diff options
-rw-r--r-- | source/blender/blenkernel/BKE_effect.h | 4 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/effect.c | 36 |
2 files changed, 20 insertions, 20 deletions
diff --git a/source/blender/blenkernel/BKE_effect.h b/source/blender/blenkernel/BKE_effect.h index e3b005b664e..84994672d9f 100644 --- a/source/blender/blenkernel/BKE_effect.h +++ b/source/blender/blenkernel/BKE_effect.h @@ -56,8 +56,8 @@ struct PartEff *give_parteff(struct Object *ob); void where_is_particle(struct PartEff *paf, struct Particle *pa, float ctime, float *vec); void particle_tex(struct MTex *mtex, struct PartEff *paf, float *co, float *no); void make_particle_keys(int depth, int nr, struct PartEff *paf, struct Particle *part, float *force, int deform, struct MTex *mtex, unsigned int par_layer); -void init_mv_jit(float *jit, int num,float seed2); -void give_mesh_mvert(struct Mesh *me, int nr, float *co, short *no,float seed2); +void init_mv_jit(float *jit, int num,int seed2); +void give_mesh_mvert(struct Mesh *me, int nr, float *co, short *no,int seed2); void build_particle_system(struct Object *ob); void calc_wave_deform(struct WaveEff *wav, float ctime, float *co); void object_wave(struct Object *ob); diff --git a/source/blender/blenkernel/intern/effect.c b/source/blender/blenkernel/intern/effect.c index 709f3e218a5..ef614766292 100644 --- a/source/blender/blenkernel/intern/effect.c +++ b/source/blender/blenkernel/intern/effect.c @@ -358,7 +358,7 @@ static int linetriangle(float p1[3], float p2[3], float v0[3], float v1[3], floa Crossf(p, d, e2); a = INPR(e1, p); if ((a > -0.000001) && (a < 0.000001)) return 0; - f = 1.0/a; + f = 1.0f/a; VECSUB(s, p1, v0); @@ -435,8 +435,8 @@ static void get_effector(float opco[], float force[], float speed[], float cur_t /* Limit minimum distance to vertex so that */ /* the force is not too big */ - if (distance < 0.001) distance = 0.001; - f_force = (force_val)*(1/(1000 * pow((double)distance, (double)ffall_val))); + if (distance < 0.001) distance = 0.001f; + f_force = (force_val)*(1/(1000 * (float)pow((double)distance, (double)ffall_val))); force[0] += (vect_to_vert[0] * f_force ); force[1] += (vect_to_vert[1] * f_force ); force[2] += (vect_to_vert[2] * f_force ); @@ -475,8 +475,8 @@ static void get_effector(float opco[], float force[], float speed[], float cur_t /* Limit minimum distance to vertex so that */ /* the force is not too big */ - if (distance < 0.001) distance = 0.001; - f_force = (force_val)*(1/(100 * pow((double)distance, (double)ffall_val))); + if (distance < 0.001) distance = 0.001f; + f_force = (force_val)*(1/(100 * (float)pow((double)distance, (double)ffall_val))); speed[0] -= (force_vec[0] * f_force ); speed[1] -= (force_vec[1] * f_force ); speed[2] -= (force_vec[2] * f_force ); @@ -672,7 +672,7 @@ static int get_deflection(float opco[3], float npco[3], float opno[3], else perm_val = deflection_object->pd->pdef_perm; - perm_thresh = BLI_drand() - perm_val; + perm_thresh = (float)BLI_drand() - perm_val; if (perm_thresh < 0 ) { deflected = 0; } @@ -694,9 +694,9 @@ static int get_deflection(float opco[3], float npco[3], float opno[3], d_intersect_co[1] = opco[1] + (min_t * (npco[1] - opco[1])); d_intersect_co[2] = opco[2] + (min_t * (npco[2] - opco[2])); - d_i_co_above[0] = (d_intersect_co[0] + (0.001 * d_nvect[0])); - d_i_co_above[1] = (d_intersect_co[1] + (0.001 * d_nvect[1])); - d_i_co_above[2] = (d_intersect_co[2] + (0.001 * d_nvect[2])); + d_i_co_above[0] = (d_intersect_co[0] + (0.001f * d_nvect[0])); + d_i_co_above[1] = (d_intersect_co[1] + (0.001f * d_nvect[1])); + d_i_co_above[2] = (d_intersect_co[2] + (0.001f * d_nvect[2])); mag_iv = Normalise(d_intersect_vect); VECCOPY(npco, d_intersect_co); @@ -735,11 +735,11 @@ static int get_deflection(float opco[3], float npco[3], float opno[3], else rdamp_val = deflection_object->pd->pdef_rdamp; - damping = damping + ((1 - damping) * (BLI_drand()*rdamp_val)); + damping = damping + ((1 - damping) * ((float)BLI_drand()*rdamp_val)); damping = damping * damping; ref_plane_mag = INPR(refl_vel,d_nvect); - if (damping > 0.999) damping = 0.999; + if (damping > 0.999) damping = 0.999f; /* Now add in the damping force - only damp in the direction of */ /* the faces normal vector */ @@ -810,7 +810,7 @@ static int get_deflection(float opco[3], float npco[3], float opno[3], /* Now just increase the distance a little to place */ /* the point the other side of the plane */ - dist_to_plane *= 1.1; + dist_to_plane *= 1.1f; npco[0]= npco[0] + (dist_to_plane * d_nvect[0]); npco[1]= npco[1] + (dist_to_plane * d_nvect[1]); npco[2]= npco[2] + (dist_to_plane * d_nvect[2]); @@ -873,9 +873,9 @@ void make_particle_keys(int depth, int nr, PartEff *paf, Particle *part, float * get_effector(opco, new_force, new_speed, cur_time, par_layer); /* new location */ - pa->co[0]= opa->co[0] + deltalife * (opa->no[0] + new_speed[0] + 0.5*new_force[0]); - pa->co[1]= opa->co[1] + deltalife * (opa->no[1] + new_speed[1] + 0.5*new_force[1]); - pa->co[2]= opa->co[2] + deltalife * (opa->no[2] + new_speed[2] + 0.5*new_force[2]); + pa->co[0]= opa->co[0] + deltalife * (opa->no[0] + new_speed[0] + 0.5f*new_force[0]); + pa->co[1]= opa->co[1] + deltalife * (opa->no[1] + new_speed[1] + 0.5f*new_force[1]); + pa->co[2]= opa->co[2] + deltalife * (opa->no[2] + new_speed[2] + 0.5f*new_force[2]); /* new speed */ pa->no[0]= opa->no[0] + deltalife*new_force[0]; @@ -981,7 +981,7 @@ void make_particle_keys(int depth, int nr, PartEff *paf, Particle *part, float * } } -void init_mv_jit(float *jit, int num,float seed2) +void init_mv_jit(float *jit, int num,int seed2) { float *jit2, x, rad1, rad2, rad3; int i, num2; @@ -1018,7 +1018,7 @@ void init_mv_jit(float *jit, int num,float seed2) } -void give_mesh_mvert(Mesh *me, int nr, float *co, short *no, float seed2) +void give_mesh_mvert(Mesh *me, int nr, float *co, short *no, int seed2) { static float *jit=0; static int jitlevel=1; @@ -1230,7 +1230,7 @@ void build_particle_system(Object *ob) } /* init */ - give_mesh_mvert(me, totpart, co, no,paf->seed); + give_mesh_mvert(me, totpart, co, no, paf->seed); printf("\n"); printf("Calculating particles......... \n"); |