Another addition of time values, yet some things to follow
[blender.git] / source / blender / src / fluidsim.c
index 768acc1881952287d639409abe64131be4f9a9c5..7298c767e457c74f54952640480aef87e5fd0ad4 100644 (file)
@@ -219,6 +219,8 @@ FluidsimSettings *fluidsimSettingsNew(struct Object *srcob)
        fss->attractforceRadius = 0.75;
        fss->velocityforceStrength = 0.2;
        fss->velocityforceRadius = 0.75;
+       fss->cpsTimeStart = fss->animStart;
+       fss->cpsTimeEnd = fss->animEnd;
 
        return fss;
 }
@@ -1026,17 +1028,20 @@ void fluidsimBake(struct Object *ob)
                                fsmesh.obstaclePartslip = obit->fluidsimSettings->partSlipValue;
                                fsmesh.volumeInitType = obit->fluidsimSettings->volumeInitType;
                                fsmesh.obstacleImpactFactor = obit->fluidsimSettings->surfaceSmoothing; // misused value
-                               
+                               /*
                                if(fsmesh.type == OB_FLUIDSIM_CONTROL)
                                {
                                        // control fluids will get exported as whole
                                        deform = 1;
                                        
+                                       fsmesh.cpsTimeStart = obit->fluidsimSettings->cpsTimeStart;
+                                       fsmesh.cpsTimeEnd = obit->fluidsimSettings->cpsTimeEnd;
+                                       
                                        fsmesh.attractforceStrength = obit->fluidsimSettings->attractforceStrength;
                                        fsmesh.attractforceRadius = obit->fluidsimSettings->attractforceRadius;
                                        fsmesh.velocityforceStrength = obit->fluidsimSettings->velocityforceStrength;
                                        fsmesh.velocityforceRadius = obit->fluidsimSettings->velocityforceRadius;
-                               }
+                               }*/
 
                                // animated meshes
                                if(deform) {