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authorTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
committerTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
commitf7cb86df3a9ceccc4d649e42735732a608169157 (patch)
tree558a9ba43708a2213b1afa8f46d79f5daa140bc6 /source/blender/blenkernel/intern/softbody.c
parent74f9e98c828c17910405092785633373d4ae88e8 (diff)
2.5
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r--source/blender/blenkernel/intern/softbody.c149
1 files changed, 75 insertions, 74 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index 1ae547ba7b8..422218e2957 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -120,7 +120,8 @@ typedef struct SBScratch {
float aabbmin[3],aabbmax[3];
}SBScratch;
-typedef struct SB_thread_context{
+typedef struct SB_thread_context {
+ Scene *scene;
Object *ob;
float forcetime;
float timenow;
@@ -196,7 +197,7 @@ static float sb_time_scale(Object *ob)
/*
this would be frames/sec independant timing assuming 25 fps is default
but does not work very well with NLA
- return (25.0f/G.scene->r.frs_sec)
+ return (25.0f/scene->r.frs_sec)
*/
}
/*--- frame based timing ---*/
@@ -484,12 +485,11 @@ static void ccd_mesh_free(ccd_Mesh *ccdm)
}
}
-static void ccd_build_deflector_hache(Object *vertexowner,GHash *hash)
+static void ccd_build_deflector_hash(Scene *scene, Object *vertexowner, GHash *hash)
{
- Base *base;
+ Base *base= scene->base.first;
Object *ob;
- base= G.scene->base.first;
- base= G.scene->base.first;
+
if (!hash) return;
while (base) {
/*Only proceed for mesh object in same layer */
@@ -516,9 +516,9 @@ static void ccd_build_deflector_hache(Object *vertexowner,GHash *hash)
}
else {
if(ob->softflag & OB_SB_COLLFINAL) /* so maybe someone wants overkill to collide with subsurfed */
- dm = mesh_get_derived_final(ob, CD_MASK_BAREMESH);
+ dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
else
- dm = mesh_get_derived_deform(ob, CD_MASK_BAREMESH);
+ dm = mesh_get_derived_deform(scene, ob, CD_MASK_BAREMESH);
}
if(dm){
@@ -536,12 +536,11 @@ static void ccd_build_deflector_hache(Object *vertexowner,GHash *hash)
} /* while (base) */
}
-static void ccd_update_deflector_hache(Object *vertexowner,GHash *hash)
+static void ccd_update_deflector_hash(Scene *scene, Object *vertexowner, GHash *hash)
{
- Base *base;
+ Base *base= scene->base.first;
Object *ob;
- base= G.scene->base.first;
- base= G.scene->base.first;
+
if ((!hash) || (!vertexowner)) return;
while (base) {
/*Only proceed for mesh object in same layer */
@@ -558,9 +557,9 @@ static void ccd_update_deflector_hache(Object *vertexowner,GHash *hash)
DerivedMesh *dm= NULL;
if(ob->softflag & OB_SB_COLLFINAL) { /* so maybe someone wants overkill to collide with subsurfed */
- dm = mesh_get_derived_final(ob, CD_MASK_BAREMESH);
+ dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
} else {
- dm = mesh_get_derived_deform(ob, CD_MASK_BAREMESH);
+ dm = mesh_get_derived_deform(scene, ob, CD_MASK_BAREMESH);
}
if(dm){
ccd_Mesh *ccdmesh = BLI_ghash_lookup(hash,ob);
@@ -830,12 +829,12 @@ static void calculate_collision_balls(Object *ob)
/* creates new softbody if didn't exist yet, makes new points and springs arrays */
-static void renew_softbody(Object *ob, int totpoint, int totspring)
+static void renew_softbody(Scene *scene, Object *ob, int totpoint, int totspring)
{
SoftBody *sb;
int i;
short softflag;
- if(ob->soft==NULL) ob->soft= sbNew();
+ if(ob->soft==NULL) ob->soft= sbNew(scene);
else free_softbody_intern(ob->soft);
sb= ob->soft;
softflag=ob->softflag;
@@ -970,11 +969,11 @@ static void Vec3PlusStVec(float *v, float s, float *v1)
/* +++ dependancy information functions*/
-static int are_there_deflectors(unsigned int layer)
+static int are_there_deflectors(Scene *scene, unsigned int layer)
{
Base *base;
- for(base = G.scene->base.first; base; base= base->next) {
+ for(base = scene->base.first; base; base= base->next) {
if( (base->lay & layer) && base->object->pd) {
if(base->object->pd->deflect)
return 1;
@@ -983,9 +982,9 @@ static int are_there_deflectors(unsigned int layer)
return 0;
}
-static int query_external_colliders(Object *me)
+static int query_external_colliders(Scene *scene, Object *me)
{
- return(are_there_deflectors(me->lay));
+ return(are_there_deflectors(scene, me->lay));
}
/* --- dependancy information functions*/
@@ -1528,9 +1527,7 @@ static int sb_detect_edge_collisionCached(float edge_v1[3],float edge_v2[3],floa
return deflected;
}
-
-
-static void _scan_for_ext_spring_forces(Object *ob,float timenow,int ifirst,int ilast, struct ListBase *do_effector)
+static void _scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow, int ifirst, int ilast, struct ListBase *do_effector)
{
SoftBody *sb = ob->soft;
int a;
@@ -1569,7 +1566,7 @@ static void _scan_for_ext_spring_forces(Object *ob,float timenow,int ifirst,int
float pos[3];
VecMidf(pos, sb->bpoint[bs->v1].pos , sb->bpoint[bs->v2].pos);
VecMidf(vel, sb->bpoint[bs->v1].vec , sb->bpoint[bs->v2].vec);
- pdDoEffectors(do_effector, pos, force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
+ pdDoEffectors(scene, do_effector, pos, force, speed, (float)scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
VecMulf(speed,windfactor);
VecAddf(vel,vel,speed);
}
@@ -1601,26 +1598,27 @@ static void _scan_for_ext_spring_forces(Object *ob,float timenow,int ifirst,int
}
-static void scan_for_ext_spring_forces(Object *ob,float timenow)
+static void scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow)
{
SoftBody *sb = ob->soft;
ListBase *do_effector= NULL;
- do_effector= pdInitEffectors(ob,NULL);
+
+ do_effector= pdInitEffectors(scene, ob,NULL);
if (sb){
- _scan_for_ext_spring_forces(ob,timenow,0,sb->totspring,do_effector);
+ _scan_for_ext_spring_forces(scene, ob, timenow, 0, sb->totspring, do_effector);
}
if(do_effector)
- pdEndEffectors(do_effector);
+ pdEndEffectors(do_effector);
}
static void *exec_scan_for_ext_spring_forces(void *data)
{
SB_thread_context *pctx = (SB_thread_context*)data;
- _scan_for_ext_spring_forces(pctx->ob,pctx->timenow,pctx->ifirst,pctx->ilast,pctx->do_effector);
+ _scan_for_ext_spring_forces(pctx->scene, pctx->ob, pctx->timenow, pctx->ifirst, pctx->ilast, pctx->do_effector);
return 0;
}
-static void sb_sfesf_threads_run(struct Object *ob, float timenow,int totsprings,int *ptr_to_break_func())
+static void sb_sfesf_threads_run(Scene *scene, struct Object *ob, float timenow,int totsprings,int *ptr_to_break_func())
{
ListBase *do_effector = NULL;
ListBase threads;
@@ -1628,11 +1626,11 @@ static void sb_sfesf_threads_run(struct Object *ob, float timenow,int totsprings
int i, totthread,left,dec;
int lowsprings =100; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */
- do_effector= pdInitEffectors(ob,NULL);
+ do_effector= pdInitEffectors(scene, ob,NULL);
/* figure the number of threads while preventing pretty pointless threading overhead */
- if(G.scene->r.mode & R_FIXED_THREADS)
- totthread= G.scene->r.threads;
+ if(scene->r.mode & R_FIXED_THREADS)
+ totthread= scene->r.threads;
else
totthread= BLI_system_thread_count();
/* what if we got zillions of CPUs running but less to spread*/
@@ -1645,6 +1643,7 @@ static void sb_sfesf_threads_run(struct Object *ob, float timenow,int totsprings
left = totsprings;
dec = totsprings/totthread +1;
for(i=0; i<totthread; i++) {
+ sb_threads[i].scene = scene;
sb_threads[i].ob = ob;
sb_threads[i].forcetime = 0.0; // not used here
sb_threads[i].timenow = timenow;
@@ -2119,13 +2118,14 @@ static void sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float fo
/* since this is definitely the most CPU consuming task here .. try to spread it */
/* core function _softbody_calc_forces_slice_in_a_thread */
/* result is int to be able to flag user break */
-static int _softbody_calc_forces_slice_in_a_thread(Object *ob, float forcetime, float timenow,int ifirst,int ilast,int *ptr_to_break_func(),ListBase *do_effector,int do_deflector,float fieldfactor, float windfactor)
+static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, float forcetime, float timenow,int ifirst,int ilast,int *ptr_to_break_func(),ListBase *do_effector,int do_deflector,float fieldfactor, float windfactor)
{
float iks;
int bb,do_selfcollision,do_springcollision,do_aero;
int number_of_points_here = ilast - ifirst;
SoftBody *sb= ob->soft; /* is supposed to be there */
BodyPoint *bp;
+
/* intitialize */
if (sb) {
/* check conditions for various options */
@@ -2247,7 +2247,7 @@ static int _softbody_calc_forces_slice_in_a_thread(Object *ob, float forcetime,
float speed[3]= {0.0f, 0.0f, 0.0f};
float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
- pdDoEffectors(do_effector, bp->pos, force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
+ pdDoEffectors(scene, do_effector, bp->pos, force, speed, (float)scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
/* apply forcefield*/
VecMulf(force,fieldfactor* eval_sb_fric_force_scale);
@@ -2322,11 +2322,11 @@ return 0; /*done fine*/
static void *exec_softbody_calc_forces(void *data)
{
SB_thread_context *pctx = (SB_thread_context*)data;
- _softbody_calc_forces_slice_in_a_thread(pctx->ob,pctx->forcetime,pctx->timenow,pctx->ifirst,pctx->ilast,NULL,pctx->do_effector,pctx->do_deflector,pctx->fieldfactor,pctx->windfactor);
+ _softbody_calc_forces_slice_in_a_thread(pctx->scene, pctx->ob, pctx->forcetime, pctx->timenow, pctx->ifirst, pctx->ilast, NULL, pctx->do_effector,pctx->do_deflector,pctx->fieldfactor,pctx->windfactor);
return 0;
}
-static void sb_cf_threads_run(struct Object *ob, float forcetime, float timenow,int totpoint,int *ptr_to_break_func(),struct ListBase *do_effector,int do_deflector,float fieldfactor, float windfactor)
+static void sb_cf_threads_run(Scene *scene, Object *ob, float forcetime, float timenow,int totpoint,int *ptr_to_break_func(),struct ListBase *do_effector,int do_deflector,float fieldfactor, float windfactor)
{
ListBase threads;
SB_thread_context *sb_threads;
@@ -2334,8 +2334,8 @@ static void sb_cf_threads_run(struct Object *ob, float forcetime, float timenow,
int lowpoints =100; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */
/* figure the number of threads while preventing pretty pointless threading overhead */
- if(G.scene->r.mode & R_FIXED_THREADS)
- totthread= G.scene->r.threads;
+ if(scene->r.mode & R_FIXED_THREADS)
+ totthread= scene->r.threads;
else
totthread= BLI_system_thread_count();
/* what if we got zillions of CPUs running but less to spread*/
@@ -2383,7 +2383,7 @@ static void sb_cf_threads_run(struct Object *ob, float forcetime, float timenow,
MEM_freeN(sb_threads);
}
-static void softbody_calc_forcesEx(Object *ob, float forcetime, float timenow, int nl_flags)
+static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, float timenow, int nl_flags)
{
/* rule we never alter free variables :bp->vec bp->pos in here !
* this will ruin adaptive stepsize AKA heun! (BM)
@@ -2398,7 +2398,7 @@ static void softbody_calc_forcesEx(Object *ob, float forcetime, float timenow, i
gravity = sb->grav * sb_grav_force_scale(ob);
/* check conditions for various options */
- do_deflector= query_external_colliders(ob);
+ do_deflector= query_external_colliders(scene, ob);
do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF));
do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES));
@@ -2407,17 +2407,17 @@ static void softbody_calc_forcesEx(Object *ob, float forcetime, float timenow, i
bproot= sb->bpoint; /* need this for proper spring addressing */
if (do_springcollision || do_aero)
- sb_sfesf_threads_run(ob,timenow,sb->totspring,NULL);
+ sb_sfesf_threads_run(scene, ob, timenow,sb->totspring,NULL);
/* after spring scan because it uses Effoctors too */
- do_effector= pdInitEffectors(ob,NULL);
+ do_effector= pdInitEffectors(scene, ob,NULL);
if (do_deflector) {
float defforce[3];
do_deflector = sb_detect_aabb_collisionCached(defforce,ob->lay,ob,timenow);
}
- sb_cf_threads_run(ob,forcetime,timenow,sb->totpoint,NULL,do_effector,do_deflector,fieldfactor,windfactor);
+ sb_cf_threads_run(scene, ob, forcetime, timenow, sb->totpoint, NULL, do_effector, do_deflector, fieldfactor, windfactor);
/* finally add forces caused by face collision */
if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob,timenow);
@@ -2429,11 +2429,11 @@ static void softbody_calc_forcesEx(Object *ob, float forcetime, float timenow, i
-static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int nl_flags)
+static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, float timenow, int nl_flags)
{
/* redirection to the new threaded Version */
if (!(G.rt & 0x10)){ // 16
- softbody_calc_forcesEx(ob, forcetime, timenow, nl_flags);
+ softbody_calc_forcesEx(scene, ob, forcetime, timenow, nl_flags);
return;
}
else{
@@ -2472,7 +2472,7 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
gravity = sb->grav * sb_grav_force_scale(ob);
/* check conditions for various options */
- do_deflector= query_external_colliders(ob);
+ do_deflector= query_external_colliders(scene, ob);
do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF));
do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES));
@@ -2480,9 +2480,9 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
bproot= sb->bpoint; /* need this for proper spring addressing */
- if (do_springcollision || do_aero) scan_for_ext_spring_forces(ob,timenow);
+ if (do_springcollision || do_aero) scan_for_ext_spring_forces(scene, ob, timenow);
/* after spring scan because it uses Effoctors too */
- do_effector= pdInitEffectors(ob,NULL);
+ do_effector= pdInitEffectors(scene, ob,NULL);
if (do_deflector) {
float defforce[3];
@@ -2650,7 +2650,7 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
float speed[3]= {0.0f, 0.0f, 0.0f};
float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
- pdDoEffectors(do_effector, bp->pos, force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
+ pdDoEffectors(scene, do_effector, bp->pos, force, speed, (float)scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
/* apply forcefield*/
VecMulf(force,fieldfactor* eval_sb_fric_force_scale);
@@ -3191,7 +3191,7 @@ static void springs_from_mesh(Object *ob)
/* makes totally fresh start situation */
-static void mesh_to_softbody(Object *ob)
+static void mesh_to_softbody(Scene *scene, Object *ob)
{
SoftBody *sb;
Mesh *me= ob->data;
@@ -3204,7 +3204,7 @@ static void mesh_to_softbody(Object *ob)
else totedge= 0;
/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
- renew_softbody(ob, me->totvert, totedge);
+ renew_softbody(scene, ob, me->totvert, totedge);
/* we always make body points */
sb= ob->soft;
@@ -3391,7 +3391,7 @@ static void makelatticesprings(Lattice *lt, BodySpring *bs, int dostiff,Object *
/* makes totally fresh start situation */
-static void lattice_to_softbody(Object *ob)
+static void lattice_to_softbody(Scene *scene, Object *ob)
{
Lattice *lt= ob->data;
SoftBody *sb;
@@ -3410,7 +3410,7 @@ static void lattice_to_softbody(Object *ob)
/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
- renew_softbody(ob, totvert, totspring);
+ renew_softbody(scene, ob, totvert, totspring);
sb= ob->soft; /* can be created in renew_softbody() */
/* weights from bpoints, same code used as for mesh vertices */
@@ -3435,7 +3435,7 @@ static void lattice_to_softbody(Object *ob)
}
/* makes totally fresh start situation */
-static void curve_surf_to_softbody(Object *ob)
+static void curve_surf_to_softbody(Scene *scene, Object *ob)
{
Curve *cu= ob->data;
SoftBody *sb;
@@ -3457,7 +3457,7 @@ static void curve_surf_to_softbody(Object *ob)
}
/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
- renew_softbody(ob, totvert, totspring);
+ renew_softbody(scene, ob, totvert, totspring);
sb= ob->soft; /* can be created in renew_softbody() */
/* set vars now */
@@ -3581,7 +3581,7 @@ static void particles_to_softbody(Object *ob)
int totedge= totpoint-psys->totpart;
/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
- renew_softbody(ob, totpoint, totedge);
+ renew_softbody(scene, ob, totpoint, totedge);
/* find first BodyPoint index for each particle */
if(psys->totpart > 0) {
@@ -3727,7 +3727,7 @@ static void sb_new_scratch(SoftBody *sb)
/* ************ Object level, exported functions *************** */
/* allocates and initializes general main data */
-SoftBody *sbNew(void)
+SoftBody *sbNew(Scene *scene)
{
SoftBody *sb;
@@ -3751,8 +3751,8 @@ SoftBody *sbNew(void)
sb->inpush = 0.5f;
sb->interval= 10;
- sb->sfra= G.scene->r.sfra;
- sb->efra= G.scene->r.efra;
+ sb->sfra= scene->r.sfra;
+ sb->efra= scene->r.efra;
sb->colball = 0.49f;
sb->balldamp = 0.50f;
@@ -3938,16 +3938,17 @@ static void softbody_reset(Object *ob, SoftBody *sb, float (*vertexCos)[3], int
}
}
-static void softbody_step(Object *ob, SoftBody *sb, float dtime)
+static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime)
{
/* the simulator */
float forcetime;
double sct,sst=PIL_check_seconds_timer();
- ccd_update_deflector_hache(ob,sb->scratch->colliderhash);
+
+ ccd_update_deflector_hash(scene, ob, sb->scratch->colliderhash);
if(sb->scratch->needstobuildcollider){
- if (query_external_colliders(ob)){
- ccd_build_deflector_hache(ob,sb->scratch->colliderhash);
+ if (query_external_colliders(scene, ob)){
+ ccd_build_deflector_hash(scene, ob, sb->scratch->colliderhash);
}
sb->scratch->needstobuildcollider=0;
}
@@ -3980,12 +3981,12 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
sb->scratch->flag &= ~SBF_DOFUZZY;
/* do predictive euler step */
- softbody_calc_forces(ob, forcetime,timedone/dtime,0);
+ softbody_calc_forces(scene, ob, forcetime,timedone/dtime,0);
softbody_apply_forces(ob, forcetime, 1, NULL,mid_flags);
/* crop new slope values to do averaged slope step */
- softbody_calc_forces(ob, forcetime,timedone/dtime,0);
+ softbody_calc_forces(scene, ob, forcetime,timedone/dtime,0);
softbody_apply_forces(ob, forcetime, 2, &err,mid_flags);
softbody_apply_goalsnap(ob);
@@ -4067,7 +4068,7 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
}
/* simulates one step. framenr is in frames */
-void sbObjectStep(Object *ob, float cfra, float (*vertexCos)[3], int numVerts)
+void sbObjectStep(Scene *scene, Object *ob, float cfra, float (*vertexCos)[3], int numVerts)
{
ParticleSystemModifierData *psmd=0;
ParticleData *pa=0;
@@ -4083,7 +4084,7 @@ void sbObjectStep(Object *ob, float cfra, float (*vertexCos)[3], int numVerts)
framedelta= framenr - cache->simframe;
BKE_ptcache_id_from_softbody(&pid, ob, sb);
- BKE_ptcache_id_time(&pid, framenr, &startframe, &endframe, &timescale);
+ BKE_ptcache_id_time(&pid, scene, framenr, &startframe, &endframe, &timescale);
/* check for changes in mesh, should only happen in case the mesh
* structure changes during an animation */
@@ -4115,17 +4116,17 @@ void sbObjectStep(Object *ob, float cfra, float (*vertexCos)[3], int numVerts)
else {
switch(ob->type) {
case OB_MESH:
- mesh_to_softbody(ob);
+ mesh_to_softbody(scene, ob);
break;
case OB_LATTICE:
- lattice_to_softbody(ob);
+ lattice_to_softbody(scene, ob);
break;
case OB_CURVE:
case OB_SURF:
- curve_surf_to_softbody(ob);
+ curve_surf_to_softbody(scene, ob);
break;
default:
- renew_softbody(ob, numVerts, 0);
+ renew_softbody(scene, ob, numVerts, 0);
break;
}
}
@@ -4143,7 +4144,7 @@ void sbObjectStep(Object *ob, float cfra, float (*vertexCos)[3], int numVerts)
dtime = timescale;
softbody_update_positions(ob, sb, vertexCos, numVerts);
- softbody_step(ob, sb, dtime);
+ softbody_step(scene, ob, sb, dtime);
if(sb->particles==0)
softbody_to_object(ob, vertexCos, numVerts, 0);
@@ -4203,7 +4204,7 @@ void sbObjectStep(Object *ob, float cfra, float (*vertexCos)[3], int numVerts)
/* checking time: */
dtime = framedelta*timescale;
- softbody_step(ob, sb, dtime);
+ softbody_step(scene, ob, sb, dtime);
if(sb->particles==0)
softbody_to_object(ob, vertexCos, numVerts, 0);