind_force,
float *impulse);
void BKE_effectors_free(struct ListBase *lb);