From 1d47d662f9c6b5a2bcaec90b1a4ff78781107553 Mon Sep 17 00:00:00 2001 From: Jens Ole Wund Date: Mon, 18 Apr 2005 21:51:45 +0000 Subject: removed my SB hack from particle collision code (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 --- source/blender/blenkernel/BKE_softbody.h | 1 + 1 file changed, 1 insertion(+) (limited to 'source/blender/blenkernel/BKE_softbody.h') diff --git a/source/blender/blenkernel/BKE_softbody.h b/source/blender/blenkernel/BKE_softbody.h index 09be644c9e7..e612769c305 100644 --- a/source/blender/blenkernel/BKE_softbody.h +++ b/source/blender/blenkernel/BKE_softbody.h @@ -39,6 +39,7 @@ typedef struct BodyPoint { float weight, goal; float prevpos[3], prevvec[3], prevdx[3], prevdv[3]; /* used for Heun integration */ int nofsprings; int *springs; + float contactfrict; } BodyPoint; typedef struct BodySpring { -- cgit v1.2.3