[Bf-blender-cvs] [0992e7f] fluid-mantaflow: reverting to old liquid inflow - previous approach results in inaacurate meshes (interpolation issue)

Sebastián Barschkis noreply at git.blender.org
Sat Jun 11 18:14:50 CEST 2016


Commit: 0992e7f6861a41b31798249a6b0a37136af1f0de
Author: Sebastián Barschkis
Date:   Sat Jun 11 18:01:22 2016 +0200
Branches: fluid-mantaflow
https://developer.blender.org/rB0992e7f6861a41b31798249a6b0a37136af1f0de

reverting to old liquid inflow - previous approach results in inaacurate meshes (interpolation issue)

===================================================================

M	source/blender/blenkernel/intern/smoke.c

===================================================================

diff --git a/source/blender/blenkernel/intern/smoke.c b/source/blender/blenkernel/intern/smoke.c
index 832ac1a..7510abb 100644
--- a/source/blender/blenkernel/intern/smoke.c
+++ b/source/blender/blenkernel/intern/smoke.c
@@ -1550,18 +1550,12 @@ static void sample_derivedmesh(
 		}
 	}
 	
-	// Reset hit tree
-	hit.index = -1;
-	hit.dist = 9999;
-	float first_hit, opposite_hit;
-	
 	/* Calculate map which indicates whether point is inside a mesh or not */
 	if (BLI_bvhtree_ray_cast(treeData->tree, ray_start, ray_dir, 0.0f, &hit, treeData->raycast_callback, treeData) != -1) {
 		float dot = ray_dir[0] * hit.no[0] + ray_dir[1] * hit.no[1] + ray_dir[2] * hit.no[2];
 		/*  If ray and hit face normal are facing same direction
 		 *	hit point is inside a closed mesh. */
 		if (dot >= 0) {
-			first_hit = hit.dist;
 			/* Also cast a ray in opposite direction to make sure
 			 * point is at least surrounded by two faces */
 			negate_v3(ray_dir);
@@ -1571,13 +1565,11 @@ static void sample_derivedmesh(
 			BLI_bvhtree_ray_cast(treeData->tree, ray_start, ray_dir, 0.0f, &hit, treeData->raycast_callback, treeData);
 			
 			if (hit.index != -1) {
-				opposite_hit = hit.dist;
-				inflow_map[index] = -MIN2(first_hit, opposite_hit); // Inside mesh
+				inflow_map[index] = 0.5; // Inside mesh
 			}
 		}
 	}
 
-
 	/* find the nearest point on the mesh */
 	if (BLI_bvhtree_find_nearest(treeData->tree, ray_start, &nearest, treeData->nearest_callback, treeData) != -1) {
 		float weights[4];




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