diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2008-09-28 07:07:13 +0400 |
---|---|---|
committer | Erwin Coumans <blender@erwincoumans.com> | 2008-09-28 07:07:13 +0400 |
commit | f8fb61f9fa0439cbdb6b43d79d82687692daea2f (patch) | |
tree | 3adc2d5e30830797bb7b1d41f2bfe26e31851225 /source/blender/makesdna/DNA_object_force.h | |
parent | a765f54b1a20bc8a5d12187b49a6da9652cc6bf6 (diff) |
enable -noaudio option, so it actually works (and doesn't get overwritten by a game flag). audio initialization delays startup of game engine 2 seconds
add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick.
In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second!
Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.
Diffstat (limited to 'source/blender/makesdna/DNA_object_force.h')
-rw-r--r-- | source/blender/makesdna/DNA_object_force.h | 50 |
1 files changed, 46 insertions, 4 deletions
diff --git a/source/blender/makesdna/DNA_object_force.h b/source/blender/makesdna/DNA_object_force.h index 081b83c3d02..21c5242a703 100644 --- a/source/blender/makesdna/DNA_object_force.h +++ b/source/blender/makesdna/DNA_object_force.h @@ -85,14 +85,56 @@ typedef struct SBVertex { } SBVertex; typedef struct BulletSoftBody { - int flag; /* various boolean options */ - float linStiff; /* linear stiffness 0..1 */ - float angStiff; /* angular stiffness 0..1 */ - float volume; /* volume preservation 0..1 */ + int flag; /* various boolean options */ + float linStiff; /* linear stiffness 0..1 */ + float angStiff; /* angular stiffness 0..1 */ + float volume; /* volume preservation 0..1 */ + + int viterations; /* Velocities solver iterations */ + int piterations; /* Positions solver iterations */ + int diterations; /* Drift solver iterations */ + int citerations; /* Cluster solver iterations */ + + float kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */ + float kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */ + float kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */ + float kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */ + + float kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */ + float kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */ + float kVCF; /* Velocities correction factor (Baumgarte) */ + float kDP; /* Damping coefficient [0,1] */ + + float kDG; /* Drag coefficient [0,+inf] */ + float kLF; /* Lift coefficient [0,+inf] */ + float kPR; /* Pressure coefficient [-inf,+inf] */ + float kVC; /* Volume conversation coefficient [0,+inf] */ + + float kDF; /* Dynamic friction coefficient [0,1] */ + float kMT; /* Pose matching coefficient [0,1] */ + float kCHR; /* Rigid contacts hardness [0,1] */ + float kKHR; /* Kinetic contacts hardness [0,1] */ + + float kSHR; /* Soft contacts hardness [0,1] */ + float kAHR; /* Anchors hardness [0,1] */ + int collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */ + int numclusteriterations; /* number of iterations to refine collision clusters*/ + } BulletSoftBody; /* BulletSoftBody.flag */ #define OB_BSB_SHAPE_MATCHING 2 +#define OB_BSB_UNUSED 4 +#define OB_BSB_BENDING_CONSTRAINTS 8 +#define OB_BSB_AERO_VPOINT 16 /* aero model, Vertex normals are oriented toward velocity*/ +#define OB_BSB_AERO_VTWOSIDE 32 /* aero model, Vertex normals are flipped to match velocity */ + +/* BulletSoftBody.collisionflags */ +#define OB_BSB_COL_SDF_RS 2 /* SDF based rigid vs soft */ +#define OB_BSB_COL_CL_RS 4 /* Cluster based rigid vs soft */ +#define OB_BSB_COL_CL_SS 8 /* Cluster based soft vs soft */ +#define OB_BSB_COL_VF_SS 16 /* Vertex/Face based soft vs soft */ + typedef struct SoftBody { struct ParticleSystem *particles; /* particlesystem softbody */ |