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authorJens Ole Wund <bjornmose@gmx.net>2010-03-07 03:11:40 +0300
committerJens Ole Wund <bjornmose@gmx.net>2010-03-07 03:11:40 +0300
commitc3c16603d26e7a25ebb578b91ca9a80596657ebd (patch)
tree062b1614a039fd38437f3d2b41b9b34918b59217 /source/blender/blenkernel/intern/softbody.c
parent8f330a333a389014e3fd801c7b9865160ce21b78 (diff)
No code chanced .. just tagging hot spots
for 2.5 paradigm 'animate everything'
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r--source/blender/blenkernel/intern/softbody.c13
1 files changed, 10 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index f3d69cc458a..343d11a2f34 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -3242,6 +3242,7 @@ 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);
for(a=0; a<me->totvert; a++, bp++) {
@@ -3251,13 +3252,19 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
which can be done by caller but still .. i'd like it to go this way
*/
- if((ob->softflag & OB_SB_GOAL) && sb->vertgroup) {
+ if((ob->softflag & OB_SB_GOAL) && sb->vertgroup) { /* even this is a deprecated evil hack */
+ /* I'd like to have it .. if (sb->namedVG_Goal[0]) */
+
get_scalar_from_vertexgroup(ob, a,(short) (sb->vertgroup-1), &bp->goal);
/* do this always, regardless successfull read from vertex group */
- bp->goal= sb->mingoal + bp->goal*goalfac;
+ /* 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 */
+ /* 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 */
}
/* a little ad hoc changing the goal control to be less *sharp* */
- bp->goal = (float)pow(bp->goal, 4.0f);
+ bp->goal = (float)pow(bp->goal, 4.0f);/* do not do here thanks_a_TON */
/* to proove the concept
this would enable per vertex *mass painting*