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authorDaniel Genrich <daniel.genrich@gmx.net>2010-01-25 18:10:14 +0300
committerDaniel Genrich <daniel.genrich@gmx.net>2010-01-25 18:10:14 +0300
commit83dfade37a746043dfc8d38f57514706d8505352 (patch)
tree71d291a00799e67ecc6d39a5c5fc2117037a1328
parent4b71eaa4d14af6f43c15f97d8bf70506afad724b (diff)
Smoke: The well known Miika Hämäläinen (aka MiikaH) patch (http://blenderartists.org/forum/showthread.php?t=158317&page=42)
* Better (and windows enabled) OpenMP handling (> 2x-5x speed) * More Volumetric Texture mapping options (heat, etc) <-- Matt if that's not to your liking, just revert that part, it's separate anyway * Initial velocity taken from particle settings (no more slow starting) * Option to select compression method (there seem to be a bug in my high compression usage, at least it's been reported to result in exploding smoke - better use low compression for the time being) It's been tested since a while but as usual please report any (new!) bugs. ;-)
-rw-r--r--intern/smoke/intern/EIGENVALUE_HELPER.cpp885
-rw-r--r--intern/smoke/intern/EIGENVALUE_HELPER.h69
-rw-r--r--intern/smoke/intern/FLUID_3D.cpp761
-rw-r--r--intern/smoke/intern/FLUID_3D.h85
-rw-r--r--intern/smoke/intern/FLUID_3D_SOLVERS.cpp536
-rw-r--r--intern/smoke/intern/FLUID_3D_STATIC.cpp204
-rw-r--r--intern/smoke/intern/LU_HELPER.cpp136
-rw-r--r--intern/smoke/intern/LU_HELPER.h45
-rw-r--r--intern/smoke/intern/WTURBULENCE.cpp166
-rw-r--r--intern/smoke/intern/smoke_API.cpp12
-rw-r--r--release/scripts/ui/properties_physics_smoke.py14
-rw-r--r--release/scripts/ui/properties_texture.py1
-rw-r--r--source/blender/blenkernel/intern/pointcache.c9
-rw-r--r--source/blender/blenkernel/intern/smoke.c23
-rw-r--r--source/blender/makesdna/DNA_smoke_types.h8
-rw-r--r--source/blender/makesdna/DNA_texture_types.h7
-rw-r--r--source/blender/makesrna/intern/rna_smoke.c24
-rw-r--r--source/blender/makesrna/intern/rna_texture.c12
-rw-r--r--source/blender/render/intern/source/voxeldata.c55
19 files changed, 2313 insertions, 739 deletions
diff --git a/intern/smoke/intern/EIGENVALUE_HELPER.cpp b/intern/smoke/intern/EIGENVALUE_HELPER.cpp
new file mode 100644
index 00000000000..f11b5795e33
--- /dev/null
+++ b/intern/smoke/intern/EIGENVALUE_HELPER.cpp
@@ -0,0 +1,885 @@
+
+#include "EIGENVALUE_HELPER.h"
+
+
+void Eigentred2(sEigenvalue& eval) {
+
+ // This is derived from the Algol procedures tred2 by
+ // Bowdler, Martin, Reinsch, and Wilkinson, Handbook for
+ // Auto. Comp., Vol.ii-Linear Algebra, and the corresponding
+ // Fortran subroutine in EISPACK.
+
+ int n=eval.n;
+
+ for (int j = 0; j < n; j++) {
+ eval.d[j] = eval.V[n-1][j];
+ }
+
+ // Householder reduction to tridiagonal form.
+
+ for (int i = n-1; i > 0; i--) {
+
+ // Scale to avoid under/overflow.
+
+ float scale = 0.0;
+ float h = 0.0;
+ for (int k = 0; k < i; k++) {
+ scale = scale + fabs(eval.d[k]);
+ }
+ if (scale == 0.0) {
+ eval.e[i] = eval.d[i-1];
+ for (int j = 0; j < i; j++) {
+ eval.d[j] = eval.V[i-1][j];
+ eval.V[i][j] = 0.0;
+ eval.V[j][i] = 0.0;
+ }
+ } else {
+
+ // Generate Householder vector.
+
+ for (int k = 0; k < i; k++) {
+ eval.d[k] /= scale;
+ h += eval.d[k] * eval.d[k];
+ }
+ float f = eval.d[i-1];
+ float g = sqrt(h);
+ if (f > 0) {
+ g = -g;
+ }
+ eval.e[i] = scale * g;
+ h = h - f * g;
+ eval.d[i-1] = f - g;
+ for (int j = 0; j < i; j++) {
+ eval.e[j] = 0.0;
+ }
+
+ // Apply similarity transformation to remaining columns.
+
+ for (int j = 0; j < i; j++) {
+ f = eval.d[j];
+ eval.V[j][i] = f;
+ g = eval.e[j] + eval.V[j][j] * f;
+ for (int k = j+1; k <= i-1; k++) {
+ g += eval.V[k][j] * eval.d[k];
+ eval.e[k] += eval.V[k][j] * f;
+ }
+ eval.e[j] = g;
+ }
+ f = 0.0;
+ for (int j = 0; j < i; j++) {
+ eval.e[j] /= h;
+ f += eval.e[j] * eval.d[j];
+ }
+ float hh = f / (h + h);
+ for (int j = 0; j < i; j++) {
+ eval.e[j] -= hh * eval.d[j];
+ }
+ for (int j = 0; j < i; j++) {
+ f = eval.d[j];
+ g = eval.e[j];
+ for (int k = j; k <= i-1; k++) {
+ eval.V[k][j] -= (f * eval.e[k] + g * eval.d[k]);
+ }
+ eval.d[j] = eval.V[i-1][j];
+ eval.V[i][j] = 0.0;
+ }
+ }
+ eval.d[i] = h;
+ }
+
+ // Accumulate transformations.
+
+ for (int i = 0; i < n-1; i++) {
+ eval.V[n-1][i] = eval.V[i][i];
+ eval.V[i][i] = 1.0;
+ float h = eval.d[i+1];
+ if (h != 0.0) {
+ for (int k = 0; k <= i; k++) {
+ eval.d[k] = eval.V[k][i+1] / h;
+ }
+ for (int j = 0; j <= i; j++) {
+ float g = 0.0;
+ for (int k = 0; k <= i; k++) {
+ g += eval.V[k][i+1] * eval.V[k][j];
+ }
+ for (int k = 0; k <= i; k++) {
+ eval.V[k][j] -= g * eval.d[k];
+ }
+ }
+ }
+ for (int k = 0; k <= i; k++) {
+ eval.V[k][i+1] = 0.0;
+ }
+ }
+ for (int j = 0; j < n; j++) {
+ eval.d[j] = eval.V[n-1][j];
+ eval.V[n-1][j] = 0.0;
+ }
+ eval.V[n-1][n-1] = 1.0;
+ eval.e[0] = 0.0;
+}
+
+void Eigencdiv(sEigenvalue& eval, float xr, float xi, float yr, float yi) {
+ float r,d;
+ if (fabs(yr) > fabs(yi)) {
+ r = yi/yr;
+ d = yr + r*yi;
+ eval.cdivr = (xr + r*xi)/d;
+ eval.cdivi = (xi - r*xr)/d;
+ } else {
+ r = yr/yi;
+ d = yi + r*yr;
+ eval.cdivr = (r*xr + xi)/d;
+ eval.cdivi = (r*xi - xr)/d;
+ }
+ }
+
+void Eigentql2 (sEigenvalue& eval) {
+
+ // This is derived from the Algol procedures tql2, by
+ // Bowdler, Martin, Reinsch, and Wilkinson, Handbook for
+ // Auto. Comp., Vol.ii-Linear Algebra, and the corresponding
+ // Fortran subroutine in EISPACK.
+
+ int n=eval.n;
+
+ for (int i = 1; i < n; i++) {
+ eval.e[i-1] = eval.e[i];
+ }
+ eval.e[n-1] = 0.0;
+
+ float f = 0.0;
+ float tst1 = 0.0;
+ float eps = pow(2.0,-52.0);
+ for (int l = 0; l < n; l++) {
+
+ // Find small subdiagonal element
+
+ tst1 = max(tst1,fabs(eval.d[l]) + fabs(eval.e[l]));
+ int m = l;
+
+ // Original while-loop from Java code
+ while (m < n) {
+ if (fabs(eval.e[m]) <= eps*tst1) {
+ break;
+ }
+ m++;
+ }
+
+
+ // If m == l, d[l] is an eigenvalue,
+ // otherwise, iterate.
+
+ if (m > l) {
+ int iter = 0;
+ do {
+ iter = iter + 1; // (Could check iteration count here.)
+
+ // Compute implicit shift
+
+ float g = eval.d[l];
+ float p = (eval.d[l+1] - g) / (2.0 * eval.e[l]);
+ float r = hypot(p,1.0);
+ if (p < 0) {
+ r = -r;
+ }
+ eval.d[l] = eval.e[l] / (p + r);
+ eval.d[l+1] = eval.e[l] * (p + r);
+ float dl1 = eval.d[l+1];
+ float h = g - eval.d[l];
+ for (int i = l+2; i < n; i++) {
+ eval.d[i] -= h;
+ }
+ f = f + h;
+
+ // Implicit QL transformation.
+
+ p = eval.d[m];
+ float c = 1.0;
+ float c2 = c;
+ float c3 = c;
+ float el1 = eval.e[l+1];
+ float s = 0.0;
+ float s2 = 0.0;
+ for (int i = m-1; i >= l; i--) {
+ c3 = c2;
+ c2 = c;
+ s2 = s;
+ g = c * eval.e[i];
+ h = c * p;
+ r = hypot(p,eval.e[i]);
+ eval.e[i+1] = s * r;
+ s = eval.e[i] / r;
+ c = p / r;
+ p = c * eval.d[i] - s * g;
+ eval.d[i+1] = h + s * (c * g + s * eval.d[i]);
+
+ // Accumulate transformation.
+
+ for (int k = 0; k < n; k++) {
+ h = eval.V[k][i+1];
+ eval.V[k][i+1] = s * eval.V[k][i] + c * h;
+ eval.V[k][i] = c * eval.V[k][i] - s * h;
+ }
+ }
+ p = -s * s2 * c3 * el1 * eval.e[l] / dl1;
+ eval.e[l] = s * p;
+ eval.d[l] = c * p;
+
+ // Check for convergence.
+
+ } while (fabs(eval.e[l]) > eps*tst1);
+ }
+ eval.d[l] = eval.d[l] + f;
+ eval.e[l] = 0.0;
+ }
+
+ // Sort eigenvalues and corresponding vectors.
+
+ for (int i = 0; i < n-1; i++) {
+ int k = i;
+ float p = eval.d[i];
+ for (int j = i+1; j < n; j++) {
+ if (eval.d[j] < p) {
+ k = j;
+ p = eval.d[j];
+ }
+ }
+ if (k != i) {
+ eval.d[k] = eval.d[i];
+ eval.d[i] = p;
+ for (int j = 0; j < n; j++) {
+ p = eval.V[j][i];
+ eval.V[j][i] = eval.V[j][k];
+ eval.V[j][k] = p;
+ }
+ }
+ }
+}
+
+void Eigenorthes (sEigenvalue& eval) {
+
+ // This is derived from the Algol procedures orthes and ortran,
+ // by Martin and Wilkinson, Handbook for Auto. Comp.,
+ // Vol.ii-Linear Algebra, and the corresponding
+ // Fortran subroutines in EISPACK.
+
+ int n=eval.n;
+
+ int low = 0;
+ int high = n-1;
+
+ for (int m = low+1; m <= high-1; m++) {
+
+ // Scale column.
+
+ float scale = 0.0;
+ for (int i = m; i <= high; i++) {
+ scale = scale + fabs(eval.H[i][m-1]);
+ }
+ if (scale != 0.0) {
+
+ // Compute Householder transformation.
+
+ float h = 0.0;
+ for (int i = high; i >= m; i--) {
+ eval.ort[i] = eval.H[i][m-1]/scale;
+ h += eval.ort[i] * eval.ort[i];
+ }
+ float g = sqrt(h);
+ if (eval.ort[m] > 0) {
+ g = -g;
+ }
+ h = h - eval.ort[m] * g;
+ eval.ort[m] = eval.ort[m] - g;
+
+ // Apply Householder similarity transformation
+ // H = (I-u*u'/h)*H*(I-u*u')/h)
+
+ for (int j = m; j < n; j++) {
+ float f = 0.0;
+ for (int i = high; i >= m; i--) {
+ f += eval.ort[i]*eval.H[i][j];
+ }
+ f = f/h;
+ for (int i = m; i <= high; i++) {
+ eval.H[i][j] -= f*eval.ort[i];
+ }
+ }
+
+ for (int i = 0; i <= high; i++) {
+ float f = 0.0;
+ for (int j = high; j >= m; j--) {
+ f += eval.ort[j]*eval.H[i][j];
+ }
+ f = f/h;
+ for (int j = m; j <= high; j++) {
+ eval.H[i][j] -= f*eval.ort[j];
+ }
+ }
+ eval.ort[m] = scale*eval.ort[m];
+ eval.H[m][m-1] = scale*g;
+ }
+ }
+
+ // Accumulate transformations (Algol's ortran).
+
+ for (int i = 0; i < n; i++) {
+ for (int j = 0; j < n; j++) {
+ eval.V[i][j] = (i == j ? 1.0 : 0.0);
+ }
+ }
+
+ for (int m = high-1; m >= low+1; m--) {
+ if (eval.H[m][m-1] != 0.0) {
+ for (int i = m+1; i <= high; i++) {
+ eval.ort[i] = eval.H[i][m-1];
+ }
+ for (int j = m; j <= high; j++) {
+ float g = 0.0;
+ for (int i = m; i <= high; i++) {
+ g += eval.ort[i] * eval.V[i][j];
+ }
+ // Double division avoids possible underflow
+ g = (g / eval.ort[m]) / eval.H[m][m-1];
+ for (int i = m; i <= high; i++) {
+ eval.V[i][j] += g * eval.ort[i];
+ }
+ }
+ }
+ }
+ }
+
+void Eigenhqr2 (sEigenvalue& eval) {
+
+ // This is derived from the Algol procedure hqr2,
+ // by Martin and Wilkinson, Handbook for Auto. Comp.,
+ // Vol.ii-Linear Algebra, and the corresponding
+ // Fortran subroutine in EISPACK.
+
+ // Initialize
+
+ int nn = eval.n;
+ int n = nn-1;
+ int low = 0;
+ int high = nn-1;
+ float eps = pow(2.0,-52.0);
+ float exshift = 0.0;
+ float p=0,q=0,r=0,s=0,z=0,t,w,x,y;
+
+ // Store roots isolated by balanc and compute matrix norm
+
+ float norm = 0.0;
+ for (int i = 0; i < nn; i++) {
+ if ((i < low) || (i > high)) {
+ eval.d[i] = eval.H[i][i];
+ eval.e[i] = 0.0;
+ }
+ for (int j = max(i-1,0); j < nn; j++) {
+ norm = norm + fabs(eval.H[i][j]);
+ }
+ }
+
+ // Outer loop over eigenvalue index
+
+ int iter = 0;
+ int totIter = 0;
+ while (n >= low) {
+
+ // NT limit no. of iterations
+ totIter++;
+ if(totIter>100) {
+ //if(totIter>15) std::cout<<"!!!!iter ABORT !!!!!!! "<<totIter<<"\n";
+ // NT hack/fix, return large eigenvalues
+ for (int i = 0; i < nn; i++) {
+ eval.d[i] = 10000.;
+ eval.e[i] = 10000.;
+ }
+ return;
+ }
+
+ // Look for single small sub-diagonal element
+
+ int l = n;
+ while (l > low) {
+ s = fabs(eval.H[l-1][l-1]) + fabs(eval.H[l][l]);
+ if (s == 0.0) {
+ s = norm;
+ }
+ if (fabs(eval.H[l][l-1]) < eps * s) {
+ break;
+ }
+ l--;
+ }
+
+ // Check for convergence
+ // One root found
+
+ if (l == n) {
+ eval.H[n][n] = eval.H[n][n] + exshift;
+ eval.d[n] = eval.H[n][n];
+ eval.e[n] = 0.0;
+ n--;
+ iter = 0;
+
+ // Two roots found
+
+ } else if (l == n-1) {
+ w = eval.H[n][n-1] * eval.H[n-1][n];
+ p = (eval.H[n-1][n-1] - eval.H[n][n]) / 2.0;
+ q = p * p + w;
+ z = sqrt(fabs(q));
+ eval.H[n][n] = eval.H[n][n] + exshift;
+ eval.H[n-1][n-1] = eval.H[n-1][n-1] + exshift;
+ x = eval.H[n][n];
+
+ // float pair
+
+ if (q >= 0) {
+ if (p >= 0) {
+ z = p + z;
+ } else {
+ z = p - z;
+ }
+ eval.d[n-1] = x + z;
+ eval.d[n] = eval.d[n-1];
+ if (z != 0.0) {
+ eval.d[n] = x - w / z;
+ }
+ eval.e[n-1] = 0.0;
+ eval.e[n] = 0.0;
+ x = eval.H[n][n-1];
+ s = fabs(x) + fabs(z);
+ p = x / s;
+ q = z / s;
+ r = sqrt(p * p+q * q);
+ p = p / r;
+ q = q / r;
+
+ // Row modification
+
+ for (int j = n-1; j < nn; j++) {
+ z = eval.H[n-1][j];
+ eval.H[n-1][j] = q * z + p * eval.H[n][j];
+ eval.H[n][j] = q * eval.H[n][j] - p * z;
+ }
+
+ // Column modification
+
+ for (int i = 0; i <= n; i++) {
+ z = eval.H[i][n-1];
+ eval.H[i][n-1] = q * z + p * eval.H[i][n];
+ eval.H[i][n] = q * eval.H[i][n] - p * z;
+ }
+
+ // Accumulate transformations
+
+ for (int i = low; i <= high; i++) {
+ z = eval.V[i][n-1];
+ eval.V[i][n-1] = q * z + p * eval.V[i][n];
+ eval.V[i][n] = q * eval.V[i][n] - p * z;
+ }
+
+ // Complex pair
+
+ } else {
+ eval.d[n-1] = x + p;
+ eval.d[n] = x + p;
+ eval.e[n-1] = z;
+ eval.e[n] = -z;
+ }
+ n = n - 2;
+ iter = 0;
+
+ // No convergence yet
+
+ } else {
+
+ // Form shift
+
+ x = eval.H[n][n];
+ y = 0.0;
+ w = 0.0;
+ if (l < n) {
+ y = eval.H[n-1][n-1];
+ w = eval.H[n][n-1] * eval.H[n-1][n];
+ }
+
+ // Wilkinson's original ad hoc shift
+
+ if (iter == 10) {
+ exshift += x;
+ for (int i = low; i <= n; i++) {
+ eval.H[i][i] -= x;
+ }
+ s = fabs(eval.H[n][n-1]) + fabs(eval.H[n-1][n-2]);
+ x = y = 0.75 * s;
+ w = -0.4375 * s * s;
+ }
+
+ // MATLAB's new ad hoc shift
+
+ if (iter == 30) {
+ s = (y - x) / 2.0;
+ s = s * s + w;
+ if (s > 0) {
+ s = sqrt(s);
+ if (y < x) {
+ s = -s;
+ }
+ s = x - w / ((y - x) / 2.0 + s);
+ for (int i = low; i <= n; i++) {
+ eval.H[i][i] -= s;
+ }
+ exshift += s;
+ x = y = w = 0.964;
+ }
+ }
+
+ iter = iter + 1; // (Could check iteration count here.)
+
+ // Look for two consecutive small sub-diagonal elements
+
+ int m = n-2;
+ while (m >= l) {
+ z = eval.H[m][m];
+ r = x - z;
+ s = y - z;
+ p = (r * s - w) / eval.H[m+1][m] + eval.H[m][m+1];
+ q = eval.H[m+1][m+1] - z - r - s;
+ r = eval.H[m+2][m+1];
+ s = fabs(p) + fabs(q) + fabs(r);
+ p = p / s;
+ q = q / s;
+ r = r / s;
+ if (m == l) {
+ break;
+ }
+ if (fabs(eval.H[m][m-1]) * (fabs(q) + fabs(r)) <
+ eps * (fabs(p) * (fabs(eval.H[m-1][m-1]) + fabs(z) +
+ fabs(eval.H[m+1][m+1])))) {
+ break;
+ }
+ m--;
+ }
+
+ for (int i = m+2; i <= n; i++) {
+ eval.H[i][i-2] = 0.0;
+ if (i > m+2) {
+ eval.H[i][i-3] = 0.0;
+ }
+ }
+
+ // Double QR step involving rows l:n and columns m:n
+
+ for (int k = m; k <= n-1; k++) {
+ int notlast = (k != n-1);
+ if (k != m) {
+ p = eval.H[k][k-1];
+ q = eval.H[k+1][k-1];
+ r = (notlast ? eval.H[k+2][k-1] : 0.0);
+ x = fabs(p) + fabs(q) + fabs(r);
+ if (x != 0.0) {
+ p = p / x;
+ q = q / x;
+ r = r / x;
+ }
+ }
+ if (x == 0.0) {
+ break;
+ }
+ s = sqrt(p * p + q * q + r * r);
+ if (p < 0) {
+ s = -s;
+ }
+ if (s != 0) {
+ if (k != m) {
+ eval.H[k][k-1] = -s * x;
+ } else if (l != m) {
+ eval.H[k][k-1] = -eval.H[k][k-1];
+ }
+ p = p + s;
+ x = p / s;
+ y = q / s;
+ z = r / s;
+ q = q / p;
+ r = r / p;
+
+ // Row modification
+
+ for (int j = k; j < nn; j++) {
+ p = eval.H[k][j] + q * eval.H[k+1][j];
+ if (notlast) {
+ p = p + r * eval.H[k+2][j];
+ eval.H[k+2][j] = eval.H[k+2][j] - p * z;
+ }
+ eval.H[k][j] = eval.H[k][j] - p * x;
+ eval.H[k+1][j] = eval.H[k+1][j] - p * y;
+ }
+
+ // Column modification
+
+ for (int i = 0; i <= min(n,k+3); i++) {
+ p = x * eval.H[i][k] + y * eval.H[i][k+1];
+ if (notlast) {
+ p = p + z * eval.H[i][k+2];
+ eval.H[i][k+2] = eval.H[i][k+2] - p * r;
+ }
+ eval.H[i][k] = eval.H[i][k] - p;
+ eval.H[i][k+1] = eval.H[i][k+1] - p * q;
+ }
+
+ // Accumulate transformations
+
+ for (int i = low; i <= high; i++) {
+ p = x * eval.V[i][k] + y * eval.V[i][k+1];
+ if (notlast) {
+ p = p + z * eval.V[i][k+2];
+ eval.V[i][k+2] = eval.V[i][k+2] - p * r;
+ }
+ eval.V[i][k] = eval.V[i][k] - p;
+ eval.V[i][k+1] = eval.V[i][k+1] - p * q;
+ }
+ } // (s != 0)
+ } // k loop
+ } // check convergence
+ } // while (n >= low)
+ //if(totIter>15) std::cout<<"!!!!iter "<<totIter<<"\n";
+
+ // Backsubstitute to find vectors of upper triangular form
+
+ if (norm == 0.0) {
+ return;
+ }
+
+ for (n = nn-1; n >= 0; n--) {
+ p = eval.d[n];
+ q = eval.e[n];
+
+ // float vector
+
+ if (q == 0) {
+ int l = n;
+ eval.H[n][n] = 1.0;
+ for (int i = n-1; i >= 0; i--) {
+ w = eval.H[i][i] - p;
+ r = 0.0;
+ for (int j = l; j <= n; j++) {
+ r = r + eval.H[i][j] * eval.H[j][n];
+ }
+ if (eval.e[i] < 0.0) {
+ z = w;
+ s = r;
+ } else {
+ l = i;
+ if (eval.e[i] == 0.0) {
+ if (w != 0.0) {
+ eval.H[i][n] = -r / w;
+ } else {
+ eval.H[i][n] = -r / (eps * norm);
+ }
+
+ // Solve real equations
+
+ } else {
+ x = eval.H[i][i+1];
+ y = eval.H[i+1][i];
+ q = (eval.d[i] - p) * (eval.d[i] - p) + eval.e[i] * eval.e[i];
+ t = (x * s - z * r) / q;
+ eval.H[i][n] = t;
+ if (fabs(x) > fabs(z)) {
+ eval.H[i+1][n] = (-r - w * t) / x;
+ } else {
+ eval.H[i+1][n] = (-s - y * t) / z;
+ }
+ }
+
+ // Overflow control
+
+ t = fabs(eval.H[i][n]);
+ if ((eps * t) * t > 1) {
+ for (int j = i; j <= n; j++) {
+ eval.H[j][n] = eval.H[j][n] / t;
+ }
+ }
+ }
+ }
+
+ // Complex vector
+
+ } else if (q < 0) {
+ int l = n-1;
+
+ // Last vector component imaginary so matrix is triangular
+
+ if (fabs(eval.H[n][n-1]) > fabs(eval.H[n-1][n])) {
+ eval.H[n-1][n-1] = q / eval.H[n][n-1];
+ eval.H[n-1][n] = -(eval.H[n][n] - p) / eval.H[n][n-1];
+ } else {
+ Eigencdiv(eval, 0.0,-eval.H[n-1][n],eval.H[n-1][n-1]-p,q);
+ eval.H[n-1][n-1] = eval.cdivr;
+ eval.H[n-1][n] = eval.cdivi;
+ }
+ eval.H[n][n-1] = 0.0;
+ eval.H[n][n] = 1.0;
+ for (int i = n-2; i >= 0; i--) {
+ float ra,sa,vr,vi;
+ ra = 0.0;
+ sa = 0.0;
+ for (int j = l; j <= n; j++) {
+ ra = ra + eval.H[i][j] * eval.H[j][n-1];
+ sa = sa + eval.H[i][j] * eval.H[j][n];
+ }
+ w = eval.H[i][i] - p;
+
+ if (eval.e[i] < 0.0) {
+ z = w;
+ r = ra;
+ s = sa;
+ } else {
+ l = i;
+ if (eval.e[i] == 0) {
+ Eigencdiv(eval,-ra,-sa,w,q);
+ eval.H[i][n-1] = eval.cdivr;
+ eval.H[i][n] = eval.cdivi;
+ } else {
+
+ // Solve complex equations
+
+ x = eval.H[i][i+1];
+ y = eval.H[i+1][i];
+ vr = (eval.d[i] - p) * (eval.d[i] - p) + eval.e[i] * eval.e[i] - q * q;
+ vi = (eval.d[i] - p) * 2.0 * q;
+ if ((vr == 0.0) && (vi == 0.0)) {
+ vr = eps * norm * (fabs(w) + fabs(q) +
+ fabs(x) + fabs(y) + fabs(z));
+ }
+ Eigencdiv(eval, x*r-z*ra+q*sa,x*s-z*sa-q*ra,vr,vi);
+ eval.H[i][n-1] = eval.cdivr;
+ eval.H[i][n] = eval.cdivi;
+ if (fabs(x) > (fabs(z) + fabs(q))) {
+ eval.H[i+1][n-1] = (-ra - w * eval.H[i][n-1] + q * eval.H[i][n]) / x;
+ eval.H[i+1][n] = (-sa - w * eval.H[i][n] - q * eval.H[i][n-1]) / x;
+ } else {
+ Eigencdiv(eval, -r-y*eval.H[i][n-1],-s-y*eval.H[i][n],z,q);
+ eval.H[i+1][n-1] = eval.cdivr;
+ eval.H[i+1][n] = eval.cdivi;
+ }
+ }
+
+ // Overflow control
+
+ t = max(fabs(eval.H[i][n-1]),fabs(eval.H[i][n]));
+ if ((eps * t) * t > 1) {
+ for (int j = i; j <= n; j++) {
+ eval.H[j][n-1] = eval.H[j][n-1] / t;
+ eval.H[j][n] = eval.H[j][n] / t;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // Vectors of isolated roots
+
+ for (int i = 0; i < nn; i++) {
+ if (i < low || i > high) {
+ for (int j = i; j < nn; j++) {
+ eval.V[i][j] = eval.H[i][j];
+ }
+ }
+ }
+
+ // Back transformation to get eigenvectors of original matrix
+
+ for (int j = nn-1; j >= low; j--) {
+ for (int i = low; i <= high; i++) {
+ z = 0.0;
+ for (int k = low; k <= min(j,high); k++) {
+ z = z + eval.V[i][k] * eval.H[k][j];
+ }
+ eval.V[i][j] = z;
+ }
+ }
+}
+
+
+
+int computeEigenvalues3x3(
+ float dout[3],
+ float a[3][3])
+{
+ /*TNT::Array2D<float> A = TNT::Array2D<float>(3,3, &a[0][0]);
+ TNT::Array1D<float> eig = TNT::Array1D<float>(3);
+ TNT::Array1D<float> eigImag = TNT::Array1D<float>(3);
+ JAMA::Eigenvalue<float> jeig = JAMA::Eigenvalue<float>(A);*/
+
+ sEigenvalue jeig;
+
+ // Compute the values
+ {
+ jeig.n = 3;
+ int n=3;
+ //V = Array2D<float>(n,n);
+ //d = Array1D<float>(n);
+ //e = Array1D<float>(n);
+ for (int y=0; y<3; y++)
+ {
+ jeig.d[y]=0.0f;
+ jeig.e[y]=0.0f;
+ for (int t=0; t<3; t++) jeig.V[y][t]=0.0f;
+ }
+
+ jeig.issymmetric = 1;
+ for (int j = 0; (j < 3) && jeig.issymmetric; j++) {
+ for (int i = 0; (i < 3) && jeig.issymmetric; i++) {
+ jeig.issymmetric = (a[i][j] == a[j][i]);
+ }
+ }
+
+ if (jeig.issymmetric) {
+ for (int i = 0; i < 3; i++) {
+ for (int j = 0; j < 3; j++) {
+ jeig.V[i][j] = a[i][j];
+ }
+ }
+
+ // Tridiagonalize.
+ Eigentred2(jeig);
+
+ // Diagonalize.
+ Eigentql2(jeig);
+
+ } else {
+ //H = TNT::Array2D<float>(n,n);
+ for (int y=0; y<3; y++)
+ {
+ jeig.ort[y]=0.0f;
+ for (int t=0; t<3; t++) jeig.H[y][t]=0.0f;
+ }
+ //ort = TNT::Array1D<float>(n);
+
+ for (int j = 0; j < n; j++) {
+ for (int i = 0; i < n; i++) {
+ jeig.H[i][j] = a[i][j];
+ }
+ }
+
+ // Reduce to Hessenberg form.
+ Eigenorthes(jeig);
+
+ // Reduce Hessenberg to real Schur form.
+ Eigenhqr2(jeig);
+ }
+ }
+
+ //jeig.getfloatEigenvalues(eig);
+
+ // complex ones
+ //jeig.getImagEigenvalues(eigImag);
+ dout[0] = sqrt(jeig.d[0]*jeig.d[0] + jeig.e[0]*jeig.e[0]);
+ dout[1] = sqrt(jeig.d[1]*jeig.d[1] + jeig.e[1]*jeig.e[1]);
+ dout[2] = sqrt(jeig.d[2]*jeig.d[2] + jeig.e[2]*jeig.e[2]);
+ return 0;
+}
diff --git a/intern/smoke/intern/EIGENVALUE_HELPER.h b/intern/smoke/intern/EIGENVALUE_HELPER.h
index 6ff61c5ca8e..9c169711c09 100644
--- a/intern/smoke/intern/EIGENVALUE_HELPER.h
+++ b/intern/smoke/intern/EIGENVALUE_HELPER.h
@@ -15,33 +15,60 @@
// along with Wavelet Turbulence. If not, see <http://www.gnu.org/licenses/>.
//
// Copyright 2008 Theodore Kim and Nils Thuerey
-//
+//
+//////////////////////////////////////////////////////////////////////
+// Modified to not require TNT matrix library anymore. It was very slow
+// when being run in parallel. Required TNT JAMA::Eigenvalue libraries were
+// converted into independent functions.
+// - MiikaH
+//
//////////////////////////////////////////////////////////////////////
// Helper function, compute eigenvalues of 3x3 matrix
//////////////////////////////////////////////////////////////////////
-#include "tnt/jama_eig.h"
+#ifndef EIGENVAL_HELPER_H
+#define EIGENVAL_HELPER_H
+
+//#include "tnt/jama_eig.h"
+
+#include <algorithm>
+#include <cmath>
+
+using namespace std;
//////////////////////////////////////////////////////////////////////
// eigenvalues of 3x3 non-symmetric matrix
//////////////////////////////////////////////////////////////////////
-int inline computeEigenvalues3x3(
- float dout[3],
- float a[3][3])
+
+
+struct sEigenvalue
{
- TNT::Array2D<float> A = TNT::Array2D<float>(3,3, &a[0][0]);
- TNT::Array1D<float> eig = TNT::Array1D<float>(3);
- TNT::Array1D<float> eigImag = TNT::Array1D<float>(3);
- JAMA::Eigenvalue<float> jeig = JAMA::Eigenvalue<float>(A);
- jeig.getRealEigenvalues(eig);
-
- // complex ones
- jeig.getImagEigenvalues(eigImag);
- dout[0] = sqrt(eig[0]*eig[0] + eigImag[0]*eigImag[0]);
- dout[1] = sqrt(eig[1]*eig[1] + eigImag[1]*eigImag[1]);
- dout[2] = sqrt(eig[2]*eig[2] + eigImag[2]*eigImag[2]);
- return 0;
-}
-
-#undef rfabs
-#undef ROT
+ int n;
+ int issymmetric;
+ float d[3]; /* real part */
+ float e[3]; /* img part */
+ float V[3][3]; /* Eigenvectors */
+
+ float H[3][3];
+
+
+ float ort[3];
+
+ float cdivr;
+ float cdivi;
+};
+
+void Eigentred2(sEigenvalue& eval);
+
+void Eigencdiv(sEigenvalue& eval, float xr, float xi, float yr, float yi);
+
+void Eigentql2 (sEigenvalue& eval);
+
+void Eigenorthes (sEigenvalue& eval);
+
+void Eigenhqr2 (sEigenvalue& eval);
+
+int computeEigenvalues3x3(float dout[3], float a[3][3]);
+
+
+#endif
diff --git a/intern/smoke/intern/FLUID_3D.cpp b/intern/smoke/intern/FLUID_3D.cpp
index 729d73bb4f3..25673630fc4 100644
--- a/intern/smoke/intern/FLUID_3D.cpp
+++ b/intern/smoke/intern/FLUID_3D.cpp
@@ -19,6 +19,11 @@
// FLUID_3D.cpp: implementation of the FLUID_3D class.
//
//////////////////////////////////////////////////////////////////////
+// Heavy parallel optimization done. Many of the old functions now
+// take begin and end parameters and process only specified part of the data.
+// Some functions were divided into multiple ones.
+// - MiikaH
+//////////////////////////////////////////////////////////////////////
#include "FLUID_3D.h"
#include "IMAGE.h"
@@ -26,6 +31,10 @@
#include "SPHERE.h"
#include <zlib.h>
+#if PARALLEL==1
+#include <omp.h>
+#endif // PARALLEL
+
// boundary conditions of the fluid domain
#define DOMAIN_BC_FRONT 0 // z
#define DOMAIN_BC_TOP 1 // y
@@ -90,6 +99,13 @@ FLUID_3D::FLUID_3D(int *res, float *p0, float dt) :
_heatOld = new float[_totalCells];
_obstacles = new unsigned char[_totalCells]; // set 0 at end of step
+ // For threaded version:
+ _xVelocityTemp = new float[_totalCells];
+ _yVelocityTemp = new float[_totalCells];
+ _zVelocityTemp = new float[_totalCells];
+ _densityTemp = new float[_totalCells];
+ _heatTemp = new float[_totalCells];
+
// DG TODO: check if alloc went fine
for (int x = 0; x < _totalCells; x++)
@@ -167,6 +183,12 @@ FLUID_3D::~FLUID_3D()
if (_obstacles) delete[] _obstacles;
// if (_wTurbulence) delete _wTurbulence;
+ if (_xVelocityTemp) delete[] _xVelocityTemp;
+ if (_yVelocityTemp) delete[] _yVelocityTemp;
+ if (_zVelocityTemp) delete[] _zVelocityTemp;
+ if (_densityTemp) delete[] _densityTemp;
+ if (_heatTemp) delete[] _heatTemp;
+
// printf("deleted fluid\n");
}
@@ -182,108 +204,306 @@ void FLUID_3D::initBlenderRNA(float *alpha, float *beta)
//////////////////////////////////////////////////////////////////////
void FLUID_3D::step()
{
- // addSmokeTestCase(_density, _res);
- // addSmokeTestCase(_heat, _res);
-
- wipeBoundaries();
-
- // run the solvers
- addVorticity();
- addBuoyancy(_heat, _density);
- addForce();
- project();
- diffuseHeat();
-
- // advect everything
- advectMacCormack();
-
- // if(_wTurbulence) {
- // _wTurbulence->stepTurbulenceFull(_dt/_dx,
- // _xVelocity, _yVelocity, _zVelocity, _obstacles);
- // _wTurbulence->stepTurbulenceReadable(_dt/_dx,
- // _xVelocity, _yVelocity, _zVelocity, _obstacles);
- // }
-/*
- // no file output
- float *src = _density;
- string prefix = string("./original.preview/density_fullxy_");
- writeImageSliceXY(src,_res, _res[2]/2, prefix, _totalSteps);
-*/
- // artificial damping -- this is necessary because we use a
- // collated grid, and at very coarse grid resolutions, banding
- // artifacts can occur
- artificialDamping(_xVelocity);
- artificialDamping(_yVelocity);
- artificialDamping(_zVelocity);
-/*
-// no file output
- string pbrtPrefix = string("./pbrt/density_small_");
- IMAGE::dumpPBRT(_totalSteps, pbrtPrefix, _density, _res[0],_res[1],_res[2]);
- */
- _totalTime += _dt;
- _totalSteps++;
- // todo xxx dg: only clear obstacles, not boundaries
- // memset(_obstacles, 0, sizeof(unsigned char)*_xRes*_yRes*_zRes);
+ int threadval = 1;
+#if PARALLEL==1
+ threadval = omp_get_max_threads();
+#endif
+
+ int stepParts = 1;
+ float partSize = _zRes;
+
+#if PARALLEL==1
+ stepParts = threadval*2; // Dividing parallelized sections into numOfThreads * 2 sections
+ partSize = (float)_zRes/stepParts; // Size of one part;
+
+ if (partSize < 4) {stepParts = threadval; // If the slice gets too low (might actually slow things down, change it to larger
+ partSize = (float)_zRes/stepParts;}
+ if (partSize < 4) {stepParts = (int)(ceil((float)_zRes/4.0f)); // If it's still too low (only possible on future systems with +24 cores), change it to 4
+ partSize = (float)_zRes/stepParts;}
+#else
+ int zBegin=0;
+ int zEnd=_zRes;
+#endif
+
+
+#if PARALLEL==1
+ #pragma omp parallel
+ {
+ #pragma omp for schedule(static,1)
+ for (int i=0; i<stepParts; i++)
+ {
+ int zBegin = (int)((float)i*partSize + 0.5f);
+ int zEnd = (int)((float)(i+1)*partSize + 0.5f);
+#endif
+
+ wipeBoundariesSL(zBegin, zEnd);
+ addVorticity(zBegin, zEnd);
+ addBuoyancy(_heat, _density, zBegin, zEnd);
+ addForce(zBegin, zEnd);
+
+#if PARALLEL==1
+ } // end of parallel
+ #pragma omp barrier
+
+ #pragma omp single
+ {
+#endif
+ SWAP_POINTERS(_xVelocity, _xVelocityTemp);
+ SWAP_POINTERS(_yVelocity, _yVelocityTemp);
+ SWAP_POINTERS(_zVelocity, _zVelocityTemp);
+#if PARALLEL==1
+ } // end of single
+
+ #pragma omp barrier
+
+ #pragma omp for
+ for (int i=0; i<2; i++)
+ {
+ if (i==0)
+ {
+#endif
+ project();
+#if PARALLEL==1
+ }
+ else
+ {
+#endif
+ diffuseHeat();
+#if PARALLEL==1
+ }
+ }
+
+ #pragma omp barrier
+
+ #pragma omp single
+ {
+#endif
+ SWAP_POINTERS(_xVelocity, _xVelocityOld);
+ SWAP_POINTERS(_yVelocity, _yVelocityOld);
+ SWAP_POINTERS(_zVelocity, _zVelocityOld);
+ SWAP_POINTERS(_density, _densityOld);
+ SWAP_POINTERS(_heat, _heatOld);
+
+ advectMacCormackBegin(0, _zRes);
+
+#if PARALLEL==1
+ } // end of single
+
+ #pragma omp barrier
+
+
+ #pragma omp for schedule(static,1)
+ for (int i=0; i<stepParts; i++)
+ {
+
+ int zBegin = (int)((float)i*partSize + 0.5f);
+ int zEnd = (int)((float)(i+1)*partSize + 0.5f);
+#endif
+
+ advectMacCormackEnd1(zBegin, zEnd);
+
+#if PARALLEL==1
+ } // end of parallel
+
+ #pragma omp barrier
+
+ #pragma omp for schedule(static,1)
+ for (int i=0; i<stepParts; i++)
+ {
+
+ int zBegin = (int)((float)i*partSize + 0.5f);
+ int zEnd = (int)((float)(i+1)*partSize + 0.5f);
+#endif
+
+ advectMacCormackEnd2(zBegin, zEnd);
+
+ artificialDampingSL(zBegin, zEnd);
+
+ // Using forces as temp arrays
+
+#if PARALLEL==1
+ }
+ }
+
+
+
+ for (int i=1; i<stepParts; i++)
+ {
+ int zPos=(int)((float)i*partSize + 0.5f);
+
+ artificialDampingExactSL(zPos);
+
+ }
+#endif
+
+ SWAP_POINTERS(_xVelocity, _xForce);
+ SWAP_POINTERS(_yVelocity, _yForce);
+ SWAP_POINTERS(_zVelocity, _zForce);
+
+
+
+
+ _totalTime += _dt;
+ _totalSteps++;
- // wipe forces
- // for external forces we can't do it at the beginning of this function but at the end
for (int i = 0; i < _totalCells; i++)
{
_xForce[i] = _yForce[i] = _zForce[i] = 0.0f;
}
+
}
//////////////////////////////////////////////////////////////////////
// helper function to dampen co-located grid artifacts of given arrays in intervals
// (only needed for velocity, strength (w) depends on testcase...
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::artificialDamping(float* field) {
+
+
+void FLUID_3D::artificialDampingSL(int zBegin, int zEnd) {
const float w = 0.9;
+
+ memmove(_xForce+(_slabSize*zBegin), _xVelocityTemp+(_slabSize*zBegin), sizeof(float)*_slabSize*(zEnd-zBegin));
+ memmove(_yForce+(_slabSize*zBegin), _yVelocityTemp+(_slabSize*zBegin), sizeof(float)*_slabSize*(zEnd-zBegin));
+ memmove(_zForce+(_slabSize*zBegin), _zVelocityTemp+(_slabSize*zBegin), sizeof(float)*_slabSize*(zEnd-zBegin));
+
+
if(_totalSteps % 4 == 1) {
- for (int z = 1; z < _res[2]-1; z++)
+ for (int z = zBegin+1; z < zEnd-1; z++)
for (int y = 1; y < _res[1]-1; y++)
for (int x = 1+(y+z)%2; x < _res[0]-1; x+=2) {
const int index = x + y*_res[0] + z * _slabSize;
- field[index] = (1-w)*field[index] + 1./6. * w*(
- field[index+1] + field[index-1] +
- field[index+_res[0]] + field[index-_res[0]] +
- field[index+_slabSize] + field[index-_slabSize] );
+ _xForce[index] = (1-w)*_xVelocityTemp[index] + 1./6. * w*(
+ _xVelocityTemp[index+1] + _xVelocityTemp[index-1] +
+ _xVelocityTemp[index+_res[0]] + _xVelocityTemp[index-_res[0]] +
+ _xVelocityTemp[index+_slabSize] + _xVelocityTemp[index-_slabSize] );
+
+ _yForce[index] = (1-w)*_yVelocityTemp[index] + 1./6. * w*(
+ _yVelocityTemp[index+1] + _yVelocityTemp[index-1] +
+ _yVelocityTemp[index+_res[0]] + _yVelocityTemp[index-_res[0]] +
+ _yVelocityTemp[index+_slabSize] + _yVelocityTemp[index-_slabSize] );
+
+ _zForce[index] = (1-w)*_zVelocityTemp[index] + 1./6. * w*(
+ _zVelocityTemp[index+1] + _zVelocityTemp[index-1] +
+ _zVelocityTemp[index+_res[0]] + _zVelocityTemp[index-_res[0]] +
+ _zVelocityTemp[index+_slabSize] + _zVelocityTemp[index-_slabSize] );
}
}
+
if(_totalSteps % 4 == 3) {
- for (int z = 1; z < _res[2]-1; z++)
+ for (int z = zBegin+1; z < zEnd-1; z++)
for (int y = 1; y < _res[1]-1; y++)
for (int x = 1+(y+z+1)%2; x < _res[0]-1; x+=2) {
const int index = x + y*_res[0] + z * _slabSize;
- field[index] = (1-w)*field[index] + 1./6. * w*(
- field[index+1] + field[index-1] +
- field[index+_res[0]] + field[index-_res[0]] +
- field[index+_slabSize] + field[index-_slabSize] );
+ _xForce[index] = (1-w)*_xVelocityTemp[index] + 1./6. * w*(
+ _xVelocityTemp[index+1] + _xVelocityTemp[index-1] +
+ _xVelocityTemp[index+_res[0]] + _xVelocityTemp[index-_res[0]] +
+ _xVelocityTemp[index+_slabSize] + _xVelocityTemp[index-_slabSize] );
+
+ _yForce[index] = (1-w)*_yVelocityTemp[index] + 1./6. * w*(
+ _yVelocityTemp[index+1] + _yVelocityTemp[index-1] +
+ _yVelocityTemp[index+_res[0]] + _yVelocityTemp[index-_res[0]] +
+ _yVelocityTemp[index+_slabSize] + _yVelocityTemp[index-_slabSize] );
+
+ _zForce[index] = (1-w)*_zVelocityTemp[index] + 1./6. * w*(
+ _zVelocityTemp[index+1] + _zVelocityTemp[index-1] +
+ _zVelocityTemp[index+_res[0]] + _zVelocityTemp[index-_res[0]] +
+ _zVelocityTemp[index+_slabSize] + _zVelocityTemp[index-_slabSize] );
}
+
+ }
+}
+
+
+
+void FLUID_3D::artificialDampingExactSL(int pos) {
+ const float w = 0.9;
+ int index, x,y,z;
+
+
+ size_t posslab;
+
+ for (z=pos-1; z<=pos; z++)
+ {
+ posslab=z * _slabSize;
+
+ if(_totalSteps % 4 == 1) {
+ for (y = 1; y < _res[1]-1; y++)
+ for (x = 1+(y+z)%2; x < _res[0]-1; x+=2) {
+ index = x + y*_res[0] + posslab;
+ _xForce[index] = (1-w)*_xVelocityTemp[index] + 1./6. * w*(
+ _xVelocityTemp[index+1] + _xVelocityTemp[index-1] +
+ _xVelocityTemp[index+_res[0]] + _xVelocityTemp[index-_res[0]] +
+ _xVelocityTemp[index+_slabSize] + _xVelocityTemp[index-_slabSize] );
+
+ _yForce[index] = (1-w)*_yVelocityTemp[index] + 1./6. * w*(
+ _yVelocityTemp[index+1] + _yVelocityTemp[index-1] +
+ _yVelocityTemp[index+_res[0]] + _yVelocityTemp[index-_res[0]] +
+ _yVelocityTemp[index+_slabSize] + _yVelocityTemp[index-_slabSize] );
+
+ _zForce[index] = (1-w)*_zVelocityTemp[index] + 1./6. * w*(
+ _zVelocityTemp[index+1] + _zVelocityTemp[index-1] +
+ _zVelocityTemp[index+_res[0]] + _zVelocityTemp[index-_res[0]] +
+ _zVelocityTemp[index+_slabSize] + _zVelocityTemp[index-_slabSize] );
+
+ }
+ }
+
+ if(_totalSteps % 4 == 3) {
+ for (y = 1; y < _res[1]-1; y++)
+ for (x = 1+(y+z+1)%2; x < _res[0]-1; x+=2) {
+ index = x + y*_res[0] + posslab;
+ _xForce[index] = (1-w)*_xVelocityTemp[index] + 1./6. * w*(
+ _xVelocityTemp[index+1] + _xVelocityTemp[index-1] +
+ _xVelocityTemp[index+_res[0]] + _xVelocityTemp[index-_res[0]] +
+ _xVelocityTemp[index+_slabSize] + _xVelocityTemp[index-_slabSize] );
+
+ _yForce[index] = (1-w)*_yVelocityTemp[index] + 1./6. * w*(
+ _yVelocityTemp[index+1] + _yVelocityTemp[index-1] +
+ _yVelocityTemp[index+_res[0]] + _yVelocityTemp[index-_res[0]] +
+ _yVelocityTemp[index+_slabSize] + _yVelocityTemp[index-_slabSize] );
+
+ _zForce[index] = (1-w)*_zVelocityTemp[index] + 1./6. * w*(
+ _zVelocityTemp[index+1] + _zVelocityTemp[index-1] +
+ _zVelocityTemp[index+_res[0]] + _zVelocityTemp[index-_res[0]] +
+ _zVelocityTemp[index+_slabSize] + _zVelocityTemp[index-_slabSize] );
+
+ }
+
+ }
}
}
//////////////////////////////////////////////////////////////////////
// copy out the boundary in all directions
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::copyBorderAll(float* field)
+void FLUID_3D::copyBorderAll(float* field, int zBegin, int zEnd)
{
- int index;
+ int index, x, y, z;
+ int zSize = zEnd-zBegin;
+ int _blockTotalCells=_slabSize * zSize;
+
+ if ((zBegin==0))
for (int y = 0; y < _yRes; y++)
for (int x = 0; x < _xRes; x++)
{
// front slab
index = x + y * _xRes;
field[index] = field[index + _slabSize];
+ }
+
+ if (zEnd==_zRes)
+ for (y = 0; y < _yRes; y++)
+ for (x = 0; x < _xRes; x++)
+ {
// back slab
- index += _totalCells - _slabSize;
+ index = x + y * _xRes + _blockTotalCells - _slabSize;
field[index] = field[index - _slabSize];
}
- for (int z = 0; z < _zRes; z++)
- for (int x = 0; x < _xRes; x++)
+ for (z = 0; z < zSize; z++)
+ for (x = 0; x < _xRes; x++)
{
// bottom slab
index = x + z * _slabSize;
@@ -294,8 +514,8 @@ void FLUID_3D::copyBorderAll(float* field)
field[index] = field[index - _xRes];
}
- for (int z = 0; z < _zRes; z++)
- for (int y = 0; y < _yRes; y++)
+ for (z = 0; z < zSize; z++)
+ for (y = 0; y < _yRes; y++)
{
// left slab
index = y * _xRes + z * _slabSize;
@@ -310,27 +530,123 @@ void FLUID_3D::copyBorderAll(float* field)
//////////////////////////////////////////////////////////////////////
// wipe boundaries of velocity and density
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::wipeBoundaries()
+void FLUID_3D::wipeBoundaries(int zBegin, int zEnd)
{
- setZeroBorder(_xVelocity, _res);
- setZeroBorder(_yVelocity, _res);
- setZeroBorder(_zVelocity, _res);
- setZeroBorder(_density, _res);
+ setZeroBorder(_xVelocity, _res, zBegin, zEnd);
+ setZeroBorder(_yVelocity, _res, zBegin, zEnd);
+ setZeroBorder(_zVelocity, _res, zBegin, zEnd);
+ setZeroBorder(_density, _res, zBegin, zEnd);
}
+void FLUID_3D::wipeBoundariesSL(int zBegin, int zEnd)
+{
+
+ /////////////////////////////////////
+ // setZeroBorder to all:
+ /////////////////////////////////////
+
+ /////////////////////////////////////
+ // setZeroX
+ /////////////////////////////////////
+
+ const int slabSize = _xRes * _yRes;
+ int index, x,y,z;
+
+ for (z = zBegin; z < zEnd; z++)
+ for (y = 0; y < _yRes; y++)
+ {
+ // left slab
+ index = y * _xRes + z * slabSize;
+ _xVelocity[index] = 0.0f;
+ _yVelocity[index] = 0.0f;
+ _zVelocity[index] = 0.0f;
+ _density[index] = 0.0f;
+
+ // right slab
+ index += _xRes - 1;
+ _xVelocity[index] = 0.0f;
+ _yVelocity[index] = 0.0f;
+ _zVelocity[index] = 0.0f;
+ _density[index] = 0.0f;
+ }
+
+ /////////////////////////////////////
+ // setZeroY
+ /////////////////////////////////////
+
+ for (z = zBegin; z < zEnd; z++)
+ for (x = 0; x < _xRes; x++)
+ {
+ // bottom slab
+ index = x + z * slabSize;
+ _xVelocity[index] = 0.0f;
+ _yVelocity[index] = 0.0f;
+ _zVelocity[index] = 0.0f;
+ _density[index] = 0.0f;
+
+ // top slab
+ index += slabSize - _xRes;
+ _xVelocity[index] = 0.0f;
+ _yVelocity[index] = 0.0f;
+ _zVelocity[index] = 0.0f;
+ _density[index] = 0.0f;
+
+ }
+
+ /////////////////////////////////////
+ // setZeroZ
+ /////////////////////////////////////
+
+
+ const int totalCells = _xRes * _yRes * _zRes;
+
+ index = 0;
+ if ((zBegin == 0))
+ for (y = 0; y < _yRes; y++)
+ for (x = 0; x < _xRes; x++, index++)
+ {
+ // front slab
+ _xVelocity[index] = 0.0f;
+ _yVelocity[index] = 0.0f;
+ _zVelocity[index] = 0.0f;
+ _density[index] = 0.0f;
+ }
+
+ if (zEnd == _zRes)
+ {
+ index=0;
+ int indexx=0;
+ const int cellsslab = totalCells - slabSize;
+
+ for (y = 0; y < _yRes; y++)
+ for (x = 0; x < _xRes; x++, index++)
+ {
+
+ // back slab
+ indexx = index + cellsslab;
+ _xVelocity[indexx] = 0.0f;
+ _yVelocity[indexx] = 0.0f;
+ _zVelocity[indexx] = 0.0f;
+ _density[indexx] = 0.0f;
+ }
+ }
+
+}
//////////////////////////////////////////////////////////////////////
// add forces to velocity field
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::addForce()
+void FLUID_3D::addForce(int zBegin, int zEnd)
{
- for (int i = 0; i < _totalCells; i++)
+ int begin=zBegin * _slabSize;
+ int end=begin + (zEnd - zBegin) * _slabSize;
+
+ for (int i = begin; i < end; i++)
{
- _xVelocity[i] += _dt * _xForce[i];
- _yVelocity[i] += _dt * _yForce[i];
- _zVelocity[i] += _dt * _zForce[i];
+ _xVelocityTemp[i] = _xVelocity[i] + _dt * _xForce[i];
+ _yVelocityTemp[i] = _yVelocity[i] + _dt * _yForce[i];
+ _zVelocityTemp[i] = _zVelocity[i] + _dt * _zForce[i];
}
}
-
//////////////////////////////////////////////////////////////////////
// project into divergence free field
//////////////////////////////////////////////////////////////////////
@@ -344,18 +660,18 @@ void FLUID_3D::project()
memset(_pressure, 0, sizeof(float)*_totalCells);
memset(_divergence, 0, sizeof(float)*_totalCells);
-
- setObstacleBoundaries(_pressure);
-
+
+ setObstacleBoundaries(_pressure, 0, _zRes);
+
// copy out the boundaries
- if(DOMAIN_BC_LEFT == 0) setNeumannX(_xVelocity, _res);
- else setZeroX(_xVelocity, _res);
+ if(DOMAIN_BC_LEFT == 0) setNeumannX(_xVelocity, _res, 0, _zRes);
+ else setZeroX(_xVelocity, _res, 0, _zRes);
- if(DOMAIN_BC_TOP == 0) setNeumannY(_yVelocity, _res);
- else setZeroY(_yVelocity, _res);
+ if(DOMAIN_BC_TOP == 0) setNeumannY(_yVelocity, _res, 0, _zRes);
+ else setZeroY(_yVelocity, _res, 0, _zRes);
- if(DOMAIN_BC_FRONT == 0) setNeumannZ(_zVelocity, _res);
- else setZeroZ(_zVelocity, _res);
+ if(DOMAIN_BC_FRONT == 0) setNeumannZ(_zVelocity, _res, 0, _zRes);
+ else setZeroZ(_zVelocity, _res, 0, _zRes);
// calculate divergence
index = _slabSize + _xRes + 1;
@@ -385,12 +701,12 @@ void FLUID_3D::project()
// DG: commenting this helps CG to get a better start, 10-20% speed improvement
// _pressure[index] = 0.0f;
}
- copyBorderAll(_pressure);
+ copyBorderAll(_pressure, 0, _zRes);
// solve Poisson equation
solvePressurePre(_pressure, _divergence, _obstacles);
- setObstaclePressure(_pressure);
+ setObstaclePressure(_pressure, 0, _zRes);
// project out solution
float invDx = 1.0f / _dx;
@@ -411,6 +727,9 @@ void FLUID_3D::project()
if (_divergence) delete[] _divergence;
}
+
+
+
//////////////////////////////////////////////////////////////////////
// diffuse heat
//////////////////////////////////////////////////////////////////////
@@ -418,13 +737,14 @@ void FLUID_3D::diffuseHeat()
{
SWAP_POINTERS(_heat, _heatOld);
- copyBorderAll(_heatOld);
+ copyBorderAll(_heatOld, 0, _zRes);
solveHeat(_heat, _heatOld, _obstacles);
// zero out inside obstacles
for (int x = 0; x < _totalCells; x++)
if (_obstacles[x])
_heat[x] = 0.0f;
+
}
//////////////////////////////////////////////////////////////////////
@@ -444,12 +764,28 @@ void FLUID_3D::addObstacle(OBSTACLE* obstacle)
//////////////////////////////////////////////////////////////////////
// calculate the obstacle directional types
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::setObstaclePressure(float *_pressure)
+void FLUID_3D::setObstaclePressure(float *_pressure, int zBegin, int zEnd)
{
+
+ // compleately TODO
+
+ const size_t index_ = _slabSize + _xRes + 1;
+
+ //int vIndex=_slabSize + _xRes + 1;
+
+ int bb=0;
+ int bt=0;
+
+ if (zBegin == 0) {bb = 1;}
+ if (zEnd == _zRes) {bt = 1;}
+
// tag remaining obstacle blocks
- for (int z = 1, index = _slabSize + _xRes + 1;
- z < _zRes - 1; z++, index += 2 * _xRes)
+ for (int z = zBegin + bb; z < zEnd - bt; z++)
+ {
+ size_t index = index_ +(z-1)*_slabSize;
+
for (int y = 1; y < _yRes - 1; y++, index += 2)
+ {
for (int x = 1; x < _xRes - 1; x++, index++)
{
// could do cascade of ifs, but they are a pain
@@ -507,15 +843,33 @@ void FLUID_3D::setObstaclePressure(float *_pressure)
// this means it's not a full no-slip boundary condition
// but a "half-slip" - still looks ok right now
}
- }
+ //vIndex++;
+ } // x loop
+ //vIndex += 2;
+ } // y loop
+ //vIndex += 2 * _xRes;
+ } // z loop
}
-void FLUID_3D::setObstacleBoundaries(float *_pressure)
+void FLUID_3D::setObstacleBoundaries(float *_pressure, int zBegin, int zEnd)
{
// cull degenerate obstacles , move to addObstacle?
- for (int z = 1, index = _slabSize + _xRes + 1;
- z < _zRes - 1; z++, index += 2 * _xRes)
+
+ // r = b - Ax
+ const size_t index_ = _slabSize + _xRes + 1;
+
+ int bb=0;
+ int bt=0;
+
+ if (zBegin == 0) {bb = 1;}
+ if (zEnd == _zRes) {bt = 1;}
+
+ for (int z = zBegin + bb; z < zEnd - bt; z++)
+ {
+ size_t index = index_ +(z-1)*_slabSize;
+
for (int y = 1; y < _yRes - 1; y++, index += 2)
+ {
for (int x = 1; x < _xRes - 1; x++, index++)
{
if (_obstacles[index] != EMPTY)
@@ -545,17 +899,22 @@ void FLUID_3D::setObstacleBoundaries(float *_pressure)
_zVelocity[index] = 0.0f;
_pressure[index] = 0.0f;
}
- }
+ //vIndex++;
+ } // x-loop
+ //vIndex += 2;
+ } // y-loop
+ //vIndex += 2* _xRes;
+ } // z-loop
}
//////////////////////////////////////////////////////////////////////
// add buoyancy forces
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::addBuoyancy(float *heat, float *density)
+void FLUID_3D::addBuoyancy(float *heat, float *density, int zBegin, int zEnd)
{
- int index = 0;
+ int index = zBegin*_slabSize;
- for (int z = 0; z < _zRes; z++)
+ for (int z = zBegin; z < zEnd; z++)
for (int y = 0; y < _yRes; y++)
for (int x = 0; x < _xRes; x++, index++)
{
@@ -566,30 +925,55 @@ void FLUID_3D::addBuoyancy(float *heat, float *density)
//////////////////////////////////////////////////////////////////////
// add vorticity to the force field
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::addVorticity()
+void FLUID_3D::addVorticity(int zBegin, int zEnd)
{
- int x,y,z,index;
+ //int x,y,z,index;
if(_vorticityEps<=0.) return;
+ int _blockSize=zEnd-zBegin;
+ int _blockTotalCells = _slabSize * (_blockSize+2);
+
float *_xVorticity, *_yVorticity, *_zVorticity, *_vorticity;
- _xVorticity = new float[_totalCells];
- _yVorticity = new float[_totalCells];
- _zVorticity = new float[_totalCells];
- _vorticity = new float[_totalCells];
+ int _vIndex = _slabSize + _xRes + 1;
+ int bb=0;
+ int bt=0;
+ int bb1=-1;
+ int bt1=-1;
+
+ if (zBegin == 0) {bb1 = 1; bb = 1; _blockTotalCells-=_blockSize;}
+ if (zEnd == _zRes) {bt1 = 1;bt = 1; _blockTotalCells-=_blockSize;}
+
+ _xVorticity = new float[_blockTotalCells];
+ _yVorticity = new float[_blockTotalCells];
+ _zVorticity = new float[_blockTotalCells];
+ _vorticity = new float[_blockTotalCells];
- memset(_xVorticity, 0, sizeof(float)*_totalCells);
- memset(_yVorticity, 0, sizeof(float)*_totalCells);
- memset(_zVorticity, 0, sizeof(float)*_totalCells);
- memset(_vorticity, 0, sizeof(float)*_totalCells);
+ memset(_xVorticity, 0, sizeof(float)*_blockTotalCells);
+ memset(_yVorticity, 0, sizeof(float)*_blockTotalCells);
+ memset(_zVorticity, 0, sizeof(float)*_blockTotalCells);
+ memset(_vorticity, 0, sizeof(float)*_blockTotalCells);
+
+ //const size_t indexsetupV=_slabSize;
+ const size_t index_ = _slabSize + _xRes + 1;
// calculate vorticity
float gridSize = 0.5f / _dx;
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
+ //index = _slabSize + _xRes + 1;
+
+
+ size_t vIndex=_xRes + 1;
+
+ for (int z = zBegin + bb1; z < (zEnd - bt1); z++)
+ {
+ size_t index = index_ +(z-1)*_slabSize;
+ vIndex = index-(zBegin-1+bb)*_slabSize;
+
+ for (int y = 1; y < _yRes - 1; y++, index += 2)
+ {
+ for (int x = 1; x < _xRes - 1; x++, index++)
{
+
int up = _obstacles[index + _xRes] ? index : index + _xRes;
int down = _obstacles[index - _xRes] ? index : index - _xRes;
float dy = (up == index || down == index) ? 1.0f / _dx : gridSize;
@@ -600,34 +984,51 @@ void FLUID_3D::addVorticity()
int left = _obstacles[index - 1] ? index : index - 1;
float dx = (right == index || right == index) ? 1.0f / _dx : gridSize;
- _xVorticity[index] = (_zVelocity[up] - _zVelocity[down]) * dy + (-_yVelocity[out] + _yVelocity[in]) * dz;
- _yVorticity[index] = (_xVelocity[out] - _xVelocity[in]) * dz + (-_zVelocity[right] + _zVelocity[left]) * dx;
- _zVorticity[index] = (_yVelocity[right] - _yVelocity[left]) * dx + (-_xVelocity[up] + _xVelocity[down])* dy;
+ _xVorticity[vIndex] = (_zVelocity[up] - _zVelocity[down]) * dy + (-_yVelocity[out] + _yVelocity[in]) * dz;
+ _yVorticity[vIndex] = (_xVelocity[out] - _xVelocity[in]) * dz + (-_zVelocity[right] + _zVelocity[left]) * dx;
+ _zVorticity[vIndex] = (_yVelocity[right] - _yVelocity[left]) * dx + (-_xVelocity[up] + _xVelocity[down])* dy;
- _vorticity[index] = sqrtf(_xVorticity[index] * _xVorticity[index] +
- _yVorticity[index] * _yVorticity[index] +
- _zVorticity[index] * _zVorticity[index]);
+ _vorticity[vIndex] = sqrtf(_xVorticity[vIndex] * _xVorticity[vIndex] +
+ _yVorticity[vIndex] * _yVorticity[vIndex] +
+ _zVorticity[vIndex] * _zVorticity[vIndex]);
+
+ vIndex++;
}
+ vIndex+=2;
+ }
+ //vIndex+=2*_xRes;
+ }
// calculate normalized vorticity vectors
float eps = _vorticityEps;
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
+
+ //index = _slabSize + _xRes + 1;
+ vIndex=_slabSize + _xRes + 1;
+
+ for (int z = zBegin + bb; z < (zEnd - bt); z++)
+ {
+ size_t index = index_ +(z-1)*_slabSize;
+ vIndex = index-(zBegin-1+bb)*_slabSize;
+
+ for (int y = 1; y < _yRes - 1; y++, index += 2)
+ {
+ for (int x = 1; x < _xRes - 1; x++, index++)
+ {
+ //
+
if (!_obstacles[index])
{
float N[3];
- int up = _obstacles[index + _xRes] ? index : index + _xRes;
- int down = _obstacles[index - _xRes] ? index : index - _xRes;
- float dy = (up == index || down == index) ? 1.0f / _dx : gridSize;
- int out = _obstacles[index + _slabSize] ? index : index + _slabSize;
- int in = _obstacles[index - _slabSize] ? index : index - _slabSize;
- float dz = (out == index || in == index) ? 1.0f / _dx : gridSize;
- int right = _obstacles[index + 1] ? index : index + 1;
- int left = _obstacles[index - 1] ? index : index - 1;
- float dx = (right == index || right == index) ? 1.0f / _dx : gridSize;
+ int up = _obstacles[index + _xRes] ? vIndex : vIndex + _xRes;
+ int down = _obstacles[index - _xRes] ? vIndex : vIndex - _xRes;
+ float dy = (up == vIndex || down == vIndex) ? 1.0f / _dx : gridSize;
+ int out = _obstacles[index + _slabSize] ? vIndex : vIndex + _slabSize;
+ int in = _obstacles[index - _slabSize] ? vIndex : vIndex - _slabSize;
+ float dz = (out == vIndex || in == vIndex) ? 1.0f / _dx : gridSize;
+ int right = _obstacles[index + 1] ? vIndex : vIndex + 1;
+ int left = _obstacles[index - 1] ? vIndex : vIndex - 1;
+ float dx = (right == vIndex || right == vIndex) ? 1.0f / _dx : gridSize;
N[0] = (_vorticity[right] - _vorticity[left]) * dx;
N[1] = (_vorticity[up] - _vorticity[down]) * dy;
N[2] = (_vorticity[out] - _vorticity[in]) * dz;
@@ -640,11 +1041,17 @@ void FLUID_3D::addVorticity()
N[1] *= magnitude;
N[2] *= magnitude;
- _xForce[index] += (N[1] * _zVorticity[index] - N[2] * _yVorticity[index]) * _dx * eps;
- _yForce[index] -= (N[0] * _zVorticity[index] - N[2] * _xVorticity[index]) * _dx * eps;
- _zForce[index] += (N[0] * _yVorticity[index] - N[1] * _xVorticity[index]) * _dx * eps;
+ _xForce[index] += (N[1] * _zVorticity[vIndex] - N[2] * _yVorticity[vIndex]) * _dx * eps;
+ _yForce[index] -= (N[0] * _zVorticity[vIndex] - N[2] * _xVorticity[vIndex]) * _dx * eps;
+ _zForce[index] += (N[0] * _yVorticity[vIndex] - N[1] * _xVorticity[vIndex]) * _dx * eps;
}
- }
+ } // if
+ vIndex++;
+ } // x loop
+ vIndex+=2;
+ } // y loop
+ //vIndex+=2*_xRes;
+ } // z loop
if (_xVorticity) delete[] _xVorticity;
if (_yVorticity) delete[] _yVorticity;
@@ -652,54 +1059,80 @@ void FLUID_3D::addVorticity()
if (_vorticity) delete[] _vorticity;
}
+
+void FLUID_3D::advectMacCormackBegin(int zBegin, int zEnd)
+{
+ Vec3Int res = Vec3Int(_xRes,_yRes,_zRes);
+
+ if(DOMAIN_BC_LEFT == 0) copyBorderX(_xVelocityOld, res, zBegin, zEnd);
+ else setZeroX(_xVelocityOld, res, zBegin, zEnd);
+
+ if(DOMAIN_BC_TOP == 0) copyBorderY(_yVelocityOld, res, zBegin, zEnd);
+ else setZeroY(_yVelocityOld, res, zBegin, zEnd);
+
+ if(DOMAIN_BC_FRONT == 0) copyBorderZ(_zVelocityOld, res, zBegin, zEnd);
+ else setZeroZ(_zVelocityOld, res, zBegin, zEnd);
+}
+
//////////////////////////////////////////////////////////////////////
// Advect using the MacCormack method from the Selle paper
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::advectMacCormack()
+void FLUID_3D::advectMacCormackEnd1(int zBegin, int zEnd)
{
Vec3Int res = Vec3Int(_xRes,_yRes,_zRes);
- if(DOMAIN_BC_LEFT == 0) copyBorderX(_xVelocity, res);
- else setZeroX(_xVelocity, res);
+ const float dt0 = _dt / _dx;
- if(DOMAIN_BC_TOP == 0) copyBorderY(_yVelocity, res);
- else setZeroY(_yVelocity, res);
+ int begin=zBegin * _slabSize;
+ int end=begin + (zEnd - zBegin) * _slabSize;
+ for (int x = begin; x < end; x++)
+ _xForce[x] = 0.0;
- if(DOMAIN_BC_FRONT == 0) copyBorderZ(_zVelocity, res);
- else setZeroZ(_zVelocity, res);
+ // advectFieldMacCormack1(dt, xVelocity, yVelocity, zVelocity, oldField, newField, res)
- SWAP_POINTERS(_xVelocity, _xVelocityOld);
- SWAP_POINTERS(_yVelocity, _yVelocityOld);
- SWAP_POINTERS(_zVelocity, _zVelocityOld);
- SWAP_POINTERS(_density, _densityOld);
- SWAP_POINTERS(_heat, _heatOld);
+ advectFieldMacCormack1(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _densityOld, _densityTemp, res, zBegin, zEnd);
+ advectFieldMacCormack1(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _heatOld, _heatTemp, res, zBegin, zEnd);
+ advectFieldMacCormack1(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _xVelocityOld, _xVelocity, res, zBegin, zEnd);
+ advectFieldMacCormack1(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _yVelocityOld, _yVelocity, res, zBegin, zEnd);
+ advectFieldMacCormack1(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _zVelocityOld, _zVelocity, res, zBegin, zEnd);
+ // Have to wait untill all the threads are done -> so continuing in step 3
+}
+
+//////////////////////////////////////////////////////////////////////
+// Advect using the MacCormack method from the Selle paper
+//////////////////////////////////////////////////////////////////////
+void FLUID_3D::advectMacCormackEnd2(int zBegin, int zEnd)
+{
const float dt0 = _dt / _dx;
- // use force arrays as temp arrays
- for (int x = 0; x < _totalCells; x++)
- _xForce[x] = _yForce[x] = 0.0;
+ Vec3Int res = Vec3Int(_xRes,_yRes,_zRes);
+ // use force array as temp arrays
float* t1 = _xForce;
- float* t2 = _yForce;
- advectFieldMacCormack(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _densityOld, _density, t1,t2, res, _obstacles);
- advectFieldMacCormack(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _heatOld, _heat, t1,t2, res, _obstacles);
- advectFieldMacCormack(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _xVelocityOld, _xVelocity, t1,t2, res, _obstacles);
- advectFieldMacCormack(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _yVelocityOld, _yVelocity, t1,t2, res, _obstacles);
- advectFieldMacCormack(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _zVelocityOld, _zVelocity, t1,t2, res, _obstacles);
+ // advectFieldMacCormack2(dt, xVelocity, yVelocity, zVelocity, oldField, newField, tempfield, temp, res, obstacles)
+
+ advectFieldMacCormack2(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _densityOld, _density, _densityTemp, t1, res, _obstacles, zBegin, zEnd);
+ advectFieldMacCormack2(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _heatOld, _heat, _heatTemp, t1, res, _obstacles, zBegin, zEnd);
+ advectFieldMacCormack2(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _xVelocityOld, _xVelocityTemp, _xVelocity, t1, res, _obstacles, zBegin, zEnd);
+ advectFieldMacCormack2(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _yVelocityOld, _yVelocityTemp, _yVelocity, t1, res, _obstacles, zBegin, zEnd);
+ advectFieldMacCormack2(dt0, _xVelocityOld, _yVelocityOld, _zVelocityOld, _zVelocityOld, _zVelocityTemp, _zVelocity, t1, res, _obstacles, zBegin, zEnd);
+
+ if(DOMAIN_BC_LEFT == 0) copyBorderX(_xVelocityTemp, res, zBegin, zEnd);
+ else setZeroX(_xVelocityTemp, res, zBegin, zEnd);
- if(DOMAIN_BC_LEFT == 0) copyBorderX(_xVelocity, res);
- else setZeroX(_xVelocity, res);
+ if(DOMAIN_BC_TOP == 0) copyBorderY(_yVelocityTemp, res, zBegin, zEnd);
+ else setZeroY(_yVelocityTemp, res, zBegin, zEnd);
- if(DOMAIN_BC_TOP == 0) copyBorderY(_yVelocity, res);
- else setZeroY(_yVelocity, res);
+ if(DOMAIN_BC_FRONT == 0) copyBorderZ(_zVelocityTemp, res, zBegin, zEnd);
+ else setZeroZ(_zVelocityTemp, res, zBegin, zEnd);
- if(DOMAIN_BC_FRONT == 0) copyBorderZ(_zVelocity, res);
- else setZeroZ(_zVelocity, res);
+ setZeroBorder(_density, res, zBegin, zEnd);
+ setZeroBorder(_heat, res, zBegin, zEnd);
- setZeroBorder(_density, res);
- setZeroBorder(_heat, res);
- for (int x = 0; x < _totalCells; x++)
- t1[x] = t2[x] = 0.0;
+ /*int begin=zBegin * _slabSize;
+ int end=begin + (zEnd - zBegin) * _slabSize;
+ for (int x = begin; x < end; x++)
+ _xForce[x] = _yForce[x] = 0.0f;*/
}
diff --git a/intern/smoke/intern/FLUID_3D.h b/intern/smoke/intern/FLUID_3D.h
index a7be7f58335..ab121ef506e 100644
--- a/intern/smoke/intern/FLUID_3D.h
+++ b/intern/smoke/intern/FLUID_3D.h
@@ -19,6 +19,11 @@
// FLUID_3D.h: interface for the FLUID_3D class.
//
//////////////////////////////////////////////////////////////////////
+// Heavy parallel optimization done. Many of the old functions now
+// take begin and end parameters and process only specified part of the data.
+// Some functions were divided into multiple ones.
+// - MiikaH
+//////////////////////////////////////////////////////////////////////
#ifndef FLUID_3D_H
#define FLUID_3D_H
@@ -74,7 +79,8 @@ class FLUID_3D
int _totalImgDumps;
int _totalVelDumps;
- void artificialDamping(float* field);
+ void artificialDampingSL(int zBegin, int zEnd);
+ void artificialDampingExactSL(int pos);
// fields
float* _density;
@@ -92,6 +98,13 @@ class FLUID_3D
float* _zForce;
unsigned char* _obstacles;
+ // Required for proper threading:
+ float* _xVelocityTemp;
+ float* _yVelocityTemp;
+ float* _zVelocityTemp;
+ float* _heatTemp;
+ float* _densityTemp;
+
// CG fields
int _iterations;
@@ -107,13 +120,14 @@ class FLUID_3D
// WTURBULENCE* _wTurbulence;
// boundary setting functions
- void copyBorderAll(float* field);
+ void copyBorderAll(float* field, int zBegin, int zEnd);
// timestepping functions
- void wipeBoundaries();
- void addForce();
- void addVorticity();
- void addBuoyancy(float *heat, float *density);
+ void wipeBoundaries(int zBegin, int zEnd);
+ void wipeBoundariesSL(int zBegin, int zEnd);
+ void addForce(int zBegin, int zEnd);
+ void addVorticity(int zBegin, int zEnd);
+ void addBuoyancy(float *heat, float *density, int zBegin, int zEnd);
// solver stuff
void project();
@@ -122,41 +136,58 @@ class FLUID_3D
void solvePressurePre(float* field, float* b, unsigned char* skip);
void solveHeat(float* field, float* b, unsigned char* skip);
+
// handle obstacle boundaries
- void setObstacleBoundaries(float *_pressure);
- void setObstaclePressure(float *_pressure);
+ void setObstacleBoundaries(float *_pressure, int zBegin, int zEnd);
+ void setObstaclePressure(float *_pressure, int zBegin, int zEnd);
public:
// advection, accessed e.g. by WTURBULENCE class
- void advectMacCormack();
+ //void advectMacCormack();
+ void advectMacCormackBegin(int zBegin, int zEnd);
+ void advectMacCormackEnd1(int zBegin, int zEnd);
+ void advectMacCormackEnd2(int zBegin, int zEnd);
// boundary setting functions
- static void copyBorderX(float* field, Vec3Int res);
- static void copyBorderY(float* field, Vec3Int res);
- static void copyBorderZ(float* field, Vec3Int res);
- static void setNeumannX(float* field, Vec3Int res);
- static void setNeumannY(float* field, Vec3Int res);
- static void setNeumannZ(float* field, Vec3Int res);
- static void setZeroX(float* field, Vec3Int res);
- static void setZeroY(float* field, Vec3Int res);
- static void setZeroZ(float* field, Vec3Int res);
- static void setZeroBorder(float* field, Vec3Int res) {
- setZeroX(field, res);
- setZeroY(field, res);
- setZeroZ(field, res);
+ static void copyBorderX(float* field, Vec3Int res, int zBegin, int zEnd);
+ static void copyBorderY(float* field, Vec3Int res, int zBegin, int zEnd);
+ static void copyBorderZ(float* field, Vec3Int res, int zBegin, int zEnd);
+ static void setNeumannX(float* field, Vec3Int res, int zBegin, int zEnd);
+ static void setNeumannY(float* field, Vec3Int res, int zBegin, int zEnd);
+ static void setNeumannZ(float* field, Vec3Int res, int zBegin, int zEnd);
+ static void setZeroX(float* field, Vec3Int res, int zBegin, int zEnd);
+ static void setZeroY(float* field, Vec3Int res, int zBegin, int zEnd);
+ static void setZeroZ(float* field, Vec3Int res, int zBegin, int zEnd);
+ static void setZeroBorder(float* field, Vec3Int res, int zBegin, int zEnd) {
+ setZeroX(field, res, zBegin, zEnd);
+ setZeroY(field, res, zBegin, zEnd);
+ setZeroZ(field, res, zBegin, zEnd);
};
+
+
// static advection functions, also used by WTURBULENCE
static void advectFieldSemiLagrange(const float dt, const float* velx, const float* vely, const float* velz,
- float* oldField, float* newField, Vec3Int res);
- static void advectFieldMacCormack(const float dt, const float* xVelocity, const float* yVelocity, const float* zVelocity,
- float* oldField, float* newField, float* temp1, float* temp2, Vec3Int res, const unsigned char* obstacles);
+ float* oldField, float* newField, Vec3Int res, int zBegin, int zEnd);
+ static void advectFieldMacCormack1(const float dt, const float* xVelocity, const float* yVelocity, const float* zVelocity,
+ float* oldField, float* tempResult, Vec3Int res, int zBegin, int zEnd);
+ static void advectFieldMacCormack2(const float dt, const float* xVelocity, const float* yVelocity, const float* zVelocity,
+ float* oldField, float* newField, float* tempResult, float* temp1,Vec3Int res, const unsigned char* obstacles, int zBegin, int zEnd);
+
+
+ // temp ones for testing
+ /*static void advectFieldMacCormack(const float dt, const float* xVelocity, const float* yVelocity, const float* zVelocity,
+ float* oldField, float* newField, float* temp1, float* temp2, Vec3Int res, const unsigned char* obstacles);*/
+ /*static void advectFieldSemiLagrange2(const float dt, const float* velx, const float* vely, const float* velz,
+ float* oldField, float* newField, Vec3Int res);*/
// maccormack helper functions
static void clampExtrema(const float dt, const float* xVelocity, const float* yVelocity, const float* zVelocity,
- float* oldField, float* newField, Vec3Int res);
+ float* oldField, float* newField, Vec3Int res, int zBegin, int zEnd);
static void clampOutsideRays(const float dt, const float* xVelocity, const float* yVelocity, const float* zVelocity,
- float* oldField, float* newField, Vec3Int res, const unsigned char* obstacles, const float *oldAdvection);
+ float* oldField, float* newField, Vec3Int res, const unsigned char* obstacles, const float *oldAdvection, int zBegin, int zEnd);
+
+
// output helper functions
// static void writeImageSliceXY(const float *field, Vec3Int res, int slice, string prefix, int picCnt, float scale=1.);
diff --git a/intern/smoke/intern/FLUID_3D_SOLVERS.cpp b/intern/smoke/intern/FLUID_3D_SOLVERS.cpp
index 7d078d86d61..8b961494ce5 100644
--- a/intern/smoke/intern/FLUID_3D_SOLVERS.cpp
+++ b/intern/smoke/intern/FLUID_3D_SOLVERS.cpp
@@ -19,16 +19,25 @@
// FLUID_3D.cpp: implementation of the FLUID_3D class.
//
//////////////////////////////////////////////////////////////////////
+// Both solvers optimized by merging loops and precalculating
+// stuff used in iteration loop.
+// - MiikaH
+//////////////////////////////////////////////////////////////////////
#include "FLUID_3D.h"
#include <cstring>
#define SOLVER_ACCURACY 1e-06
-void FLUID_3D::solvePressurePre(float* field, float* b, unsigned char* skip)
+//////////////////////////////////////////////////////////////////////
+// solve the heat equation with CG
+//////////////////////////////////////////////////////////////////////
+void FLUID_3D::solveHeat(float* field, float* b, unsigned char* skip)
{
int x, y, z;
+ const int twoxr = 2 * _xRes;
size_t index;
- float *_q, *_Precond, *_h, *_residual, *_direction;
+ const float heatConst = _dt * _heatDiffusion / (_dx * _dx);
+ float *_q, *_residual, *_direction, *_Acenter;
// i = 0
int i = 0;
@@ -36,246 +45,201 @@ void FLUID_3D::solvePressurePre(float* field, float* b, unsigned char* skip)
_residual = new float[_totalCells]; // set 0
_direction = new float[_totalCells]; // set 0
_q = new float[_totalCells]; // set 0
- _h = new float[_totalCells]; // set 0
- _Precond = new float[_totalCells]; // set 0
+ _Acenter = new float[_totalCells]; // set 0
- memset(_residual, 0, sizeof(float)*_xRes*_yRes*_zRes);
- memset(_q, 0, sizeof(float)*_xRes*_yRes*_zRes);
- memset(_direction, 0, sizeof(float)*_xRes*_yRes*_zRes);
- memset(_h, 0, sizeof(float)*_xRes*_yRes*_zRes);
- memset(_Precond, 0, sizeof(float)*_xRes*_yRes*_zRes);
-
- // r = b - Ax
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- {
- // if the cell is a variable
- float Acenter = 0.0f;
- if (!skip[index])
- {
- // set the matrix to the Poisson stencil in order
- if (!skip[index + 1]) Acenter += 1.;
- if (!skip[index - 1]) Acenter += 1.;
- if (!skip[index + _xRes]) Acenter += 1.;
- if (!skip[index - _xRes]) Acenter += 1.;
- if (!skip[index + _slabSize]) Acenter += 1.;
- if (!skip[index - _slabSize]) Acenter += 1.;
- }
-
- _residual[index] = b[index] - (Acenter * field[index] +
- field[index - 1] * (skip[index - 1] ? 0.0 : -1.0f)+
- field[index + 1] * (skip[index + 1] ? 0.0 : -1.0f)+
- field[index - _xRes] * (skip[index - _xRes] ? 0.0 : -1.0f)+
- field[index + _xRes] * (skip[index + _xRes] ? 0.0 : -1.0f)+
- field[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -1.0f)+
- field[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -1.0f) );
- _residual[index] = (skip[index]) ? 0.0f : _residual[index];
+ memset(_residual, 0, sizeof(float)*_totalCells);
+ memset(_q, 0, sizeof(float)*_totalCells);
+ memset(_direction, 0, sizeof(float)*_totalCells);
+ memset(_Acenter, 0, sizeof(float)*_totalCells);
- // P^-1
- if(Acenter < 1.0)
- _Precond[index] = 0.0;
- else
- _Precond[index] = 1.0 / Acenter;
+ float deltaNew = 0.0f;
- // p = P^-1 * r
- _direction[index] = _residual[index] * _Precond[index];
- }
+ // r = b - Ax
+ index = _slabSize + _xRes + 1;
+ for (z = 1; z < _zRes - 1; z++, index += twoxr)
+ for (y = 1; y < _yRes - 1; y++, index += 2)
+ for (x = 1; x < _xRes - 1; x++, index++)
+ {
+ // if the cell is a variable
+ _Acenter[index] = 1.0f;
+ if (!skip[index])
+ {
+ // set the matrix to the Poisson stencil in order
+ if (!skip[index + 1]) _Acenter[index] += heatConst;
+ if (!skip[index - 1]) _Acenter[index] += heatConst;
+ if (!skip[index + _xRes]) _Acenter[index] += heatConst;
+ if (!skip[index - _xRes]) _Acenter[index] += heatConst;
+ if (!skip[index + _slabSize]) _Acenter[index] += heatConst;
+ if (!skip[index - _slabSize]) _Acenter[index] += heatConst;
+
+ _residual[index] = b[index] - (_Acenter[index] * field[index] +
+ field[index - 1] * (skip[index - 1] ? 0.0 : -heatConst) +
+ field[index + 1] * (skip[index + 1] ? 0.0 : -heatConst) +
+ field[index - _xRes] * (skip[index - _xRes] ? 0.0 : -heatConst) +
+ field[index + _xRes] * (skip[index + _xRes] ? 0.0 : -heatConst) +
+ field[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -heatConst) +
+ field[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -heatConst));
+ }
+ else
+ {
+ _residual[index] = 0.0f;
+ }
- // deltaNew = transpose(r) * p
- float deltaNew = 0.0f;
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- deltaNew += _residual[index] * _direction[index];
+ _direction[index] = _residual[index];
+ deltaNew += _residual[index] * _residual[index];
+ }
- // delta0 = deltaNew
- // float delta0 = deltaNew;
// While deltaNew > (eps^2) * delta0
const float eps = SOLVER_ACCURACY;
- //while ((i < _iterations) && (deltaNew > eps*delta0))
float maxR = 2.0f * eps;
- // while (i < _iterations)
- while ((i < _iterations) && (maxR > 0.001*eps))
+ while ((i < _iterations) && (maxR > eps))
{
- // (s) q = Ad (p)
+ // q = Ad
+ float alpha = 0.0f;
+
index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
+ for (z = 1; z < _zRes - 1; z++, index += twoxr)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
{
// if the cell is a variable
- float Acenter = 0.0f;
if (!skip[index])
{
- // set the matrix to the Poisson stencil in order
- if (!skip[index + 1]) Acenter += 1.;
- if (!skip[index - 1]) Acenter += 1.;
- if (!skip[index + _xRes]) Acenter += 1.;
- if (!skip[index - _xRes]) Acenter += 1.;
- if (!skip[index + _slabSize]) Acenter += 1.;
- if (!skip[index - _slabSize]) Acenter += 1.;
+
+ _q[index] = (_Acenter[index] * _direction[index] +
+ _direction[index - 1] * (skip[index - 1] ? 0.0 : -heatConst) +
+ _direction[index + 1] * (skip[index + 1] ? 0.0 : -heatConst) +
+ _direction[index - _xRes] * (skip[index - _xRes] ? 0.0 : -heatConst) +
+ _direction[index + _xRes] * (skip[index + _xRes] ? 0.0 : -heatConst) +
+ _direction[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -heatConst) +
+ _direction[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -heatConst));
}
-
- _q[index] = Acenter * _direction[index] +
- _direction[index - 1] * (skip[index - 1] ? 0.0 : -1.0f) +
- _direction[index + 1] * (skip[index + 1] ? 0.0 : -1.0f) +
- _direction[index - _xRes] * (skip[index - _xRes] ? 0.0 : -1.0f) +
- _direction[index + _xRes] * (skip[index + _xRes] ? 0.0 : -1.0f)+
- _direction[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -1.0f) +
- _direction[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -1.0f);
- _q[index] = (skip[index]) ? 0.0f : _q[index];
+ else
+ {
+ _q[index] = 0.0f;
+ }
+ alpha += _direction[index] * _q[index];
}
- // alpha = deltaNew / (transpose(d) * q)
- float alpha = 0.0f;
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- alpha += _direction[index] * _q[index];
if (fabs(alpha) > 0.0f)
alpha = deltaNew / alpha;
+
+ float deltaOld = deltaNew;
+ deltaNew = 0.0f;
- // x = x + alpha * d
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- field[index] += alpha * _direction[index];
+ maxR = 0.0f;
- // r = r - alpha * q
- maxR = 0.0;
index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- {
- _residual[index] -= alpha * _q[index];
- // maxR = (_residual[index] > maxR) ? _residual[index] : maxR;
- }
-
- // if(maxR <= eps)
- // break;
-
- // h = P^-1 * r
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
+ for (z = 1; z < _zRes - 1; z++, index += twoxr)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
{
- _h[index] = _Precond[index] * _residual[index];
- }
+ field[index] += alpha * _direction[index];
- // deltaOld = deltaNew
- float deltaOld = deltaNew;
+ _residual[index] -= alpha * _q[index];
+ maxR = (_residual[index] > maxR) ? _residual[index] : maxR;
- // deltaNew = transpose(r) * h
- deltaNew = 0.0f;
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- {
- deltaNew += _residual[index] * _h[index];
- maxR = (_residual[index]* _h[index] > maxR) ? _residual[index]* _h[index] : maxR;
+ deltaNew += _residual[index] * _residual[index];
}
- // beta = deltaNew / deltaOld
float beta = deltaNew / deltaOld;
- // d = h + beta * d
index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
+ for (z = 1; z < _zRes - 1; z++, index += twoxr)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
- _direction[index] = _h[index] + beta * _direction[index];
+ _direction[index] = _residual[index] + beta * _direction[index];
- // i = i + 1
+
i++;
}
- // cout << i << " iterations converged to " << sqrt(maxR) << endl;
+ // cout << i << " iterations converged to " << maxR << endl;
- if (_h) delete[] _h;
- if (_Precond) delete[] _Precond;
if (_residual) delete[] _residual;
if (_direction) delete[] _direction;
if (_q) delete[] _q;
+ if (_Acenter) delete[] _Acenter;
}
-//////////////////////////////////////////////////////////////////////
-// solve the poisson equation with CG
-//////////////////////////////////////////////////////////////////////
-#if 0
-void FLUID_3D::solvePressure(float* field, float* b, unsigned char* skip)
+
+void FLUID_3D::solvePressurePre(float* field, float* b, unsigned char* skip)
{
int x, y, z;
size_t index;
+ float *_q, *_Precond, *_h, *_residual, *_direction;
// i = 0
int i = 0;
+ _residual = new float[_totalCells]; // set 0
+ _direction = new float[_totalCells]; // set 0
+ _q = new float[_totalCells]; // set 0
+ _h = new float[_totalCells]; // set 0
+ _Precond = new float[_totalCells]; // set 0
+
memset(_residual, 0, sizeof(float)*_xRes*_yRes*_zRes);
memset(_q, 0, sizeof(float)*_xRes*_yRes*_zRes);
memset(_direction, 0, sizeof(float)*_xRes*_yRes*_zRes);
+ memset(_h, 0, sizeof(float)*_xRes*_yRes*_zRes);
+ memset(_Precond, 0, sizeof(float)*_xRes*_yRes*_zRes);
- // r = b - Ax
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- {
- // if the cell is a variable
- float Acenter = 0.0f;
- if (!skip[index])
- {
- // set the matrix to the Poisson stencil in order
- if (!skip[index + 1]) Acenter += 1.;
- if (!skip[index - 1]) Acenter += 1.;
- if (!skip[index + _xRes]) Acenter += 1.;
- if (!skip[index - _xRes]) Acenter += 1.;
- if (!skip[index + _slabSize]) Acenter += 1.;
- if (!skip[index - _slabSize]) Acenter += 1.;
- }
-
- _residual[index] = b[index] - (Acenter * field[index] +
- field[index - 1] * (skip[index - 1] ? 0.0 : -1.0f)+
- field[index + 1] * (skip[index + 1] ? 0.0 : -1.0f)+
- field[index - _xRes] * (skip[index - _xRes] ? 0.0 : -1.0f)+
- field[index + _xRes] * (skip[index + _xRes] ? 0.0 : -1.0f)+
- field[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -1.0f)+
- field[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -1.0f) );
- _residual[index] = (skip[index]) ? 0.0f : _residual[index];
- }
-
+ float deltaNew = 0.0f;
- // d = r
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- _direction[index] = _residual[index];
+ // r = b - Ax
+ index = _slabSize + _xRes + 1;
+ for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
+ for (y = 1; y < _yRes - 1; y++, index += 2)
+ for (x = 1; x < _xRes - 1; x++, index++)
+ {
+ // if the cell is a variable
+ float Acenter = 0.0f;
+ if (!skip[index])
+ {
+ // set the matrix to the Poisson stencil in order
+ if (!skip[index + 1]) Acenter += 1.;
+ if (!skip[index - 1]) Acenter += 1.;
+ if (!skip[index + _xRes]) Acenter += 1.;
+ if (!skip[index - _xRes]) Acenter += 1.;
+ if (!skip[index + _slabSize]) Acenter += 1.;
+ if (!skip[index - _slabSize]) Acenter += 1.;
- // deltaNew = transpose(r) * r
- float deltaNew = 0.0f;
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- deltaNew += _residual[index] * _residual[index];
+ _residual[index] = b[index] - (Acenter * field[index] +
+ field[index - 1] * (skip[index - 1] ? 0.0 : -1.0f)+
+ field[index + 1] * (skip[index + 1] ? 0.0 : -1.0f)+
+ field[index - _xRes] * (skip[index - _xRes] ? 0.0 : -1.0f)+
+ field[index + _xRes] * (skip[index + _xRes] ? 0.0 : -1.0f)+
+ field[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -1.0f)+
+ field[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -1.0f) );
+ }
+ else
+ {
+ _residual[index] = 0.0f;
+ }
+
+ // P^-1
+ if(Acenter < 1.0)
+ _Precond[index] = 0.0;
+ else
+ _Precond[index] = 1.0 / Acenter;
+
+ // p = P^-1 * r
+ _direction[index] = _residual[index] * _Precond[index];
+
+ deltaNew += _residual[index] * _direction[index];
+ }
- // delta0 = deltaNew
- // float delta0 = deltaNew;
// While deltaNew > (eps^2) * delta0
const float eps = SOLVER_ACCURACY;
+ //while ((i < _iterations) && (deltaNew > eps*delta0))
float maxR = 2.0f * eps;
- while ((i < _iterations) && (maxR > eps))
+ // while (i < _iterations)
+ while ((i < _iterations) && (maxR > 0.001*eps))
{
- // q = Ad
+
+ float alpha = 0.0f;
+
index = _slabSize + _xRes + 1;
for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
for (y = 1; y < _yRes - 1; y++, index += 2)
@@ -292,233 +256,71 @@ void FLUID_3D::solvePressure(float* field, float* b, unsigned char* skip)
if (!skip[index - _xRes]) Acenter += 1.;
if (!skip[index + _slabSize]) Acenter += 1.;
if (!skip[index - _slabSize]) Acenter += 1.;
- }
-
- _q[index] = Acenter * _direction[index] +
+
+ _q[index] = Acenter * _direction[index] +
_direction[index - 1] * (skip[index - 1] ? 0.0 : -1.0f) +
_direction[index + 1] * (skip[index + 1] ? 0.0 : -1.0f) +
_direction[index - _xRes] * (skip[index - _xRes] ? 0.0 : -1.0f) +
_direction[index + _xRes] * (skip[index + _xRes] ? 0.0 : -1.0f)+
_direction[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -1.0f) +
_direction[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -1.0f);
- _q[index] = (skip[index]) ? 0.0f : _q[index];
- }
-
- // alpha = deltaNew / (transpose(d) * q)
- float alpha = 0.0f;
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- alpha += _direction[index] * _q[index];
- if (fabs(alpha) > 0.0f)
- alpha = deltaNew / alpha;
-
- // x = x + alpha * d
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- field[index] += alpha * _direction[index];
-
- // r = r - alpha * q
- maxR = 0.0f;
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- {
- _residual[index] -= alpha * _q[index];
- maxR = (_residual[index] > maxR) ? _residual[index] : maxR;
- }
-
- // deltaOld = deltaNew
- float deltaOld = deltaNew;
-
- // deltaNew = transpose(r) * r
- deltaNew = 0.0f;
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- deltaNew += _residual[index] * _residual[index];
-
- // beta = deltaNew / deltaOld
- float beta = deltaNew / deltaOld;
-
- // d = r + beta * d
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- _direction[index] = _residual[index] + beta * _direction[index];
-
- // i = i + 1
- i++;
- }
- // cout << i << " iterations converged to " << maxR << endl;
-}
-#endif
-
-//////////////////////////////////////////////////////////////////////
-// solve the heat equation with CG
-//////////////////////////////////////////////////////////////////////
-void FLUID_3D::solveHeat(float* field, float* b, unsigned char* skip)
-{
- int x, y, z;
- size_t index;
- const float heatConst = _dt * _heatDiffusion / (_dx * _dx);
- float *_q, *_residual, *_direction;
-
- // i = 0
- int i = 0;
-
- _residual = new float[_totalCells]; // set 0
- _direction = new float[_totalCells]; // set 0
- _q = new float[_totalCells]; // set 0
-
- memset(_residual, 0, sizeof(float)*_xRes*_yRes*_zRes);
- memset(_q, 0, sizeof(float)*_xRes*_yRes*_zRes);
- memset(_direction, 0, sizeof(float)*_xRes*_yRes*_zRes);
+ }
+ else
+ {
+ _q[index] = 0.0f;
+ }
- // r = b - Ax
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- {
- // if the cell is a variable
- float Acenter = 1.0f;
- if (!skip[index])
- {
- // set the matrix to the Poisson stencil in order
- if (!skip[index + 1]) Acenter += heatConst;
- if (!skip[index - 1]) Acenter += heatConst;
- if (!skip[index + _xRes]) Acenter += heatConst;
- if (!skip[index - _xRes]) Acenter += heatConst;
- if (!skip[index + _slabSize]) Acenter += heatConst;
- if (!skip[index - _slabSize]) Acenter += heatConst;
+ alpha += _direction[index] * _q[index];
}
-
- _residual[index] = b[index] - (Acenter * field[index] +
- field[index - 1] * (skip[index - 1] ? 0.0 : -heatConst) +
- field[index + 1] * (skip[index + 1] ? 0.0 : -heatConst) +
- field[index - _xRes] * (skip[index - _xRes] ? 0.0 : -heatConst) +
- field[index + _xRes] * (skip[index + _xRes] ? 0.0 : -heatConst) +
- field[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -heatConst) +
- field[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -heatConst));
- _residual[index] = (skip[index]) ? 0.0f : _residual[index];
- }
- // d = r
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- _direction[index] = _residual[index];
- // deltaNew = transpose(r) * r
- float deltaNew = 0.0f;
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- deltaNew += _residual[index] * _residual[index];
+ if (fabs(alpha) > 0.0f)
+ alpha = deltaNew / alpha;
- // delta0 = deltaNew
- // float delta0 = deltaNew;
+ float deltaOld = deltaNew;
+ deltaNew = 0.0f;
- // While deltaNew > (eps^2) * delta0
- const float eps = SOLVER_ACCURACY;
- float maxR = 2.0f * eps;
- while ((i < _iterations) && (maxR > eps))
- {
- // q = Ad
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- {
- // if the cell is a variable
- float Acenter = 1.0f;
- if (!skip[index])
- {
- // set the matrix to the Poisson stencil in order
- if (!skip[index + 1]) Acenter += heatConst;
- if (!skip[index - 1]) Acenter += heatConst;
- if (!skip[index + _xRes]) Acenter += heatConst;
- if (!skip[index - _xRes]) Acenter += heatConst;
- if (!skip[index + _slabSize]) Acenter += heatConst;
- if (!skip[index - _slabSize]) Acenter += heatConst;
- }
-
- _q[index] = (Acenter * _direction[index] +
- _direction[index - 1] * (skip[index - 1] ? 0.0 : -heatConst) +
- _direction[index + 1] * (skip[index + 1] ? 0.0 : -heatConst) +
- _direction[index - _xRes] * (skip[index - _xRes] ? 0.0 : -heatConst) +
- _direction[index + _xRes] * (skip[index + _xRes] ? 0.0 : -heatConst) +
- _direction[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -heatConst) +
- _direction[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -heatConst));
-
- _q[index] = (skip[index]) ? 0.0f : _q[index];
- }
+ maxR = 0.0;
- // alpha = deltaNew / (transpose(d) * q)
- float alpha = 0.0f;
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- alpha += _direction[index] * _q[index];
- if (fabs(alpha) > 0.0f)
- alpha = deltaNew / alpha;
+ float tmp;
// x = x + alpha * d
index = _slabSize + _xRes + 1;
for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
+ {
field[index] += alpha * _direction[index];
- // r = r - alpha * q
- maxR = 0.0f;
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- {
- _residual[index] -= alpha * _q[index];
- maxR = (_residual[index] > maxR) ? _residual[index] : maxR;
- }
+ _residual[index] -= alpha * _q[index];
- // deltaOld = deltaNew
- float deltaOld = deltaNew;
+ _h[index] = _Precond[index] * _residual[index];
+
+ tmp = _residual[index] * _h[index];
+ deltaNew += tmp;
+ maxR = (tmp > maxR) ? tmp : maxR;
+
+ }
- // deltaNew = transpose(r) * r
- deltaNew = 0.0f;
- index = _slabSize + _xRes + 1;
- for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
- for (y = 1; y < _yRes - 1; y++, index += 2)
- for (x = 1; x < _xRes - 1; x++, index++)
- deltaNew += _residual[index] * _residual[index];
// beta = deltaNew / deltaOld
float beta = deltaNew / deltaOld;
- // d = r + beta * d
+ // d = h + beta * d
index = _slabSize + _xRes + 1;
for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
- _direction[index] = _residual[index] + beta * _direction[index];
+ _direction[index] = _h[index] + beta * _direction[index];
// i = i + 1
i++;
}
- // cout << i << " iterations converged to " << maxR << endl;
+ // cout << i << " iterations converged to " << sqrt(maxR) << endl;
+ if (_h) delete[] _h;
+ if (_Precond) delete[] _Precond;
if (_residual) delete[] _residual;
if (_direction) delete[] _direction;
if (_q) delete[] _q;
}
-
diff --git a/intern/smoke/intern/FLUID_3D_STATIC.cpp b/intern/smoke/intern/FLUID_3D_STATIC.cpp
index afeca2b1faa..89ac2c74e15 100644
--- a/intern/smoke/intern/FLUID_3D_STATIC.cpp
+++ b/intern/smoke/intern/FLUID_3D_STATIC.cpp
@@ -19,6 +19,11 @@
// FLUID_3D.cpp: implementation of the static functions of the FLUID_3D class.
//
//////////////////////////////////////////////////////////////////////
+// Heavy parallel optimization done. Many of the old functions now
+// take begin and end parameters and process only specified part of the data.
+// Some functions were divided into multiple ones.
+// - MiikaH
+//////////////////////////////////////////////////////////////////////
#include <zlib.h>
#include "FLUID_3D.h"
@@ -75,11 +80,11 @@ void FLUID_3D::addSmokeTestCase(float* field, Vec3Int res)
//////////////////////////////////////////////////////////////////////
// set x direction to Neumann boundary conditions
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::setNeumannX(float* field, Vec3Int res)
+void FLUID_3D::setNeumannX(float* field, Vec3Int res, int zBegin, int zEnd)
{
const int slabSize = res[0] * res[1];
int index;
- for (int z = 0; z < res[2]; z++)
+ for (int z = zBegin; z < zEnd; z++)
for (int y = 0; y < res[1]; y++)
{
// left slab
@@ -93,7 +98,7 @@ void FLUID_3D::setNeumannX(float* field, Vec3Int res)
// fix, force top slab to only allow outwards flux
for (int y = 0; y < res[1]; y++)
- for (int z = 0; z < res[2]; z++)
+ for (int z = zBegin; z < zEnd; z++)
{
// top slab
index = y * res[0] + z * slabSize;
@@ -107,11 +112,11 @@ void FLUID_3D::setNeumannX(float* field, Vec3Int res)
//////////////////////////////////////////////////////////////////////
// set y direction to Neumann boundary conditions
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::setNeumannY(float* field, Vec3Int res)
+void FLUID_3D::setNeumannY(float* field, Vec3Int res, int zBegin, int zEnd)
{
const int slabSize = res[0] * res[1];
int index;
- for (int z = 0; z < res[2]; z++)
+ for (int z = zBegin; z < zEnd; z++)
for (int x = 0; x < res[0]; x++)
{
// bottom slab
@@ -124,7 +129,7 @@ void FLUID_3D::setNeumannY(float* field, Vec3Int res)
}
// fix, force top slab to only allow outwards flux
- for (int z = 0; z < res[2]; z++)
+ for (int z = zBegin; z < zEnd; z++)
for (int x = 0; x < res[0]; x++)
{
// top slab
@@ -140,22 +145,36 @@ void FLUID_3D::setNeumannY(float* field, Vec3Int res)
//////////////////////////////////////////////////////////////////////
// set z direction to Neumann boundary conditions
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::setNeumannZ(float* field, Vec3Int res)
+void FLUID_3D::setNeumannZ(float* field, Vec3Int res, int zBegin, int zEnd)
{
const int slabSize = res[0] * res[1];
const int totalCells = res[0] * res[1] * res[2];
+ const int cellsslab = totalCells - slabSize;
int index;
+
+ index = 0;
+ if (zBegin == 0)
for (int y = 0; y < res[1]; y++)
- for (int x = 0; x < res[0]; x++)
+ for (int x = 0; x < res[0]; x++, index++)
{
// front slab
- index = x + y * res[0];
field[index] = field[index + 2 * slabSize];
+ }
+
+ if (zEnd == res[2])
+ {
+ index = 0;
+ int indexx = 0;
+
+ for (int y = 0; y < res[1]; y++)
+ for (int x = 0; x < res[0]; x++, index++)
+ {
// back slab
- index += totalCells - slabSize;
- field[index] = field[index - 2 * slabSize];
+ indexx = index + cellsslab;
+ field[indexx] = field[indexx - 2 * slabSize];
}
+
// fix, force top slab to only allow outwards flux
for (int y = 0; y < res[1]; y++)
@@ -163,22 +182,24 @@ void FLUID_3D::setNeumannZ(float* field, Vec3Int res)
{
// top slab
index = x + y * res[0];
- index += totalCells - slabSize;
+ index += cellsslab;
if(field[index]<0.) field[index] = 0.;
index -= slabSize;
if(field[index]<0.) field[index] = 0.;
}
+
+ } // zEnd == res[2]
}
//////////////////////////////////////////////////////////////////////
// set x direction to zero
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::setZeroX(float* field, Vec3Int res)
+void FLUID_3D::setZeroX(float* field, Vec3Int res, int zBegin, int zEnd)
{
const int slabSize = res[0] * res[1];
int index;
- for (int z = 0; z < res[2]; z++)
+ for (int z = zBegin; z < zEnd; z++)
for (int y = 0; y < res[1]; y++)
{
// left slab
@@ -194,11 +215,11 @@ void FLUID_3D::setZeroX(float* field, Vec3Int res)
//////////////////////////////////////////////////////////////////////
// set y direction to zero
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::setZeroY(float* field, Vec3Int res)
+void FLUID_3D::setZeroY(float* field, Vec3Int res, int zBegin, int zEnd)
{
const int slabSize = res[0] * res[1];
int index;
- for (int z = 0; z < res[2]; z++)
+ for (int z = zBegin; z < zEnd; z++)
for (int x = 0; x < res[0]; x++)
{
// bottom slab
@@ -214,32 +235,44 @@ void FLUID_3D::setZeroY(float* field, Vec3Int res)
//////////////////////////////////////////////////////////////////////
// set z direction to zero
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::setZeroZ(float* field, Vec3Int res)
+void FLUID_3D::setZeroZ(float* field, Vec3Int res, int zBegin, int zEnd)
{
const int slabSize = res[0] * res[1];
const int totalCells = res[0] * res[1] * res[2];
- int index;
+
+ int index = 0;
+ if ((zBegin == 0))
for (int y = 0; y < res[1]; y++)
- for (int x = 0; x < res[0]; x++)
+ for (int x = 0; x < res[0]; x++, index++)
{
// front slab
- index = x + y * res[0];
field[index] = 0.0f;
+ }
- // back slab
- index += totalCells - slabSize;
- field[index] = 0.0f;
- }
- }
+ if (zEnd == res[2])
+ {
+ index=0;
+ int indexx=0;
+ const int cellsslab = totalCells - slabSize;
+
+ for (int y = 0; y < res[1]; y++)
+ for (int x = 0; x < res[0]; x++, index++)
+ {
+ // back slab
+ indexx = index + cellsslab;
+ field[indexx] = 0.0f;
+ }
+ }
+ }
//////////////////////////////////////////////////////////////////////
// copy grid boundary
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::copyBorderX(float* field, Vec3Int res)
+void FLUID_3D::copyBorderX(float* field, Vec3Int res, int zBegin, int zEnd)
{
const int slabSize = res[0] * res[1];
int index;
- for (int z = 0; z < res[2]; z++)
+ for (int z = zBegin; z < zEnd; z++)
for (int y = 0; y < res[1]; y++)
{
// left slab
@@ -251,12 +284,12 @@ void FLUID_3D::copyBorderX(float* field, Vec3Int res)
field[index] = field[index - 1];
}
}
-void FLUID_3D::copyBorderY(float* field, Vec3Int res)
+void FLUID_3D::copyBorderY(float* field, Vec3Int res, int zBegin, int zEnd)
{
const int slabSize = res[0] * res[1];
- const int totalCells = res[0] * res[1] * res[2];
+ //const int totalCells = res[0] * res[1] * res[2];
int index;
- for (int z = 0; z < res[2]; z++)
+ for (int z = zBegin; z < zEnd; z++)
for (int x = 0; x < res[0]; x++)
{
// bottom slab
@@ -267,40 +300,49 @@ void FLUID_3D::copyBorderY(float* field, Vec3Int res)
field[index] = field[index - res[0]];
}
}
-void FLUID_3D::copyBorderZ(float* field, Vec3Int res)
+void FLUID_3D::copyBorderZ(float* field, Vec3Int res, int zBegin, int zEnd)
{
const int slabSize = res[0] * res[1];
const int totalCells = res[0] * res[1] * res[2];
- int index;
+ int index=0;
+
+ if ((zBegin == 0))
for (int y = 0; y < res[1]; y++)
- for (int x = 0; x < res[0]; x++)
+ for (int x = 0; x < res[0]; x++, index++)
{
- // front slab
- index = x + y * res[0];
field[index] = field[index + slabSize];
+ }
+
+ if ((zEnd == res[2]))
+ {
+
+ index=0;
+ int indexx=0;
+ const int cellsslab = totalCells - slabSize;
+
+ for (int y = 0; y < res[1]; y++)
+ for (int x = 0; x < res[0]; x++, index++)
+ {
// back slab
- index += totalCells - slabSize;
- field[index] = field[index - slabSize];
+ indexx = index + cellsslab;
+ field[indexx] = field[indexx - slabSize];
}
+ }
}
/////////////////////////////////////////////////////////////////////
// advect field with the semi lagrangian method
//////////////////////////////////////////////////////////////////////
void FLUID_3D::advectFieldSemiLagrange(const float dt, const float* velx, const float* vely, const float* velz,
- float* oldField, float* newField, Vec3Int res)
+ float* oldField, float* newField, Vec3Int res, int zBegin, int zEnd)
{
const int xres = res[0];
const int yres = res[1];
const int zres = res[2];
const int slabSize = res[0] * res[1];
- // scale dt up to grid resolution
-#if PARALLEL==1 && !_WIN32
-#pragma omp parallel
-#pragma omp for schedule(static)
-#endif
- for (int z = 0; z < zres; z++)
+
+ for (int z = zBegin; z < zEnd; z++)
for (int y = 0; y < yres; y++)
for (int x = 0; x < xres; x++)
{
@@ -357,50 +399,69 @@ void FLUID_3D::advectFieldSemiLagrange(const float dt, const float* velx, const
}
}
+
/////////////////////////////////////////////////////////////////////
// advect field with the maccormack method
//
// comments are the pseudocode from selle's paper
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::advectFieldMacCormack(const float dt, const float* xVelocity, const float* yVelocity, const float* zVelocity,
- float* oldField, float* newField, float* temp1, float* temp2, Vec3Int res, const unsigned char* obstacles)
+void FLUID_3D::advectFieldMacCormack1(const float dt, const float* xVelocity, const float* yVelocity, const float* zVelocity,
+ float* oldField, float* tempResult, Vec3Int res, int zBegin, int zEnd)
{
- float* phiHatN = temp1;
- float* phiHatN1 = temp2;
const int sx= res[0];
const int sy= res[1];
const int sz= res[2];
- for (int x = 0; x < sx * sy * sz; x++)
- phiHatN[x] = phiHatN1[x] = oldField[x];
+ /*for (int x = 0; x < sx * sy * sz; x++)
+ phiHatN[x] = phiHatN1[x] = oldField[x];*/ // not needed as all the values are written first
float*& phiN = oldField;
- float*& phiN1 = newField;
+ float*& phiN1 = tempResult;
+
+
// phiHatN1 = A(phiN)
- advectFieldSemiLagrange( dt, xVelocity, yVelocity, zVelocity, phiN, phiHatN1, res);
+ advectFieldSemiLagrange( dt, xVelocity, yVelocity, zVelocity, phiN, phiN1, res, zBegin, zEnd); // uses wide data from old field and velocities (both are whole)
+}
+
+
+
+void FLUID_3D::advectFieldMacCormack2(const float dt, const float* xVelocity, const float* yVelocity, const float* zVelocity,
+ float* oldField, float* newField, float* tempResult, float* temp1, Vec3Int res, const unsigned char* obstacles, int zBegin, int zEnd)
+{
+ float* phiHatN = tempResult;
+ float* t1 = temp1;
+ const int sx= res[0];
+ const int sy= res[1];
+ const int sz= res[2];
+
+ float*& phiN = oldField;
+ float*& phiN1 = newField;
+
+
// phiHatN = A^R(phiHatN1)
- advectFieldSemiLagrange( -1.0*dt, xVelocity, yVelocity, zVelocity, phiHatN1, phiHatN, res);
+ advectFieldSemiLagrange( -1.0*dt, xVelocity, yVelocity, zVelocity, phiHatN, t1, res, zBegin, zEnd); // uses wide data from old field and velocities (both are whole)
// phiN1 = phiHatN1 + (phiN - phiHatN) / 2
const int border = 0;
- for (int z = border; z < sz-border; z++)
+ for (int z = zBegin+border; z < zEnd-border; z++)
for (int y = border; y < sy-border; y++)
for (int x = border; x < sx-border; x++) {
int index = x + y * sx + z * sx*sy;
- phiN1[index] = phiHatN1[index] + (phiN[index] - phiHatN[index]) * 0.50f;
+ phiN1[index] = phiHatN[index] + (phiN[index] - t1[index]) * 0.50f;
//phiN1[index] = phiHatN1[index]; // debug, correction off
}
- copyBorderX(phiN1, res);
- copyBorderY(phiN1, res);
- copyBorderZ(phiN1, res);
+ copyBorderX(phiN1, res, zBegin, zEnd);
+ copyBorderY(phiN1, res, zBegin, zEnd);
+ copyBorderZ(phiN1, res, zBegin, zEnd);
// clamp any newly created extrema
- clampExtrema(dt, xVelocity, yVelocity, zVelocity, oldField, newField, res);
+ clampExtrema(dt, xVelocity, yVelocity, zVelocity, oldField, newField, res, zBegin, zEnd); // uses wide data from old field and velocities (both are whole)
// if the error estimate was bad, revert to first order
- clampOutsideRays(dt, xVelocity, yVelocity, zVelocity, oldField, newField, res, obstacles, phiHatN1);
+ clampOutsideRays(dt, xVelocity, yVelocity, zVelocity, oldField, newField, res, obstacles, phiHatN, zBegin, zEnd); // phiHatN is only used at cells within thread range, so its ok
+
}
@@ -408,13 +469,21 @@ void FLUID_3D::advectFieldMacCormack(const float dt, const float* xVelocity, con
// Clamp the extrema generated by the BFECC error correction
//////////////////////////////////////////////////////////////////////
void FLUID_3D::clampExtrema(const float dt, const float* velx, const float* vely, const float* velz,
- float* oldField, float* newField, Vec3Int res)
+ float* oldField, float* newField, Vec3Int res, int zBegin, int zEnd)
{
const int xres= res[0];
const int yres= res[1];
const int zres= res[2];
const int slabSize = res[0] * res[1];
- for (int z = 1; z < zres-1; z++)
+
+ int bb=0;
+ int bt=0;
+
+ if (zBegin == 0) {bb = 1;}
+ if (zEnd == res[2]) {bt = 1;}
+
+
+ for (int z = zBegin+bb; z < zEnd-bt; z++)
for (int y = 1; y < yres-1; y++)
for (int x = 1; x < xres-1; x++)
{
@@ -484,14 +553,20 @@ void FLUID_3D::clampExtrema(const float dt, const float* velx, const float* vely
// incorrect
//////////////////////////////////////////////////////////////////////
void FLUID_3D::clampOutsideRays(const float dt, const float* velx, const float* vely, const float* velz,
- float* oldField, float* newField, Vec3Int res, const unsigned char* obstacles, const float *oldAdvection)
+ float* oldField, float* newField, Vec3Int res, const unsigned char* obstacles, const float *oldAdvection, int zBegin, int zEnd)
{
const int sx= res[0];
const int sy= res[1];
const int sz= res[2];
const int slabSize = res[0] * res[1];
- for (int z = 1; z < sz-1; z++)
+ int bb=0;
+ int bt=0;
+
+ if (zBegin == 0) {bb = 1;}
+ if (zEnd == res[2]) {bt = 1;}
+
+ for (int z = zBegin+bb; z < zEnd-bt; z++)
for (int y = 1; y < sy-1; y++)
for (int x = 1; x < sx-1; x++)
{
@@ -607,4 +682,3 @@ void FLUID_3D::clampOutsideRays(const float dt, const float* velx, const float*
}
} // xyz
}
-
diff --git a/intern/smoke/intern/LU_HELPER.cpp b/intern/smoke/intern/LU_HELPER.cpp
new file mode 100644
index 00000000000..43357e6be03
--- /dev/null
+++ b/intern/smoke/intern/LU_HELPER.cpp
@@ -0,0 +1,136 @@
+
+#include "LU_HELPER.h"
+
+int isNonsingular (sLU LU_) {
+ for (int j = 0; j < 3; j++) {
+ if (LU_.values[j][j] == 0)
+ return 0;
+ }
+ return 1;
+}
+
+sLU computeLU( float a[3][3])
+{
+ sLU result;
+ int m=3;
+ int n=3;
+
+ //float LU_[3][3];
+ for (int i = 0; i < m; i++) {
+ result.piv[i] = i;
+ for (int j = 0; j < n; j++) result.values[i][j]=a[i][j];
+ }
+
+ result.pivsign = 1;
+ //Real *LUrowi = 0;;
+ //Array1D<Real> LUcolj(m);
+ //float *LUrowi = 0;
+ float LUcolj[3];
+
+ // Outer loop.
+
+ for (int j = 0; j < n; j++) {
+
+ // Make a copy of the j-th column to localize references.
+
+ for (int i = 0; i < m; i++) {
+ LUcolj[i] = result.values[i][j];
+ }
+
+ // Apply previous transformations.
+
+ for (int i = 0; i < m; i++) {
+ //float LUrowi[3];
+ //LUrowi = result.values[i];
+
+ // Most of the time is spent in the following dot product.
+
+ int kmax = min(i,j);
+ double s = 0.0;
+ for (int k = 0; k < kmax; k++) {
+ s += result.values[i][k]*LUcolj[k];
+ }
+
+ result.values[i][j] = LUcolj[i] -= s;
+ }
+
+ // Find pivot and exchange if necessary.
+
+ int p = j;
+ for (int i = j+1; i < m; i++) {
+ if (abs(LUcolj[i]) > abs(LUcolj[p])) {
+ p = i;
+ }
+ }
+ if (p != j) {
+ int k=0;
+ for (k = 0; k < n; k++) {
+ double t = result.values[p][k];
+ result.values[p][k] = result.values[j][k];
+ result.values[j][k] = t;
+ }
+ k = result.piv[p];
+ result.piv[p] = result.piv[j];
+ result.piv[j] = k;
+ result.pivsign = -result.pivsign;
+ }
+
+ // Compute multipliers.
+
+ if ((j < m) && (result.values[j][j] != 0.0)) {
+ for (int i = j+1; i < m; i++) {
+ result.values[i][j] /= result.values[j][j];
+ }
+ }
+ }
+
+ return result;
+}
+
+void solveLU3x3(sLU& A, float x[3], float b[3])
+{
+ //TNT::Array1D<float> jamaB = TNT::Array1D<float>(3, &b[0]);
+ //TNT::Array1D<float> jamaX = A.solve(jamaB);
+
+
+ // Solve A, B
+
+ {
+ if (!isNonsingular(A)) {
+ x[0]=0.0f;
+ x[1]=0.0f;
+ x[2]=0.0f;
+ return;
+ }
+
+
+ //Array1D<Real> Ax = permute_copy(b, piv);
+ float Ax[3];
+
+ // permute copy: b , A.piv
+ {
+ for (int i = 0; i < 3; i++)
+ Ax[i] = b[A.piv[i]];
+ }
+
+ // Solve L*Y = B(piv)
+ for (int k = 0; k < 3; k++) {
+ for (int i = k+1; i < 3; i++) {
+ Ax[i] -= Ax[k]*A.values[i][k];
+ }
+ }
+
+ // Solve U*X = Y;
+ for (int k = 2; k >= 0; k--) {
+ Ax[k] /= A.values[k][k];
+ for (int i = 0; i < k; i++)
+ Ax[i] -= Ax[k]*A.values[i][k];
+ }
+
+
+ x[0] = Ax[0];
+ x[1] = Ax[1];
+ x[2] = Ax[2];
+ return;
+ }
+}
diff --git a/intern/smoke/intern/LU_HELPER.h b/intern/smoke/intern/LU_HELPER.h
index b3f3c5a1cb4..e79b4ffa01b 100644
--- a/intern/smoke/intern/LU_HELPER.h
+++ b/intern/smoke/intern/LU_HELPER.h
@@ -17,40 +17,35 @@
// Copyright 2008 Theodore Kim and Nils Thuerey
//
//////////////////////////////////////////////////////////////////////
+// Modified to not require TNT matrix library anymore. It was very slow
+// when being run in parallel. Required TNT JAMA:LU libraries were
+// converted into independent functions.
+// - MiikaH
+//////////////////////////////////////////////////////////////////////
#ifndef LU_HELPER_H
#define LU_HELPER_H
-//////////////////////////////////////////////////////////////////////
-// Helper function, compute eigenvalues of 3x3 matrix
-//////////////////////////////////////////////////////////////////////
+#include <cmath>
+#include <algorithm>
-#include "tnt/jama_lu.h"
+using namespace std;
//////////////////////////////////////////////////////////////////////
-// LU decomposition of 3x3 non-symmetric matrix
+// Helper function, compute eigenvalues of 3x3 matrix
//////////////////////////////////////////////////////////////////////
-JAMA::LU<float> inline computeLU3x3(
- float a[3][3])
-{
- TNT::Array2D<float> A = TNT::Array2D<float>(3,3, &a[0][0]);
- JAMA::LU<float> jLU= JAMA::LU<float>(A);
- return jLU;
-}
-//////////////////////////////////////////////////////////////////////
-// LU decomposition of 3x3 non-symmetric matrix
-//////////////////////////////////////////////////////////////////////
-void inline solveLU3x3(
- JAMA::LU<float>& A,
- float x[3],
- float b[3])
+struct sLU
{
- TNT::Array1D<float> jamaB = TNT::Array1D<float>(3, &b[0]);
- TNT::Array1D<float> jamaX = A.solve(jamaB);
+ float values[3][3];
+ int pivsign;
+ int piv[3];
+};
+
+
+int isNonsingular (sLU LU_);
+sLU computeLU( float a[3][3]);
+void solveLU3x3(sLU& A, float x[3], float b[3]);
+
- x[0] = jamaX[0];
- x[1] = jamaX[1];
- x[2] = jamaX[2];
-}
#endif
diff --git a/intern/smoke/intern/WTURBULENCE.cpp b/intern/smoke/intern/WTURBULENCE.cpp
index 7ea4bde3884..6d43bc95471 100644
--- a/intern/smoke/intern/WTURBULENCE.cpp
+++ b/intern/smoke/intern/WTURBULENCE.cpp
@@ -18,6 +18,10 @@
//
// WTURBULENCE handling
///////////////////////////////////////////////////////////////////////////////////
+// Parallelized turbulence even further. TNT matrix library functions
+// rewritten to improve performance.
+// - MiikaH
+//////////////////////////////////////////////////////////////////////
#include "WTURBULENCE.h"
#include "INTERPOLATE.h"
@@ -29,6 +33,7 @@
#include "LU_HELPER.h"
#include "SPHERE.h"
#include <zlib.h>
+#include <math.h>
// needed to access static advection functions
#include "FLUID_3D.h"
@@ -278,27 +283,34 @@ static float minDz(int x, int y, int z, float* input, Vec3Int res)
// Beware -- uses big density maccormack as temporary arrays
//////////////////////////////////////////////////////////////////////
void WTURBULENCE::advectTextureCoordinates (float dtOrg, float* xvel, float* yvel, float* zvel, float *tempBig1, float *tempBig2) {
+
// advection
SWAP_POINTERS(_tcTemp, _tcU);
- FLUID_3D::copyBorderX(_tcTemp, _resSm);
- FLUID_3D::copyBorderY(_tcTemp, _resSm);
- FLUID_3D::copyBorderZ(_tcTemp, _resSm);
- FLUID_3D::advectFieldMacCormack(dtOrg, xvel, yvel, zvel,
- _tcTemp, _tcU, tempBig1, tempBig2, _resSm, NULL);
+ FLUID_3D::copyBorderX(_tcTemp, _resSm, 0 , _resSm[2]);
+ FLUID_3D::copyBorderY(_tcTemp, _resSm, 0 , _resSm[2]);
+ FLUID_3D::copyBorderZ(_tcTemp, _resSm, 0 , _resSm[2]);
+ FLUID_3D::advectFieldMacCormack1(dtOrg, xvel, yvel, zvel,
+ _tcTemp, tempBig1, _resSm, 0 , _resSm[2]);
+ FLUID_3D::advectFieldMacCormack2(dtOrg, xvel, yvel, zvel,
+ _tcTemp, _tcU, tempBig1, tempBig2, _resSm, NULL, 0 , _resSm[2]);
SWAP_POINTERS(_tcTemp, _tcV);
- FLUID_3D::copyBorderX(_tcTemp, _resSm);
- FLUID_3D::copyBorderY(_tcTemp, _resSm);
- FLUID_3D::copyBorderZ(_tcTemp, _resSm);
- FLUID_3D::advectFieldMacCormack(dtOrg, xvel, yvel, zvel,
- _tcTemp, _tcV, tempBig1, tempBig2, _resSm, NULL);
+ FLUID_3D::copyBorderX(_tcTemp, _resSm, 0 , _resSm[2]);
+ FLUID_3D::copyBorderY(_tcTemp, _resSm, 0 , _resSm[2]);
+ FLUID_3D::copyBorderZ(_tcTemp, _resSm, 0 , _resSm[2]);
+ FLUID_3D::advectFieldMacCormack1(dtOrg, xvel, yvel, zvel,
+ _tcTemp, tempBig1, _resSm, 0 , _resSm[2]);
+ FLUID_3D::advectFieldMacCormack2(dtOrg, xvel, yvel, zvel,
+ _tcTemp, _tcV, tempBig1, tempBig2, _resSm, NULL, 0 , _resSm[2]);
SWAP_POINTERS(_tcTemp, _tcW);
- FLUID_3D::copyBorderX(_tcTemp, _resSm);
- FLUID_3D::copyBorderY(_tcTemp, _resSm);
- FLUID_3D::copyBorderZ(_tcTemp, _resSm);
- FLUID_3D::advectFieldMacCormack(dtOrg, xvel, yvel, zvel,
- _tcTemp, _tcW, tempBig1, tempBig2, _resSm, NULL);
+ FLUID_3D::copyBorderX(_tcTemp, _resSm, 0 , _resSm[2]);
+ FLUID_3D::copyBorderY(_tcTemp, _resSm, 0 , _resSm[2]);
+ FLUID_3D::copyBorderZ(_tcTemp, _resSm, 0 , _resSm[2]);
+ FLUID_3D::advectFieldMacCormack1(dtOrg, xvel, yvel, zvel,
+ _tcTemp, tempBig1, _resSm, 0 , _resSm[2]);
+ FLUID_3D::advectFieldMacCormack2(dtOrg, xvel, yvel, zvel,
+ _tcTemp, _tcW, tempBig1, tempBig2, _resSm, NULL, 0 , _resSm[2]);
}
//////////////////////////////////////////////////////////////////////
@@ -325,9 +337,9 @@ void WTURBULENCE::computeEigenvalues(float *_eigMin, float *_eigMax) {
// ONLY compute the eigenvalues after checking that the matrix
// is nonsingular
- JAMA::LU<float> LU = computeLU3x3(jacobian);
+ sLU LU = computeLU(jacobian);
- if (LU.isNonsingular())
+ if (isNonsingular(LU))
{
// get the analytic eigenvalues, quite slow right now...
Vec3 eigenvalues = Vec3(1.);
@@ -422,9 +434,9 @@ void WTURBULENCE::computeEnergy(float *_energy, float* xvel, float* yvel, float*
for (int x = 0; x < _totalCellsSm; x++)
_energy[x] = 0.5f * (xvel[x] * xvel[x] + yvel[x] * yvel[x] + zvel[x] * zvel[x]);
- FLUID_3D::copyBorderX(_energy, _resSm);
- FLUID_3D::copyBorderY(_energy, _resSm);
- FLUID_3D::copyBorderZ(_energy, _resSm);
+ FLUID_3D::copyBorderX(_energy, _resSm, 0 , _resSm[2]);
+ FLUID_3D::copyBorderY(_energy, _resSm, 0 , _resSm[2]);
+ FLUID_3D::copyBorderZ(_energy, _resSm, 0 , _resSm[2]);
// pseudo-march the values into the obstacles
// the wavelet upsampler only uses a 3x3 support neighborhood, so
@@ -563,7 +575,7 @@ Vec3 WTURBULENCE::WVelocityWithJacobian(Vec3 orgPos, float* xUnwarped, float* yU
//////////////////////////////////////////////////////////////////////
// perform an actual noise advection step
//////////////////////////////////////////////////////////////////////
-void WTURBULENCE::stepTurbulenceReadable(float dtOrg, float* xvel, float* yvel, float* zvel, unsigned char *obstacles)
+/*void WTURBULENCE::stepTurbulenceReadable(float dtOrg, float* xvel, float* yvel, float* zvel, unsigned char *obstacles)
{
// enlarge timestep to match grid
const float dt = dtOrg * _amplify;
@@ -689,9 +701,9 @@ void WTURBULENCE::stepTurbulenceReadable(float dtOrg, float* xvel, float* yvel,
const float dtSubdiv = dt / (float)totalSubsteps;
// set boundaries of big velocity grid
- FLUID_3D::setZeroX(bigUx, _resBig);
- FLUID_3D::setZeroY(bigUy, _resBig);
- FLUID_3D::setZeroZ(bigUz, _resBig);
+ FLUID_3D::setZeroX(bigUx, _resBig, 0, _resBig[2]);
+ FLUID_3D::setZeroY(bigUy, _resBig, 0, _resBig[2]);
+ FLUID_3D::setZeroZ(bigUz, _resBig, 0, _resBig[2]);
// do the MacCormack advection, with substepping if necessary
for(int substep = 0; substep < totalSubsteps; substep++)
@@ -704,7 +716,7 @@ void WTURBULENCE::stepTurbulenceReadable(float dtOrg, float* xvel, float* yvel,
} // substep
// wipe the density borders
- FLUID_3D::setZeroBorder(_densityBig, _resBig);
+ FLUID_3D::setZeroBorder(_densityBig, _resBig, 0, _resBig[2]);
// reset texture coordinates now in preparation for next timestep
// Shouldn't do this before generating the noise because then the
@@ -724,7 +736,9 @@ void WTURBULENCE::stepTurbulenceReadable(float dtOrg, float* xvel, float* yvel,
_totalStepsBig++;
-}
+}*/
+
+//struct
//////////////////////////////////////////////////////////////////////
// perform the full turbulence algorithm, including OpenMP
@@ -747,6 +761,7 @@ void WTURBULENCE::stepTurbulenceFull(float dtOrg, float* xvel, float* yvel, floa
memset(_tcTemp, 0, sizeof(float)*_totalCellsSm);
+
// prepare textures
advectTextureCoordinates(dtOrg, xvel,yvel,zvel, tempBig1, tempBig2);
@@ -763,25 +778,38 @@ void WTURBULENCE::stepTurbulenceFull(float dtOrg, float* xvel, float* yvel, floa
if (obstacles[x]) highFreqEnergy[x] = 0.f;
Vec3Int ressm(_xResSm, _yResSm, _zResSm);
- FLUID_3D::setNeumannX(highFreqEnergy, ressm);
- FLUID_3D::setNeumannY(highFreqEnergy, ressm);
- FLUID_3D::setNeumannZ(highFreqEnergy, ressm);
+ FLUID_3D::setNeumannX(highFreqEnergy, ressm, 0 , ressm[2]);
+ FLUID_3D::setNeumannY(highFreqEnergy, ressm, 0 , ressm[2]);
+ FLUID_3D::setNeumannZ(highFreqEnergy, ressm, 0 , ressm[2]);
+
+
+ int threadval = 1;
+#if PARALLEL==1
+ threadval = omp_get_max_threads();
+#endif
+
// parallel region setup
- float maxVelMagThreads[8] = { -1., -1., -1., -1., -1., -1., -1., -1. };
-#if PARALLEL==1 && !_WIN32
+ // Uses omp_get_max_trheads to get number of required cells.
+ float* maxVelMagThreads = new float[threadval];
+
+ for (int i=0; i<threadval; i++) maxVelMagThreads[i] = -1.0f;
+
+#if PARALLEL==1
+
#pragma omp parallel
#endif
{ float maxVelMag1 = 0.;
-#if PARALLEL==1 && !_WIN32
+#if PARALLEL==1
const int id = omp_get_thread_num(); /*, num = omp_get_num_threads(); */
#endif
// vector noise main loop
-#if PARALLEL==1 && !_WIN32
-#pragma omp for schedule(static)
+#if PARALLEL==1
+#pragma omp for schedule(static,1)
#endif
- for (int zSmall = 0; zSmall < _zResSm; zSmall++)
+ for (int zSmall = 0; zSmall < _zResSm; zSmall++)
+ {
for (int ySmall = 0; ySmall < _yResSm; ySmall++)
for (int xSmall = 0; xSmall < _xResSm; xSmall++)
{
@@ -796,14 +824,14 @@ void WTURBULENCE::stepTurbulenceFull(float dtOrg, float* xvel, float* yvel, floa
// get LU factorization of texture jacobian and apply
// it to unit vectors
- JAMA::LU<float> LU = computeLU3x3(jacobian);
+ sLU LU = computeLU(jacobian);
float xUnwarped[] = {1.0f, 0.0f, 0.0f};
float yUnwarped[] = {0.0f, 1.0f, 0.0f};
float zUnwarped[] = {0.0f, 0.0f, 1.0f};
float xWarped[] = {1.0f, 0.0f, 0.0f};
float yWarped[] = {0.0f, 1.0f, 0.0f};
float zWarped[] = {0.0f, 0.0f, 1.0f};
- bool nonSingular = LU.isNonsingular();
+ bool nonSingular = isNonsingular(LU);
#if 0
// UNUSED
float eigMax = 10.0f;
@@ -908,24 +936,27 @@ void WTURBULENCE::stepTurbulenceFull(float dtOrg, float* xvel, float* yvel, floa
obstacles, posSm[0], posSm[1], posSm[2], _xResSm, _yResSm, _zResSm);
if (obsCheck > 0.95)
bigUx[index] = bigUy[index] = bigUz[index] = 0.;
- } // xyz
+ } // xyz*/
-#if PARALLEL==1 && !_WIN32
+#if PARALLEL==1
maxVelMagThreads[id] = maxVelMag1;
#else
maxVelMagThreads[0] = maxVelMag1;
#endif
}
+ }
} // omp
// compute maximum over threads
float maxVelMag = maxVelMagThreads[0];
-#if PARALLEL==1 && !_WIN32
- for (int i = 1; i < 8; i++)
+#if PARALLEL==1
+ for (int i = 1; i < threadval; i++)
if (maxVelMag < maxVelMagThreads[i])
maxVelMag = maxVelMagThreads[i];
+ delete [] maxVelMagThreads;
#endif
+
// prepare density for an advection
SWAP_POINTERS(_densityBig, _densityBigOld);
@@ -941,15 +972,56 @@ void WTURBULENCE::stepTurbulenceFull(float dtOrg, float* xvel, float* yvel, floa
const float dtSubdiv = dt / (float)totalSubsteps;
// set boundaries of big velocity grid
- FLUID_3D::setZeroX(bigUx, _resBig);
- FLUID_3D::setZeroY(bigUy, _resBig);
- FLUID_3D::setZeroZ(bigUz, _resBig);
+ FLUID_3D::setZeroX(bigUx, _resBig, 0 , _resBig[2]);
+ FLUID_3D::setZeroY(bigUy, _resBig, 0 , _resBig[2]);
+ FLUID_3D::setZeroZ(bigUz, _resBig, 0 , _resBig[2]);
+
+#if PARALLEL==1
+ int stepParts = threadval*2; // Dividing parallelized sections into numOfThreads * 2 sections
+ float partSize = (float)_zResBig/stepParts; // Size of one part;
+
+ if (partSize < 4) {stepParts = threadval; // If the slice gets too low (might actually slow things down, change it to larger
+ partSize = (float)_zResBig/stepParts;}
+ if (partSize < 4) {stepParts = (int)(ceil((float)_zResBig/4.0f)); // If it's still too low (only possible on future systems with +24 cores), change it to 4
+ partSize = (float)_zResBig/stepParts;}
+#else
+ int zBegin=0;
+ int zEnd=_resBig[2];
+#endif
// do the MacCormack advection, with substepping if necessary
for(int substep = 0; substep < totalSubsteps; substep++)
{
- FLUID_3D::advectFieldMacCormack(dtSubdiv, bigUx, bigUy, bigUz,
- _densityBigOld, _densityBig, tempBig1, tempBig2, _resBig, NULL);
+
+#if PARALLEL==1
+ #pragma omp parallel
+ {
+
+ #pragma omp for schedule(static,1)
+ for (int i=0; i<stepParts; i++)
+ {
+ int zBegin = (int)((float)i*partSize + 0.5f);
+ int zEnd = (int)((float)(i+1)*partSize + 0.5f);
+#endif
+ FLUID_3D::advectFieldMacCormack1(dtSubdiv, bigUx, bigUy, bigUz,
+ _densityBigOld, tempBig1, _resBig, zBegin, zEnd);
+#if PARALLEL==1
+ }
+
+ #pragma omp barrier
+
+ #pragma omp for schedule(static,1)
+ for (int i=0; i<stepParts; i++)
+ {
+ int zBegin = (int)((float)i*partSize + 0.5f);
+ int zEnd = (int)((float)(i+1)*partSize + 0.5f);
+#endif
+ FLUID_3D::advectFieldMacCormack2(dtSubdiv, bigUx, bigUy, bigUz,
+ _densityBigOld, _densityBig, tempBig1, tempBig2, _resBig, NULL, zBegin, zEnd);
+#if PARALLEL==1
+ }
+ }
+#endif
if (substep < totalSubsteps - 1)
SWAP_POINTERS(_densityBig, _densityBigOld);
@@ -964,7 +1036,7 @@ void WTURBULENCE::stepTurbulenceFull(float dtOrg, float* xvel, float* yvel, floa
free(highFreqEnergy);
// wipe the density borders
- FLUID_3D::setZeroBorder(_densityBig, _resBig);
+ FLUID_3D::setZeroBorder(_densityBig, _resBig, 0 , _resBig[2]);
// reset texture coordinates now in preparation for next timestep
// Shouldn't do this before generating the noise because then the
diff --git a/intern/smoke/intern/smoke_API.cpp b/intern/smoke/intern/smoke_API.cpp
index 2d1d590fcc0..c6a3985c8d0 100644
--- a/intern/smoke/intern/smoke_API.cpp
+++ b/intern/smoke/intern/smoke_API.cpp
@@ -30,6 +30,7 @@
#include <stdio.h>
#include <stdlib.h>
+#include <math.h>
// y in smoke is z in blender
extern "C" FLUID_3D *smoke_init(int *res, float *p0, float dt)
@@ -110,8 +111,8 @@ extern "C" void smoke_dissolve(FLUID_3D *fluid, int speed, int log)
heat[i] *= (1.0 - dydx);
- if(heat[i] < 0.0f)
- heat[i] = 0.0f;
+ /*if(heat[i] < 0.0f)
+ heat[i] = 0.0f;*/
}
}
else // linear falloff
@@ -127,10 +128,9 @@ extern "C" void smoke_dissolve(FLUID_3D *fluid, int speed, int log)
if(density[i] < 0.0f)
density[i] = 0.0f;
- heat[i] -= dydx;
-
- if(heat[i] < 0.0f)
- heat[i] = 0.0f;
+ if(abs(heat[i]) < dydx) heat[i] = 0.0f;
+ else if (heat[i]>0.0f) heat[i] -= dydx;
+ else if (heat[i]<0.0f) heat[i] += dydx;
}
}
diff --git a/release/scripts/ui/properties_physics_smoke.py b/release/scripts/ui/properties_physics_smoke.py
index b390b32cadc..b7ad29ba80a 100644
--- a/release/scripts/ui/properties_physics_smoke.py
+++ b/release/scripts/ui/properties_physics_smoke.py
@@ -86,6 +86,7 @@ class PHYSICS_PT_smoke(PhysicButtonsPanel):
col.label(text="Behavior:")
col.prop(domain, "alpha")
col.prop(domain, "beta")
+ col.prop(domain, "initial_velocity", text="Initial Velocity")
col.prop(domain, "dissolve_smoke", text="Dissolve")
sub = col.column()
sub.active = domain.dissolve_smoke
@@ -155,6 +156,12 @@ class PHYSICS_PT_smoke_cache(PhysicButtonsPanel):
return md and (md.smoke_type == 'TYPE_DOMAIN')
def draw(self, context):
+
+ domain = context.smoke.domain_settings
+
+ self.layout.prop(domain, "smoke_cache_comp")
+
+
md = context.smoke.domain_settings
cache = md.point_cache_low
@@ -203,6 +210,13 @@ class PHYSICS_PT_smoke_cache_highres(PhysicButtonsPanel):
return md and (md.smoke_type == 'TYPE_DOMAIN') and md.domain_settings.highres
def draw(self, context):
+
+
+ domain = context.smoke.domain_settings
+
+ self.layout.prop(domain, "smoke_cache_high_comp")
+
+
md = context.smoke.domain_settings
cache = md.point_cache_high
diff --git a/release/scripts/ui/properties_texture.py b/release/scripts/ui/properties_texture.py
index ab72de1abcb..ebe64c3d459 100644
--- a/release/scripts/ui/properties_texture.py
+++ b/release/scripts/ui/properties_texture.py
@@ -851,6 +851,7 @@ class TEXTURE_PT_voxeldata(TextureButtonsPanel):
layout.prop(vd, "resolution")
elif vd.file_format == 'SMOKE':
layout.prop(vd, "domain_object")
+ layout.prop(vd, "smoke_data_type")
elif vd.file_format == 'IMAGE_SEQUENCE':
layout.template_image(tex, "image", tex.image_user)
diff --git a/source/blender/blenkernel/intern/pointcache.c b/source/blender/blenkernel/intern/pointcache.c
index b31131554bd..9bdc700c313 100644
--- a/source/blender/blenkernel/intern/pointcache.c
+++ b/source/blender/blenkernel/intern/pointcache.c
@@ -710,7 +710,9 @@ static int ptcache_write_smoke(PTCacheFile *pf, void *smoke_v)
unsigned char *obstacles;
unsigned int in_len = sizeof(float)*(unsigned int)res;
unsigned char *out = (unsigned char *)MEM_callocN(LZO_OUT_LEN(in_len)*4, "pointcache_lzo_buffer");
- int mode = res >= 1000000 ? 2 : 1;
+ //int mode = res >= 1000000 ? 2 : 1;
+ int mode=1; // light
+ if (sds->cache_comp == SM_CACHE_HEAVY) mode=2; // heavy
smoke_export(sds->fluid, &dt, &dx, &dens, &densold, &heat, &heatold, &vx, &vy, &vz, &vxold, &vyold, &vzold, &obstacles);
@@ -753,7 +755,10 @@ static int ptcache_write_smoke_turbulence(PTCacheFile *pf, void *smoke_v)
smoke_turbulence_get_res(sds->wt, res_big_array);
res_big = res_big_array[0]*res_big_array[1]*res_big_array[2];
- mode = res_big >= 1000000 ? 2 : 1;
+ //mode = res_big >= 1000000 ? 2 : 1;
+ mode = 1; // light
+ if (sds->cache_high_comp == SM_CACHE_HEAVY) mode=2; // heavy
+
in_len_big = sizeof(float) * (unsigned int)res_big;
smoke_turbulence_export(sds->wt, &dens, &densold, &tcu, &tcv, &tcw);
diff --git a/source/blender/blenkernel/intern/smoke.c b/source/blender/blenkernel/intern/smoke.c
index 0a106b1920d..e921dadb9ba 100644
--- a/source/blender/blenkernel/intern/smoke.c
+++ b/source/blender/blenkernel/intern/smoke.c
@@ -872,11 +872,13 @@ static void smoke_calc_domain(Scene *scene, Object *ob, SmokeModifierData *smd)
heat[index] = sfs->temp;
density[index] = sfs->density;
- /*
+
+ // Uses particle velocity as initial velocity for smoke
+ if(smd->domain->flags & MOD_SMOKE_INITVELOCITY) {
velocity_x[index] = pa->state.vel[0];
velocity_y[index] = pa->state.vel[1];
velocity_z[index] = pa->state.vel[2];
- */
+ }
// obstacle[index] |= 2;
// we need different handling for the high-res feature
@@ -1396,8 +1398,9 @@ static void get_cell(float *p0, int res[3], float dx, float *pos, int *cell, int
static void smoke_calc_transparency(float *result, float *input, float *p0, float *p1, int res[3], float dx, float *light, bresenham_callback cb, float correct)
{
- int x, y, z;
+ int z;
float bv[6];
+ int slabsize=res[0]*res[1];
memset(result, -1, sizeof(float)*res[0]*res[1]*res[2]); // x
bv[0] = p0[0];
@@ -1409,19 +1412,20 @@ static void smoke_calc_transparency(float *result, float *input, float *p0, floa
bv[4] = p0[2];
bv[5] = p1[2];
-#pragma omp parallel for schedule(static) private(y, z)
- for(x = 0; x < res[0]; x++)
+#pragma omp parallel for schedule(static,1)
+ for(z = 0; z < res[2]; z++)
+ {
+ size_t index = z*slabsize;
+ int x,y;
+
for(y = 0; y < res[1]; y++)
- for(z = 0; z < res[2]; z++)
+ for(x = 0; x < res[0]; x++, index++)
{
float voxelCenter[3];
- size_t index;
float pos[3];
int cell[3];
float tRay = 1.0;
- index = smoke_get_index(x, res[0], y, res[1], z);
-
if(result[index] >= 0.0f)
continue;
voxelCenter[0] = p0[0] + dx * x + dx * 0.5;
@@ -1446,5 +1450,6 @@ static void smoke_calc_transparency(float *result, float *input, float *p0, floa
// #pragma omp critical
result[index] = tRay;
}
+ }
}
diff --git a/source/blender/makesdna/DNA_smoke_types.h b/source/blender/makesdna/DNA_smoke_types.h
index 6cf308aa0ad..08cd1ba2994 100644
--- a/source/blender/makesdna/DNA_smoke_types.h
+++ b/source/blender/makesdna/DNA_smoke_types.h
@@ -33,6 +33,8 @@
#define MOD_SMOKE_HIGHRES (1<<1) /* enable high resolution */
#define MOD_SMOKE_DISSOLVE (1<<2) /* let smoke dissolve */
#define MOD_SMOKE_DISSOLVE_LOG (1<<3) /* using 1/x for dissolve */
+#define MOD_SMOKE_INITVELOCITY (1<<4) /* passes particles speed to
+ the smoke*/
/* noise */
#define MOD_SMOKE_NOISEWAVE (1<<0)
@@ -41,6 +43,10 @@
/* viewsettings */
#define MOD_SMOKE_VIEW_SHOWBIG (1<<0)
+/* cache compression */
+#define SM_CACHE_LIGHT 0
+#define SM_CACHE_HEAVY 1
+
typedef struct SmokeDomainSettings {
struct SmokeModifierData *smd; /* for fast RNA access */
struct FLUID_3D *fluid;
@@ -73,6 +79,8 @@ typedef struct SmokeDomainSettings {
int res_wt[3];
float dx_wt;
int v3dnum;
+ int cache_comp;
+ int cache_high_comp;
struct PointCache *point_cache[2]; /* definition is in DNA_object_force.h */
struct ListBase ptcaches[2];
struct EffectorWeights *effector_weights;
diff --git a/source/blender/makesdna/DNA_texture_types.h b/source/blender/makesdna/DNA_texture_types.h
index eac7a97f0c0..76651cbc551 100644
--- a/source/blender/makesdna/DNA_texture_types.h
+++ b/source/blender/makesdna/DNA_texture_types.h
@@ -184,7 +184,7 @@ typedef struct VoxelData {
short file_format;
short flag;
short extend;
- short pad;
+ short smoked_type;
struct Object *object; /* for rendering smoke sims */
float int_multiplier;
@@ -546,5 +546,10 @@ typedef struct TexMapping {
#define TEX_VD_IMAGE_SEQUENCE 3
#define TEX_VD_SMOKE 4
+/* smoke data types */
+#define TEX_VD_SMOKEDENSITY 0
+#define TEX_VD_SMOKEHEAT 1
+#define TEX_VD_SMOKEVEL 2
+
#endif
diff --git a/source/blender/makesrna/intern/rna_smoke.c b/source/blender/makesrna/intern/rna_smoke.c
index 11b1e80865e..c72bf24e3c8 100644
--- a/source/blender/makesrna/intern/rna_smoke.c
+++ b/source/blender/makesrna/intern/rna_smoke.c
@@ -117,6 +117,11 @@ static void rna_def_smoke_domain_settings(BlenderRNA *brna)
/* {MOD_SMOKE_NOISECURL, "NOISECURL", 0, "Curl", ""}, */
{0, NULL, 0, NULL, NULL}};
+ static EnumPropertyItem smoke_cache_comp_items[] = {
+ {SM_CACHE_HEAVY, "CACHEHEAVY", 0, "Heavy (Very slow)", "Effective but slow compression."},
+ {SM_CACHE_LIGHT, "CACHELIGHT", 0, "Light (Fast)", "Fast but not so effective compression."},
+ {0, NULL, 0, NULL, NULL}};
+
srna = RNA_def_struct(brna, "SmokeDomainSettings", NULL);
RNA_def_struct_ui_text(srna, "Domain Settings", "Smoke domain settings.");
RNA_def_struct_sdna(srna, "SmokeDomainSettings");
@@ -201,6 +206,11 @@ static void rna_def_smoke_domain_settings(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Dissolve Speed", "Dissolve Speed");
RNA_def_property_update(prop, 0, NULL);
+ prop= RNA_def_property(srna, "initial_velocity", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flags", MOD_SMOKE_INITVELOCITY);
+ RNA_def_property_ui_text(prop, "Initial Velocity", "Smoke inherits it's velocity from the emitter particle.");
+ RNA_def_property_update(prop, 0, NULL);
+
prop= RNA_def_property(srna, "dissolve_smoke", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flags", MOD_SMOKE_DISSOLVE);
RNA_def_property_ui_text(prop, "Dissolve Smoke", "Enable smoke to disappear over time.");
@@ -221,10 +231,24 @@ static void rna_def_smoke_domain_settings(BlenderRNA *brna)
RNA_def_property_pointer_sdna(prop, NULL, "point_cache[1]");
RNA_def_property_ui_text(prop, "Point Cache", "");
+ prop= RNA_def_property(srna, "smoke_cache_comp", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_sdna(prop, NULL, "cache_comp");
+ RNA_def_property_enum_items(prop, smoke_cache_comp_items);
+ RNA_def_property_ui_text(prop, "Cache Compression", "Compression method to be used.");
+ RNA_def_property_update(prop, 0, NULL);
+
+ prop= RNA_def_property(srna, "smoke_cache_high_comp", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_sdna(prop, NULL, "cache_high_comp");
+ RNA_def_property_enum_items(prop, smoke_cache_comp_items);
+ RNA_def_property_ui_text(prop, "Cache Compression", "Compression method to be used.");
+ RNA_def_property_update(prop, 0, NULL);
+
+
prop= RNA_def_property(srna, "effector_weights", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "EffectorWeights");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Effector Weights", "");
+
}
static void rna_def_smoke_flow_settings(BlenderRNA *brna)
diff --git a/source/blender/makesrna/intern/rna_texture.c b/source/blender/makesrna/intern/rna_texture.c
index c352ec79735..f4b081b273e 100644
--- a/source/blender/makesrna/intern/rna_texture.c
+++ b/source/blender/makesrna/intern/rna_texture.c
@@ -1726,6 +1726,12 @@ static void rna_def_texture_voxeldata(BlenderRNA *brna)
{TEX_REPEAT, "REPEAT", 0, "Repeat", "Causes the image to repeat horizontally and vertically"},
{0, NULL, 0, NULL, NULL}};
+ static EnumPropertyItem smoked_type_items[] = {
+ {TEX_VD_SMOKEDENSITY, "SMOKEDENSITY", 0, "Density", "Use smoke density as texture data."},
+ {TEX_VD_SMOKEHEAT, "SMOKEHEAT", 0, "Heat", "Use smoke heat as texture data. Values from -2.0 to 2.0 are used."},
+ {TEX_VD_SMOKEVEL, "SMOKEVEL", 0, "Velocity", "Use smoke velocity as texture data."},
+ {0, NULL, 0, NULL, NULL}};
+
srna= RNA_def_struct(brna, "VoxelData", NULL);
RNA_def_struct_sdna(srna, "VoxelData");
RNA_def_struct_ui_text(srna, "VoxelData", "Voxel data settings.");
@@ -1735,6 +1741,12 @@ static void rna_def_texture_voxeldata(BlenderRNA *brna)
RNA_def_property_enum_items(prop, interpolation_type_items);
RNA_def_property_ui_text(prop, "Interpolation", "Method to interpolate/smooth values between voxel cells");
RNA_def_property_update(prop, 0, "rna_Texture_update");
+
+ prop= RNA_def_property(srna, "smoke_data_type", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_sdna(prop, NULL, "smoked_type");
+ RNA_def_property_enum_items(prop, smoked_type_items);
+ RNA_def_property_ui_text(prop, "Source", "Simulation value to be used as a texture.");
+ RNA_def_property_update(prop, 0, "rna_Texture_update");
prop= RNA_def_property(srna, "extension", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "extend");
diff --git a/source/blender/render/intern/source/voxeldata.c b/source/blender/render/intern/source/voxeldata.c
index 381e6322254..1a220f6e9b1 100644
--- a/source/blender/render/intern/source/voxeldata.c
+++ b/source/blender/render/intern/source/voxeldata.c
@@ -165,16 +165,61 @@ void init_frame_smoke(Render *re, VoxelData *vd, Tex *tex)
if( (md = (ModifierData *)modifiers_findByType(ob, eModifierType_Smoke)) )
{
SmokeModifierData *smd = (SmokeModifierData *)md;
+
if(smd->domain && smd->domain->fluid) {
- if (smd->domain->flags & MOD_SMOKE_HIGHRES) {
- smoke_turbulence_get_res(smd->domain->wt, vd->resol);
- vd->dataset = smoke_turbulence_get_density(smd->domain->wt);
- } else {
+ if (vd->smoked_type == TEX_VD_SMOKEHEAT) {
+ int totRes;
+ float *heat;
+ int i;
+
+ VECCOPY(vd->resol, smd->domain->res);
+ totRes = (vd->resol[0])*(vd->resol[1])*(vd->resol[2]);
+
+ // scaling heat values from -2.0-2.0 to 0.0-1.0
+ vd->dataset = MEM_mapallocN(sizeof(float)*(totRes), "smoke data");
+
+
+ heat = smoke_get_heat(smd->domain->fluid);
+
+ for (i=0; i<totRes; i++)
+ {
+ vd->dataset[i] = (heat[i]+2.0f)/4.0f;
+ }
+
+ //vd->dataset = smoke_get_heat(smd->domain->fluid);
+ }
+ else if (vd->smoked_type == TEX_VD_SMOKEVEL) {
+ int totRes;
+ float *xvel, *yvel, *zvel;
+ int i;
+
VECCOPY(vd->resol, smd->domain->res);
- vd->dataset = smoke_get_density(smd->domain->fluid);
+ totRes = (vd->resol[0])*(vd->resol[1])*(vd->resol[2]);
+
+ // scaling heat values from -2.0-2.0 to 0.0-1.0
+ vd->dataset = MEM_mapallocN(sizeof(float)*(totRes), "smoke data");
+
+ xvel = smoke_get_velocity_x(smd->domain->fluid);
+ yvel = smoke_get_velocity_y(smd->domain->fluid);
+ zvel = smoke_get_velocity_z(smd->domain->fluid);
+
+ for (i=0; i<totRes; i++)
+ {
+ vd->dataset[i] = sqrt(xvel[i]*xvel[i] + yvel[i]*yvel[i] + zvel[i]*zvel[i])*3.0f;
+ }
+
}
+ else {
+ if (smd->domain->flags & MOD_SMOKE_HIGHRES) {
+ smoke_turbulence_get_res(smd->domain->wt, vd->resol);
+ vd->dataset = smoke_turbulence_get_density(smd->domain->wt);
+ } else {
+ VECCOPY(vd->resol, smd->domain->res);
+ vd->dataset = smoke_get_density(smd->domain->fluid);
+ }
+ } // end of fluid condition
}
}
}