diff options
author | Jens Ole Wund <bjornmose@gmx.net> | 2010-03-07 03:11:40 +0300 |
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committer | Jens Ole Wund <bjornmose@gmx.net> | 2010-03-07 03:11:40 +0300 |
commit | c3c16603d26e7a25ebb578b91ca9a80596657ebd (patch) | |
tree | 062b1614a039fd38437f3d2b41b9b34918b59217 /source | |
parent | 8f330a333a389014e3fd801c7b9865160ce21b78 (diff) |
No code chanced .. just tagging hot spots
for 2.5 paradigm 'animate everything'
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/blenkernel/intern/softbody.c | 13 |
1 files changed, 10 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c index f3d69cc458a..343d11a2f34 100644 --- a/source/blender/blenkernel/intern/softbody.c +++ b/source/blender/blenkernel/intern/softbody.c @@ -3242,6 +3242,7 @@ static void mesh_to_softbody(Scene *scene, Object *ob) /* we always make body points */ sb= ob->soft; bp= sb->bpoint; + /* should go to sb->scratch so we can pick it up at frame level thanks_a_TON*/ goalfac= ABS(sb->maxgoal - sb->mingoal); for(a=0; a<me->totvert; a++, bp++) { @@ -3251,13 +3252,19 @@ static void mesh_to_softbody(Scene *scene, Object *ob) which can be done by caller but still .. i'd like it to go this way */ - if((ob->softflag & OB_SB_GOAL) && sb->vertgroup) { + if((ob->softflag & OB_SB_GOAL) && sb->vertgroup) { /* even this is a deprecated evil hack */ + /* I'd like to have it .. if (sb->namedVG_Goal[0]) */ + get_scalar_from_vertexgroup(ob, a,(short) (sb->vertgroup-1), &bp->goal); /* do this always, regardless successfull read from vertex group */ - bp->goal= sb->mingoal + bp->goal*goalfac; + /* this is where '2.5 every thing is animateable' goes wrong in the first place thanks_a_TON */ + /* don't ask me for evidence .. i might track to the very commit */ + /* 1st coding action to take : move this to frame level */ + /* reads: leave the bp->goal as it was read from vertex group / or default .. we will need it at per frame call */ + bp->goal= sb->mingoal + bp->goal*goalfac; /* do not do here thanks_a_TON */ } /* a little ad hoc changing the goal control to be less *sharp* */ - bp->goal = (float)pow(bp->goal, 4.0f); + bp->goal = (float)pow(bp->goal, 4.0f);/* do not do here thanks_a_TON */ /* to proove the concept this would enable per vertex *mass painting* |