Force Fields: Fix Texture with both Use Coordinates and 2D enabled.

From description, Use Coordinates evaluates the texture using
target coordinates in the local space of the force field object.
2D is supposed to ignore the Z coordinate. Thus one would assume
that if both are enabled, the force field effect would move with
the force field object, and Z would be 0.

However, instead first the 2D option projects points onto a plane
passing through the global zero and orthogonal to the local Z,
and only then the resulting point is transformed into local space.
Z is not locked at 0, so procedural textures like Spherical Blend
don't work as expected.

To fix this, apply local transform first, and then just clear Z if 2D.
This commit is contained in:
Alexander Gavrilov 2016-04-18 18:45:34 +03:00
parent 8cc4f3f52a
commit 7ecc159f37
1 changed files with 7 additions and 5 deletions

View File

@ -746,13 +746,15 @@ static void do_texture_effector(EffectorCache *eff, EffectorData *efd, EffectedP
copy_v3_v3(tex_co, point->loc);
if (eff->pd->flag & PFIELD_TEX_2D) {
float fac=-dot_v3v3(tex_co, efd->nor);
madd_v3_v3fl(tex_co, efd->nor, fac);
}
if (eff->pd->flag & PFIELD_TEX_OBJECT) {
mul_m4_v3(eff->ob->imat, tex_co);
if (eff->pd->flag & PFIELD_TEX_2D)
tex_co[2] = 0.0f;
}
else if (eff->pd->flag & PFIELD_TEX_2D) {
float fac=-dot_v3v3(tex_co, efd->nor);
madd_v3_v3fl(tex_co, efd->nor, fac);
}
scene_color_manage = BKE_scene_check_color_management_enabled(eff->scene);