Fixing the particle emitter interpolation (#25385 & #26493) further

* The interpolation should only be done if the dynamics were calculated, since otherwise animation keys can't be set after parenting.
This commit is contained in:
2011-03-22 12:53:18 +00:00
parent a2acecc9d2
commit 4c3899ca09

View File

@@ -1577,7 +1577,7 @@ void reset_particle(ParticleSimulationData *sim, ParticleData *pa, float dtime,
part=psys->part;
/* get precise emitter matrix if particle is born */
if(part->type!=PART_HAIR && pa->time < cfra && pa->time >= sim->psys->cfra) {
if(part->type!=PART_HAIR && dtime > 0.f && pa->time < cfra && pa->time >= sim->psys->cfra) {
/* we have to force RECALC_ANIM here since where_is_objec_time only does drivers */
while(ob) {
BKE_animsys_evaluate_animdata(&ob->id, ob->adt, pa->time, ADT_RECALC_ANIM);
@@ -4334,17 +4334,19 @@ void particle_system_update(Scene *scene, Object *ob, ParticleSystem *psys)
}
}
if(psys->cfra < cfra) {
/* make sure emitter is left at correct time (particle emission can change this) */
while(ob) {
BKE_animsys_evaluate_animdata(&ob->id, ob->adt, cfra, ADT_RECALC_ANIM);
ob = ob->parent;
}
ob = sim.ob;
where_is_object_time(scene, ob, cfra);
}
psys->cfra = cfra;
psys->recalc = 0;
/* make sure emitter is left at correct time (particle emission can change this) */
while(ob) {
BKE_animsys_evaluate_animdata(&ob->id, ob->adt, cfra, ADT_RECALC_ANIM);
ob = ob->parent;
}
ob = sim.ob;
where_is_object_time(scene, ob, cfra);
/* save matrix for duplicators, at rendertime the actual dupliobject's matrix is used so don't update! */
if(psys->renderdata==0)
invert_m4_m4(psys->imat, ob->obmat);