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authorJanne Karhu <jhkarh@gmail.com>2010-11-03 00:16:41 +0300
committerJanne Karhu <jhkarh@gmail.com>2010-11-03 00:16:41 +0300
commit09435ec149b499fabb112114bcdd24a9b3dc6cda (patch)
tree78ca1268596d49c56479a77de91785cc834ee660 /source/blender/blenkernel/BKE_particle.h
parent130088300bec57aa0f11042bb09e48a67417a514 (diff)
Oops, particle collisions didn't take simulation subframes into account at all.
* This caused nearly all particles to leak through the collision surface if simulation subframes were used and the collision object was moving. * In addition to fixing this I also did some more cleanup of the collision code and refined some of the comments.
Diffstat (limited to 'source/blender/blenkernel/BKE_particle.h')
-rw-r--r--source/blender/blenkernel/BKE_particle.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_particle.h b/source/blender/blenkernel/BKE_particle.h
index 1416e1280cf..5bcd69865fc 100644
--- a/source/blender/blenkernel/BKE_particle.h
+++ b/source/blender/blenkernel/BKE_particle.h
@@ -171,7 +171,9 @@ typedef struct ParticleCollision
float co1[3], co2[3]; // ray start and end points
float ve1[3], ve2[3]; // particle velocities
float ray_len; // original length of co2-co1, needed for collision time evaluation
- float t; // time of previous collision, needed for substracting face velocity
+ float f; // time factor of previous collision, needed for substracting face velocity
+ float cfra; // start of the timestep (during frame change, since previous integer frame)
+ float dfra; // duration of timestep in frames
} ParticleCollision;
typedef struct ParticleDrawData {