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authorDaniel Genrich <daniel.genrich@gmx.net>2012-11-23 09:00:07 +0400
committerDaniel Genrich <daniel.genrich@gmx.net>2012-11-23 09:00:07 +0400
commitef67ddeba9c9f1f99129da3a4a7eb6b535a542e5 (patch)
tree1eb091638eb19e38ab15a77efb518ca47b66f5fa /source/blender/editors/physics/physics_fluid.c
parent7189a9db514e2ba8f79ed3cf5bc6d00ea6ff4b8c (diff)
Bugfix [#29186] Object contribute to fluid sim animation start earlier than keyframe
Also fix: - Fluid simulation was always lagging 1 frame behind: E.g. the 250th frame in blender showed 249th frame of the fluid simulation. Change: - Animated enabled/disabled property only gets counted as "on" if value >= 1 Note that this bugfix should solve many problems with timings of animated fluid sim properties.
Diffstat (limited to 'source/blender/editors/physics/physics_fluid.c')
-rw-r--r--source/blender/editors/physics/physics_fluid.c8
1 files changed, 5 insertions, 3 deletions
diff --git a/source/blender/editors/physics/physics_fluid.c b/source/blender/editors/physics/physics_fluid.c
index 7cd153d9564..5304c64c2a9 100644
--- a/source/blender/editors/physics/physics_fluid.c
+++ b/source/blender/editors/physics/physics_fluid.c
@@ -446,7 +446,7 @@ static void fluid_init_all_channels(bContext *C, Object *UNUSED(fsDomain), Fluid
for (fobj=fobjects->first; fobj; fobj=fobj->next) {
Object *ob = fobj->object;
FluidsimModifierData *fluidmd = (FluidsimModifierData *)modifiers_findByType(ob, eModifierType_Fluidsim);
- float active= (float)(fluidmd->fss->flag & OB_FLUIDSIM_ACTIVE);
+ float active= (float) ((fluidmd->fss->flag & OB_FLUIDSIM_ACTIVE) > 0 ? 1 : 0);
float rot_d[3] = {0.f, 0.f, 0.f}, old_rot[3] = {0.f, 0.f, 0.f};
if (ELEM(fluidmd->fss->type, OB_FLUIDSIM_DOMAIN, OB_FLUIDSIM_PARTICLE))
@@ -467,6 +467,8 @@ static void fluid_init_all_channels(bContext *C, Object *UNUSED(fsDomain), Fluid
set_channel(fobj->Scale, timeAtFrame, ob->size, i, CHANNEL_VEC);
set_channel(fobj->Active, timeAtFrame, &active, i, CHANNEL_FLOAT);
set_channel(fobj->InitialVelocity, timeAtFrame, &fluidmd->fss->iniVelx, i, CHANNEL_VEC);
+
+ // printf("Active: %f, Frame: %f\n", active, timeAtFrame);
if (fluidmd->fss->type == OB_FLUIDSIM_CONTROL) {
set_channel(fobj->AttractforceStrength, timeAtFrame, &fluidmd->fss->attractforceStrength, i, CHANNEL_FLOAT);
@@ -962,8 +964,8 @@ static int fluidsimBake(bContext *C, ReportList *reports, Object *fsDomain, shor
/* ******** prepare output file paths ******** */
outStringsChanged = fluid_init_filepaths(fsDomain, targetDir, targetFile, debugStrBuffer);
- channels->length = scene->r.efra;
- channels->aniFrameTime = (double)(domainSettings->animEnd - domainSettings->animStart) / (double)noFrames;
+ channels->length = scene->r.efra; // DG TODO: why using endframe and not "noFrames" here? .. because "noFrames" is buggy too? (not using sfra)
+ channels->aniFrameTime = (double)((double)domainSettings->animEnd - (double)domainSettings->animStart) / (double)noFrames;
/* ******** initialize and allocate animation channels ******** */
fluid_init_all_channels(C, fsDomain, domainSettings, channels, fobjects);