Merge branch 'master' into blender2.8

This commit is contained in:
Campbell Barton 2018-02-15 18:05:02 +11:00
commit ca7f826c6f
7 changed files with 27 additions and 26 deletions

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@ -24,7 +24,7 @@ from bpy.types import Operator
from mathutils import Vector
def GlobalBB_LQ(bb_world):
def worldspace_bounds_from_object_bounds(bb_world):
# Initialize the variables with the 8th vertex
left, right, front, back, down, up = (
@ -66,7 +66,7 @@ def GlobalBB_LQ(bb_world):
return (Vector((left, front, up)), Vector((right, back, down)))
def GlobalBB_HQ(scene, obj):
def worldspace_bounds_from_object_data(scene, obj):
matrix_world = obj.matrix_world.copy()
@ -75,20 +75,20 @@ def GlobalBB_HQ(scene, obj):
me = obj.to_mesh(scene=scene, apply_modifiers=True, settings='PREVIEW')
verts = me.vertices
val = matrix_world * verts[-1].co
val = matrix_world * (verts[-1].co if verts else Vector((0.0, 0.0, 0.0)))
left, right, front, back, down, up = (val[0],
val[0],
val[1],
val[1],
val[2],
val[2],
)
left, right, front, back, down, up = (
val[0],
val[0],
val[1],
val[1],
val[2],
val[2],
)
# Test against all other verts
for i in range(len(verts) - 1):
vco = matrix_world * verts[i].co
for v in verts:
vco = matrix_world * v.co
# X Range
val = vco[0]
@ -155,9 +155,9 @@ def align_objects(context,
for obj, bb_world in objects:
if bb_quality and obj.type == 'MESH':
GBB = GlobalBB_HQ(scene, obj)
GBB = worldspace_bounds_from_object_data(scene, obj)
else:
GBB = GlobalBB_LQ(bb_world)
GBB = worldspace_bounds_from_object_bounds(bb_world)
Left_Front_Up = GBB[0]
Right_Back_Down = GBB[1]
@ -219,9 +219,9 @@ def align_objects(context,
bb_world = [matrix_world * Vector(v[:]) for v in obj.bound_box]
if bb_quality and obj.type == 'MESH':
GBB = GlobalBB_HQ(scene, obj)
GBB = worldspace_bounds_from_object_data(scene, obj)
else:
GBB = GlobalBB_LQ(bb_world)
GBB = worldspace_bounds_from_object_bounds(bb_world)
Left_Front_Up = GBB[0]
Right_Back_Down = GBB[1]

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@ -33,7 +33,6 @@
#include "BLI_ghash.h"
#include "BLI_string.h"
#include "BLI_listbase.h"
#include "BLI_utildefines.h"
#include "BKE_addon.h" /* own include */
#include "BKE_idprop.h"

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@ -65,7 +65,7 @@ BLI_INLINE unsigned int BLI_hash_int(unsigned int k)
BLI_INLINE float BLI_hash_int_01(unsigned int k)
{
return (float)BLI_hash_int(k) * (1.0f/(float)0xFFFFFFFF);
return (float)BLI_hash_int(k) * (1.0f / (float)0xFFFFFFFF);
}
#endif // __BLI_HASH_H__

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@ -333,7 +333,8 @@ MINLINE float clamp_f(float value, float min, float max)
{
if (value > max) {
return max;
} else if (value < min) {
}
else if (value < min) {
return min;
}
return value;

View File

@ -2423,9 +2423,10 @@ static void bmesh_kernel_vert_separate__cleanup(BMesh *bm, LinkNode *edges_separ
/* don't visit again */
n_prev->next = n_step->next;
}
} while ((void)
(n_prev = n_step),
(n_step = n_step->next));
else {
n_prev = n_step;
}
} while ((n_step = n_step->next));
} while ((n_orig = n_orig->next) && n_orig->next);
} while ((edges_separate = edges_separate->next));

View File

@ -60,7 +60,7 @@ static int gpu_shader_displacement(GPUMaterial *mat, bNode *node, bNodeExecData
GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[3].link);
}
if(node->custom1 == SHD_SPACE_OBJECT) {
if (node->custom1 == SHD_SPACE_OBJECT) {
return GPU_stack_link(mat, node, "node_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
}
else {

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@ -48,7 +48,7 @@ static void node_shader_init_vector_displacement(bNodeTree *UNUSED(ntree), bNode
static int gpu_shader_vector_displacement(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if(node->custom1 == SHD_SPACE_TANGENT) {
if (node->custom1 == SHD_SPACE_TANGENT) {
return GPU_stack_link(mat,
node,
"node_vector_displacement_tangent",
@ -59,7 +59,7 @@ static int gpu_shader_vector_displacement(GPUMaterial *mat, bNode *node, bNodeEx
GPU_builtin(GPU_OBJECT_MATRIX),
GPU_builtin(GPU_VIEW_MATRIX));
}
else if(node->custom1 == SHD_SPACE_OBJECT) {
else if (node->custom1 == SHD_SPACE_OBJECT) {
return GPU_stack_link(mat, node, "node_vector_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
}
else {