forked from bartvdbraak/blender
softbody update -> self collision search takes 1/3 of the time here
this one should work nice --> http://www.wund.homepage.t-online.de/hidden/sb_col_must_3_0.blend
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@ -1269,6 +1269,8 @@ static void softbody_calc_forces(Object *ob, float forcetime)
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if (c < a ) continue; /* exploit force(a,b) == -force(b,a) part1/2 */
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compare = (obp->colball + bp->colball);
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VecSubf(def, bp->pos, obp->pos);
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/* booster */
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if ( (ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare) ) continue;
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distance = Normalise(def);
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if (distance < compare ){
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/* exclude body points attached with a spring */
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