style cleanup: guys - set your editors to tabs!
This commit is contained in:
@@ -306,4 +306,3 @@ AviError AVI_print_error(AviError error);
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void AVI_set_debug(int mode);
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void AVI_set_debug(int mode);
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#endif /* __AVI_AVI_H__ */
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#endif /* __AVI_AVI_H__ */
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@@ -42,7 +42,6 @@ typedef struct OceanResult {
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float Eplus[3];
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float Eplus[3];
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} OceanResult;
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} OceanResult;
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typedef struct OceanCache {
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typedef struct OceanCache {
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struct ImBuf **ibufs_disp;
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struct ImBuf **ibufs_disp;
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struct ImBuf **ibufs_foam;
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struct ImBuf **ibufs_foam;
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@@ -74,7 +73,6 @@ typedef struct OceanCache {
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#define OCEAN_CACHING 1
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#define OCEAN_CACHING 1
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#define OCEAN_CACHED 2
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#define OCEAN_CACHED 2
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struct Ocean *BKE_add_ocean(void);
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struct Ocean *BKE_add_ocean(void);
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void BKE_free_ocean_data(struct Ocean *oc);
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void BKE_free_ocean_data(struct Ocean *oc);
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void BKE_free_ocean(struct Ocean *oc);
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void BKE_free_ocean(struct Ocean *oc);
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@@ -150,8 +150,8 @@ typedef struct SB_thread_context {
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#define SOFTGOALSNAP 0.999f
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#define SOFTGOALSNAP 0.999f
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/* if bp-> goal is above make it a *forced follow original* and skip all ODE stuff for this bp
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/* if bp-> goal is above make it a *forced follow original* and skip all ODE stuff for this bp
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removes *unnecessary* stiffnes from ODE system
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* removes *unnecessary* stiffnes from ODE system
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*/
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*/
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#define HEUNWARNLIMIT 1 /* 500 would be fine i think for detecting severe *stiff* stuff */
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#define HEUNWARNLIMIT 1 /* 500 would be fine i think for detecting severe *stiff* stuff */
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@@ -179,16 +179,16 @@ static void Vec3PlusStVec(float *v, float s, float *v1);
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static float sb_grav_force_scale(Object *UNUSED(ob))
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static float sb_grav_force_scale(Object *UNUSED(ob))
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/* since unit of g is [m/sec^2] and F = mass * g we rescale unit mass of node to 1 gramm
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/* since unit of g is [m/sec^2] and F = mass * g we rescale unit mass of node to 1 gramm
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put it to a function here, so we can add user options later without touching simulation code
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* put it to a function here, so we can add user options later without touching simulation code
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*/
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*/
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{
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{
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return (0.001f);
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return (0.001f);
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}
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}
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static float sb_fric_force_scale(Object *UNUSED(ob))
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static float sb_fric_force_scale(Object *UNUSED(ob))
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/* rescaling unit of drag [1 / sec] to somehow reasonable
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/* rescaling unit of drag [1 / sec] to somehow reasonable
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put it to a function here, so we can add user options later without touching simulation code
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* put it to a function here, so we can add user options later without touching simulation code
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*/
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*/
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{
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{
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return (0.01f);
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return (0.01f);
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}
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}
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@@ -216,12 +216,12 @@ static float sb_time_scale(Object *ob)
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/* helper functions for everything is animatable jow_go_for2_5 +++++++*/
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/* helper functions for everything is animatable jow_go_for2_5 +++++++*/
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/* introducing them here, because i know: steps in properties ( at frame timing )
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/* introducing them here, because i know: steps in properties ( at frame timing )
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will cause unwanted responses of the softbody system (which does inter frame calculations )
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* will cause unwanted responses of the softbody system (which does inter frame calculations )
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so first 'cure' would be: interpolate linear in time ..
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* so first 'cure' would be: interpolate linear in time ..
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Q: why do i write this?
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* Q: why do i write this?
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A: because it happend once, that some eger coder 'streamlined' code to fail.
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* A: because it happend once, that some eger coder 'streamlined' code to fail.
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We DO linear interpolation for goals .. and i think we should do on animated properties as well
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* We DO linear interpolation for goals .. and i think we should do on animated properties as well
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*/
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*/
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/* animate sb->maxgoal, sb->mingoal */
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/* animate sb->maxgoal, sb->mingoal */
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static float _final_goal(Object *ob, BodyPoint *bp)/*jow_go_for2_5 */
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static float _final_goal(Object *ob, BodyPoint *bp)/*jow_go_for2_5 */
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@@ -2984,10 +2984,10 @@ static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *
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maxerrpos = MAX2(maxerrpos, ABS(dx[1] - bp->prevdx[1]));
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maxerrpos = MAX2(maxerrpos, ABS(dx[1] - bp->prevdx[1]));
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maxerrpos = MAX2(maxerrpos, ABS(dx[2] - bp->prevdx[2]));
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maxerrpos = MAX2(maxerrpos, ABS(dx[2] - bp->prevdx[2]));
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/* bp->choke is set when we need to pull a vertex or edge out of the collider.
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/* bp->choke is set when we need to pull a vertex or edge out of the collider.
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the collider object signals to get out by pushing hard. on the other hand
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* the collider object signals to get out by pushing hard. on the other hand
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we don't want to end up in deep space so we add some <viscosity>
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* we don't want to end up in deep space so we add some <viscosity>
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to balance that out */
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* to balance that out */
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if (bp->choke2 > 0.0f) {
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if (bp->choke2 > 0.0f) {
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mul_v3_fl(bp->vec, (1.0f - bp->choke2));
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mul_v3_fl(bp->vec, (1.0f - bp->choke2));
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}
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}
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@@ -3268,7 +3268,9 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
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BodyPoint *bp;
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BodyPoint *bp;
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BodySpring *bs;
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BodySpring *bs;
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int a, totedge;
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int a, totedge;
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BKE_mesh_tessface_ensure(me);
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BKE_mesh_tessface_ensure(me);
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if (ob->softflag & OB_SB_EDGES) totedge= me->totedge;
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if (ob->softflag & OB_SB_EDGES) totedge= me->totedge;
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else totedge= 0;
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else totedge= 0;
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@@ -32,7 +32,7 @@
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#include "BLI_utildefines.h"
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#include "BLI_utildefines.h"
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/* XXX: using 128 for totelem and pchunk of mempool, no idea what good
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/* XXX: using 128 for totelem and pchunk of mempool, no idea what good
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values would be though */
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* values would be though */
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#include "BLI_mempool.h"
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#include "BLI_mempool.h"
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#include "bmesh.h"
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#include "bmesh.h"
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@@ -77,7 +77,7 @@ static int edge_match(BMVert *e1_0, BMVert *e1_1, BMVert *e2[2])
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}
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}
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/* Returns true if the edge (e1, e2) is already in edges; that edge is
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/* Returns true if the edge (e1, e2) is already in edges; that edge is
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deleted here as well. if not found just returns 0 */
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* deleted here as well. if not found just returns 0 */
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static int check_for_dup(ListBase *edges, BLI_mempool *pool,
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static int check_for_dup(ListBase *edges, BLI_mempool *pool,
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BMVert *e1, BMVert *e2)
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BMVert *e1, BMVert *e2)
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{
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{
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@@ -838,7 +838,8 @@ void ED_uvedit_live_unwrap(Scene *scene, Object *obedit)
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BMEditMesh *em = BMEdit_FromObject(obedit);
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BMEditMesh *em = BMEdit_FromObject(obedit);
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if (scene->toolsettings->edge_mode_live_unwrap &&
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if (scene->toolsettings->edge_mode_live_unwrap &&
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CustomData_has_layer(&em->bm->ldata, CD_MLOOPUV)) {
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CustomData_has_layer(&em->bm->ldata, CD_MLOOPUV))
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{
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ED_unwrap_lscm(scene, obedit, FALSE); /* unwrap all not just sel */
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ED_unwrap_lscm(scene, obedit, FALSE); /* unwrap all not just sel */
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}
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}
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}
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}
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@@ -62,8 +62,8 @@ static int tc_types[] = { IMB_TC_RECORD_RUN,
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#define INDEX_FILE_VERSION 1
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#define INDEX_FILE_VERSION 1
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/* ----------------------------------------------------------------------
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/* ----------------------------------------------------------------------
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- time code index functions
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* - time code index functions
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---------------------------------------------------------------------- */
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* ---------------------------------------------------------------------- */
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anim_index_builder * IMB_index_builder_create(const char * name)
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anim_index_builder * IMB_index_builder_create(const char * name)
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{
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{
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@@ -354,8 +354,8 @@ int IMB_timecode_to_array_index(IMB_Timecode_Type tc)
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/* ----------------------------------------------------------------------
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/* ----------------------------------------------------------------------
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- rebuild helper functions
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* - rebuild helper functions
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---------------------------------------------------------------------- */
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* ---------------------------------------------------------------------- */
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static void get_index_dir(struct anim * anim, char * index_dir)
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static void get_index_dir(struct anim * anim, char * index_dir)
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{
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{
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@@ -427,8 +427,8 @@ static void get_tc_filename(struct anim * anim, IMB_Timecode_Type tc,
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}
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}
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/* ----------------------------------------------------------------------
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/* ----------------------------------------------------------------------
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- common rebuilder structures
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* - common rebuilder structures
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---------------------------------------------------------------------- */
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* ---------------------------------------------------------------------- */
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typedef struct IndexBuildContext {
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typedef struct IndexBuildContext {
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int anim_type;
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int anim_type;
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@@ -436,8 +436,8 @@ typedef struct IndexBuildContext {
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/* ----------------------------------------------------------------------
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/* ----------------------------------------------------------------------
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- ffmpeg rebuilder
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* - ffmpeg rebuilder
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---------------------------------------------------------------------- */
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* ---------------------------------------------------------------------- */
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#ifdef WITH_FFMPEG
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#ifdef WITH_FFMPEG
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@@ -952,8 +952,8 @@ static int index_rebuild_ffmpeg(FFmpegIndexBuilderContext *context,
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#endif
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#endif
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/* ----------------------------------------------------------------------
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/* ----------------------------------------------------------------------
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- internal AVI (fallback) rebuilder
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* - internal AVI (fallback) rebuilder
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---------------------------------------------------------------------- */
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* ---------------------------------------------------------------------- */
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typedef struct FallbackIndexBuilderContext {
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typedef struct FallbackIndexBuilderContext {
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int anim_type;
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int anim_type;
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@@ -1116,8 +1116,8 @@ static void index_rebuild_fallback(FallbackIndexBuilderContext *context,
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}
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}
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/* ----------------------------------------------------------------------
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/* ----------------------------------------------------------------------
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- public API
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* - public API
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---------------------------------------------------------------------- */
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* ---------------------------------------------------------------------- */
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IndexBuildContext *IMB_anim_index_rebuild_context(struct anim *anim, IMB_Timecode_Type tcs_in_use,
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IndexBuildContext *IMB_anim_index_rebuild_context(struct anim *anim, IMB_Timecode_Type tcs_in_use,
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IMB_Proxy_Size proxy_sizes_in_use, int quality)
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IMB_Proxy_Size proxy_sizes_in_use, int quality)
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@@ -313,7 +313,7 @@ float *node_composit_get_float_buffer(RenderData *rd, ImBuf *ibuf, int *alloc)
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}
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}
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/* note: this function is used for multilayer too, to ensure uniform
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/* note: this function is used for multilayer too, to ensure uniform
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handling with BKE_image_get_ibuf() */
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* handling with BKE_image_get_ibuf() */
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static CompBuf *node_composit_get_image(RenderData *rd, Image *ima, ImageUser *iuser)
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static CompBuf *node_composit_get_image(RenderData *rd, Image *ima, ImageUser *iuser)
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{
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{
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ImBuf *ibuf;
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ImBuf *ibuf;
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@@ -113,7 +113,7 @@ void register_node_type_cmp_sephsva(bNodeTreeType *ttype)
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/* **************** COMBINE HSVA ******************** */
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/* **************** COMBINE HSVA ******************** */
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static bNodeSocketTemplate cmp_node_combhsva_in[]= {
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static bNodeSocketTemplate cmp_node_combhsva_in[] = {
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{ SOCK_FLOAT, 1, "H", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE},
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{ SOCK_FLOAT, 1, "H", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE},
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{ SOCK_FLOAT, 1, "S", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE},
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{ SOCK_FLOAT, 1, "S", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE},
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{ SOCK_FLOAT, 1, "V", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE},
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{ SOCK_FLOAT, 1, "V", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_NONE},
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@@ -5691,14 +5691,14 @@ void RE_Database_FromScene_Vectors(Render *re, Main *bmain, Scene *sce, unsigned
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/* setup for shaded view or bake, so only lamps and materials are initialized */
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/* setup for shaded view or bake, so only lamps and materials are initialized */
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/* type:
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/* type:
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RE_BAKE_LIGHT: for shaded view, only add lamps
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* RE_BAKE_LIGHT: for shaded view, only add lamps
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RE_BAKE_ALL: for baking, all lamps and objects
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* RE_BAKE_ALL: for baking, all lamps and objects
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RE_BAKE_NORMALS:for baking, no lamps and only selected objects
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* RE_BAKE_NORMALS:for baking, no lamps and only selected objects
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RE_BAKE_AO: for baking, no lamps, but all objects
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* RE_BAKE_AO: for baking, no lamps, but all objects
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RE_BAKE_TEXTURE:for baking, no lamps, only selected objects
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* RE_BAKE_TEXTURE:for baking, no lamps, only selected objects
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RE_BAKE_DISPLACEMENT:for baking, no lamps, only selected objects
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* RE_BAKE_DISPLACEMENT:for baking, no lamps, only selected objects
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RE_BAKE_SHADOW: for baking, only shadows, but all objects
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* RE_BAKE_SHADOW: for baking, only shadows, but all objects
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*/
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*/
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void RE_Database_Baking(Render *re, Main *bmain, Scene *scene, unsigned int lay, const int type, Object *actob)
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void RE_Database_Baking(Render *re, Main *bmain, Scene *scene, unsigned int lay, const int type, Object *actob)
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{
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{
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Object *camera;
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Object *camera;
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