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authorLukas Tönne <lukas.toenne@gmail.com>2014-09-25 17:42:08 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2015-01-20 11:30:03 +0300
commit520922876a1f7618319038728ca14a18276287d3 (patch)
tree7bf578e7008568a0912784506b1d32deb95f30d4 /source/blender/physics/intern/BPH_mass_spring.cpp
parent7d4799b41d554e2a2b56928e88a9a4afb4a3ff13 (diff)
Target calculation for local non-straight rest shapes.
This is more involved than using simple straight bending targets constructed from the neighboring segments, but necessary for restoring groomed rest shapes. The targets are defined by parallel-transporting a coordinate frame along the hair, which smoothly rotates to avoid sudden twisting (Frenet frame problem). The rest positions of hair vertices defines the target vectors relative to the frame. In the deformed motion state the frame is then recalculated and the targets constructed in world/root space.
Diffstat (limited to 'source/blender/physics/intern/BPH_mass_spring.cpp')
-rw-r--r--source/blender/physics/intern/BPH_mass_spring.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/physics/intern/BPH_mass_spring.cpp b/source/blender/physics/intern/BPH_mass_spring.cpp
index 56923b6603a..458a8f27ee7 100644
--- a/source/blender/physics/intern/BPH_mass_spring.cpp
+++ b/source/blender/physics/intern/BPH_mass_spring.cpp
@@ -426,6 +426,13 @@ BLI_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s,
/* XXX assuming same restlen for ij and jk segments here, this can be done correctly for hair later */
BPH_mass_spring_force_spring_bending_angular(data, s->ij, s->kl, s->mn, s->matrix_ij_kl, s->matrix_kl_mn, s->matrix_ij_mn, s->restlen, s->restlen, kb, cb);
+
+ {
+ float x[3], v[3], d[3];
+ BPH_mass_spring_get_motion_state(data, s->kl, x, v);
+ mul_v3_v3fl(d, s->target, clmd->sim_parms->avg_spring_len);
+ BKE_sim_debug_data_add_vector(clmd->debug_data, x, d, 0.4, 0.4, 1, "target", hash_vertex(7982, s->kl));
+ }
#endif
}
}