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author | Jens Ole Wund <bjornmose@gmx.net> | 2005-08-07 03:20:52 +0400 |
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committer | Jens Ole Wund <bjornmose@gmx.net> | 2005-08-07 03:20:52 +0400 |
commit | f17a9a1d3dec63bbf7da592616736212315a057a (patch) | |
tree | 4e513a644e70a286435c18e9fab997cd4a184918 /source/blender/blenkernel/intern/DerivedMesh.c | |
parent | d1285d0229a467a80845532ad88d2a3b4f4e188e (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
Diffstat (limited to 'source/blender/blenkernel/intern/DerivedMesh.c')
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