rolling back 'bad' wind and force scaling compared to particles ..
because i have no solution on backward compatibility keeping bug fix -wind and force did not work if aero or edge collision was activated.
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@@ -1548,7 +1548,7 @@ void scan_for_ext_spring_forces(Object *ob,float timenow)
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/* note we don't use sb->mediafrict but use sb->aeroedge for magnitude of effect*/
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if(sb->aeroedge){
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float vel[3],sp[3],pr[3],force[3];
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float f,windfactor = 10.0f;
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float f,windfactor = 250.0f;
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/*see if we have wind*/
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if(do_effector) {
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float speed[3]={0.0f,0.0f,0.0f};
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@@ -2034,7 +2034,7 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
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BodySpring *bs;
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ListBase *do_effector;
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float iks, ks, kd, gravity;
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float fieldfactor = -100.0f, windfactor = 10.0f;
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float fieldfactor = 1000.0f, windfactor = 250.0f;
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float tune = sb->ballstiff;
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int a, b, do_deflector,do_selfcollision,do_springcollision,do_aero;
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