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authorJens Ole Wund <bjornmose@gmx.net>2012-04-27 15:49:09 +0400
committerJens Ole Wund <bjornmose@gmx.net>2012-04-27 15:49:09 +0400
commit5d6f746c87db0709107a2b416e112fceb46af359 (patch)
treefad993d5c46840f1c86a81da62b619030e4d47d6 /source/blender/blenkernel/intern/softbody.c
parentda1e128d77e4e2932668a06f92ca675b4d899c20 (diff)
Patch by Jose Geraldo Brito
Tracker 31061 It cures the stiff quad option and does not seem to harm. Nowever the stiff quads behave strange in a ngom mesh. I can imagine that other parts in the sofybody module may be broken by the ngon structure. Well ngons and softbodies are not relly friends: negon wants less edges softbodies would work better if more structural edges were possible
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r--source/blender/blenkernel/intern/softbody.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index 01930cc28da..e3a309fc945 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -78,6 +78,7 @@ variables on the UI for now
#include "BKE_DerivedMesh.h"
#include "BKE_pointcache.h"
#include "BKE_deform.h"
+#include "BKE_mesh.h"
//XXX #include "BIF_editdeform.h"
//XXX #include "BIF_graphics.h"
#include "PIL_time.h"
@@ -3267,6 +3268,7 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
BodyPoint *bp;
BodySpring *bs;
int a, totedge;
+ BKE_mesh_tessface_ensure(me);
if (ob->softflag & OB_SB_EDGES) totedge= me->totedge;
else totedge= 0;