Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorDaniel Genrich <daniel.genrich@gmx.net>2009-08-06 20:50:02 +0400
committerDaniel Genrich <daniel.genrich@gmx.net>2009-08-06 20:50:02 +0400
commit2fd026360250d14599f773b3dea894738eb47dfe (patch)
tree3e437b711aa968ec8de18738d11be831304c43db /intern/smoke
parent65cf500fdc5efd574bcad186a8cf537936847ef7 (diff)
smoke: decoupling high-res, introducing reset for heat+gravity, fixing another obstacle problem
Diffstat (limited to 'intern/smoke')
-rw-r--r--intern/smoke/intern/FLUID_3D.cpp122
-rw-r--r--intern/smoke/intern/FLUID_3D.h1
-rw-r--r--intern/smoke/intern/FLUID_3D_STATIC.cpp11
-rw-r--r--intern/smoke/intern/smoke_API.cpp13
4 files changed, 98 insertions, 49 deletions
diff --git a/intern/smoke/intern/FLUID_3D.cpp b/intern/smoke/intern/FLUID_3D.cpp
index 344883866a8..198d08ee369 100644
--- a/intern/smoke/intern/FLUID_3D.cpp
+++ b/intern/smoke/intern/FLUID_3D.cpp
@@ -59,7 +59,10 @@ FLUID_3D::FLUID_3D(int *res, int amplify, float *p0, float dt) :
_maxRes = MAX3(_xRes, _yRes, _zRes);
// initialize wavelet turbulence
- _wTurbulence = new WTURBULENCE(_res[0],_res[1],_res[2], amplify);
+ if(amplify)
+ _wTurbulence = new WTURBULENCE(_res[0],_res[1],_res[2], amplify);
+ else
+ _wTurbulence = NULL;
// scale the constants according to the refinement of the grid
_dx = 1.0f / (float)_maxRes;
@@ -215,11 +218,11 @@ void FLUID_3D::step()
wipeBoundaries();
// run the solvers
- addVorticity();
- addBuoyancy(_heat, _density);
+ addVorticity();
+ addBuoyancy(_heat, _density);
addForce();
project();
- diffuseHeat();
+ diffuseHeat();
// advect everything
advectMacCormack();
@@ -249,6 +252,19 @@ void FLUID_3D::step()
*/
_totalTime += _dt;
_totalSteps++;
+
+ // clear obstacles
+ for (int i = 0; i < _totalCells; i++)
+ {
+ if(_obstacles[i])
+ {
+ _xVelocity[i] =
+ _yVelocity[i] =
+ _zVelocity[i] = 0.0f;
+ _pressure[i] = 0.0f;
+ }
+ _obstacles[i] = 0;
+ }
}
//////////////////////////////////////////////////////////////////////
@@ -354,6 +370,7 @@ void FLUID_3D::addForce()
void FLUID_3D::project()
{
int index, x, y, z;
+
setObstacleBoundaries();
// copy out the boundaries
@@ -397,6 +414,8 @@ void FLUID_3D::project()
// solve Poisson equation
solvePressure(_pressure, _divergence, _obstacles);
+ setObstaclePressure();
+
// project out solution
float invDx = 1.0f / _dx;
index = _slabSize + _xRes + 1;
@@ -404,9 +423,12 @@ void FLUID_3D::project()
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
{
- _xVelocity[index] -= 0.5f * (_pressure[index + 1] - _pressure[index - 1]) * invDx;
- _yVelocity[index] -= 0.5f * (_pressure[index + _xRes] - _pressure[index - _xRes]) * invDx;
- _zVelocity[index] -= 0.5f * (_pressure[index + _slabSize] - _pressure[index - _slabSize]) * invDx;
+ if(!_obstacles[index])
+ {
+ _xVelocity[index] -= 0.5f * (_pressure[index + 1] - _pressure[index - 1]) * invDx;
+ _yVelocity[index] -= 0.5f * (_pressure[index + _xRes] - _pressure[index - _xRes]) * invDx;
+ _zVelocity[index] -= 0.5f * (_pressure[index + _slabSize] - _pressure[index - _slabSize]) * invDx;
+ }
}
}
@@ -443,34 +465,8 @@ void FLUID_3D::addObstacle(OBSTACLE* obstacle)
//////////////////////////////////////////////////////////////////////
// calculate the obstacle directional types
//////////////////////////////////////////////////////////////////////
-void FLUID_3D::setObstacleBoundaries()
+void FLUID_3D::setObstaclePressure()
{
- // cull degenerate obstacles , move to addObstacle?
- for (int z = 1, index = _slabSize + _xRes + 1;
- z < _zRes - 1; z++, index += 2 * _xRes)
- for (int y = 1; y < _yRes - 1; y++, index += 2)
- for (int x = 1; x < _xRes - 1; x++, index++)
- if (_obstacles[index] != EMPTY)
- {
- const int top = _obstacles[index + _slabSize];
- const int bottom= _obstacles[index - _slabSize];
- const int up = _obstacles[index + _xRes];
- const int down = _obstacles[index - _xRes];
- const int left = _obstacles[index - 1];
- const int right = _obstacles[index + 1];
-
- int counter = 0;
- if (up) counter++;
- if (down) counter++;
- if (left) counter++;
- if (right) counter++;
- if (top) counter++;
- if (bottom) counter++;
-
- if (counter < 3)
- _obstacles[index] = EMPTY;
- }
-
// tag remaining obstacle blocks
for (int z = 1, index = _slabSize + _xRes + 1;
z < _zRes - 1; z++, index += 2 * _xRes)
@@ -478,7 +474,7 @@ void FLUID_3D::setObstacleBoundaries()
for (int x = 1; x < _xRes - 1; x++, index++)
{
// could do cascade of ifs, but they are a pain
- if (_obstacles[index] != EMPTY)
+ if (_obstacles[index])
{
const int top = _obstacles[index + _slabSize];
const int bottom= _obstacles[index - _slabSize];
@@ -498,7 +494,7 @@ void FLUID_3D::setObstacleBoundaries()
_pressure[index] = 0.0f;
// average pressure neighbors
- float pcnt = 0.;
+ float pcnt = 0., vp = 0.;
if (left && !right) {
_pressure[index] += _pressure[index + 1];
pcnt += 1.;
@@ -516,14 +512,24 @@ void FLUID_3D::setObstacleBoundaries()
pcnt += 1.;
}
if (top && !bottom) {
- _pressure[index] += _pressure[index - _xRes];
+ _pressure[index] += _pressure[index - _slabSize];
pcnt += 1.;
+ // _zVelocity[index] += - _zVelocity[index - _slabSize];
+ // vp += 1.0;
}
if (!top && bottom) {
- _pressure[index] += _pressure[index + _xRes];
+ _pressure[index] += _pressure[index + _slabSize];
pcnt += 1.;
+ // _zVelocity[index] += - _zVelocity[index + _slabSize];
+ // vp += 1.0;
}
- _pressure[index] /= pcnt;
+
+ if(pcnt > 0.000001f)
+ _pressure[index] /= pcnt;
+
+ // test - dg
+ // if(vp > 0.000001f)
+ // _zVelocity[index] /= vp;
// TODO? set correct velocity bc's
// velocities are only set to zero right now
@@ -533,6 +539,44 @@ void FLUID_3D::setObstacleBoundaries()
}
}
+void FLUID_3D::setObstacleBoundaries()
+{
+ // cull degenerate obstacles , move to addObstacle?
+ for (int z = 1, index = _slabSize + _xRes + 1;
+ z < _zRes - 1; z++, index += 2 * _xRes)
+ for (int y = 1; y < _yRes - 1; y++, index += 2)
+ for (int x = 1; x < _xRes - 1; x++, index++)
+ {
+ if (_obstacles[index] != EMPTY)
+ {
+ const int top = _obstacles[index + _slabSize];
+ const int bottom= _obstacles[index - _slabSize];
+ const int up = _obstacles[index + _xRes];
+ const int down = _obstacles[index - _xRes];
+ const int left = _obstacles[index - 1];
+ const int right = _obstacles[index + 1];
+
+ int counter = 0;
+ if (up) counter++;
+ if (down) counter++;
+ if (left) counter++;
+ if (right) counter++;
+ if (top) counter++;
+ if (bottom) counter++;
+
+ if (counter < 3)
+ _obstacles[index] = EMPTY;
+ }
+ if (_obstacles[index])
+ {
+ _xVelocity[index] =
+ _yVelocity[index] =
+ _zVelocity[index] = 0.0f;
+ _pressure[index] = 0.0f;
+ }
+ }
+}
+
//////////////////////////////////////////////////////////////////////
// add buoyancy forces
//////////////////////////////////////////////////////////////////////
diff --git a/intern/smoke/intern/FLUID_3D.h b/intern/smoke/intern/FLUID_3D.h
index 2d212caa6d3..7548f48250d 100644
--- a/intern/smoke/intern/FLUID_3D.h
+++ b/intern/smoke/intern/FLUID_3D.h
@@ -132,6 +132,7 @@ class FLUID_3D
// handle obstacle boundaries
void setObstacleBoundaries();
+ void setObstaclePressure();
public:
// advection, accessed e.g. by WTURBULENCE class
diff --git a/intern/smoke/intern/FLUID_3D_STATIC.cpp b/intern/smoke/intern/FLUID_3D_STATIC.cpp
index f2bbcf33075..7d3fe0c1c8d 100644
--- a/intern/smoke/intern/FLUID_3D_STATIC.cpp
+++ b/intern/smoke/intern/FLUID_3D_STATIC.cpp
@@ -80,7 +80,7 @@ void FLUID_3D::addSmokeTestCase(float* field, Vec3Int res, float value)
void FLUID_3D::setNeumannX(float* field, Vec3Int res)
{
const int slabSize = res[0] * res[1];
- int index;
+ size_t index;
for (int z = 0; z < res[2]; z++)
for (int y = 0; y < res[1]; y++)
{
@@ -100,7 +100,7 @@ void FLUID_3D::setNeumannX(float* field, Vec3Int res)
void FLUID_3D::setNeumannY(float* field, Vec3Int res)
{
const int slabSize = res[0] * res[1];
- int index;
+ size_t index;
for (int z = 0; z < res[2]; z++)
for (int x = 0; x < res[0]; x++)
{
@@ -121,7 +121,7 @@ void FLUID_3D::setNeumannZ(float* field, Vec3Int res)
{
const int slabSize = res[0] * res[1];
const int totalCells = res[0] * res[1] * res[2];
- int index;
+ size_t index;
for (int y = 0; y < res[1]; y++)
for (int x = 0; x < res[0]; x++)
{
@@ -141,10 +141,11 @@ void FLUID_3D::setNeumannZ(float* field, Vec3Int res)
// top slab
index = x + y * res[0];
index += totalCells - slabSize;
- if(field[index]<0.) field[index] = 0.;
+ if(field[index]<0.) field[index] = 0.0f;
index -= slabSize;
- if(field[index]<0.) field[index] = 0.;
+ if(field[index]<0.) field[index] = 0.0f;
}
+
}
//////////////////////////////////////////////////////////////////////
diff --git a/intern/smoke/intern/smoke_API.cpp b/intern/smoke/intern/smoke_API.cpp
index 9c835cf87ee..281761bd387 100644
--- a/intern/smoke/intern/smoke_API.cpp
+++ b/intern/smoke/intern/smoke_API.cpp
@@ -88,15 +88,18 @@ extern "C" float *smoke_get_velocity_z(FLUID_3D *fluid)
extern "C" float *smoke_get_bigdensity(FLUID_3D *fluid)
{
- return fluid->_wTurbulence->getDensityBig();
+ return fluid->_wTurbulence ? fluid->_wTurbulence->getDensityBig() : NULL;
}
extern "C" void smoke_get_bigres(FLUID_3D *fluid, int *res)
{
- Vec3Int r = fluid->_wTurbulence->getResBig();
- res[0] = r[0];
- res[1] = r[1];
- res[2] = r[2];
+ if(fluid->_wTurbulence)
+ {
+ Vec3Int r = fluid->_wTurbulence->getResBig();
+ res[0] = r[0];
+ res[1] = r[1];
+ res[2] = r[2];
+ }
}
extern "C" unsigned char *smoke_get_obstacle(FLUID_3D *fluid)