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2006-11-21having a nice break/esc behavior on bakeJens Ole Wund
other occasions like ALT_A needs that too
2005-08-15 - readded DL_VERTS type to store lattice deformed vertsDaniel Dunbar
- new feature, twiddled with lattice resizing to try to maintain existing vertex changes... much nicer than just resetting the lattice if you decide you need more detail in the lattice. - modifiers work with lattices now. yes, that does mean you can make a chain of lattices effecting each other 8 miles long. - some cleanup of softbody code, was rather splintered and call path was twisted and confusing. reworked main object step routine to do things in a more obvious and consistent manner and without duplicate code - added ob->softflag OB_SB_RESET instead of sbObjectReset call - modifier changes reset softbody now - moved curve_getVertexCos/curve_applyVertexCos into curve.c - update curve modifier eval to work with virtual modifiers - update modifier apply to work with curves/surfs - update make parent to also recalc object data NOTE: Although you can turn SB on for curve/font objects at the moment it doesn't really work because they call deform in multiple steps and this confuses SB. Not sure how to deal with atm.
2005-07-24 - switch displistmesh_to_mesh to just dupalloc the mface'sDaniel Dunbar
- added verteCos argument to sbObjectReset, lack of this was causing softbody objects to not be initialized with deform - made convert-to-mesh option call DAG_scene_sort, prevents crashes due to obsolete object pointer
2005-07-19 - some missing changes for switch of mesh_modifier toDaniel Dunbar
deform new verts array. I don't really know how to use softbody, so it would be nice if someone would test this for me.
2005-07-19 - split mesh_deform off from object_deformDaniel Dunbar
- changed mesh_modifier, sbObjectStep, object_deform to take vertexCo argument instead of operating on mesh - fixed bug where a derived mesh would not be returned in editmode - removed object_wave, replaced by init_wave_deform and calc_wave_deform - moved cached DerivedMesh to Object, not Mesh... fixes heisenbugs with linked objects
2005-04-19removed my SB hack from particle collision codeJens Ole Wund
(which still can't really handle moving targets) leaving 2 bug fixes 1. multiple objects need a reset on cache variable 2. quads always need to be handled as 2 triangles (since they don't need to share a plane) added a collision detecting function in effect.c for SB ( no need to be there, but i did not find a better place ) but should handle 'moving targets' up to 0.2 blender units/frame well .. important info in this case: collision uses 'face normal' to decide if *intrusion* happend uses 'damping' of collision target to slow down movement when *intrusion* happend +some more removing unneeded code in softbody.c
2005-04-02Integration stage of Softbody projectTon Roosendaal
User level notes are in Wiki here; http://wiki.blender.org/bin/view.pl/Blenderdev/Softbodies And will be added in blender3d.org CMS later. Tech level notes are still pending, but here's the most relevant ones; - made ob->soft struct SoftBody to hold all settings, and read/save in files - added (temporal!) conversion for the old settings. So: read old files with softbody experiments now, and save over! - cleaned API calls for softbody, which are only 5 of them now: sbNew() sbFree() sbObjectStep() (animation steps) sbObjectToSoftbody() (full re-initialize data) sbObjectReset() (only reset motion) - API calls accepts time in frames now, within softbody.c it converts Further, internally code was cleaned some (missing tabs etc). Also tried to keep a well defined structure with hints how to add support for more objects. Can write notes about that...
2005-01-13big softbody commitJens Ole Wund
some vertex group , weight painting stuff too /me crosses fingers it does not break anything
2004-10-01Added 2 files for softbody plus sconscript!Ton Roosendaal