Do it in modifier data, I'm pretty sure current softbody is like that for historical reasons, from before it was rolled into the modifier stack system.
Matt On Thu, Nov 25, 2010 at 3:38 AM, Gergely Klár <[email protected]> wrote: > Hi all, > > I'm working on an improved softbody modifier from scratch. > What is the best place to store modifier related data, like mass, velocity, > additional geometry used only for the simulation, etc.? > > I have looked at the code of both the current softbody and the cloth > modifier, and they seem to this in two different ways. > Cloth stores its data in a ClothModifierData struct, just I would do > by instinct. > On the other hand softbody adds a SoftBody pointer to the Object struct. > > Is one approach better than the other? If it is, which and why? > > Thanks, > Greg > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
