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authorJens Ole Wund <bjornmose@gmx.net>2005-04-19 01:51:45 +0400
committerJens Ole Wund <bjornmose@gmx.net>2005-04-19 01:51:45 +0400
commit1d47d662f9c6b5a2bcaec90b1a4ff78781107553 (patch)
tree47f95a887d81844a172cd7470b188a82c90b0e91 /source/blender/blenkernel/BKE_softbody.h
parent99ee8915969ad4cdb55c88c025e674f4c1cb89fd (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_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 09be644c9e7..e612769c305 100644
--- a/source/blender/blenkernel/BKE_softbody.h
+++ b/source/blender/blenkernel/BKE_softbody.h
@@ -39,6 +39,7 @@ typedef struct BodyPoint {
float weight, goal;
float prevpos[3], prevvec[3], prevdx[3], prevdv[3]; /* used for Heun integration */
int nofsprings; int *springs;
+ float contactfrict;
} BodyPoint;
typedef struct BodySpring {