softbody <--> softbody collision
make softbodies collide with objects patented to armatures (bones), lattices .. ) Softbody deflectors always use the new modifier stack. (thanks ZR) Softbody deflector code checks for identity of colliding objects so, there is no need to prohibit softbodies to be a deflector. So now you can put some soft balls in a box and see them bounce. see : http://wund.privat.t-online.de/bt/sb_sb_coll.blend A deflector cube parented to SB lattice: http://wund.privat.t-online.de/bt/sb_lattice.blend BM
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@@ -1417,7 +1417,9 @@ static void object_panel_deflectors(Object *ob)
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uiDefButF(block, NUM, B_DIFF, "Inner:", 160,20,150,20, &pd->pdef_sbift, 0.001, 1.0, 10, 0, "Inner face thickness");
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uiDefButF(block, NUM, B_DIFF, "Outer:", 160, 0,150,20, &pd->pdef_sboft, 0.001, 1.0, 10, 0, "Outer face thickness");
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uiBlockBeginAlign(block);
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/* seems to be working fine .. so we do use modifier stack by default .. code here rests for debugging
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uiDefButBitS(block, TOG, PDEFLE_DEFORM , 0,"UMS or CRASH", 0,0,150,20, &pd->flag, 0, 0, 0, 0, "Let collision object move with armatures/lattices WARNING logical circles will CRASH");
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*/
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}
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}
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}
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@@ -1464,7 +1466,9 @@ static void object_softbodies(Object *ob)
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if(uiNewPanel(curarea, block, "Softbody", "Object", 640, 0, 318, 204)==0) return;
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/* do not allow to combine with force fields */
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if(ob->pd && ob->pd->deflect) {
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/* if(ob->pd && ob->pd->deflect) { */
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/* no reason for that any more BM */
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if(0) {
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uiDefBut(block, LABEL, 0, "Object has Deflection,", 10,160,300,20, NULL, 0.0, 0, 0, 0, "");
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uiDefBut(block, LABEL, 0, "no Softbody possible", 10,140,300,20, NULL, 0.0, 0, 0, 0, "");
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} else {
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