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Diffstat (limited to 'source/blender/blenkernel/intern/dynamicpaint.c')
-rw-r--r--source/blender/blenkernel/intern/dynamicpaint.c48
1 files changed, 24 insertions, 24 deletions
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c
index 03530fc76b6..1fb25375159 100644
--- a/source/blender/blenkernel/intern/dynamicpaint.c
+++ b/source/blender/blenkernel/intern/dynamicpaint.c
@@ -117,7 +117,7 @@ static int neighStraightY[8] = {0, 1, 0, -1, 1, 1, -1, -1};
/* brush mesh raycast status */
#define HIT_VOLUME 1
#define HIT_PROXIMITY 2
-/* dynamicPaint_findNeighbourPixel() return codes */
+/* dynamicPaint_findNeighborPixel() return codes */
#define NOT_FOUND -1
#define ON_MESH_EDGE -2
#define OUT_OF_TEXTURE -3
@@ -233,7 +233,7 @@ typedef struct PaintUVPoint {
unsigned int v1, v2, v3;
/** If this pixel isn't uv mapped to any face, but it's neighboring pixel is. */
- unsigned int neighbour_pixel;
+ unsigned int neighbor_pixel;
} PaintUVPoint;
typedef struct ImgSeqFormatData {
@@ -2263,7 +2263,7 @@ static void dynamic_paint_create_uv_surface_direct_cb(
/* Init per pixel settings */
tPoint->tri_index = -1;
- tPoint->neighbour_pixel = -1;
+ tPoint->neighbor_pixel = -1;
tPoint->pixel_index = index;
/* Actual pixel center, used when collision is found */
@@ -2377,7 +2377,7 @@ static void dynamic_paint_create_uv_surface_neighbor_cb(
const int ind = (tx + u) + w * (ty + v);
/* if neighbor has index */
- if (tempPoints[ind].neighbour_pixel == -1 && tempPoints[ind].tri_index != -1) {
+ if (tempPoints[ind].neighbor_pixel == -1 && tempPoints[ind].tri_index != -1) {
float uv[2];
const int i = tempPoints[ind].tri_index;
const float *uv1 = mloopuv[mlooptri[i].tri[0]].uv;
@@ -2387,13 +2387,13 @@ static void dynamic_paint_create_uv_surface_neighbor_cb(
/* tri index */
/* There is a low possibility of actually having a neighbor point which tri is
* already set from another neighbor in a separate thread here.
- * Checking for both tri_index and neighbour_pixel above reduces that probability
+ * Checking for both tri_index and neighbor_pixel above reduces that probability
* but it remains possible.
- * That atomic op (and its memory fence) ensures tPoint->neighbour_pixel is set
- * to non--1 *before* its tri_index is set (i.e. that it cannot be used a neighbour).
+ * That atomic op (and its memory fence) ensures tPoint->neighbor_pixel is set
+ * to non--1 *before* its tri_index is set (i.e. that it cannot be used a neighbor).
*/
- tPoint->neighbour_pixel = ind - 1;
- atomic_add_and_fetch_uint32(&tPoint->neighbour_pixel, 1);
+ tPoint->neighbor_pixel = ind - 1;
+ atomic_add_and_fetch_uint32(&tPoint->neighbor_pixel, 1);
tPoint->tri_index = i;
/* Now calculate pixel data for this pixel as it was on polygon surface */
@@ -2467,13 +2467,13 @@ static void dynamic_paint_find_island_border(const DynamicPaintCreateUVSurfaceDa
* px, py : origin pixel x and y
* n_index : lookup direction index (use neighX, neighY to get final index)
*/
-static int dynamic_paint_find_neighbour_pixel(const DynamicPaintCreateUVSurfaceData *data,
- const MeshElemMap *vert_to_looptri_map,
- const int w,
- const int h,
- const int px,
- const int py,
- const int n_index)
+static int dynamic_paint_find_neighbor_pixel(const DynamicPaintCreateUVSurfaceData *data,
+ const MeshElemMap *vert_to_looptri_map,
+ const int w,
+ const int h,
+ const int px,
+ const int py,
+ const int n_index)
{
/* Note: Current method only uses polygon edges to detect neighboring pixels.
* -> It doesn't always lead to the optimum pixel but is accurate enough
@@ -2494,7 +2494,7 @@ static int dynamic_paint_find_neighbour_pixel(const DynamicPaintCreateUVSurfaceD
/* Check if shifted point is on same face -> it's a correct neighbor
* (and if it isn't marked as an "edge pixel") */
- if ((tPoint->tri_index == cPoint->tri_index) && (tPoint->neighbour_pixel == -1)) {
+ if ((tPoint->tri_index == cPoint->tri_index) && (tPoint->neighbor_pixel == -1)) {
return (x + w * y);
}
@@ -2504,7 +2504,7 @@ static int dynamic_paint_find_neighbour_pixel(const DynamicPaintCreateUVSurfaceD
* !! Replace with "is uv faces linked" check !!
* This should work fine as long as uv island margin is > 1 pixel.
*/
- if ((tPoint->tri_index != -1) && (tPoint->neighbour_pixel == -1)) {
+ if ((tPoint->tri_index != -1) && (tPoint->neighbor_pixel == -1)) {
return (x + w * y);
}
@@ -2691,8 +2691,8 @@ static void dynamic_paint_find_island_border(const DynamicPaintCreateUVSurfaceDa
}
/* If final point is an "edge pixel", use it's "real" neighbor instead */
- if (tempPoints[final_index].neighbour_pixel != -1) {
- final_index = tempPoints[final_index].neighbour_pixel;
+ if (tempPoints[final_index].neighbor_pixel != -1) {
+ final_index = tempPoints[final_index].neighbor_pixel;
/* If we ended up to our origin point */
if (final_index == (px + w * py)) {
@@ -3016,7 +3016,7 @@ int dynamicPaint_createUVSurface(Scene *scene,
ed->n_index[final_index[index]] = n_pos;
ed->n_num[final_index[index]] = 0;
- if (tempPoints[index].neighbour_pixel != -1) {
+ if (tempPoints[index].neighbor_pixel != -1) {
ed->flags[final_index[index]] |= ADJ_BORDER_PIXEL;
total_border++;
}
@@ -3024,7 +3024,7 @@ int dynamicPaint_createUVSurface(Scene *scene,
for (int i = 0; i < 8; i++) {
/* Try to find a neighboring pixel in defined direction.
* If not found, -1 is returned */
- const int n_target = dynamic_paint_find_neighbour_pixel(
+ const int n_target = dynamic_paint_find_neighbor_pixel(
&data, vert_to_looptri_map, w, h, tx, ty, i);
if (n_target >= 0 && n_target != index) {
@@ -3084,7 +3084,7 @@ int dynamicPaint_createUVSurface(Scene *scene,
const int fidx = final_index[index];
if (tempPoints[index].tri_index != -1) {
- int nidx = tempPoints[index].neighbour_pixel;
+ int nidx = tempPoints[index].neighbor_pixel;
fprintf(dump_file,
"%d\t%d,%d\t%u\t%d,%d\t%d\t",
fidx,
@@ -3186,7 +3186,7 @@ int dynamicPaint_createUVSurface(Scene *scene,
pPoint->alpha = 1.0f;
/* Every pixel that is assigned as "edge pixel" gets blue color */
- if (uvPoint->neighbour_pixel != -1) {
+ if (uvPoint->neighbor_pixel != -1) {
pPoint->color[2] = 1.0f;
}
/* and every pixel that finally got an polygon gets red color */