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authorJens Ole Wund <bjornmose@gmx.net>2008-01-09 03:25:51 +0300
committerJens Ole Wund <bjornmose@gmx.net>2008-01-09 03:25:51 +0300
commit048170bc6f8e20beec8aedb4753991b027c65f4f (patch)
treeb6b0302a8f02fded423655c65899417b0ddd7e25 /source/blender/blenkernel/BKE_softbody.h
parent489d8144153c2432a3e200579e877853d1790ec2 (diff)
quite a load is still hidden behind the define #ifdef _work_on_sb_solver
a glance to view is the "STU PID semi implicit euler" most of the work to implement a semi implicit euler was done .. now i am dealing with the tradeoffs between 'calculation time' which is quite expensive .. inverting a 0(n*n) sparse matrix /* once agian thanks to brecht for his work on making sparse matrices LU decomposition and evaluating inverses that easy*/ putting it into and cropping works pretty nice .. argh off topic again ... while i spent a little time on reading recent papers i found : 1. control on springs needs to be split in pushing and pulling /* fabric pushes easy but pulls hard */ 2. diagonals on 4-gons (in the current SB model) can be seen as shear .. thus need a contol to modify .. this commit wil add it 3. 2 nd order springs /*aka rigidity */ can focus on bending .. thus renaming 'em i have no idea how i would provide backward compatiblity, but the spots i marked in code :)
Diffstat (limited to 'source/blender/blenkernel/BKE_softbody.h')
-rw-r--r--source/blender/blenkernel/BKE_softbody.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_softbody.h b/source/blender/blenkernel/BKE_softbody.h
index 0f58b93730a..512ee67b36f 100644
--- a/source/blender/blenkernel/BKE_softbody.h
+++ b/source/blender/blenkernel/BKE_softbody.h
@@ -41,6 +41,7 @@ typedef struct BodyPoint {
float origS[3], origE[3], origT[3], pos[3], vec[3], force[3];
float goal;
float prevpos[3], prevvec[3], prevdx[3], prevdv[3]; /* used for Heun integration */
+ float impdv[3],impdx[3];
int nofsprings; int *springs;
float choke;
float colball;