diff options
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r-- | source/blender/blenkernel/intern/softbody.c | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c index e7df1d810c9..421a0e30036 100644 --- a/source/blender/blenkernel/intern/softbody.c +++ b/source/blender/blenkernel/intern/softbody.c @@ -512,7 +512,7 @@ static void ccd_build_deflector_hash_single(GHash *hash, Object *ob) /** * \note group overrides scene when not NULL. */ -static void ccd_build_deflector_hash(Scene *scene, Group *group, Object *vertexowner, GHash *hash) +static void ccd_build_deflector_hash(SceneLayer *sl, Group *group, Object *vertexowner, GHash *hash) { Object *ob; @@ -530,10 +530,10 @@ static void ccd_build_deflector_hash(Scene *scene, Group *group, Object *vertexo } } else { - for (BaseLegacy *base = scene->base.first; base; base = base->next) { + for (Base *base = FIRSTBASE_NEW; base; base = base->next) { /*Only proceed for mesh object in same layer */ - if (base->object->type == OB_MESH && (base->lay & vertexowner->lay)) { - ob= base->object; + if (base->object->type == OB_MESH) { + ob = base->object; if ((vertexowner) && (ob == vertexowner)) { /* if vertexowner is given we don't want to check collision with owner object */ continue; @@ -558,7 +558,7 @@ static void ccd_update_deflector_hash_single(GHash *hash, Object *ob) /** * \note group overrides scene when not NULL. */ -static void ccd_update_deflector_hash(Scene *scene, Group *group, Object *vertexowner, GHash *hash) +static void ccd_update_deflector_hash(SceneLayer *sl, Group *group, Object *vertexowner, GHash *hash) { Object *ob; @@ -576,10 +576,10 @@ static void ccd_update_deflector_hash(Scene *scene, Group *group, Object *vertex } } else { - for (BaseLegacy *base = scene->base.first; base; base = base->next) { + for (Base *base = FIRSTBASE_NEW; base; base = base->next) { /*Only proceed for mesh object in same layer */ - if (base->object->type == OB_MESH && (base->lay & vertexowner->lay)) { - ob= base->object; + if (base->object->type == OB_MESH) { + ob = base->object; if (ob == vertexowner) { /* if vertexowner is given we don't want to check collision with owner object */ continue; @@ -977,7 +977,7 @@ static void free_softbody_intern(SoftBody *sb) /** * \note group overrides scene when not NULL. */ -static bool are_there_deflectors(Scene *scene, Group *group, unsigned int layer) +static bool are_there_deflectors(SceneLayer *sl, Group *group) { if (group) { for (GroupObject *go = group->gobject.first; go; go = go->next) { @@ -986,8 +986,8 @@ static bool are_there_deflectors(Scene *scene, Group *group, unsigned int layer) } } else { - for (BaseLegacy *base = scene->base.first; base; base= base->next) { - if ( (base->lay & layer) && base->object->pd) { + for (Base *base = FIRSTBASE_NEW; base; base = base->next) { + if (base->object->pd) { if (base->object->pd->deflect) return 1; } @@ -997,9 +997,9 @@ static bool are_there_deflectors(Scene *scene, Group *group, unsigned int layer) return 0; } -static int query_external_colliders(Scene *scene, Group *group, Object *me) +static int query_external_colliders(SceneLayer *sl, Group *group) { - return(are_there_deflectors(scene, group, me->lay)); + return(are_there_deflectors(sl, group)); } /* --- dependency information functions*/ @@ -2231,7 +2231,7 @@ static void sb_cf_threads_run(Scene *scene, Object *ob, float forcetime, float t MEM_freeN(sb_threads); } -static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, float timenow) +static void softbody_calc_forcesEx(Scene *scene, SceneLayer *sl, Object *ob, float forcetime, float timenow) { /* rule we never alter free variables :bp->vec bp->pos in here ! * this will ruin adaptive stepsize AKA heun! (BM) @@ -2247,7 +2247,7 @@ static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, fl /* gravity = sb->grav * sb_grav_force_scale(ob); */ /* UNUSED */ /* check conditions for various options */ - do_deflector= query_external_colliders(scene, sb->collision_group, ob); + do_deflector= query_external_colliders(sl, sb->collision_group); /* do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF)); */ /* UNUSED */ do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL); do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES)); @@ -2276,11 +2276,11 @@ static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, fl } -static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, float timenow) +static void softbody_calc_forces(Scene *scene, SceneLayer *sl, Object *ob, float forcetime, float timenow) { /* redirection to the new threaded Version */ if (!(G.debug_value & 0x10)) { // 16 - softbody_calc_forcesEx(scene, ob, forcetime, timenow); + softbody_calc_forcesEx(scene, sl, ob, forcetime, timenow); return; } else { @@ -2311,7 +2311,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa } /* check conditions for various options */ - do_deflector= query_external_colliders(scene, sb->collision_group, ob); + do_deflector= query_external_colliders(sl, sb->collision_group); do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF)); do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL); do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES)); @@ -3508,7 +3508,7 @@ static void softbody_reset(Object *ob, SoftBody *sb, float (*vertexCos)[3], int } } -static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime) +static void softbody_step(Scene *scene, SceneLayer *sl, Object *ob, SoftBody *sb, float dtime) { /* the simulator */ float forcetime; @@ -3522,11 +3522,11 @@ static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime) */ if (dtime < 0 || dtime > 10.5f) return; - ccd_update_deflector_hash(scene, sb->collision_group, ob, sb->scratch->colliderhash); + ccd_update_deflector_hash(sl, sb->collision_group, ob, sb->scratch->colliderhash); if (sb->scratch->needstobuildcollider) { - if (query_external_colliders(scene, sb->collision_group, ob)) { - ccd_build_deflector_hash(scene, sb->collision_group, ob, sb->scratch->colliderhash); + if (query_external_colliders(sl, sb->collision_group)) { + ccd_build_deflector_hash(sl, sb->collision_group, ob, sb->scratch->colliderhash); } sb->scratch->needstobuildcollider=0; } @@ -3556,12 +3556,12 @@ static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime) sb->scratch->flag &= ~SBF_DOFUZZY; /* do predictive euler step */ - softbody_calc_forces(scene, ob, forcetime, timedone/dtime); + softbody_calc_forces(scene, sl, ob, forcetime, timedone/dtime); softbody_apply_forces(ob, forcetime, 1, NULL, mid_flags); /* crop new slope values to do averaged slope step */ - softbody_calc_forces(scene, ob, forcetime, timedone/dtime); + softbody_calc_forces(scene, sl, ob, forcetime, timedone/dtime); softbody_apply_forces(ob, forcetime, 2, &err, mid_flags); softbody_apply_goalsnap(ob); @@ -3642,7 +3642,7 @@ static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime) } /* simulates one step. framenr is in frames */ -void sbObjectStep(Scene *scene, Object *ob, float cfra, float (*vertexCos)[3], int numVerts) +void sbObjectStep(Scene *scene, SceneLayer *sl, Object *ob, float cfra, float (*vertexCos)[3], int numVerts) { SoftBody *sb= ob->soft; PointCache *cache; @@ -3757,7 +3757,7 @@ void sbObjectStep(Scene *scene, Object *ob, float cfra, float (*vertexCos)[3], i dtime = framedelta*timescale; /* do simulation */ - softbody_step(scene, ob, sb, dtime); + softbody_step(scene, sl, ob, sb, dtime); softbody_to_object(ob, vertexCos, numVerts, 0); |