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-rw-r--r--extern/bullet2/src/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.cpp8
-rw-r--r--source/blender/src/buttons_logic.c16
2 files changed, 17 insertions, 7 deletions
diff --git a/extern/bullet2/src/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.cpp b/extern/bullet2/src/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.cpp
index 9da765372d1..61a57ea5da9 100644
--- a/extern/bullet2/src/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.cpp
+++ b/extern/bullet2/src/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.cpp
@@ -32,7 +32,7 @@ subject to the following restrictions:
#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
#include "BulletSoftBody/btSoftBody.h"
-#define BT_SOFTBODY_TRIANGLE_EXTRUSION btScalar(0.06)//make this configurable
+#define BT_SOFTBODY_TRIANGLE_EXTRUSION btScalar(0.3)//make this configurable
btSoftBodyConcaveCollisionAlgorithm::btSoftBodyConcaveCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1,bool isSwapped)
: btCollisionAlgorithm(ci),
@@ -142,9 +142,9 @@ void btSoftBodyTriangleCallback::processTriangle(btVector3* triangle,int partId,
normal*= BT_SOFTBODY_TRIANGLE_EXTRUSION;
// other=(triangle[0]+triangle[1]+triangle[2])*0.333333f;
// other+=normal*22.f;
- btVector3 pts[6] = {triangle[0]+normal,
- triangle[1]+normal,
- triangle[2]+normal,
+ btVector3 pts[6] = {triangle[0],
+ triangle[1],
+ triangle[2],
triangle[0]-normal,
triangle[1]-normal,
triangle[2]-normal};
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c
index e36e51d9686..388989fdbfb 100644
--- a/source/blender/src/buttons_logic.c
+++ b/source/blender/src/buttons_logic.c
@@ -2974,6 +2974,9 @@ static void check_body_type(void *arg1_but, void *arg2_object)
case OB_BODY_TYPE_SOFT:
ob->gameflag |= OB_COLLISION|OB_DYNAMIC|OB_SOFT_BODY|OB_ACTOR;
ob->gameflag &= ~(OB_RIGID_BODY);
+ ob->gameflag |= OB_BOUNDS;
+ if (ob->boundtype<OB_BOUND_POLYH)
+ ob->boundtype=OB_BOUND_POLYH;
break;
}
}
@@ -3112,9 +3115,16 @@ void buttons_bullet(uiBlock *block, Object *ob)
&ob->gameflag, 0, 0, 0, 0,
"Specify a collision bounds type");
if (ob->gameflag & OB_BOUNDS) {
- uiDefButS(block, MENU, REDRAWVIEW3D, "Collision Bounds%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull%x5|Triangle Mesh%x4",
- //almost ready to enable this one: uiDefButS(block, MENU, REDRAWVIEW3D, "Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull Polytope%x5|Static TriangleMesh %x4|Dynamic Mesh %x5|",
- 90, 105, 150, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
+ //only allow convex hull/triangle mesh for soft bodies
+ if (ob->body_type==OB_BODY_TYPE_SOFT)
+ {
+ uiDefButS(block, MENU, REDRAWVIEW3D, "Collision Bounds%t|Convex Hull%x5|Triangle Mesh%x4",
+ 90, 105, 150, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
+ } else
+ {
+ uiDefButS(block, MENU, REDRAWVIEW3D, "Collision Bounds%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull%x5|Triangle Mesh%x4",
+ 90, 105, 150, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
+ }
uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 240,105,110,19,
&ob->gameflag, 0, 0, 0, 0,
"Add Children");