forked from bartvdbraak/blender
Fix broken Cycles curve motion radius after recent refactor, and fix warnings.
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1482826075
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0d4a7d50c6
@ -604,7 +604,7 @@ void ExportCurveSegments(Scene *scene, Mesh *mesh, ParticleCurveData *CData)
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num_curve_keys++;
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}
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mesh->add_curve(num_keys, num_curve_keys, CData->psys_shader[sys]);
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mesh->add_curve(num_keys, CData->psys_shader[sys]);
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num_keys += num_curve_keys;
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num_curves++;
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}
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@ -635,7 +635,7 @@ static void ExportCurveSegmentsMotion(Mesh *mesh, ParticleCurveData *CData, int
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/* export motion vectors for curve keys */
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size_t numkeys = mesh->curve_keys.size();
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float3 *mP = attr_mP->data_float3() + time_index*numkeys;
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float4 *mP = attr_mP->data_float4() + time_index*numkeys;
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bool have_motion = false;
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int i = 0;
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@ -656,13 +656,16 @@ static void ExportCurveSegmentsMotion(Mesh *mesh, ParticleCurveData *CData, int
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if(CData->psys_closetip[sys] && (curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 1))
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radius = 0.0f;
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mP[i] = ickey_loc;
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(void)radius;
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/* curve motion keys store both position and radius in float4 */
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mP[i] = float3_to_float4(ickey_loc);
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mP[i].w = radius;
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/* unlike mesh coordinates, these tend to be slightly different
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* between frames due to particle transforms into/out of object
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* space, so we use an epsilon to detect actual changes */
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if(len_squared(mP[i] - mesh->curve_keys[i]) > 1e-5f*1e-5f)
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float4 curve_key = float3_to_float4(mesh->curve_keys[i]);
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curve_key.w = mesh->curve_radius[i];
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if(len_squared(mP[i] - curve_key) > 1e-5f*1e-5f)
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have_motion = true;
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}
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@ -684,10 +687,12 @@ static void ExportCurveSegmentsMotion(Mesh *mesh, ParticleCurveData *CData, int
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/* motion, fill up previous steps that we might have skipped because
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* they had no motion, but we need them anyway now */
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for(int step = 0; step < time_index; step++) {
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float3 *mP = attr_mP->data_float3() + step*numkeys;
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float4 *mP = attr_mP->data_float4() + step*numkeys;
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for(int key = 0; key < numkeys; key++)
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mP[key] = mesh->curve_keys[key];
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for(int key = 0; key < numkeys; key++) {
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mP[key] = float3_to_float4(mesh->curve_keys[key]);
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mP[key].w = mesh->curve_radius[key];
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}
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}
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}
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}
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@ -240,7 +240,7 @@ void Mesh::add_curve_key(float3 co, float radius)
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curve_radius.push_back_reserved(radius);
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}
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void Mesh::add_curve(int first_key, int num_keys, int shader)
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void Mesh::add_curve(int first_key, int shader)
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{
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curve_first_key.push_back_reserved(first_key);
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curve_shader.push_back_reserved(shader);
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@ -158,7 +158,7 @@ public:
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void add_vertex(float3 P);
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void add_triangle(int v0, int v1, int v2, int shader, bool smooth, bool forms_quad = false);
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void add_curve_key(float3 loc, float radius);
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void add_curve(int first_key, int num_keys, int shader);
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void add_curve(int first_key, int shader);
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int split_vertex(int vertex);
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void compute_bounds();
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@ -41,7 +41,7 @@ EdgeDice::EdgeDice(const SubdParams& params_)
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}
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}
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void EdgeDice::reserve(int num_verts, int num_tris)
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void EdgeDice::reserve(int num_verts)
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{
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Mesh *mesh = params.mesh;
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@ -147,8 +147,7 @@ void QuadDice::reserve(EdgeFactors& ef, int Mu, int Mv)
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{
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/* XXX need to make this also work for edge factor 0 and 1 */
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int num_verts = (ef.tu0 + ef.tu1 + ef.tv0 + ef.tv1) + (Mu - 1)*(Mv - 1);
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int num_tris = 0;
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EdgeDice::reserve(num_verts, num_tris);
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EdgeDice::reserve(num_verts);
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}
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float2 QuadDice::map_uv(SubPatch& sub, float u, float v)
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@ -358,7 +357,7 @@ void TriangleDice::reserve(EdgeFactors& ef, int M)
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if(!(M & 1))
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num_verts++;
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EdgeDice::reserve(num_verts, 0);
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EdgeDice::reserve(num_verts);
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}
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float2 TriangleDice::map_uv(SubPatch& sub, float2 uv)
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@ -72,7 +72,7 @@ public:
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explicit EdgeDice(const SubdParams& params);
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void reserve(int num_verts, int num_tris);
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void reserve(int num_verts);
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int add_vert(Patch *patch, float2 uv);
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void add_triangle(Patch *patch, int v0, int v1, int v2);
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