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author | Daniel Genrich <daniel.genrich@gmx.net> | 2012-05-29 23:12:49 +0400 |
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committer | Daniel Genrich <daniel.genrich@gmx.net> | 2012-05-29 23:12:49 +0400 |
commit | 3495479b4fd35668e7e0b7ca495a3a9146843c00 (patch) | |
tree | ec12bc54a290df6de726019fb9a289d46dc53f08 /source/blender/blenkernel/intern/collision.c | |
parent | 52aad984b6634f009ebc9fecf33bca786036a834 (diff) |
Bugfix [#31629] Cloth simulation results are much different from older ones
This is only a partial bugfix, reducing the repulse to 1/3.
Cloth collision will still behave different because it is now catching more collisions.
Diffstat (limited to 'source/blender/blenkernel/intern/collision.c')
-rw-r--r-- | source/blender/blenkernel/intern/collision.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/collision.c b/source/blender/blenkernel/intern/collision.c index 7c5cf68affa..e680d9889cd 100644 --- a/source/blender/blenkernel/intern/collision.c +++ b/source/blender/blenkernel/intern/collision.c @@ -332,7 +332,7 @@ static int cloth_collision_response_static ( ClothModifierData *clmd, CollisionM // stay on the safe side and clamp repulse float repulse = d*1.0f/spf; - float impulse = repulse / ( 1.0f + w1*w1 + w2*w2 + w3*w3 ); // original 2.0 / 0.25 + float impulse = repulse / (3.0f * ( 1.0f + w1*w1 + w2*w2 + w3*w3 )); // original 2.0 / 0.25 VECADDMUL ( i1, collpair->normal, impulse ); VECADDMUL ( i2, collpair->normal, impulse ); VECADDMUL ( i3, collpair->normal, impulse ); |