diff options
author | Jens Ole Wund <bjornmose@gmx.net> | 2005-04-19 01:51:45 +0400 |
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committer | Jens Ole Wund <bjornmose@gmx.net> | 2005-04-19 01:51:45 +0400 |
commit | 1d47d662f9c6b5a2bcaec90b1a4ff78781107553 (patch) | |
tree | 47f95a887d81844a172cd7470b188a82c90b0e91 /source/blender/blenkernel/BKE_softbody.h | |
parent | 99ee8915969ad4cdb55c88c025e674f4c1cb89fd (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.h | 1 |
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 { |