To make gravity a true force vector, multiply by the mass.

This commit is contained in:
Lukas Tönne 2014-09-05 13:02:20 +02:00
parent 83137358c0
commit d2c0503f19
1 changed files with 5 additions and 2 deletions

View File

@ -189,6 +189,7 @@ static void cloth_calc_force(ClothModifierData *clmd, lVector &F, lMatrix &dFdX,
{
Cloth *cloth = clmd->clothObject;
unsigned int numverts = cloth->numverts;
ClothVertex *verts = cloth->verts;
float spring_air = clmd->sim_parms->Cvi * 0.01f; /* viscosity of air scaled in percent */
float gravity[3] = {0,0,0};
// lVector diagonal(3*numverts);
@ -205,13 +206,15 @@ static void cloth_calc_force(ClothModifierData *clmd, lVector &F, lMatrix &dFdX,
/* global acceleration (gravitation) */
if (clmd->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
/* scale gravity force
* XXX this factor looks totally arbitrary ... what is this? lukas_t
* XXX 0.001 factor looks totally arbitrary ... what is this? lukas_t
*/
mul_v3_v3fl(gravity, clmd->scene->physics_settings.gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity);
}
/* initialize force with gravity */
for (int i = 0; i < numverts; ++i) {
copy_v3_v3(lVector_v3(F, i), gravity);
/* gravitational mass same as inertial mass */
mul_v3_v3(lVector_v3(F, i), gravity, verts[i].mass);
}
#if 0