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authorMatt Ebb <matt@mke3.net>2011-05-13 02:52:30 +0400
committerMatt Ebb <matt@mke3.net>2011-05-13 02:52:30 +0400
commitb73fe01295636aea92bf3076874b5e3cbcba9057 (patch)
tree9e9d6688e346e5c3b1b09db6e02932cceb6eb8ed /source/blender/render
parent57c626d11c0b2d0ed7cce7e60c863477f87d8ebd (diff)
* Enabled rna access to fluid sim velocity vectors
The main purpose for this is to allow rendering motion blurred blender fluids in external renderers (eg. http://vimeo.com/21870635 ). Python code snippet for interpreting this data here: http://www.pasteall.org/21577 . Cleaned up some ugly hacks in this area too * Also added read-only access to scene.subframe to RNA - setting current frame and subframe should still go via scene.frame_set()
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/source/convertblender.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 74ce7957dd7..c1c2fb60abd 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -5387,7 +5387,7 @@ static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *
float imat[4][4];
FluidsimModifierData *fluidmd = (FluidsimModifierData *)modifiers_findByType(fsob, eModifierType_Fluidsim);
FluidsimSettings *fss;
- float *velarray = NULL;
+ FluidVertexVelocity *velarray = NULL;
/* only one step needed */
if(step) return 1;
@@ -5401,14 +5401,14 @@ static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *
invert_m4_m4(imat, mat);
/* set first vertex OK */
- if(!fss->meshSurfNormals) return 0;
+ if(!fss->meshVelocities) return 0;
- if( obr->totvert != GET_INT_FROM_POINTER(fss->meshSurface) ) {
+ if( obr->totvert != fss->totvert) {
//fprintf(stderr, "load_fluidsimspeedvectors - modified fluidsim mesh, not using speed vectors (%d,%d)...\n", obr->totvert, fsob->fluidsimSettings->meshSurface->totvert); // DEBUG
return 0;
}
- velarray = (float *)fss->meshSurfNormals;
+ velarray = fss->meshVelocities;
if(obi->flag & R_TRANSFORMED)
mul_m4_m4m4(winmat, obi->mat, re->winmat);
@@ -5420,7 +5420,7 @@ static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *
so that also small drops/little water volumes return a velocity != 0.
But I had no luck in fixing that function - DG */
for(a=0; a<obr->totvert; a++) {
- for(j=0;j<3;j++) avgvel[j] += velarray[3*a + j];
+ for(j=0;j<3;j++) avgvel[j] += velarray[a].vel[j];
}
for(j=0;j<3;j++) avgvel[j] /= (float)(obr->totvert);
@@ -5435,7 +5435,7 @@ static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *
// get fluid velocity
fsvec[3] = 0.;
//fsvec[0] = fsvec[1] = fsvec[2] = fsvec[3] = 0.; fsvec[2] = 2.; // NT fixed test
- for(j=0;j<3;j++) fsvec[j] = velarray[3*a + j];
+ for(j=0;j<3;j++) fsvec[j] = velarray[a].vel[j];
/* (bad) HACK insert average velocity if none is there (see previous comment) */
if((fsvec[0] == 0.0) && (fsvec[1] == 0.0) && (fsvec[2] == 0.0))