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.
This commit is contained in:
Jens Ole Wund
2008-07-25 22:58:22 +00:00
parent f6b85a55fa
commit 1b3cf253ed

View File

@@ -1548,7 +1548,7 @@ void scan_for_ext_spring_forces(Object *ob,float timenow)
/* note we don't use sb->mediafrict but use sb->aeroedge for magnitude of effect*/
if(sb->aeroedge){
float vel[3],sp[3],pr[3],force[3];
float f,windfactor = 10.0f;
float f,windfactor = 250.0f;
/*see if we have wind*/
if(do_effector) {
float speed[3]={0.0f,0.0f,0.0f};
@@ -2034,7 +2034,7 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
BodySpring *bs;
ListBase *do_effector;
float iks, ks, kd, gravity;
float fieldfactor = -100.0f, windfactor = 10.0f;
float fieldfactor = 1000.0f, windfactor = 250.0f;
float tune = sb->ballstiff;
int a, b, do_deflector,do_selfcollision,do_springcollision,do_aero;