diff options
author | Lukas Tönne <lukas.toenne@gmail.com> | 2014-12-18 15:52:31 +0300 |
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committer | Lukas Tönne <lukas.toenne@gmail.com> | 2015-01-20 11:30:09 +0300 |
commit | db2ac79fc7ca7d65a3e2912b4b6b5f1ec3b911fd (patch) | |
tree | 6cb4bce50e8a27cebcc7ce913587d2cfb37dcaaa /source/blender/physics/intern/implicit.h | |
parent | f0e86905261713f5ea1cd572b6c40b6c5587110f (diff) |
Radical simplification of the wind effect on hair, since the previous
approach does not work very well.
Using a cross section estimate still causes large oscillations due to
varying hair force based on angles. It also requires a sensible hair
thickness value (particle radius) which is difficult to control and
visualize at this point.
The new model is based purely on per-vertex forces, which seems to be
much more stable. It's also somewhat justified by the fact that each
hair vertex represents a certain mass.
Conflicts:
source/blender/physics/intern/BPH_mass_spring.cpp
Diffstat (limited to 'source/blender/physics/intern/implicit.h')
-rw-r--r-- | source/blender/physics/intern/implicit.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/physics/intern/implicit.h b/source/blender/physics/intern/implicit.h index 1c9dccb08ed..0e2d12ba99d 100644 --- a/source/blender/physics/intern/implicit.h +++ b/source/blender/physics/intern/implicit.h @@ -112,6 +112,8 @@ void BPH_mass_spring_force_extern(struct Implicit_Data *data, int i, const float void BPH_mass_spring_force_face_wind(struct Implicit_Data *data, int v1, int v2, int v3, int v4, const float (*winvec)[3]); /* Wind force, acting on an edge */ void BPH_mass_spring_force_edge_wind(struct Implicit_Data *data, int v1, int v2, float radius1, float radius2, const float (*winvec)[3]); +/* Wind force, acting on a vertex */ +void BPH_mass_spring_force_vertex_wind(struct Implicit_Data *data, int v, float radius, const float (*winvec)[3]); /* Linear spring force between two points */ bool BPH_mass_spring_force_spring_linear(struct Implicit_Data *data, int i, int j, float restlen, float stiffness, float damping, bool no_compress, float clamp_force, |