forked from blender/blender
me-main #1
@ -424,10 +424,9 @@ bool GHOST_SystemWin32::processEvents(bool waitForEvent)
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processTrackpad();
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/* PeekMessage above is allowed to dispatch messages to the wndproc without us
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/* `PeekMessage` above is allowed to dispatch messages to the `wndproc` without us
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* noticing, so we need to check the event manager here to see if there are
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* events waiting in the queue.
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*/
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* events waiting in the queue. */
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hasEventHandled |= this->m_eventManager->getNumEvents() > 0;
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} while (waitForEvent && !hasEventHandled);
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@ -176,7 +176,7 @@ struct MeshRuntime {
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/**
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* A bit vector the size of the number of edges, set to true for edges that should be drawn in
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* the viewport. Created by the "Optimimal Display" feature of the subdivision surface modifier.
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* the viewport. Created by the "Optimal Display" feature of the subdivision surface modifier.
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* Otherwise it will be empty.
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*/
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BitVector<> subsurf_optimal_display_edges;
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@ -772,7 +772,7 @@ bool get_effector_data(EffectorCache *eff,
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if (eff->pd->forcefield == PFIELD_VORTEX || eff->pd->shape == PFIELD_SHAPE_LINE) {
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add_v3_v3v3(efd->loc, ob->object_to_world[3], translate);
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}
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else { /* normally efd->loc is closest point on effector xy-plane */
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else { /* Normally `efd->loc` is closest point on effector XY-plane. */
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sub_v3_v3v3(efd->loc, point->loc, translate);
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}
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}
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@ -1125,29 +1125,29 @@ void BKE_effectors_apply(ListBase *effectors,
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/* WARNING(@ideasman42): historic comment?
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* Many of these parameters don't exist!
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*
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* scene = scene where it runs in, for time and stuff.
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* lb = listbase with objects that take part in effecting.
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* opco = global coord, as input.
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* force = accumulator for force.
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* wind_force = accumulator for force only acting perpendicular to a surface.
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* speed = actual current speed which can be altered.
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* cur_time = "external" time in frames, is constant for static particles.
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* loc_time = "local" time in frames, range <0-1> for the lifetime of particle.
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* par_layer = layer the caller is in.
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* flags = only used for soft-body wind now.
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* guide = old speed of particle.
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* `scene` = scene where it runs in, for time and stuff.
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* `lb` = listbase with objects that take part in effecting.
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* `opco` = global coord, as input.
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* `force` = accumulator for force.
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* `wind_force` = accumulator for force only acting perpendicular to a surface.
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* `speed` = actual current speed which can be altered.
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* `cur_time` = "external" time in frames, is constant for static particles.
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* `loc_time` = "local" time in frames, range <0-1> for the lifetime of particle.
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* `par_layer` = layer the caller is in.
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* `flags` = only used for soft-body wind now.
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* `guide` = old speed of particle.
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*/
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/*
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* Modifies the force on a particle according to its
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* relation with the effector object
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* Different kind of effectors include:
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* Force-fields: Gravity-like attractor
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* - Force-fields: Gravity-like attractor
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* (force power is related to the inverse of distance to the power of a falloff value)
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* Vortex fields: swirling effectors
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* - Vortex fields: swirling effectors
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* (particles rotate around Z-axis of the object. otherwise, same relation as)
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* (Force-fields, but this is not done through a force/acceleration)
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* Guide: particles on a path
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* - Guide: particles on a path
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* (particles are guided along a curve bezier or old nurbs)
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* (is independent of other effectors)
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*/
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@ -117,7 +117,7 @@ struct DupliContext {
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* decisions. However, new code uses geometry instances in places that weren't using the dupli
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* system previously. To fix this, keep track of the last dupli generator type that wasn't a
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* geometry set instance.
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* */
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*/
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Vector<short> *dupli_gen_type_stack;
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int persistent_id[MAX_DUPLI_RECUR];
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@ -590,7 +590,7 @@ static void initialize_all_particles(ParticleSimulationData *sim)
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{
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ParticleSystem *psys = sim->psys;
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ParticleSettings *part = psys->part;
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/* Grid distributionsets UNEXIST flag, need to take care of
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/* Grid distribution-sets UNEXIST flag, need to take care of
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* it here because later this flag is being reset.
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*
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* We can't do it for any distribution, because it'll then
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@ -1931,7 +1931,7 @@ static void sphclassical_density_accum_cb(void *userdata,
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return;
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}
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/* Smoothing factor. Utilize the Wendland kernel. gnuplot:
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/* Smoothing factor. Utilize the Wendland kernel. `gnuplot`:
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* q1(x) = (2.0 - x)**4 * ( 1.0 + 2.0 * x)
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* plot [0:2] q1(x) */
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q = qfac / pow3f(pfr->h) * pow4f(2.0f - rij_h) * (1.0f + 2.0f * rij_h);
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@ -2021,7 +2021,7 @@ static void sphclassical_force_cb(void *sphdata_v,
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NULL, psys, state->co, &pfr, interaction_radius, sphclassical_neighbor_accum_cb);
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pressure = stiffness * (pow7f(pa->sphdensity / rest_density) - 1.0f);
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/* multiply by mass so that we return a force, not accel */
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/* Multiply by mass so that we return a force, not acceleration. */
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qfac2 *= sphdata->mass / pow3f(pfr.h);
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pfn = pfr.neighbors;
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@ -2047,7 +2047,7 @@ static void sphclassical_force_cb(void *sphdata_v,
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npressure = stiffness * (pow7f(npa->sphdensity / rest_density) - 1.0f);
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/* First derivative of smoothing factor. Utilize the Wendland kernel.
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* gnuplot:
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* `gnuplot`:
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* q2(x) = 2.0 * (2.0 - x)**4 - 4.0 * (2.0 - x)**3 * (1.0 + 2.0 * x)
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* plot [0:2] q2(x)
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* Particles > 2h away are excluded above. */
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@ -2438,15 +2438,17 @@ static float nr_distance_to_vert(float *p,
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{
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return len_v3v3(p, pce->x0) - radius;
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}
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/**
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* \param t: is the current time for newton rhapson.
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* \param fac: is the starting factor for current collision iteration.
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* \param col: The particle collision, `col->fac's` are factors for the
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* particle sub-frame step start and end during collision modifier step.
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*/
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static void collision_interpolate_element(ParticleCollisionElement *pce,
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float t,
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float fac,
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ParticleCollision *col)
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{
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/* t is the current time for newton rhapson */
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/* fac is the starting factor for current collision iteration */
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/* The col->fac's are factors for the particle subframe step start
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* and end during collision modifier step. */
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float f = fac + t * (1.0f - fac);
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float mul = col->fac1 + f * (col->fac2 - col->fac1);
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if (pce->tot > 0) {
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@ -3598,19 +3600,21 @@ static void save_hair(ParticleSimulationData *sim, float UNUSED(cfra))
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psys_sim_data_free(sim);
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}
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/* Code for an adaptive time step based on the Courant-Friedrichs-Lewy
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* condition. */
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/** Code for an adaptive time step based on the Courant-Friedrichs-Lewy condition. */
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static const float MIN_TIMESTEP = 1.0f / 101.0f;
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/* Tolerance of 1.5 means the last subframe neither favors growing nor
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* shrinking (e.g if it were 1.3, the last subframe would tend to be too
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* small). */
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/**
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* Tolerance of 1.5 means the last sub-frame neither favors growing nor shrinking
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* (e.g if it were 1.3, the last sub-frame would tend to be too small).
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*/
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static const float TIMESTEP_EXPANSION_FACTOR = 0.1f;
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static const float TIMESTEP_EXPANSION_TOLERANCE = 1.5f;
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/* Calculate the speed of the particle relative to the local scale of the
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/**
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* Calculate the speed of the particle relative to the local scale of the
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* simulation. This should be called once per particle during a simulation
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* step, after the velocity has been updated. element_size defines the scale of
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* the simulation, and is typically the distance to neighboring particles. */
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* the simulation, and is typically the distance to neighboring particles.
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*/
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static void update_courant_num(
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ParticleSimulationData *sim, ParticleData *pa, float dtime, SPHData *sphdata, SpinLock *spin)
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{
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@ -449,7 +449,7 @@ void ShadowDirectional::cascade_tilemaps_distribution(Light &light, const Camera
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}
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/************************************************************************
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* Clipmap Distribution *
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* Clip-map Distribution *
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************************************************************************/
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IndexRange ShadowDirectional::clipmap_level_range(const Camera &camera)
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@ -593,7 +593,7 @@ void ShadowDirectional::end_sync(Light &light, const Camera &camera, float lod_b
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for (int64_t i = 0; i < before_range; i++) {
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tilemaps_.append(tilemap_pool.acquire());
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}
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/* Keep cached lods. */
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/* Keep cached LOD's. */
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tilemaps_.extend(cached_tilemaps);
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for (int64_t i = 0; i < after_range; i++) {
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tilemaps_.append(tilemap_pool.acquire());
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@ -268,7 +268,7 @@ class ShadowModule {
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/** \name Debugging
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* \{ */
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/** Display informations about the virtual shadows. */
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/** Display information about the virtual shadows. */
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PassSimple debug_draw_ps_ = {"Shadow.Debug"};
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/** \} */
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@ -150,7 +150,7 @@ bool select_pick(const ViewContext &vc,
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const int2 mval);
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/**
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* Select points or curves in a (screenspace) rectangle.
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* Select points or curves in a (screen-space) rectangle.
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*/
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bool select_box(const ViewContext &vc,
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bke::CurvesGeometry &curves,
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@ -21,7 +21,7 @@ static void node_declare(NodeDeclarationBuilder &b)
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.description(N_("Index of the face group inside each boundary edge region"));
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}
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/* Join all uinque unordered combinations of indices. */
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/** Join all unique unordered combinations of indices. */
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static void join_indices(AtomicDisjointSet &set, const Span<int> indices)
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{
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for (const int i : indices.index_range()) {
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Block a user