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authorJens Ole Wund <bjornmose@gmx.net>2005-08-07 03:20:52 +0400
committerJens Ole Wund <bjornmose@gmx.net>2005-08-07 03:20:52 +0400
commitf17a9a1d3dec63bbf7da592616736212315a057a (patch)
tree4e513a644e70a286435c18e9fab997cd4a184918 /source/blender/blenkernel/intern/DerivedMesh.c
parentd1285d0229a467a80845532ad88d2a3b4f4e188e (diff)
working on : make softbodies collide with moving ( armatures,lattices .. ) objects
works nice & smooth unless we encounter logical circles well, because of function pointers re-hooking i could not debug that in detail may be DAG or modifier stack is .. dunno anyway did abuse pd->pad bit 1 ( i hope this was 'real' padding till now ) to get SoftBodyDetectCollision(..) use mesh_get_derived_XXX [in effect.c] ..[*sigh* (the linetriangle() func is there) ..] and put that to the deflection panel (blush .. i would have decapted anyone in my team doing stuff like that) to defend this commit: it makes you aware of problems ahead having code that works/doesn't (on some conditions) is is usefull to look at i think code is OK , so the problem is either a. me not understanding b. real for locical circles see files --> http://wund.privat.t-online.de/bt/WorkFine1.blend http://wund.privat.t-online.de/bt/WorkFine2.blend http://wund.privat.t-online.de/bt/WorkCrash.blend
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