diff options
author | Jens Ole Wund <bjornmose@gmx.net> | 2010-03-10 02:30:32 +0300 |
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committer | Jens Ole Wund <bjornmose@gmx.net> | 2010-03-10 02:30:32 +0300 |
commit | 2df08632cd05f081d3673dd6bc433e4f0c3a7b08 (patch) | |
tree | 1aa3d6a7563c00e566a022c62c926017b988ecea /source/blender/blenkernel/intern/softbody.c | |
parent | a999e24a14bb9cd474feb1a1a0a85bd056d29d95 (diff) |
softbody.c / preparing 2.5 / animate all ..
still not happy with it
loads of issues .. anyone like to join Ulysses?
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r-- | source/blender/blenkernel/intern/softbody.c | 44 |
1 files changed, 38 insertions, 6 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c index 343d11a2f34..09f7f32bc12 100644 --- a/source/blender/blenkernel/intern/softbody.c +++ b/source/blender/blenkernel/intern/softbody.c @@ -3223,6 +3223,39 @@ static void springs_from_mesh(Object *ob) } + +/* helper functions for everything is animateble jow_go_for2_5 +++++++*/ +/* introducing them here, because i know: steps in properties ( at frame timing ) + will cause unwanted responses of the softbody system (which does inter frame calculations ) + so first 'cure' would be: interpolate linear in time .. + Q: why do i write this? + A: because it happend once, that some eger coder 'streamlined' code to fail. + We DO linear interpolation for goals .. and i think we should do on animated properties as well +*/ +static float _goalfac(SoftBody *sb)/*jow_go_for2_5 */ +{ + if (sb){ + return ABS(sb->maxgoal - sb->mingoal); + } + printf("_goalfac failed! sb==NULL \n" ); + return -9999.99f; /*using crude but spot able values some times helps debuggin */ +} + + +static float _final_goal(SoftBody *sb,BodyPoint *bp)/*jow_go_for2_5 */ +{ + float f = -1999.99f; + if (sb && bp){ + if (bp->goal < 0.0f) return (0.0f); + f = pow(_goalfac(sb), 4.0f); + return (bp->goal *f); + } + printf("_final_goal failed! sb or bp ==NULL \n" ); + return f; /*using crude but spot able values some times helps debuggin */ +} +/* helper functions for everything is animateble jow_go_for2_5 ------*/ + + /* makes totally fresh start situation */ static void mesh_to_softbody(Scene *scene, Object *ob) { @@ -3242,8 +3275,8 @@ static void mesh_to_softbody(Scene *scene, Object *ob) /* we always make body points */ sb= ob->soft; bp= sb->bpoint; - /* should go to sb->scratch so we can pick it up at frame level thanks_a_TON*/ - goalfac= ABS(sb->maxgoal - sb->mingoal); + /*pick it from _goalfac jow_go_for2_5*/ + goalfac= _goalfac(sb); for(a=0; a<me->totvert; a++, bp++) { /* get scalar values needed *per vertex* from vertex group functions, @@ -3257,14 +3290,13 @@ static void mesh_to_softbody(Scene *scene, Object *ob) get_scalar_from_vertexgroup(ob, a,(short) (sb->vertgroup-1), &bp->goal); /* do this always, regardless successfull read from vertex group */ - /* this is where '2.5 every thing is animateable' goes wrong in the first place thanks_a_TON */ - /* don't ask me for evidence .. i might track to the very commit */ + /* this is where '2.5 every thing is animateable' goes wrong in the first place jow_go_for2_5 */ /* 1st coding action to take : move this to frame level */ /* reads: leave the bp->goal as it was read from vertex group / or default .. we will need it at per frame call */ - bp->goal= sb->mingoal + bp->goal*goalfac; /* do not do here thanks_a_TON */ + bp->goal= sb->mingoal + bp->goal*goalfac; /* do not do here jow_go_for2_5 */ } /* a little ad hoc changing the goal control to be less *sharp* */ - bp->goal = (float)pow(bp->goal, 4.0f);/* do not do here thanks_a_TON */ + bp->goal = (float)pow(bp->goal, 4.0f);/* do not do here jow_go_for2_5 */ /* to proove the concept this would enable per vertex *mass painting* |