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authorLukas Tönne <lukas.toenne@gmail.com>2014-08-30 19:54:36 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2015-01-20 11:29:56 +0300
commitd8cf12fe5a18309e968ffc3b326d70554013b5a7 (patch)
treec9ec99742901601a9cd5cccf62b4c8d2291813ed /source/blender/editors/space_view3d/drawobject.c
parent5a43e8493e3851d076365dc106e0fa18ab21eebe (diff)
Debug drawing for simulations, to aid in visualizing abstract data such
as forces, velocities, contact points etc. This uses a hash table to store debug elements (dots, lines, vectors at this point). The hash table allows continuous display of elements that are generated only in certain time steps, e.g. contact points, while avoiding massive memory allocation. In any case, this system is really a development feature, but very helpful in finding issues with the internal solver data.
Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 55b621d5aba..e44012279b4 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -7488,6 +7488,12 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
}
draw_new_particle_system(scene, v3d, rv3d, base, psys, dt, dflag);
+
+ /* debug data */
+ if (psys->part->type == PART_HAIR) {
+ if (psys->clmd && psys->clmd->debug_data)
+ draw_sim_debug_data(scene, v3d, ar, base, psys->clmd->debug_data);
+ }
}
invert_m4_m4(ob->imat, ob->obmat);
view3d_cached_text_draw_end(v3d, ar, 0, NULL);