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authorLuca Rood <dev@lucarood.com>2017-01-11 20:15:54 +0300
committerLuca Rood <dev@lucarood.com>2017-01-11 22:55:13 +0300
commitc910beaa2133989150cdafa556ca11ddc9fffc92 (patch)
tree7cbdfb275a7bd1e37a21c9654c8f56d1edb026c9 /source/blender/blenkernel/intern/collision.c
parent0507b3e4c41ff058c00b7a45d937d82939b4e0d5 (diff)
Split interp_weights_face_v3 into specific functions for tris and quads
This splits `interp_weights_face_v3` into `interp_weights_tri_v3` and `interp_weights_quad_v3`, in order to properly handle three sided polygons without needing a useless extra index in your weight array. This also improves clarity and consistency with other math_geom functions, thus reducing potential future errors. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D2461
Diffstat (limited to 'source/blender/blenkernel/intern/collision.c')
-rw-r--r--source/blender/blenkernel/intern/collision.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/collision.c b/source/blender/blenkernel/intern/collision.c
index 18ca1407ba0..ee25be36855 100644
--- a/source/blender/blenkernel/intern/collision.c
+++ b/source/blender/blenkernel/intern/collision.c
@@ -1014,7 +1014,7 @@ static bool cloth_points_collision_response_static(ClothModifierData *clmd, Coll
}
BLI_INLINE bool cloth_point_face_collision_params(const float p1[3], const float p2[3], const float v0[3], const float v1[3], const float v2[3],
- float r_nor[3], float *r_lambda, float r_w[4])
+ float r_nor[3], float *r_lambda, float r_w[3])
{
float edge1[3], edge2[3], p2face[3], p1p2[3], v0p2[3];
float nor_v0p2, nor_p1p2;
@@ -1026,7 +1026,7 @@ BLI_INLINE bool cloth_point_face_collision_params(const float p1[3], const float
nor_v0p2 = dot_v3v3(v0p2, r_nor);
madd_v3_v3v3fl(p2face, p2, r_nor, -nor_v0p2);
- interp_weights_face_v3(r_w, v0, v1, v2, NULL, p2face);
+ interp_weights_tri_v3(r_w, v0, v1, v2, p2face);
sub_v3_v3v3(p1p2, p2, p1);
sub_v3_v3v3(v0p2, p2, v0);
@@ -1085,7 +1085,7 @@ static CollPair *cloth_point_collpair(
const float *co1 = mverts[bp1].co, *co2 = mverts[bp2].co, *co3 = mverts[bp3].co;
float lambda /*, distance1 */, distance2;
float facenor[3], v1p1[3], v1p2[3];
- float w[4];
+ float w[3];
if (!cloth_point_face_collision_params(p1, p2, co1, co2, co3, facenor, &lambda, w))
return collpair;