Bugfix: cloth crash applying effector forces to quads.

This commit is contained in:
Brecht Van Lommel
2008-03-19 13:32:16 +00:00
parent 6222b1ca99
commit 2f477a5a4d

View File

@@ -1458,11 +1458,11 @@ void cloth_calc_force(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVec
speed[0] = speed[1] = speed[2] = 0.0;
if(mfaces[i].v4)
{
pdDoEffectors(effectors, lX[i], force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
pdDoEffectors(effectors, lX[mfaces[i].v4], force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
VECCOPY(wind_normalized, speed);
Normalize(wind_normalized);
VecMulf(wind_normalized, -calculateVertexWindForce(speed, vertexnormal) * verts[mfaces[i].v4].mass);
VECADDS(lF[i], lF[i], wind_normalized, 0.25);
VECADDS(lF[mfaces[i].v4], lF[mfaces[i].v4], wind_normalized, 0.25);
}
}