Cleanup: Move definitions of some variables closer to their use
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@ -681,9 +681,6 @@ static int cloth_collision_response_static(ClothModifierData *clmd,
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{
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int result = 0;
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Cloth *cloth = clmd->clothObject;
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float w1, w2, w3, u1, u2, u3;
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float v1[3], v2[3], relativeVelocity[3];
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float magrelVel;
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const float clamp_sq = square_f(clmd->coll_parms->self_clamp * dt);
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const float time_multiplier = 1.0f / (clmd->sim_parms->dt * clmd->sim_parms->timescale);
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const float epsilon2 = BLI_bvhtree_get_epsilon(collmd->bvhtree);
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@ -692,6 +689,8 @@ static int cloth_collision_response_static(ClothModifierData *clmd,
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const bool is_hair = (clmd->hairdata != NULL);
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for (int i = 0; i < collision_count; i++, collpair++) {
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float i1[3], i2[3], i3[3];
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float w1, w2, w3, u1, u2, u3;
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float v1[3], v2[3], relativeVelocity[3];
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zero_v3(i1);
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zero_v3(i2);
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zero_v3(i3);
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@ -748,7 +747,7 @@ static int cloth_collision_response_static(ClothModifierData *clmd,
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/* Calculate the normal component of the relative velocity
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* (actually only the magnitude - the direction is stored in 'normal'). */
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magrelVel = dot_v3v3(relativeVelocity, collpair->normal);
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const float magrelVel = dot_v3v3(relativeVelocity, collpair->normal);
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const float d = min_distance - collpair->distance;
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/* If magrelVel < 0 the edges are approaching each other. */
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@ -845,9 +844,6 @@ static int cloth_selfcollision_response_static(ClothModifierData *clmd,
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{
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int result = 0;
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Cloth *cloth = clmd->clothObject;
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float w1, w2, w3, u1, u2, u3;
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float v1[3], v2[3], relativeVelocity[3];
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float magrelVel;
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const float clamp_sq = square_f(clmd->coll_parms->self_clamp * dt);
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const float time_multiplier = 1.0f / (clmd->sim_parms->dt * clmd->sim_parms->timescale);
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const float min_distance = (2.0f * clmd->coll_parms->selfepsilon) * (8.0f / 9.0f);
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@ -855,6 +851,8 @@ static int cloth_selfcollision_response_static(ClothModifierData *clmd,
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for (int i = 0; i < collision_count; i++, collpair++) {
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float ia[3][3] = {{0.0f}};
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float ib[3][3] = {{0.0f}};
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float w1, w2, w3, u1, u2, u3;
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float v1[3], v2[3], relativeVelocity[3];
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/* Only handle static collisions here. */
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if (collpair->flag & (COLLISION_IN_FUTURE | COLLISION_INACTIVE)) {
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@ -899,7 +897,7 @@ static int cloth_selfcollision_response_static(ClothModifierData *clmd,
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/* Calculate the normal component of the relative velocity
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* (actually only the magnitude - the direction is stored in 'normal'). */
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magrelVel = dot_v3v3(relativeVelocity, collpair->normal);
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const float magrelVel = dot_v3v3(relativeVelocity, collpair->normal);
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const float d = min_distance - collpair->distance;
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/* TODO: Impulses should be weighed by mass as this is self col,
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