diff options
author | Campbell Barton <ideasman42@gmail.com> | 2013-04-16 13:04:34 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2013-04-16 13:04:34 +0400 |
commit | a120049c3b4453b7f6179fef47fda020d7058879 (patch) | |
tree | a3a748ff04527d8c54893582162809c25ffbd6e4 | |
parent | 547796db531e43b7e228fc7f158931e89b090a74 (diff) |
use psys->seed for smoke random number generator, increase size of MATHUTILS_TOT_CB and reduce float->double conversions.
-rw-r--r-- | intern/smoke/intern/EIGENVALUE_HELPER.cpp | 44 | ||||
-rw-r--r-- | intern/smoke/intern/FLUID_3D.cpp | 38 | ||||
-rw-r--r-- | intern/smoke/intern/FLUID_3D_SOLVERS.cpp | 78 | ||||
-rw-r--r-- | intern/smoke/intern/FLUID_3D_STATIC.cpp | 26 | ||||
-rw-r--r-- | intern/smoke/intern/INTERPOLATE.h | 36 | ||||
-rw-r--r-- | intern/smoke/intern/LU_HELPER.cpp | 6 | ||||
-rw-r--r-- | intern/smoke/intern/VEC3.h | 2 | ||||
-rw-r--r-- | intern/smoke/intern/WAVELET_NOISE.h | 36 | ||||
-rw-r--r-- | intern/smoke/intern/WTURBULENCE.cpp | 28 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/smoke.c | 2 | ||||
-rw-r--r-- | source/blender/python/mathutils/mathutils.c | 2 |
11 files changed, 149 insertions, 149 deletions
diff --git a/intern/smoke/intern/EIGENVALUE_HELPER.cpp b/intern/smoke/intern/EIGENVALUE_HELPER.cpp index 4910a2b42a7..31537bed39e 100644 --- a/intern/smoke/intern/EIGENVALUE_HELPER.cpp +++ b/intern/smoke/intern/EIGENVALUE_HELPER.cpp @@ -29,7 +29,7 @@ void Eigentred2(sEigenvalue& eval) { for (int k = 0; k < i; k++) { scale = scale + fabs(eval.d[k]); } - if (scale == 0.0) { + if (scale == 0.0f) { eval.e[i] = eval.d[i-1]; for (int j = 0; j < i; j++) { eval.d[j] = eval.V[i-1][j]; @@ -96,7 +96,7 @@ void Eigentred2(sEigenvalue& eval) { eval.V[n-1][i] = eval.V[i][i]; eval.V[i][i] = 1.0; float h = eval.d[i+1]; - if (h != 0.0) { + if (h != 0.0f) { for (int k = 0; k <= i; k++) { eval.d[k] = eval.V[k][i+1] / h; } @@ -181,7 +181,7 @@ void Eigentql2 (sEigenvalue& eval) { // Compute implicit shift float g = eval.d[l]; - float p = (eval.d[l+1] - g) / (2.0 * eval.e[l]); + float p = (eval.d[l+1] - g) / (2.0f * eval.e[l]); float r = hypot(p,1.0); if (p < 0) { r = -r; @@ -280,7 +280,7 @@ void Eigenorthes (sEigenvalue& eval) { for (int i = m; i <= high; i++) { scale = scale + fabs(eval.H[i][m-1]); } - if (scale != 0.0) { + if (scale != 0.0f) { // Compute Householder transformation. @@ -334,7 +334,7 @@ void Eigenorthes (sEigenvalue& eval) { } for (int m = high-1; m >= low+1; m--) { - if (eval.H[m][m-1] != 0.0) { + if (eval.H[m][m-1] != 0.0f) { for (int i = m+1; i <= high; i++) { eval.ort[i] = eval.H[i][m-1]; } @@ -406,7 +406,7 @@ void Eigenhqr2 (sEigenvalue& eval) { int l = n; while (l > low) { s = fabs(eval.H[l-1][l-1]) + fabs(eval.H[l][l]); - if (s == 0.0) { + if (s == 0.0f) { s = norm; } if (fabs(eval.H[l][l-1]) < eps * s) { @@ -429,7 +429,7 @@ void Eigenhqr2 (sEigenvalue& eval) { } else if (l == n-1) { w = eval.H[n][n-1] * eval.H[n-1][n]; - p = (eval.H[n-1][n-1] - eval.H[n][n]) / 2.0; + p = (eval.H[n-1][n-1] - eval.H[n][n]) / 2.0f; q = p * p + w; z = sqrt(fabs(q)); eval.H[n][n] = eval.H[n][n] + exshift; @@ -446,7 +446,7 @@ void Eigenhqr2 (sEigenvalue& eval) { } eval.d[n-1] = x + z; eval.d[n] = eval.d[n-1]; - if (z != 0.0) { + if (z != 0.0f) { eval.d[n] = x - w / z; } eval.e[n-1] = 0.0; @@ -516,21 +516,21 @@ void Eigenhqr2 (sEigenvalue& eval) { eval.H[i][i] -= x; } s = fabs(eval.H[n][n-1]) + fabs(eval.H[n-1][n-2]); - x = y = 0.75 * s; - w = -0.4375 * s * s; + x = y = 0.75f * s; + w = -0.4375f * s * s; } // MATLAB's new ad hoc shift if (iter == 30) { - s = (y - x) / 2.0; + s = (y - x) / 2.0f; s = s * s + w; if (s > 0) { s = sqrt(s); if (y < x) { s = -s; } - s = x - w / ((y - x) / 2.0 + s); + s = x - w / ((y - x) / 2.0f + s); for (int i = low; i <= n; i++) { eval.H[i][i] -= s; } @@ -580,15 +580,15 @@ void Eigenhqr2 (sEigenvalue& eval) { if (k != m) { p = eval.H[k][k-1]; q = eval.H[k+1][k-1]; - r = (notlast ? eval.H[k+2][k-1] : 0.0); + r = (notlast ? eval.H[k+2][k-1] : 0.0f); x = fabs(p) + fabs(q) + fabs(r); - if (x != 0.0) { + if (x != 0.0f) { p = p / x; q = q / x; r = r / x; } } - if (x == 0.0) { + if (x == 0.0f) { break; } s = sqrt(p * p + q * q + r * r); @@ -651,7 +651,7 @@ void Eigenhqr2 (sEigenvalue& eval) { // Backsubstitute to find vectors of upper triangular form - if (norm == 0.0) { + if (norm == 0.0f) { return; } @@ -670,13 +670,13 @@ void Eigenhqr2 (sEigenvalue& eval) { for (int j = l; j <= n; j++) { r = r + eval.H[i][j] * eval.H[j][n]; } - if (eval.e[i] < 0.0) { + if (eval.e[i] < 0.0f) { z = w; s = r; } else { l = i; - if (eval.e[i] == 0.0) { - if (w != 0.0) { + if (eval.e[i] == 0.0f) { + if (w != 0.0f) { eval.H[i][n] = -r / w; } else { eval.H[i][n] = -r / (eps * norm); @@ -735,7 +735,7 @@ void Eigenhqr2 (sEigenvalue& eval) { } w = eval.H[i][i] - p; - if (eval.e[i] < 0.0) { + if (eval.e[i] < 0.0f) { z = w; r = ra; s = sa; @@ -752,8 +752,8 @@ void Eigenhqr2 (sEigenvalue& eval) { x = eval.H[i][i+1]; y = eval.H[i+1][i]; vr = (eval.d[i] - p) * (eval.d[i] - p) + eval.e[i] * eval.e[i] - q * q; - vi = (eval.d[i] - p) * 2.0 * q; - if ((vr == 0.0) && (vi == 0.0)) { + vi = (eval.d[i] - p) * 2.0f * q; + if ((vr == 0.0f) && (vi == 0.0f)) { vr = eps * norm * (fabs(w) + fabs(q) + fabs(x) + fabs(y) + fabs(z)); } diff --git a/intern/smoke/intern/FLUID_3D.cpp b/intern/smoke/intern/FLUID_3D.cpp index 5f0b2439200..fb467f54ab0 100644 --- a/intern/smoke/intern/FLUID_3D.cpp +++ b/intern/smoke/intern/FLUID_3D.cpp @@ -574,17 +574,17 @@ void FLUID_3D::artificialDampingSL(int zBegin, int zEnd) { for (int y = 1; y < _res[1]-1; y++) for (int x = 1+(y+z)%2; x < _res[0]-1; x+=2) { const int index = x + y*_res[0] + z * _slabSize; - _xForce[index] = (1-w)*_xVelocityTemp[index] + 1./6. * w*( + _xForce[index] = (1-w)*_xVelocityTemp[index] + 1.0f/6.0f * w*( _xVelocityTemp[index+1] + _xVelocityTemp[index-1] + _xVelocityTemp[index+_res[0]] + _xVelocityTemp[index-_res[0]] + _xVelocityTemp[index+_slabSize] + _xVelocityTemp[index-_slabSize] ); - _yForce[index] = (1-w)*_yVelocityTemp[index] + 1./6. * w*( + _yForce[index] = (1-w)*_yVelocityTemp[index] + 1.0f/6.0f * w*( _yVelocityTemp[index+1] + _yVelocityTemp[index-1] + _yVelocityTemp[index+_res[0]] + _yVelocityTemp[index-_res[0]] + _yVelocityTemp[index+_slabSize] + _yVelocityTemp[index-_slabSize] ); - _zForce[index] = (1-w)*_zVelocityTemp[index] + 1./6. * w*( + _zForce[index] = (1-w)*_zVelocityTemp[index] + 1.0f/6.0f * w*( _zVelocityTemp[index+1] + _zVelocityTemp[index-1] + _zVelocityTemp[index+_res[0]] + _zVelocityTemp[index-_res[0]] + _zVelocityTemp[index+_slabSize] + _zVelocityTemp[index-_slabSize] ); @@ -596,17 +596,17 @@ void FLUID_3D::artificialDampingSL(int zBegin, int zEnd) { for (int y = 1; y < _res[1]-1; y++) for (int x = 1+(y+z+1)%2; x < _res[0]-1; x+=2) { const int index = x + y*_res[0] + z * _slabSize; - _xForce[index] = (1-w)*_xVelocityTemp[index] + 1./6. * w*( + _xForce[index] = (1-w)*_xVelocityTemp[index] + 1.0f/6.0f * w*( _xVelocityTemp[index+1] + _xVelocityTemp[index-1] + _xVelocityTemp[index+_res[0]] + _xVelocityTemp[index-_res[0]] + _xVelocityTemp[index+_slabSize] + _xVelocityTemp[index-_slabSize] ); - _yForce[index] = (1-w)*_yVelocityTemp[index] + 1./6. * w*( + _yForce[index] = (1-w)*_yVelocityTemp[index] + 1.0f/6.0f * w*( _yVelocityTemp[index+1] + _yVelocityTemp[index-1] + _yVelocityTemp[index+_res[0]] + _yVelocityTemp[index-_res[0]] + _yVelocityTemp[index+_slabSize] + _yVelocityTemp[index-_slabSize] ); - _zForce[index] = (1-w)*_zVelocityTemp[index] + 1./6. * w*( + _zForce[index] = (1-w)*_zVelocityTemp[index] + 1.0f/6.0f * w*( _zVelocityTemp[index+1] + _zVelocityTemp[index-1] + _zVelocityTemp[index+_res[0]] + _zVelocityTemp[index-_res[0]] + _zVelocityTemp[index+_slabSize] + _zVelocityTemp[index-_slabSize] ); @@ -636,17 +636,17 @@ void FLUID_3D::artificialDampingExactSL(int pos) { * Uses xForce as temporary storage to allow other threads to read * old values from xVelocityTemp */ - _xForce[index] = (1-w)*_xVelocityTemp[index] + 1./6. * w*( + _xForce[index] = (1-w)*_xVelocityTemp[index] + 1.0f/6.0f * w*( _xVelocityTemp[index+1] + _xVelocityTemp[index-1] + _xVelocityTemp[index+_res[0]] + _xVelocityTemp[index-_res[0]] + _xVelocityTemp[index+_slabSize] + _xVelocityTemp[index-_slabSize] ); - _yForce[index] = (1-w)*_yVelocityTemp[index] + 1./6. * w*( + _yForce[index] = (1-w)*_yVelocityTemp[index] + 1.0f/6.0f * w*( _yVelocityTemp[index+1] + _yVelocityTemp[index-1] + _yVelocityTemp[index+_res[0]] + _yVelocityTemp[index-_res[0]] + _yVelocityTemp[index+_slabSize] + _yVelocityTemp[index-_slabSize] ); - _zForce[index] = (1-w)*_zVelocityTemp[index] + 1./6. * w*( + _zForce[index] = (1-w)*_zVelocityTemp[index] + 1.0f/6.0f * w*( _zVelocityTemp[index+1] + _zVelocityTemp[index-1] + _zVelocityTemp[index+_res[0]] + _zVelocityTemp[index-_res[0]] + _zVelocityTemp[index+_slabSize] + _zVelocityTemp[index-_slabSize] ); @@ -663,17 +663,17 @@ void FLUID_3D::artificialDampingExactSL(int pos) { * Uses xForce as temporary storage to allow other threads to read * old values from xVelocityTemp */ - _xForce[index] = (1-w)*_xVelocityTemp[index] + 1./6. * w*( + _xForce[index] = (1-w)*_xVelocityTemp[index] + 1.0f/6.0f * w*( _xVelocityTemp[index+1] + _xVelocityTemp[index-1] + _xVelocityTemp[index+_res[0]] + _xVelocityTemp[index-_res[0]] + _xVelocityTemp[index+_slabSize] + _xVelocityTemp[index-_slabSize] ); - _yForce[index] = (1-w)*_yVelocityTemp[index] + 1./6. * w*( + _yForce[index] = (1-w)*_yVelocityTemp[index] + 1.0f/6.0f * w*( _yVelocityTemp[index+1] + _yVelocityTemp[index-1] + _yVelocityTemp[index+_res[0]] + _yVelocityTemp[index-_res[0]] + _yVelocityTemp[index+_slabSize] + _yVelocityTemp[index-_slabSize] ); - _zForce[index] = (1-w)*_zVelocityTemp[index] + 1./6. * w*( + _zForce[index] = (1-w)*_zVelocityTemp[index] + 1.0f/6.0f * w*( _zVelocityTemp[index+1] + _zVelocityTemp[index-1] + _zVelocityTemp[index+_res[0]] + _zVelocityTemp[index-_res[0]] + _zVelocityTemp[index+_slabSize] + _zVelocityTemp[index-_slabSize] ); @@ -1244,27 +1244,27 @@ void FLUID_3D::setObstaclePressure(float *_pressure, int zBegin, int zEnd) float pcnt = 0.; if (left && !right) { _pressure[index] += _pressure[index + 1]; - pcnt += 1.; + pcnt += 1.0f; } if (!left && right) { _pressure[index] += _pressure[index - 1]; - pcnt += 1.; + pcnt += 1.0f; } if (up && !down) { _pressure[index] += _pressure[index - _xRes]; - pcnt += 1.; + pcnt += 1.0f; } if (!up && down) { _pressure[index] += _pressure[index + _xRes]; - pcnt += 1.; + pcnt += 1.0f; } if (top && !bottom) { _pressure[index] += _pressure[index - _slabSize]; - pcnt += 1.; + pcnt += 1.0f; } if (!top && bottom) { _pressure[index] += _pressure[index + _slabSize]; - pcnt += 1.; + pcnt += 1.0f; } if(pcnt > 0.000001f) @@ -1369,7 +1369,7 @@ void FLUID_3D::addVorticity(int zBegin, int zEnd) // set flame vorticity from RNA value float flame_vorticity = (*_flame_vorticity)/_constantScaling; //int x,y,z,index; - if(_vorticityEps+flame_vorticity<=0.) return; + if(_vorticityEps+flame_vorticity<=0.0f) return; int _blockSize=zEnd-zBegin; int _blockTotalCells = _slabSize * (_blockSize+2); diff --git a/intern/smoke/intern/FLUID_3D_SOLVERS.cpp b/intern/smoke/intern/FLUID_3D_SOLVERS.cpp index 42a8b2d6923..3b51aa11b35 100644 --- a/intern/smoke/intern/FLUID_3D_SOLVERS.cpp +++ b/intern/smoke/intern/FLUID_3D_SOLVERS.cpp @@ -76,12 +76,12 @@ void FLUID_3D::solveHeat(float* field, float* b, unsigned char* skip) if (!skip[index - _slabSize]) _Acenter[index] += heatConst; _residual[index] = b[index] - (_Acenter[index] * field[index] + - field[index - 1] * (skip[index - 1] ? 0.0 : -heatConst) + - field[index + 1] * (skip[index + 1] ? 0.0 : -heatConst) + - field[index - _xRes] * (skip[index - _xRes] ? 0.0 : -heatConst) + - field[index + _xRes] * (skip[index + _xRes] ? 0.0 : -heatConst) + - field[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -heatConst) + - field[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -heatConst)); + field[index - 1] * (skip[index - 1] ? 0.0f : -heatConst) + + field[index + 1] * (skip[index + 1] ? 0.0f : -heatConst) + + field[index - _xRes] * (skip[index - _xRes] ? 0.0f : -heatConst) + + field[index + _xRes] * (skip[index + _xRes] ? 0.0f : -heatConst) + + field[index - _slabSize] * (skip[index - _slabSize] ? 0.0f : -heatConst) + + field[index + _slabSize] * (skip[index + _slabSize] ? 0.0f : -heatConst)); } else { @@ -111,12 +111,12 @@ void FLUID_3D::solveHeat(float* field, float* b, unsigned char* skip) { _q[index] = (_Acenter[index] * _direction[index] + - _direction[index - 1] * (skip[index - 1] ? 0.0 : -heatConst) + - _direction[index + 1] * (skip[index + 1] ? 0.0 : -heatConst) + - _direction[index - _xRes] * (skip[index - _xRes] ? 0.0 : -heatConst) + - _direction[index + _xRes] * (skip[index + _xRes] ? 0.0 : -heatConst) + - _direction[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -heatConst) + - _direction[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -heatConst)); + _direction[index - 1] * (skip[index - 1] ? 0.0f : -heatConst) + + _direction[index + 1] * (skip[index + 1] ? 0.0f : -heatConst) + + _direction[index - _xRes] * (skip[index - _xRes] ? 0.0f : -heatConst) + + _direction[index + _xRes] * (skip[index + _xRes] ? 0.0f : -heatConst) + + _direction[index - _slabSize] * (skip[index - _slabSize] ? 0.0f : -heatConst) + + _direction[index + _slabSize] * (skip[index + _slabSize] ? 0.0f : -heatConst)); } else { @@ -199,20 +199,20 @@ void FLUID_3D::solvePressurePre(float* field, float* b, unsigned char* skip) if (!skip[index]) { // set the matrix to the Poisson stencil in order - if (!skip[index + 1]) Acenter += 1.; - if (!skip[index - 1]) Acenter += 1.; - if (!skip[index + _xRes]) Acenter += 1.; - if (!skip[index - _xRes]) Acenter += 1.; - if (!skip[index + _slabSize]) Acenter += 1.; - if (!skip[index - _slabSize]) Acenter += 1.; + if (!skip[index + 1]) Acenter += 1.0f; + if (!skip[index - 1]) Acenter += 1.0f; + if (!skip[index + _xRes]) Acenter += 1.0f; + if (!skip[index - _xRes]) Acenter += 1.0f; + if (!skip[index + _slabSize]) Acenter += 1.0f; + if (!skip[index - _slabSize]) Acenter += 1.0f; _residual[index] = b[index] - (Acenter * field[index] + - field[index - 1] * (skip[index - 1] ? 0.0 : -1.0f)+ - field[index + 1] * (skip[index + 1] ? 0.0 : -1.0f)+ - field[index - _xRes] * (skip[index - _xRes] ? 0.0 : -1.0f)+ - field[index + _xRes] * (skip[index + _xRes] ? 0.0 : -1.0f)+ - field[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -1.0f)+ - field[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -1.0f) ); + field[index - 1] * (skip[index - 1] ? 0.0f : -1.0f) + + field[index + 1] * (skip[index + 1] ? 0.0f : -1.0f) + + field[index - _xRes] * (skip[index - _xRes] ? 0.0f : -1.0f)+ + field[index + _xRes] * (skip[index + _xRes] ? 0.0f : -1.0f)+ + field[index - _slabSize] * (skip[index - _slabSize] ? 0.0f : -1.0f)+ + field[index + _slabSize] * (skip[index + _slabSize] ? 0.0f : -1.0f) ); } else { @@ -220,10 +220,10 @@ void FLUID_3D::solvePressurePre(float* field, float* b, unsigned char* skip) } // P^-1 - if(Acenter < 1.0) + if(Acenter < 1.0f) _Precond[index] = 0.0; else - _Precond[index] = 1.0 / Acenter; + _Precond[index] = 1.0f / Acenter; // p = P^-1 * r _direction[index] = _residual[index] * _Precond[index]; @@ -237,7 +237,7 @@ void FLUID_3D::solvePressurePre(float* field, float* b, unsigned char* skip) //while ((i < _iterations) && (deltaNew > eps*delta0)) float maxR = 2.0f * eps; // while (i < _iterations) - while ((i < _iterations) && (maxR > 0.001*eps)) + while ((i < _iterations) && (maxR > 0.001f * eps)) { float alpha = 0.0f; @@ -252,20 +252,20 @@ void FLUID_3D::solvePressurePre(float* field, float* b, unsigned char* skip) if (!skip[index]) { // set the matrix to the Poisson stencil in order - if (!skip[index + 1]) Acenter += 1.; - if (!skip[index - 1]) Acenter += 1.; - if (!skip[index + _xRes]) Acenter += 1.; - if (!skip[index - _xRes]) Acenter += 1.; - if (!skip[index + _slabSize]) Acenter += 1.; - if (!skip[index - _slabSize]) Acenter += 1.; + if (!skip[index + 1]) Acenter += 1.0f; + if (!skip[index - 1]) Acenter += 1.0f; + if (!skip[index + _xRes]) Acenter += 1.0f; + if (!skip[index - _xRes]) Acenter += 1.0f; + if (!skip[index + _slabSize]) Acenter += 1.0f; + if (!skip[index - _slabSize]) Acenter += 1.0f; _q[index] = Acenter * _direction[index] + - _direction[index - 1] * (skip[index - 1] ? 0.0 : -1.0f) + - _direction[index + 1] * (skip[index + 1] ? 0.0 : -1.0f) + - _direction[index - _xRes] * (skip[index - _xRes] ? 0.0 : -1.0f) + - _direction[index + _xRes] * (skip[index + _xRes] ? 0.0 : -1.0f)+ - _direction[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -1.0f) + - _direction[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -1.0f); + _direction[index - 1] * (skip[index - 1] ? 0.0f : -1.0f) + + _direction[index + 1] * (skip[index + 1] ? 0.0f : -1.0f) + + _direction[index - _xRes] * (skip[index - _xRes] ? 0.0f : -1.0f) + + _direction[index + _xRes] * (skip[index + _xRes] ? 0.0f : -1.0f)+ + _direction[index - _slabSize] * (skip[index - _slabSize] ? 0.0f : -1.0f) + + _direction[index + _slabSize] * (skip[index + _slabSize] ? 0.0f : -1.0f); } else { diff --git a/intern/smoke/intern/FLUID_3D_STATIC.cpp b/intern/smoke/intern/FLUID_3D_STATIC.cpp index e0a31a9d0c1..e783198559d 100644 --- a/intern/smoke/intern/FLUID_3D_STATIC.cpp +++ b/intern/smoke/intern/FLUID_3D_STATIC.cpp @@ -317,12 +317,12 @@ void FLUID_3D::advectFieldSemiLagrange(const float dt, const float* velx, const float zTrace = z - dt * velz[index]; // clamp backtrace to grid boundaries - if (xTrace < 0.5) xTrace = 0.5; - if (xTrace > xres - 1.5) xTrace = xres - 1.5; - if (yTrace < 0.5) yTrace = 0.5; - if (yTrace > yres - 1.5) yTrace = yres - 1.5; - if (zTrace < 0.5) zTrace = 0.5; - if (zTrace > zres - 1.5) zTrace = zres - 1.5; + if (xTrace < 0.5f) xTrace = 0.5f; + if (xTrace > xres - 1.5f) xTrace = xres - 1.5f; + if (yTrace < 0.5f) yTrace = 0.5f; + if (yTrace > yres - 1.5f) yTrace = yres - 1.5f; + if (zTrace < 0.5f) zTrace = 0.5f; + if (zTrace > zres - 1.5f) zTrace = zres - 1.5f; // locate neighbors to interpolate const int x0 = (int)xTrace; @@ -403,7 +403,7 @@ void FLUID_3D::advectFieldMacCormack2(const float dt, const float* xVelocity, co // phiHatN = A^R(phiHatN1) - advectFieldSemiLagrange( -1.0*dt, xVelocity, yVelocity, zVelocity, phiHatN, t1, res, zBegin, zEnd); // uses wide data from old field and velocities (both are whole) + advectFieldSemiLagrange( -1.0f*dt, xVelocity, yVelocity, zVelocity, phiHatN, t1, res, zBegin, zEnd); // uses wide data from old field and velocities (both are whole) // phiN1 = phiHatN1 + (phiN - phiHatN) / 2 const int border = 0; @@ -456,12 +456,12 @@ void FLUID_3D::clampExtrema(const float dt, const float* velx, const float* vely float zTrace = z - dt * velz[index]; // clamp backtrace to grid boundaries - if (xTrace < 0.5) xTrace = 0.5; - if (xTrace > xres - 1.5) xTrace = xres - 1.5; - if (yTrace < 0.5) yTrace = 0.5; - if (yTrace > yres - 1.5) yTrace = yres - 1.5; - if (zTrace < 0.5) zTrace = 0.5; - if (zTrace > zres - 1.5) zTrace = zres - 1.5; + if (xTrace < 0.5f) xTrace = 0.5f; + if (xTrace > xres - 1.5f) xTrace = xres - 1.5f; + if (yTrace < 0.5f) yTrace = 0.5f; + if (yTrace > yres - 1.5f) yTrace = yres - 1.5f; + if (zTrace < 0.5f) zTrace = 0.5f; + if (zTrace > zres - 1.5f) zTrace = zres - 1.5f; // locate neighbors to interpolate const int x0 = (int)xTrace; diff --git a/intern/smoke/intern/INTERPOLATE.h b/intern/smoke/intern/INTERPOLATE.h index b76c8df0b59..fbead5df87c 100644 --- a/intern/smoke/intern/INTERPOLATE.h +++ b/intern/smoke/intern/INTERPOLATE.h @@ -62,12 +62,12 @@ static inline float lerp(float* field, float x, float y, int res) { ////////////////////////////////////////////////////////////////////////////////////////// static inline float lerp3d(float* field, float x, float y, float z, int xres, int yres, int zres) { // clamp pos to grid boundaries - if (x < 0.5) x = 0.5; - if (x > xres - 1.5) x = xres - 1.5; - if (y < 0.5) y = 0.5; - if (y > yres - 1.5) y = yres - 1.5; - if (z < 0.5) z = 0.5; - if (z > zres - 1.5) z = zres - 1.5; + if (x < 0.5f) x = 0.5f; + if (x > xres - 1.5f) x = xres - 1.5f; + if (y < 0.5f) y = 0.5f; + if (y > yres - 1.5f) y = yres - 1.5f; + if (z < 0.5f) z = 0.5f; + if (z > zres - 1.5f) z = zres - 1.5f; // locate neighbors to interpolate const int x0 = (int)x; @@ -113,12 +113,12 @@ template <class T> static inline float lerp3dToFloat(T* field1, float x, float y, float z, int xres, int yres, int zres) { // clamp pos to grid boundaries - if (x < 0.5) x = 0.5; - if (x > xres - 1.5) x = xres - 1.5; - if (y < 0.5) y = 0.5; - if (y > yres - 1.5) y = yres - 1.5; - if (z < 0.5) z = 0.5; - if (z > zres - 1.5) z = zres - 1.5; + if (x < 0.5f) x = 0.5f; + if (x > xres - 1.5f) x = xres - 1.5f; + if (y < 0.5f) y = 0.5f; + if (y > yres - 1.5f) y = yres - 1.5f; + if (z < 0.5f) z = 0.5f; + if (z > zres - 1.5f) z = zres - 1.5f; // locate neighbors to interpolate const int x0 = (int)x; @@ -164,12 +164,12 @@ static inline float lerp3dToFloat(T* field1, static inline Vec3 lerp3dVec(float* field1, float* field2, float* field3, float x, float y, float z, int xres, int yres, int zres) { // clamp pos to grid boundaries - if (x < 0.5) x = 0.5; - if (x > xres - 1.5) x = xres - 1.5; - if (y < 0.5) y = 0.5; - if (y > yres - 1.5) y = yres - 1.5; - if (z < 0.5) z = 0.5; - if (z > zres - 1.5) z = zres - 1.5; + if (x < 0.5f) x = 0.5f; + if (x > xres - 1.5f) x = xres - 1.5f; + if (y < 0.5f) y = 0.5f; + if (y > yres - 1.5f) y = yres - 1.5f; + if (z < 0.5f) z = 0.5f; + if (z > zres - 1.5f) z = zres - 1.5f; // locate neighbors to interpolate const int x0 = (int)x; diff --git a/intern/smoke/intern/LU_HELPER.cpp b/intern/smoke/intern/LU_HELPER.cpp index 40060371071..40973cc081b 100644 --- a/intern/smoke/intern/LU_HELPER.cpp +++ b/intern/smoke/intern/LU_HELPER.cpp @@ -51,10 +51,10 @@ sLU computeLU( float a[3][3]) int kmax = min(i,j); double s = 0.0; for (int k = 0; k < kmax; k++) { - s += result.values[i][k]*LUcolj[k]; + s += (double)(result.values[i][k]*LUcolj[k]); } - result.values[i][j] = LUcolj[i] -= s; + result.values[i][j] = LUcolj[i] -= (float)s; } // Find pivot and exchange if necessary. @@ -80,7 +80,7 @@ sLU computeLU( float a[3][3]) // Compute multipliers. - if ((j < m) && (result.values[j][j] != 0.0)) { + if ((j < m) && (result.values[j][j] != 0.0f)) { for (int i = j+1; i < m; i++) { result.values[i][j] /= result.values[j][j]; } diff --git a/intern/smoke/intern/VEC3.h b/intern/smoke/intern/VEC3.h index 63ce68566a9..dafe5e52dbd 100644 --- a/intern/smoke/intern/VEC3.h +++ b/intern/smoke/intern/VEC3.h @@ -730,7 +730,7 @@ inline Real normHelper(const Vector3Dim<Real> &v) { return norm(v); } inline Real normHelper(const Real &v) { - return (0. < v) ? v : -v ; + return (0.0f < v) ? v : -v ; } inline Real normHelper(const int &v) { return (0 < v) ? (Real)(v) : (Real)(-v) ; diff --git a/intern/smoke/intern/WAVELET_NOISE.h b/intern/smoke/intern/WAVELET_NOISE.h index 1b2fbfab58c..9f01c8a6978 100644 --- a/intern/smoke/intern/WAVELET_NOISE.h +++ b/intern/smoke/intern/WAVELET_NOISE.h @@ -395,20 +395,20 @@ static inline float WNoiseDx(Vec3 p, float* data) { int c[3], mid[3], n = noiseTileSize; float w[3][3], t, result = 0; - mid[0] = (int)ceil(p[0] - 0.5); - t = mid[0] - (p[0] - 0.5); + mid[0] = (int)ceil(p[0] - 0.5f); + t = mid[0] - (p[0] - 0.5f); w[0][0] = -t; w[0][2] = (1.f - t); w[0][1] = 2.0f * t - 1.0f; - mid[1] = (int)ceil(p[1] - 0.5); - t = mid[1] - (p[1] - 0.5); + mid[1] = (int)ceil(p[1] - 0.5f); + t = mid[1] - (p[1] - 0.5f); w[1][0] = t * t / 2; w[1][2] = (1 - t) * (1 - t) / 2; w[1][1] = 1 - w[1][0] - w[1][2]; - mid[2] = (int)ceil(p[2] - 0.5); - t = mid[2] - (p[2] - 0.5); + mid[2] = (int)ceil(p[2] - 0.5f); + t = mid[2] - (p[2] - 0.5f); w[2][0] = t * t / 2; w[2][2] = (1 - t) * (1 - t)/2; w[2][1] = 1 - w[2][0] - w[2][2]; @@ -437,20 +437,20 @@ static inline float WNoiseDy(Vec3 p, float* data) { int c[3], mid[3], n=noiseTileSize; float w[3][3], t, result =0; - mid[0] = (int)ceil(p[0] - 0.5); - t = mid[0]-(p[0] - 0.5); + mid[0] = (int)ceil(p[0] - 0.5f); + t = mid[0]-(p[0] - 0.5f); w[0][0] = t * t / 2; w[0][2] = (1 - t) * (1 - t) / 2; w[0][1] = 1 - w[0][0] - w[0][2]; - mid[1] = (int)ceil(p[1] - 0.5); - t = mid[1]-(p[1] - 0.5); + mid[1] = (int)ceil(p[1] - 0.5f); + t = mid[1]-(p[1] - 0.5f); w[1][0] = -t; w[1][2] = (1.f - t); w[1][1] = 2.0f * t - 1.0f; - mid[2] = (int)ceil(p[2] - 0.5); - t = mid[2] - (p[2] - 0.5); + mid[2] = (int)ceil(p[2] - 0.5f); + t = mid[2] - (p[2] - 0.5f); w[2][0] = t * t / 2; w[2][2] = (1 - t) * (1 - t)/2; w[2][1] = 1 - w[2][0] - w[2][2]; @@ -480,20 +480,20 @@ static inline float WNoiseDz(Vec3 p, float* data) { int c[3], mid[3], n=noiseTileSize; float w[3][3], t, result =0; - mid[0] = (int)ceil(p[0] - 0.5); - t = mid[0]-(p[0] - 0.5); + mid[0] = (int)ceil(p[0] - 0.5f); + t = mid[0]-(p[0] - 0.5f); w[0][0] = t * t / 2; w[0][2] = (1 - t) * (1 - t) / 2; w[0][1] = 1 - w[0][0] - w[0][2]; - mid[1] = (int)ceil(p[1] - 0.5); - t = mid[1]-(p[1] - 0.5); + mid[1] = (int)ceil(p[1] - 0.5f); + t = mid[1]-(p[1] - 0.5f); w[1][0] = t * t / 2; w[1][2] = (1 - t) * (1 - t) / 2; w[1][1] = 1 - w[1][0] - w[1][2]; - mid[2] = (int)ceil(p[2] - 0.5); - t = mid[2] - (p[2] - 0.5); + mid[2] = (int)ceil(p[2] - 0.5f); + t = mid[2] - (p[2] - 0.5f); w[2][0] = -t; w[2][2] = (1.f - t); w[2][1] = 2.0f * t - 1.0f; diff --git a/intern/smoke/intern/WTURBULENCE.cpp b/intern/smoke/intern/WTURBULENCE.cpp index 5b6509afead..efc6c19a4c5 100644 --- a/intern/smoke/intern/WTURBULENCE.cpp +++ b/intern/smoke/intern/WTURBULENCE.cpp @@ -64,14 +64,14 @@ WTURBULENCE::WTURBULENCE(int xResSm, int yResSm, int zResSm, int amplify, int no // DG - RNA-fied _strength = 2.; // add the corresponding octaves of noise - _octaves = (int)(log((float)_amplify) / log(2.0f) + 0.5); // XXX DEBUG/ TODO: int casting correct? - dg + _octaves = (int)(log((float)_amplify) / log(2.0f) + 0.5f); // XXX DEBUG/ TODO: int casting correct? - dg // noise resolution _xResBig = _amplify * xResSm; _yResBig = _amplify * yResSm; _zResBig = _amplify * zResSm; _resBig = Vec3Int(_xResBig, _yResBig, _zResBig); - _invResBig = Vec3(1./(float)_resBig[0], 1./(float)_resBig[1], 1./(float)_resBig[2]); + _invResBig = Vec3(1.0f/(float)_resBig[0], 1.0f/(float)_resBig[1], 1.0f/(float)_resBig[2]); _slabSizeBig = _xResBig*_yResBig; _totalCellsBig = _slabSizeBig * _zResBig; @@ -80,7 +80,7 @@ WTURBULENCE::WTURBULENCE(int xResSm, int yResSm, int zResSm, int amplify, int no _yResSm = yResSm; _zResSm = zResSm; _resSm = Vec3Int(xResSm, yResSm, zResSm); - _invResSm = Vec3(1./(float)_resSm[0], 1./(float)_resSm[1], 1./(float)_resSm[2] ); + _invResSm = Vec3(1.0f/(float)_resSm[0], 1.0f/(float)_resSm[1], 1.0f/(float)_resSm[2] ); _slabSizeSm = _xResSm*_yResSm; _totalCellsSm = _slabSizeSm * _zResSm; @@ -115,9 +115,9 @@ WTURBULENCE::WTURBULENCE(int xResSm, int yResSm, int zResSm, int amplify, int no _tcTemp = new float[_totalCellsSm]; // map all - const float dx = 1./(float)(_resSm[0]); - const float dy = 1./(float)(_resSm[1]); - const float dz = 1./(float)(_resSm[2]); + const float dx = 1.0f/(float)(_resSm[0]); + const float dy = 1.0f/(float)(_resSm[1]); + const float dz = 1.0f/(float)(_resSm[2]); int index = 0; for (int z = 0; z < _zResSm; z++) for (int y = 0; y < _yResSm; y++) @@ -438,13 +438,13 @@ void WTURBULENCE::resetTextureCoordinates(float *_eigMin, float *_eigMax) { // allowed deformation of the textures const float limit = 2.f; - const float limitInv = 1./limit; + const float limitInv = 1.0f/limit; // standard reset int resets = 0; - const float dx = 1./(float)(_resSm[0]); - const float dy = 1./(float)(_resSm[1]); - const float dz = 1./(float)(_resSm[2]); + const float dx = 1.0f/(float)(_resSm[0]); + const float dy = 1.0f/(float)(_resSm[1]); + const float dz = 1.0f/(float)(_resSm[2]); for (int z = 1; z < _zResSm-1; z++) for (int y = 1; y < _yResSm-1; y++) @@ -988,13 +988,13 @@ void WTURBULENCE::stepTurbulenceFull(float dtOrg, float* xvel, float* yvel, floa // base amplitude for octave 0 float coefficient = sqrtf(2.0f * fabs(energy)); - const float amplitude = *_strength * fabs(0.5 * coefficient) * persistence; + const float amplitude = *_strength * fabs(0.5f * coefficient) * persistence; // add noise to velocity, but only if the turbulence is // sufficiently undeformed, and the energy is large enough // to make a difference - const bool addNoise = eigMax[indexSmall] < 2. && - eigMin[indexSmall] > 0.5; + const bool addNoise = eigMax[indexSmall] < 2.0f && + eigMin[indexSmall] > 0.5f; if (addNoise && amplitude > _cullingThreshold) { // base amplitude for octave 0 float amplitudeScaled = amplitude; @@ -1029,7 +1029,7 @@ void WTURBULENCE::stepTurbulenceFull(float dtOrg, float* xvel, float* yvel, floa // zero out velocity inside obstacles float obsCheck = INTERPOLATE::lerp3dToFloat( obstacles, posSm[0], posSm[1], posSm[2], _xResSm, _yResSm, _zResSm); - if (obsCheck > 0.95) + if (obsCheck > 0.95f) bigUx[index] = bigUy[index] = bigUz[index] = 0.; } // xyz*/ diff --git a/source/blender/blenkernel/intern/smoke.c b/source/blender/blenkernel/intern/smoke.c index ba6e8fe0a3a..009112be2c9 100644 --- a/source/blender/blenkernel/intern/smoke.c +++ b/source/blender/blenkernel/intern/smoke.c @@ -969,7 +969,7 @@ static void emit_from_particles(Object *flow_ob, SmokeDomainSettings *sds, Smoke sim.scene = scene; sim.ob = flow_ob; sim.psys = psys; - sim.rng = BLI_rng_new(sim.rng); + sim.rng = BLI_rng_new(psys->seed); if (psys->part->type == PART_HAIR) { diff --git a/source/blender/python/mathutils/mathutils.c b/source/blender/python/mathutils/mathutils.c index 47600e65351..57b00559a8a 100644 --- a/source/blender/python/mathutils/mathutils.c +++ b/source/blender/python/mathutils/mathutils.c @@ -340,7 +340,7 @@ int mathutils_deepcopy_args_check(PyObject *args) /* Mathutils Callbacks */ /* for mathutils internal use only, eventually should re-alloc but to start with we only have a few users */ -#define MATHUTILS_TOT_CB 13 +#define MATHUTILS_TOT_CB 15 static Mathutils_Callback *mathutils_callbacks[MATHUTILS_TOT_CB] = {NULL}; unsigned char Mathutils_RegisterCallback(Mathutils_Callback *cb) |