from within mesh_modifiers (kernel deform.c). It copies vertices to a
temporal particle system (struct SoftBody with BodyPoint structs) to do
physics tricks with it.
For each frame change the delta movements (based on standard ipo anim or
even other deforms (later) are applied to the physics system. How to apply
and calculate satisfying results is not my thing... so here I'll commu-
nicate with others for.
Since it's in the modifier stack, the SoftBody code can run entirely on
original data (no displists!).
Right now I've implemented 2 things;
- "Goal" which is a per vertex value for how much the current position
should take into account (goal=1 is without physics). This is a powerful
method for artists to get control over what moves and not. Right now i
read the vertex color for it.
- And some spring stuff, which now only works based on force moving it to
the originial location. This doesnt work with 'goal'... erhm.
- You can re-use physics vars from engine, used right now is (in Object)
- damping
- springf (spring factor)
- softflag (to set types, or activate softbody for it
- The SoftBody pointer in struct Object is only runtime, nothing saved in
file
To prevent all users going to complain it doesn't work, I've hidden the
functionality. :)
The buttons to set softbody 'on' only show now (psst psst) when the object has
name "soft" as first 4 characters. You can find the buttons in the F7 Particle
Interaction Panel (which should be renamed 'physics properties' later or so.
Demo file:
http://www.blender.org/bf/softbody.blend
1) Curve deform
http://www.blender3d.org/cms/Curve_Deform.392.0.html
Works simple as expected, but keep track of the rotation axis
in F7 buttons (Track X Y Z)
Only Mesh deform supported now.
Code changes:
- centralized deformation calls in curve_modifiers() mesh_modifiers()
etcetera. Here also other effects can be added like wave. Now the
evaluation order is fixed, but should become optional. It also doesnt
use the Displist anymore as deform-input. That latter part is unfinished
yet.
This code also is used for Hooks and will be needed for softbody
- made convention stricter that displists are being checked on in
drawobject(), this to prevent routines to make new displists recursively
(like armature does). Now a freedisplist() is sufficient to signal that
a new displaylist should be made.
2) Object Hooks
http://www.blender3d.org/cms/Object_Hooks.391.0.html
Support for Hooks is added to Mesh, Lattice, Curve and Surface objects.
For Armatures this would require some more work & research.
Main goal for this feature is to provide quick & simple access to the
underlying geometry in Objects on Object level, supporting hierarchies and
Ipos etc.