forked from bartvdbraak/blender
Dynapaint: fix use of normal normalization in dynamicPaint_generateBakeData().
Vertex's normal is always normalized - and its conversion from short to float should not change that! On the other hand, linear interpolation of three normals **does not give a normalized vector** (unless all three inputs are exactly the same). Also, minor optimization, avoid recomputing that interpolated normal twice for each PaintUVPoint.
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@ -4718,6 +4718,8 @@ static int dynamicPaint_generateBakeData(DynamicPaintSurface *surface, const Sce
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#pragma omp parallel for schedule(static)
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for (index = 0; index < sData->total_points; index++) {
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float prev_point[3] = {0.0f, 0.0f, 0.0f};
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float temp_nor[3];
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if (do_velocity_data && !new_bdata) {
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copy_v3_v3(prev_point, bData->realCoord[bData->s_pos[index]].v);
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}
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@ -4726,15 +4728,14 @@ static int dynamicPaint_generateBakeData(DynamicPaintSurface *surface, const Sce
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*/
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if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) {
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float n1[3], n2[3], n3[3];
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ImgSeqFormatData *f_data = (ImgSeqFormatData *)sData->format_data;
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PaintUVPoint *tPoint = &((PaintUVPoint *)f_data->uv_p)[index];
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int ss;
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const ImgSeqFormatData *f_data = (ImgSeqFormatData *)sData->format_data;
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const PaintUVPoint *tPoint = &((PaintUVPoint *)f_data->uv_p)[index];
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bData->s_num[index] = (surface->flags & MOD_DPAINT_ANTIALIAS) ? 5 : 1;
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bData->s_pos[index] = index * bData->s_num[index];
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/* per sample coordinates */
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for (ss = 0; ss < bData->s_num[index]; ss++) {
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for (int ss = 0; ss < bData->s_num[index]; ss++) {
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interp_v3_v3v3v3(bData->realCoord[bData->s_pos[index] + ss].v,
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canvas_verts[tPoint->v1].v,
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canvas_verts[tPoint->v2].v,
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@ -4747,11 +4748,18 @@ static int dynamicPaint_generateBakeData(DynamicPaintSurface *surface, const Sce
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normal_short_to_float_v3(n2, mvert[tPoint->v2].no);
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normal_short_to_float_v3(n3, mvert[tPoint->v3].no);
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interp_v3_v3v3v3(bData->bNormal[index].invNorm,
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n1, n2, n3, f_data->barycentricWeights[index * bData->s_num[index]].v);
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mul_mat3_m4_v3(ob->obmat, bData->bNormal[index].invNorm);
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normalize_v3(bData->bNormal[index].invNorm);
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negate_v3(bData->bNormal[index].invNorm);
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interp_v3_v3v3v3(temp_nor, n1, n2, n3, f_data->barycentricWeights[index * bData->s_num[index]].v);
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normalize_v3(temp_nor);
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if (ELEM(surface->type, MOD_DPAINT_SURFACE_T_DISPLACE, MOD_DPAINT_SURFACE_T_WAVE)) {
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/* Prepare surface normal directional scale to easily convert
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* brush intersection amount between global and local space */
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float scaled_nor[3];
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mul_v3_v3v3(scaled_nor, temp_nor, ob->size);
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bData->bNormal[index].normal_scale = len_v3(scaled_nor);
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}
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mul_mat3_m4_v3(ob->obmat, temp_nor);
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normalize_v3(temp_nor);
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negate_v3_v3(bData->bNormal[index].invNorm, temp_nor);
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}
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else if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
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int ss;
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@ -4778,35 +4786,17 @@ static int dynamicPaint_generateBakeData(DynamicPaintSurface *surface, const Sce
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}
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/* normal */
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normal_short_to_float_v3(bData->bNormal[index].invNorm, mvert[index].no);
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mul_mat3_m4_v3(ob->obmat, bData->bNormal[index].invNorm);
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normalize_v3(bData->bNormal[index].invNorm);
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negate_v3(bData->bNormal[index].invNorm);
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}
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/* Prepare surface normal directional scale to easily convert
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* brush intersection amount between global and local space */
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if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE ||
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surface->type == MOD_DPAINT_SURFACE_T_WAVE)
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{
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float temp_nor[3];
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if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
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normal_short_to_float_v3(temp_nor, mvert[index].no);
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normalize_v3(temp_nor);
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normal_short_to_float_v3(temp_nor, mvert[index].no);
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if (ELEM(surface->type, MOD_DPAINT_SURFACE_T_DISPLACE, MOD_DPAINT_SURFACE_T_WAVE)) {
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/* Prepare surface normal directional scale to easily convert
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* brush intersection amount between global and local space */
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float scaled_nor[3];
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mul_v3_v3v3(scaled_nor, temp_nor, ob->size);
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bData->bNormal[index].normal_scale = len_v3(scaled_nor);
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}
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else {
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float n1[3], n2[3], n3[3];
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ImgSeqFormatData *f_data = (ImgSeqFormatData *)sData->format_data;
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PaintUVPoint *tPoint = &((PaintUVPoint *)f_data->uv_p)[index];
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normal_short_to_float_v3(n1, mvert[tPoint->v1].no);
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normal_short_to_float_v3(n2, mvert[tPoint->v2].no);
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normal_short_to_float_v3(n3, mvert[tPoint->v3].no);
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interp_v3_v3v3v3(temp_nor, n1, n2, n3, f_data->barycentricWeights[index * bData->s_num[index]].v);
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}
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mul_v3_v3(temp_nor, ob->size);
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bData->bNormal[index].normal_scale = len_v3(temp_nor);
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mul_mat3_m4_v3(ob->obmat, temp_nor);
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normalize_v3(temp_nor);
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negate_v3_v3(bData->bNormal[index].invNorm, temp_nor);
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}
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/* calculate speed vector */
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