softbody.c / preparing 2.5 / animate all ..

still not happy with it 
loads of issues .. anyone like to join Ulysses?
This commit is contained in:
Jens Ole Wund 2010-03-09 23:30:32 +00:00
parent a999e24a14
commit 2df08632cd

@ -3223,6 +3223,39 @@ static void springs_from_mesh(Object *ob)
} }
/* helper functions for everything is animateble jow_go_for2_5 +++++++*/
/* introducing them here, because i know: steps in properties ( at frame timing )
will cause unwanted responses of the softbody system (which does inter frame calculations )
so first 'cure' would be: interpolate linear in time ..
Q: why do i write this?
A: because it happend once, that some eger coder 'streamlined' code to fail.
We DO linear interpolation for goals .. and i think we should do on animated properties as well
*/
static float _goalfac(SoftBody *sb)/*jow_go_for2_5 */
{
if (sb){
return ABS(sb->maxgoal - sb->mingoal);
}
printf("_goalfac failed! sb==NULL \n" );
return -9999.99f; /*using crude but spot able values some times helps debuggin */
}
static float _final_goal(SoftBody *sb,BodyPoint *bp)/*jow_go_for2_5 */
{
float f = -1999.99f;
if (sb && bp){
if (bp->goal < 0.0f) return (0.0f);
f = pow(_goalfac(sb), 4.0f);
return (bp->goal *f);
}
printf("_final_goal failed! sb or bp ==NULL \n" );
return f; /*using crude but spot able values some times helps debuggin */
}
/* helper functions for everything is animateble jow_go_for2_5 ------*/
/* makes totally fresh start situation */ /* makes totally fresh start situation */
static void mesh_to_softbody(Scene *scene, Object *ob) static void mesh_to_softbody(Scene *scene, Object *ob)
{ {
@ -3242,8 +3275,8 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
/* we always make body points */ /* we always make body points */
sb= ob->soft; sb= ob->soft;
bp= sb->bpoint; bp= sb->bpoint;
/* should go to sb->scratch so we can pick it up at frame level thanks_a_TON*/ /*pick it from _goalfac jow_go_for2_5*/
goalfac= ABS(sb->maxgoal - sb->mingoal); goalfac= _goalfac(sb);
for(a=0; a<me->totvert; a++, bp++) { for(a=0; a<me->totvert; a++, bp++) {
/* get scalar values needed *per vertex* from vertex group functions, /* get scalar values needed *per vertex* from vertex group functions,
@ -3257,14 +3290,13 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
get_scalar_from_vertexgroup(ob, a,(short) (sb->vertgroup-1), &bp->goal); get_scalar_from_vertexgroup(ob, a,(short) (sb->vertgroup-1), &bp->goal);
/* do this always, regardless successfull read from vertex group */ /* do this always, regardless successfull read from vertex group */
/* this is where '2.5 every thing is animateable' goes wrong in the first place thanks_a_TON */ /* this is where '2.5 every thing is animateable' goes wrong in the first place jow_go_for2_5 */
/* don't ask me for evidence .. i might track to the very commit */
/* 1st coding action to take : move this to frame level */ /* 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 */ /* 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 */ bp->goal= sb->mingoal + bp->goal*goalfac; /* do not do here jow_go_for2_5 */
} }
/* a little ad hoc changing the goal control to be less *sharp* */ /* a little ad hoc changing the goal control to be less *sharp* */
bp->goal = (float)pow(bp->goal, 4.0f);/* do not do here thanks_a_TON */ bp->goal = (float)pow(bp->goal, 4.0f);/* do not do here jow_go_for2_5 */
/* to proove the concept /* to proove the concept
this would enable per vertex *mass painting* this would enable per vertex *mass painting*