[Bf-committers] Where to store physics related data

Matt Ebb matt at mke3.net
Wed Nov 24 22:42:50 CET 2010


Do it in modifier data, I'm pretty sure current softbody is like that
for historical reasons, from before it was rolled into the modifier
stack system.

Matt

On Thu, Nov 25, 2010 at 3:38 AM, Gergely Klár <shinjin at creativereboot.hu> wrote:
> Hi all,
>
> I'm working on an improved softbody modifier from scratch.
> What is the best place to store modifier related data, like mass, velocity,
> additional geometry used only for the simulation, etc.?
>
> I have looked at the code of both the current softbody and the cloth
> modifier, and they seem to this in two different ways.
> Cloth stores its data in a ClothModifierData struct, just I would do
> by instinct.
> On the other hand softbody adds a SoftBody pointer to the Object struct.
>
> Is one approach better than the other? If it is, which and why?
>
> Thanks,
> Greg
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>


More information about the Bf-committers mailing list