Particles now got that force-hiding feature, too --> jahka: please take a look :)
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@@ -66,7 +66,7 @@ void pdEndEffectors(struct ListBase *lb);
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void pdDoEffectors(struct ListBase *lb, float *opco, float *force, float *speed, float cur_time, float loc_time, unsigned int flags);
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/* required for particle_system.c */
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void do_physical_effector(short type, float force_val, float distance, float falloff, float size, float damp, float *eff_velocity, float *vec_to_part, float *velocity, float *field, int planar, struct RNG *rng, float noise_factor);
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void do_physical_effector(Object *ob, float *opco, short type, float force_val, float distance, float falloff, float size, float damp, float *eff_velocity, float *vec_to_part, float *velocity, float *field, int planar, struct RNG *rng, float noise_factor);
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float effector_falloff(struct PartDeflect *pd, float *eff_velocity, float *vec_to_part);
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@@ -229,6 +229,60 @@ void pdEndEffectors(ListBase *lb)
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/* Effectors */
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/************************************************/
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// triangle - ray callback function
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static void eff_tri_ray_hit(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
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{
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// whenever we hit a bounding box, we don't check further
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hit->dist = -1;
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hit->index = 1;
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}
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// get visibility of a wind ray
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static float eff_calc_visibility(Object *ob, float *co, float *dir)
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{
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CollisionModifierData **collobjs = NULL;
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int numcollobj = 0, i;
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float norm[3], len = 0.0;
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float visibility = 1.0;
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collobjs = get_collisionobjects(ob, &numcollobj);
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if(!collobjs)
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return 0;
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VECCOPY(norm, dir);
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VecMulf(norm, -1.0);
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len = Normalize(norm);
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// check all collision objects
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for(i = 0; i < numcollobj; i++)
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{
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CollisionModifierData *collmd = collobjs[i];
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if(collmd->bvhtree)
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{
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BVHTreeRayHit hit;
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hit.index = -1;
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hit.dist = len + FLT_EPSILON;
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// check if the way is blocked
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if(BLI_bvhtree_ray_cast(collmd->bvhtree, co, norm, &hit, eff_tri_ray_hit, NULL)>=0)
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{
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// visibility is only between 0 and 1, calculated from 1-absorption
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visibility *= MAX2(0.0, MIN2(1.0, (1.0-((float)collmd->absorption)*0.01)));
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if(visibility <= 0.0f)
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break;
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}
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}
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}
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MEM_freeN(collobjs);
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return visibility;
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}
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// noise function for wind e.g.
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static float wind_func(struct RNG *rng, float strength)
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{
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@@ -315,12 +369,18 @@ float effector_falloff(PartDeflect *pd, float *eff_velocity, float *vec_to_part)
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return falloff;
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}
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void do_physical_effector(short type, float force_val, float distance, float falloff, float size, float damp, float *eff_velocity, float *vec_to_part, float *velocity, float *field, int planar, struct RNG *rng, float noise_factor)
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void do_physical_effector(Object *ob, float *opco, short type, float force_val, float distance, float falloff, float size, float damp, float *eff_velocity, float *vec_to_part, float *velocity, float *field, int planar, struct RNG *rng, float noise_factor)
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{
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float mag_vec[3]={0,0,0};
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float temp[3], temp2[3];
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float eff_vel[3];
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float noise = 0;
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float noise = 0, visibility;
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// calculate visibility
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visibility = eff_calc_visibility(ob, opco, vec_to_part);
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if(visibility <= 0.0)
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return;
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falloff *= visibility;
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VecCopyf(eff_vel,eff_velocity);
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Normalize(eff_vel);
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@@ -330,7 +390,7 @@ void do_physical_effector(short type, float force_val, float distance, float fal
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VECCOPY(mag_vec,eff_vel);
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// add wind noise here, only if we have wind
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if((noise_factor> 0.0f) && (force_val > FLT_EPSILON))
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if((noise_factor > 0.0f) && (force_val > FLT_EPSILON))
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noise = wind_func(rng, noise_factor);
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VecMulf(mag_vec,(force_val+noise)*falloff);
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@@ -393,56 +453,6 @@ void do_physical_effector(short type, float force_val, float distance, float fal
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}
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}
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static void eff_tri_ray_hit(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
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{
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hit->dist = -1;
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hit->index = 1;
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}
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float eff_calc_visibility(Object *ob, float *co, float *dir, float cur_time)
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{
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CollisionModifierData **collobjs = NULL;
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int numcollobj = 0, i;
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float norm[3], len = 0.0;
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float visibility = 1.0;
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collobjs = get_collisionobjects(ob, &numcollobj);
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if(!collobjs)
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return 0;
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VECCOPY(norm, dir);
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VecMulf(norm, -1.0);
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len = Normalize(norm);
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// check all collision objects
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for(i = 0; i < numcollobj; i++)
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{
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CollisionModifierData *collmd = collobjs[i];
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if(collmd->bvhtree)
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{
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BVHTreeRayHit hit;
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hit.index = -1;
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hit.dist = len + FLT_EPSILON;
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// check if the way is blocked
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if(BLI_bvhtree_ray_cast(collmd->bvhtree, co, norm, &hit, eff_tri_ray_hit, NULL)>=0)
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{
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visibility *= MAX2(0.0, MIN2(1.0, (1.0-((float)collmd->absorbation)*0.01)));
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}
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}
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}
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MEM_freeN(collobjs);
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return visibility;
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}
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/* -------- pdDoEffectors() --------
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generic force/speed system, now used for particles and softbodies
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lb = listbase with objects that take part in effecting
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@@ -478,7 +488,7 @@ void pdDoEffectors(ListBase *lb, float *opco, float *force, float *speed, float
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float *obloc;
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float distance, vec_to_part[3];
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float falloff, visibility;
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float falloff;
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/* Cycle through collected objects, get total of (1/(gravity_strength * dist^gravity_power)) */
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/* Check for min distance here? (yes would be cool to add that, ton) */
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@@ -502,17 +512,12 @@ void pdDoEffectors(ListBase *lb, float *opco, float *force, float *speed, float
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falloff=effector_falloff(pd,ob->obmat[2],vec_to_part);
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if(falloff<=0.0f)
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continue;
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visibility = eff_calc_visibility(ob, opco, vec_to_part, cur_time);
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if((visibility*falloff)<=0.0f)
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; /* don't do anything */
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else {
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float field[3]={0,0,0}, tmp[3];
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VECCOPY(field, force);
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do_physical_effector(pd->forcefield,pd->f_strength,distance,
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visibility*falloff,pd->f_dist,pd->f_damp,ob->obmat[2],vec_to_part,
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do_physical_effector(ob, opco, pd->forcefield,pd->f_strength,distance,
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falloff,pd->f_dist,pd->f_damp,ob->obmat[2],vec_to_part,
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speed,force,pd->flag&PFIELD_PLANAR, pd->rng, pd->f_noise);
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// for softbody backward compatibility
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@@ -1405,7 +1405,6 @@ void cloth_calc_force(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVec
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unsigned int numverts = cloth->numverts;
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LinkNode *search = cloth->springs;
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lfVector *winvec;
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ClothVertex *verts = cloth->verts;
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VECCOPY(gravity, clmd->sim_parms->gravity);
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mul_fvector_S(gravity, gravity, 0.001f); /* scale gravity force */
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@@ -2616,7 +2616,7 @@ void do_effectors(int pa_no, ParticleData *pa, ParticleKey *state, Object *ob, P
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pd->flag & PFIELD_TEX_OBJECT, (pd->flag & PFIELD_TEX_ROOTCO) ? rootco : state->co, eob->obmat,
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pd->f_strength, falloff, force_field);
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} else {
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do_physical_effector(pd->forcefield,pd->f_strength,distance,
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do_physical_effector(eob, state->co, pd->forcefield,pd->f_strength,distance,
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falloff,pd->f_dist,pd->f_damp,eob->obmat[2],vec_to_part,
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pa->state.vel,force_field,pd->flag&PFIELD_PLANAR, pd->rng, pd->f_noise);
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}
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@@ -2665,7 +2665,7 @@ void do_effectors(int pa_no, ParticleData *pa, ParticleKey *state, Object *ob, P
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if(falloff<=0.0f)
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; /* don't do anything */
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else
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do_physical_effector(pd->forcefield,pd->f_strength,distance,
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do_physical_effector(eob, state->co, pd->forcefield,pd->f_strength,distance,
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falloff,epart->size,pd->f_damp,estate.vel,vec_to_part,
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state->vel,force_field,0, pd->rng, pd->f_noise);
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}
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@@ -390,7 +390,7 @@ typedef struct CollisionModifierData {
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unsigned int numverts;
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unsigned int numfaces;
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short absorbation; /* used for forces, in % */
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short absorption; /* used for forces, in % */
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short pad;
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float time; /* cfra time of modifier */
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struct BVHTree *bvhtree; /* bounding volume hierarchy for this cloth object */
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@@ -3306,7 +3306,7 @@ static void object_panel_collision(Object *ob)
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// collision options
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if(collmd)
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{
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uiDefButS(block, NUM, B_FIELD_CHANGE, "Absoption: ", 10,0,150,20, &collmd->absorbation, 0.0, 100, 1, 2, "How much of effector force gets lost during collision with this object (in percent).");
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uiDefButS(block, NUM, B_FIELD_CHANGE, "Absorption: ", 10,0,150,20, &collmd->absorption, 0.0, 100, 1, 2, "How much of effector force gets lost during collision with this object (in percent).");
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}
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}
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}
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