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authorLukas Tönne <lukas.toenne@gmail.com>2014-11-13 18:06:39 +0300
committerLukas Tönne <lukas.toenne@gmail.com>2015-01-20 11:30:07 +0300
commitb3cbafb96630c370d1750fc8cb59053ddae0d6f2 (patch)
treead196084618e3f631656751a27da1b03006f6930 /source/blender/makesdna/DNA_cloth_types.h
parenta754c0af4088aaa7d1799351db1d03b9250a0d2e (diff)
Implementation of a target density feature for the hair simulation.
This allows setting a target density which the fluid simulation will take into account as an additional term in the pressure Poisson equation. Based on two papers "Detail Preserving Continuum Simulation of Straight Hair" (McAdams et al. 2009) and "Two-way Coupled SPH and Particle Level Set Fluid Simulation" (Losasso et al. 2008) Currently the target pressure is specified directly, but it will be a lot more convenient to define this in terms of a geometric value such as "number of hairs per area" (combined with hair "thickness"). Conflicts: source/blender/physics/intern/BPH_mass_spring.cpp
Diffstat (limited to 'source/blender/makesdna/DNA_cloth_types.h')
-rw-r--r--source/blender/makesdna/DNA_cloth_types.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/makesdna/DNA_cloth_types.h b/source/blender/makesdna/DNA_cloth_types.h
index f4d8faa7958..3144dadb680 100644
--- a/source/blender/makesdna/DNA_cloth_types.h
+++ b/source/blender/makesdna/DNA_cloth_types.h
@@ -69,8 +69,8 @@ typedef struct ClothSimSettings {
float goalspring;
float goalfrict;
float velocity_smooth; /* smoothing of velocities for hair */
- float pressure; /* pressure factor from hair density */
- float pressure_threshold; /* minimum density for hair pressure */
+ float density_target; /* minimum density for hair */
+ float density_strength; /* influence of hair density */
float collider_friction; /* friction with colliders */
float vel_damping; /* damp the velocity to speed up getting to the resting position */
float shrink_min; /* min amount to shrink cloth by 0.0f (no shrink) - 1.0f (shrink to nothing) */