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authorJens Ole Wund <bjornmose@gmx.net>2006-10-14 01:27:43 +0400
committerJens Ole Wund <bjornmose@gmx.net>2006-10-14 01:27:43 +0400
commitbabb95c3e0a5e9c87fa3f402d5b8ce90eb440346 (patch)
tree37e8a712a44dc761c98868fbd26cf45368323a72 /source/blender/makesdna/DNA_object_force.h
parent1c95192e743b2635778579621019b7e177a64910 (diff)
softbody update
nicer kinematics in self collision -> blending to complete inelastic impact now does something close to real physics first steps towards aerodynamics anisotropic friction springs 'see' their movement in media --> see surrrounding media does not move and/or reacts on wind (*for now needs to have a pseudo collider araound -> that is: add a cube in the same layer and make it a deflector *)
Diffstat (limited to 'source/blender/makesdna/DNA_object_force.h')
-rw-r--r--source/blender/makesdna/DNA_object_force.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_object_force.h b/source/blender/makesdna/DNA_object_force.h
index c060f883712..567e1d7c42f 100644
--- a/source/blender/makesdna/DNA_object_force.h
+++ b/source/blender/makesdna/DNA_object_force.h
@@ -104,7 +104,8 @@ typedef struct SoftBody {
float balldamp; /* cooling down collision response */
float ballstiff; /* pressure the ball is loaded with */
short sbc_mode;
- short pad3, /* alias vg_ballsize, weight painting collision balls not implemented yet, but easy peasy to do */
+ short aeroedge,
+ /* alias vg_ballsize, weight painting collision balls not implemented yet, but easy peasy to do */
pad4,pad5; /* could be vg_balldamp,vg_ballstiff :) ahh, well vg_nodemass is missing too*/
} SoftBody;