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authorDaniel Genrich <daniel.genrich@gmx.net>2012-06-01 20:50:12 +0400
committerDaniel Genrich <daniel.genrich@gmx.net>2012-06-01 20:50:12 +0400
commit9efc294d457c974cc8626ec50c90f755ed25c9e5 (patch)
treea2904fbe6d28df19653c88431b280402a5e1ab0e /source/blender
parent3ea554e0a26857bb8bc37792b665f63cef3689d5 (diff)
Followup fix Bugfix [#31629]: Cloth simulation collisions used still too high repulsions.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/intern/collision.c13
1 files changed, 10 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/collision.c b/source/blender/blenkernel/intern/collision.c
index e680d9889cd..b90cc9d5958 100644
--- a/source/blender/blenkernel/intern/collision.c
+++ b/source/blender/blenkernel/intern/collision.c
@@ -302,6 +302,10 @@ static int cloth_collision_response_static ( ClothModifierData *clmd, CollisionM
// Apply repulse impulse if distance too short
// I_r = -min(dt*kd, m(0, 1d/dt - v_n))
+ // DG: this formula ineeds to be changed for this code since we apply impulses/repulses like this:
+ // v += impulse; x_new = x + v;
+ // We don't use dt!!
+ // DG TODO: Fix usage of dt here!
spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale;
d = clmd->coll_parms->epsilon*8.0f/9.0f + epsilon2*8.0f/9.0f - collpair->distance;
@@ -324,15 +328,18 @@ static int cloth_collision_response_static ( ClothModifierData *clmd, CollisionM
else
{
// Apply repulse impulse if distance too short
- // I_r = -min(dt*kd, m(0, 1d/dt - v_n))
+ // I_r = -min(dt*kd, max(0, 1d/dt - v_n))
+ // DG: this formula ineeds to be changed for this code since we apply impulses/repulses like this:
+ // v += impulse; x_new = x + v;
+ // We don't use dt!!
float spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale;
float d = clmd->coll_parms->epsilon*8.0f/9.0f + epsilon2*8.0f/9.0f - collpair->distance;
if ( d > ALMOST_ZERO) {
// stay on the safe side and clamp repulse
- float repulse = d*1.0f/spf;
+ float repulse = d;
- float impulse = repulse / (3.0f * ( 1.0f + w1*w1 + w2*w2 + w3*w3 )); // original 2.0 / 0.25
+ float impulse = repulse / (( 1.0f + w1*w1 + w2*w2 + w3*w3 )); // original 2.0 / 0.25
VECADDMUL ( i1, collpair->normal, impulse );
VECADDMUL ( i2, collpair->normal, impulse );
VECADDMUL ( i3, collpair->normal, impulse );