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authorJanne Karhu <jhkarh@gmail.com>2010-03-10 06:41:41 +0300
committerJanne Karhu <jhkarh@gmail.com>2010-03-10 06:41:41 +0300
commit54b4266bef2f6cb0f0060b325a5b1462404ac93a (patch)
tree7a27a589c031115394dcf795282d11147e3ffac9 /source/blender/blenkernel/BKE_particle.h
parentd440f0392a45f968dc010657aadb05c16b216dc5 (diff)
Fix for [#21411] Particles jitter when resting on a collision object
* Particle now take particle acceleration during collisions into account.
Diffstat (limited to 'source/blender/blenkernel/BKE_particle.h')
-rw-r--r--source/blender/blenkernel/BKE_particle.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_particle.h b/source/blender/blenkernel/BKE_particle.h
index 45166ebf022..fcef00ae9b3 100644
--- a/source/blender/blenkernel/BKE_particle.h
+++ b/source/blender/blenkernel/BKE_particle.h
@@ -169,6 +169,7 @@ typedef struct ParticleCollision
float nor[3]; // normal at collision point
float vel[3]; // velocity of collision point
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
} ParticleCollision;