made correct physics visible on solver panel
i did not like the accusation blenders soft body module is too bad coded to not respect law of energy conservation. well .. animators most of the times don't care if there was a theoretical physics law .. they want to get things done hum i think on the other hand it is for sure raising confidence to the soft body module when simple physical rules can be verified so i won't 'turn a hand' on either approach IMHO the inaccurate soft approach serves best to animators anyhow you have both so you can decide devil or Beelzebub have fun BM
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@@ -3408,7 +3408,7 @@ static char sbsolvers[] = "Solver %t|RKP almost SOFT not usable but for some ger
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/* SIF would have been candidate .. well lack of time .. brecht is busy .. better make a stable version for peach now :) */
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static char sbsolvers[] = "SIF semi implicit euler with fixed step size (worth a try with real stiff egdes)%x3|SOFT step size controlled midpoint(1rst choice for real softbodies)%x0";
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#else
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static char sbsolvers[] = "SOFT step size controlled midpoint(1rst choice for real softbodies)%x0";
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static char sbsolvers[] = "RKCP correct physics (harder to get stable but usefull for education :)%x1|SOFT step size controlled midpoint(1rst choice for real softbodies)%x0";
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#endif
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static void object_softbodies_collision(Object *ob)
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@@ -3598,11 +3598,11 @@ static void object_softbodies_solver(Object *ob)
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/*SOLVER SETTINGS*/
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uiBlockBeginAlign(block);
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uiDefBut(block, LABEL, 0, "Solver select",10,200,300,20, NULL, 0.0, 0, 0, 0, "");
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uiDefButS(block, MENU, B_SOFTBODY_CHANGE, sbsolvers,10,180,300,20, &sb->solver_ID, 14.0, 0.0, 0, 0, "Select Solver (choose 1 of 1 i was working on some other but failed *sigh* BM) ");
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uiDefButS(block, MENU, B_SOFTBODY_CHANGE, sbsolvers,10,180,300,20, &sb->solver_ID, 14.0, 0.0, 0, 0, "Select Solver");
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uiBlockEndAlign(block);
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/*some have adapive step size - some not*/
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sb->solver_ID = 0; /* ugly hack to prepare peach freeze */
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//sb->solver_ID = 0; /* ugly hack to prepare peach freeze */
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switch (sb->solver_ID) {
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case 0:
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case 1:
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