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Dynamic Paint: Create and use bvhtree with AABB hull.
author
Germano <germano.costa@ig.com.br>
Thu, 3 May 2018 18:50:48 +0000
(15:50 -0300)
committer
Germano <germano.costa@ig.com.br>
Thu, 3 May 2018 18:50:48 +0000
(15:50 -0300)
This bvhtree is only used for raycast and find_nearest which currently do not benefit from general hull.
source/blender/blenkernel/intern/dynamicpaint.c
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diff --git
a/source/blender/blenkernel/intern/dynamicpaint.c
b/source/blender/blenkernel/intern/dynamicpaint.c
index 3a70a4233b8844c9c5ef327c14249fc2fd71ec01..0b5cdae25079b70c7ef38963692f59f694e503f8 100644
(file)
--- a/
source/blender/blenkernel/intern/dynamicpaint.c
+++ b/
source/blender/blenkernel/intern/dynamicpaint.c
@@
-4270,7
+4270,7
@@
static int dynamicPaint_paintMesh(DynamicPaintSurface *surface,
/* check bounding box collision */
if (grid && meshBrush_boundsIntersect(&grid->grid_bounds, &mesh_bb, brush, brush_radius)) {
/* Build a bvh tree from transformed vertices */
- if (bvhtree_from_mesh_
looptri(&treeData, dm, 0.0f, 4, 8
)) {
+ if (bvhtree_from_mesh_
get(&treeData, dm, BVHTREE_FROM_LOOPTRI, 4
)) {
int c_index;
int total_cells = grid->dim[0] * grid->dim[1] * grid->dim[2];