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authorLukas Tönne <lukas.toenne@gmail.com>2014-09-01 19:46:17 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2015-01-20 11:29:56 +0300
commit1ed88bb24e13f7d911de708e5b2479a937734183 (patch)
tree4d8e7ba536ab50c1eb53c0b19112e0f017dc24e0 /source/blender/blenloader
parentd8cf12fe5a18309e968ffc3b326d70554013b5a7 (diff)
Partial response force for hair collisions.
This implements a penalty force as well as a repulsion force to avoid further penetration, as suggested in "Simulating Complex Hair with Robust Collision Handling" (http://graphics.snu.ac.kr/publications/2005-choe-HairSim/Choe_2005_SCA.pdf) Friction forces are still missing. More problematic is handling of moving colliders, when face swap places with the hair vertex and a collision is missed, putting the vertex inside the mesh volume. Larger margins might help, but ultimately using Bullet collision detection is probably more reliable and failsafe.
Diffstat (limited to 'source/blender/blenloader')
-rw-r--r--source/blender/blenloader/intern/readfile.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 054c9cb96e7..1a772a9657e 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -113,6 +113,7 @@
#include "BKE_armature.h"
#include "BKE_brush.h"
+#include "BKE_cloth.h"
#include "BKE_constraint.h"
#include "BKE_context.h"
#include "BKE_curve.h"
@@ -3940,6 +3941,9 @@ static void direct_link_particlesystems(FileData *fd, ListBase *particles)
if (psys->clmd->sim_parms->presets > 10)
psys->clmd->sim_parms->presets = 0;
}
+ if (psys->clmd->coll_parms) {
+ psys->clmd->coll_parms->flags |= CLOTH_COLLSETTINGS_FLAG_POINTS;
+ }
psys->hair_in_dm = psys->hair_out_dm = NULL;