[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [27302] trunk/blender/source/blender/ blenkernel/intern/softbody.c: No code chanced ..
Jens Ole Wund (bjornmose)
bjornmose at gmx.net
Sun Mar 7 01:11:40 CET 2010
Revision: 27302
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=27302
Author: bjornmose
Date: 2010-03-07 01:11:40 +0100 (Sun, 07 Mar 2010)
Log Message:
-----------
No code chanced .. just tagging hot spots
for 2.5 paradigm 'animate everything'
Modified Paths:
--------------
trunk/blender/source/blender/blenkernel/intern/softbody.c
Modified: trunk/blender/source/blender/blenkernel/intern/softbody.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/softbody.c 2010-03-06 22:53:31 UTC (rev 27301)
+++ trunk/blender/source/blender/blenkernel/intern/softbody.c 2010-03-07 00:11:40 UTC (rev 27302)
@@ -3242,6 +3242,7 @@
/* we always make body points */
sb= ob->soft;
bp= sb->bpoint;
+ /* should go to sb->scratch so we can pick it up at frame level thanks_a_TON*/
goalfac= ABS(sb->maxgoal - sb->mingoal);
for(a=0; a<me->totvert; a++, bp++) {
@@ -3251,13 +3252,19 @@
which can be done by caller but still .. i'd like it to go this way
*/
- if((ob->softflag & OB_SB_GOAL) && sb->vertgroup) {
+ if((ob->softflag & OB_SB_GOAL) && sb->vertgroup) { /* even this is a deprecated evil hack */
+ /* I'd like to have it .. if (sb->namedVG_Goal[0]) */
+
get_scalar_from_vertexgroup(ob, a,(short) (sb->vertgroup-1), &bp->goal);
/* do this always, regardless successfull read from vertex group */
- bp->goal= sb->mingoal + bp->goal*goalfac;
+ /* this is where '2.5 every thing is animateable' goes wrong in the first place thanks_a_TON */
+ /* don't ask me for evidence .. i might track to the very commit */
+ /* 1st coding action to take : move this to frame level */
+ /* reads: leave the bp->goal as it was read from vertex group / or default .. we will need it at per frame call */
+ bp->goal= sb->mingoal + bp->goal*goalfac; /* do not do here thanks_a_TON */
}
/* a little ad hoc changing the goal control to be less *sharp* */
- bp->goal = (float)pow(bp->goal, 4.0f);
+ bp->goal = (float)pow(bp->goal, 4.0f);/* do not do here thanks_a_TON */
/* to proove the concept
this would enable per vertex *mass painting*
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