Added 'Object Location' option to 'object vertices' mode in Point
Density. This brings it consistent with the 'particle system' mode, and allows silly things like this a bit easier (especially after the last fix and BVH improvements!): http://mke3.net/blender/devel/rendering/volumetrics/pd_objectloc.mov
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@@ -120,13 +120,15 @@ static void pointdensity_cache_object(Render *re, PointDensity *pd, ObjectRen *o
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VertRen *ver= RE_findOrAddVert(obr, i);
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VECCOPY(ver_co, ver->co);
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Mat4MulVecfl(re->viewinv, ver_co);
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if (pd->ob_cache_space == TEX_PD_OBJECTSPACE) {
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Mat4MulVecfl(re->viewinv, ver_co);
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Mat4MulVecfl(obr->ob->imat, ver_co);
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} else if (pd->psys_cache_space == TEX_PD_OBJECTLOC) {
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VecSubf(ver_co, ver_co, obr->ob->loc);
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} else {
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/* TEX_PD_WORLDSPACE */
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Mat4MulVecfl(re->viewinv, ver_co);
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}
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BLI_bvhtree_insert(pd->point_tree, i, ver_co, 1);
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@@ -797,7 +797,7 @@ static void texture_panel_pointdensity(Tex *tex)
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uiDefBut(block, LABEL, B_NOP, "Cache vertices in:",
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X2CLM2, yco-=BUTH, BUTW2, BUTH, 0, 0, 0, 0, 0, "");
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uiDefButS(block, MENU, B_TEXREDR_PRV, "Object Space %x1|Global Space %x2",
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uiDefButS(block, MENU, B_TEXREDR_PRV, "Object Location %x0|Object Space %x1|Global Space %x2",
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X2CLM2, yco-=BUTH, BUTW2, BUTH, &pd->ob_cache_space, 0.0, 0.0, 0, 0, "Co-ordinate system to cache vertices in");
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}
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}
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