[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35755] trunk/blender/source/blender/ editors/physics/physics_fluid.c: Further fix for parented fluidsim objects

Janne Karhu jhkarh at gmail.com
Thu Mar 24 18:15:44 CET 2011


Revision: 35755
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=35755
Author:   jhk
Date:     2011-03-24 17:15:43 +0000 (Thu, 24 Mar 2011)
Log Message:
-----------
Further fix for parented fluidsim objects
* The rotation values determined from ob->obmat have to be continuous as fluidsim interpolates between these values internally.

Modified Paths:
--------------
    trunk/blender/source/blender/editors/physics/physics_fluid.c

Modified: trunk/blender/source/blender/editors/physics/physics_fluid.c
===================================================================
--- trunk/blender/source/blender/editors/physics/physics_fluid.c	2011-03-24 14:31:58 UTC (rev 35754)
+++ trunk/blender/source/blender/editors/physics/physics_fluid.c	2011-03-24 17:15:43 UTC (rev 35755)
@@ -349,6 +349,16 @@
 	}
 }
 
+static void continuous_rotation(float *rot, const float *old_rot)
+{
+	*rot += (int)(*old_rot/360.f)*360.f;
+
+	if(*old_rot - *rot > 180.f)
+		*rot += 360.f;
+	else if(*old_rot - *rot < -180.f)
+		*rot -= 360.f;
+}
+
 static void fluid_init_all_channels(bContext *C, Object *UNUSED(fsDomain), FluidsimSettings *domainSettings, FluidAnimChannels *channels, ListBase *fobjects)
 {
 	Scene *scene = CTX_data_scene(C);
@@ -451,8 +461,14 @@
 			/* init euler rotation values and convert to elbeem format */
 			/* get the rotation from ob->obmat rather than ob->rot to account for parent animations */
 			mat4_to_eul(rot_d, ob->obmat);
-			mul_v3_fl(rot_d, 180.f/M_PI);
-			sub_v3_v3v3(rot_d, rot_360, rot_d);
+			mul_v3_fl(rot_d, -180.f/M_PI);
+			if(i) {
+				/* the rotation values have to be continuous, so compare with previous rotation and adjust accordingly */
+				/* note: the unfortunate side effect of this is that it filters out rotations of over 180 degrees/frame */
+				continuous_rotation(rot_d, fobj->Rotation + 4*(i-1));
+				continuous_rotation(rot_d+1, fobj->Rotation + 4*(i-1)+1);
+				continuous_rotation(rot_d+2, fobj->Rotation + 4*(i-1)+2);
+			}
 			
 			set_channel(fobj->Translation, timeAtFrame, ob->loc, i, CHANNEL_VEC);
 			set_channel(fobj->Rotation, timeAtFrame, rot_d, i, CHANNEL_VEC);




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