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authorJoshua Leung <aligorith@gmail.com>2011-11-06 10:08:18 +0400
committerJoshua Leung <aligorith@gmail.com>2011-11-06 10:08:18 +0400
commit723484ec066d3e2d2b0943dc9dca156d63c07c39 (patch)
treeb7a6c13a32422df9acec10231a82a084c3d0c55a /source/blender/blenkernel/intern/scene.c
parent440c1c2c1745b6d4acd13f405643100cb913fb3b (diff)
Removed old "bsystem_time()" function, which by now is just a
duplicate of BKE_curframe() which just takes two extra args. For the few calls in the physics engine where CFRA+1 instead of CFRA was being used, I've added a new BKE_nextframe() call, which will calculate for CFRA+1 instead of CFRA in much the same way that bsystem_time() would end up doing things (which means including subframe steps).
Diffstat (limited to 'source/blender/blenkernel/intern/scene.c')
-rw-r--r--source/blender/blenkernel/intern/scene.c19
1 files changed, 14 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c
index f1e094c3909..2f24b7e735d 100644
--- a/source/blender/blenkernel/intern/scene.c
+++ b/source/blender/blenkernel/intern/scene.c
@@ -910,14 +910,23 @@ int scene_check_setscene(Main *bmain, Scene *sce)
}
/* This function is needed to cope with fractional frames - including two Blender rendering features
-* mblur (motion blur that renders 'subframes' and blurs them together), and fields rendering. */
-
-/* see also bsystem_time in object.c */
+ * mblur (motion blur that renders 'subframes' and blurs them together), and fields rendering.
+ */
float BKE_curframe(Scene *scene)
{
float ctime = scene->r.cfra;
- ctime+= scene->r.subframe;
- ctime*= scene->r.framelen;
+ ctime += scene->r.subframe;
+ ctime *= scene->r.framelen;
+
+ return ctime;
+}
+
+/* Similar to BKE_curframe(), but is used by physics sims to get "next time", which is defined as cfra+1 */
+float BKE_nextframe(Scene *scene)
+{
+ float ctime = (float)(scene->r.cfra + 1);
+ ctime += scene->r.subframe;
+ ctime *= scene->r.framelen;
return ctime;
}