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authorDaniel Dunbar <daniel@zuster.org>2005-08-15 14:30:53 +0400
committerDaniel Dunbar <daniel@zuster.org>2005-08-15 14:30:53 +0400
commit2abd79b491c024eee8ad460815486fc051aefbf4 (patch)
treeb9579c776265c21f3fd8486f9a830dc6a26cf82a /source/blender/blenkernel/BKE_softbody.h
parent91cd2d8138fee78dbc1ea4ef05ce7517cc4a5909 (diff)
- readded DL_VERTS type to store lattice deformed verts
- new feature, twiddled with lattice resizing to try to maintain existing vertex changes... much nicer than just resetting the lattice if you decide you need more detail in the lattice. - modifiers work with lattices now. yes, that does mean you can make a chain of lattices effecting each other 8 miles long. - some cleanup of softbody code, was rather splintered and call path was twisted and confusing. reworked main object step routine to do things in a more obvious and consistent manner and without duplicate code - added ob->softflag OB_SB_RESET instead of sbObjectReset call - modifier changes reset softbody now - moved curve_getVertexCos/curve_applyVertexCos into curve.c - update curve modifier eval to work with virtual modifiers - update modifier apply to work with curves/surfs - update make parent to also recalc object data NOTE: Although you can turn SB on for curve/font objects at the moment it doesn't really work because they call deform in multiple steps and this confuses SB. Not sure how to deal with atm.
Diffstat (limited to 'source/blender/blenkernel/BKE_softbody.h')
-rw-r--r--source/blender/blenkernel/BKE_softbody.h24
1 files changed, 3 insertions, 21 deletions
diff --git a/source/blender/blenkernel/BKE_softbody.h b/source/blender/blenkernel/BKE_softbody.h
index f47cb1b51e3..3ead7445c03 100644
--- a/source/blender/blenkernel/BKE_softbody.h
+++ b/source/blender/blenkernel/BKE_softbody.h
@@ -34,19 +34,6 @@
#ifndef BKE_SOFTBODY_H
#define BKE_SOFTBODY_H
-typedef struct BodyPoint {
- float origS[3], origE[3], origT[3], pos[3], vec[3], force[3];
- 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 {
- int v1, v2;
- float len, strength;
-} BodySpring;
-
struct Object;
struct SoftBody;
@@ -56,16 +43,11 @@ extern struct SoftBody *sbNew(void);
/* frees internal data and softbody itself */
extern void sbFree(struct SoftBody *sb);
-/* go one step in simulation, copy result in vertexCos for meshes, or
- * directly for lattices.
- */
-extern void sbObjectStep(struct Object *ob, float framnr, float (*vertexCos)[3]);
+/* do one simul step, reading and writing vertex locs from given array */
+extern void sbObjectStep(struct Object *ob, float framnr, float (*vertexCos)[3], int numVerts);
/* makes totally fresh start situation, resets time */
-extern void sbObjectToSoftbody(struct Object *ob, float (*vertexCos)[3]);
-
-/* resets all motion and time */
-extern void sbObjectReset(struct Object *ob, float (*vertexCos)[3]);
+extern void sbObjectToSoftbody(struct Object *ob);
#endif