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authorLukas Tönne <lukas.toenne@gmail.com>2014-08-26 20:10:12 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2015-01-20 11:29:21 +0300
commit4cd6111159715f8efb52d7ce38f99d0bdb8f0cb5 (patch)
tree206ccc2a64135b348141a76a597bbc9966799e23 /source
parent9e5c3a1fa9130b2fc8e1863fb3a763e69976efa2 (diff)
Code cleanup: Use a variable-sized array for the hair volume velocity
smoothing and collision code, split into multiple functions.
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/intern/implicit.c239
1 files changed, 135 insertions, 104 deletions
diff --git a/source/blender/blenkernel/intern/implicit.c b/source/blender/blenkernel/intern/implicit.c
index fe64af184a9..9264aa2d8b9 100644
--- a/source/blender/blenkernel/intern/implicit.c
+++ b/source/blender/blenkernel/intern/implicit.c
@@ -1210,28 +1210,95 @@ static float calculateVertexWindForce(const float wind[3], const float vertexnor
return dot_v3v3(wind, vertexnormal);
}
-typedef struct HairGridVert {
- float velocity[3];
- float density;
-} HairGridVert;
-#define HAIR_GRID_INDEX(vec, min, max, axis) (int)((vec[axis] - min[axis]) / (max[axis] - min[axis]) * 9.99f)
-/* Smoothing of hair velocities:
+/* ================ Volumetric Hair Interaction ================
* adapted from
* Volumetric Methods for Simulation and Rendering of Hair
* by Lena Petrovic, Mark Henne and John Anderson
* Pixar Technical Memo #06-08, Pixar Animation Studios
*/
-static void hair_velocity_smoothing(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
+
+/* TODO: This is an initial implementation and should be made much better in due time.
+ * What should at least be implemented is a grid size parameter and a smoothing kernel
+ * for bigger grids.
+ */
+
+/* 10x10x10 grid gives nice initial results */
+static const int hair_grid_res = 10;
+
+static int hair_grid_size(int res)
{
- /* TODO: This is an initial implementation and should be made much better in due time.
- * What should at least be implemented is a grid size parameter and a smoothing kernel
- * for bigger grids.
- */
+ return res * res * res;
+}
- /* 10x10x10 grid gives nice initial results */
- HairGridVert grid[10][10][10];
- HairGridVert colg[10][10][10];
- ListBase *colliders = get_collider_cache(clmd->scene, NULL, NULL);
+typedef struct HairGridVert {
+ float velocity[3];
+ float density;
+} HairGridVert;
+
+#define HAIR_GRID_INDEX_AXIS(vec, min, max, axis) (int)((vec[axis] - min[axis]) / (max[axis] - min[axis]) * 9.99f)
+
+#if 0
+BLI_INLINE void hair_grid_index(lfVector *vec, int res, const float min[3], const float max[3],
+ float *r_i, float *r_j, float *r_k, float *r_offset)
+{
+ *r_i = HAIR_GRID_INDEX_AXIS(vec, min, max, 0);
+ *r_j = HAIR_GRID_INDEX_AXIS(vec, min, max, 1);
+ *r_k = HAIR_GRID_INDEX_AXIS(vec, min, max, 2);
+ *r_offset = i + (j + k*res)*res;
+}
+#endif
+
+BLI_INLINE int hair_grid_offset(const float vec[3], int res, const float min[3], const float max[3])
+{
+ int i, j, k;
+ i = HAIR_GRID_INDEX_AXIS(vec, min, max, 0);
+ j = HAIR_GRID_INDEX_AXIS(vec, min, max, 1);
+ k = HAIR_GRID_INDEX_AXIS(vec, min, max, 2);
+ return i + (j + k*res)*res;
+}
+
+static void hair_velocity_smoothing(const HairGridVert *hairgrid, const float gmin[3], const float gmax[3], float smoothfac,
+ lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
+{
+ int size = hair_grid_size(hair_grid_res);
+ int v;
+ /* calculate forces */
+ for (v = 0; v < numverts; v++) {
+ int offset = hair_grid_offset(lX[v], hair_grid_res, gmin, gmax);
+ if (offset < 0 || offset >= size)
+ continue;
+
+ lF[v][0] += smoothfac * (hairgrid[offset].velocity[0] - lV[v][0]);
+ lF[v][1] += smoothfac * (hairgrid[offset].velocity[1] - lV[v][1]);
+ lF[v][2] += smoothfac * (hairgrid[offset].velocity[2] - lV[v][2]);
+ }
+}
+
+static void hair_velocity_collision(const HairGridVert *collgrid, const float gmin[3], const float gmax[3], float collfac,
+ lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
+{
+ int size = hair_grid_size(hair_grid_res);
+ int v;
+ /* calculate forces */
+ for (v = 0; v < numverts; v++) {
+ int offset = hair_grid_offset(lX[v], hair_grid_res, gmin, gmax);
+ if (offset < 0 || offset >= size)
+ continue;
+
+ if (collgrid[offset].density > 0.0f) {
+ lF[v][0] += collfac * (collgrid[offset].velocity[0] - lV[v][0]);
+ lF[v][1] += collfac * (collgrid[offset].velocity[1] - lV[v][1]);
+ lF[v][2] += collfac * (collgrid[offset].velocity[2] - lV[v][2]);
+ }
+ }
+}
+
+static void hair_volume_forces(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
+{
+ int size = hair_grid_size(hair_grid_res);
+ HairGridVert *hairgrid;
+ HairGridVert *collgrid;
+ ListBase *colliders;
ColliderCache *col = NULL;
float gmin[3], gmax[3], density;
/* 2.0f is an experimental value that seems to give good results */
@@ -1239,115 +1306,79 @@ static void hair_velocity_smoothing(ClothModifierData *clmd, lfVector *lF, lfVec
float collfac = 2.0f * clmd->sim_parms->collider_friction;
unsigned int v = 0;
int i = 0;
- int j = 0;
- int k = 0;
INIT_MINMAX(gmin, gmax);
-
for (i = 0; i < numverts; i++)
DO_MINMAX(lX[i], gmin, gmax);
+ hairgrid = MEM_mallocN(sizeof(HairGridVert) * size, "hair voxel data");
+ collgrid = MEM_mallocN(sizeof(HairGridVert) * size, "hair collider voxel data");
+
/* initialize grid */
- for (i = 0; i < 10; i++) {
- for (j = 0; j < 10; j++) {
- for (k = 0; k < 10; k++) {
- grid[i][j][k].velocity[0] = 0.0f;
- grid[i][j][k].velocity[1] = 0.0f;
- grid[i][j][k].velocity[2] = 0.0f;
- grid[i][j][k].density = 0.0f;
-
- colg[i][j][k].velocity[0] = 0.0f;
- colg[i][j][k].velocity[1] = 0.0f;
- colg[i][j][k].velocity[2] = 0.0f;
- colg[i][j][k].density = 0.0f;
- }
- }
+ for (i = 0; i < size; ++i) {
+ zero_v3(hairgrid[i].velocity);
+ hairgrid[i].density = 0.0f;
+
+ zero_v3(collgrid[i].velocity);
+ collgrid[i].density = 0.0f;
}
/* gather velocities & density */
- if (smoothfac > 0.0f) for (v = 0; v < numverts; v++) {
- i = HAIR_GRID_INDEX(lX[v], gmin, gmax, 0);
- j = HAIR_GRID_INDEX(lX[v], gmin, gmax, 1);
- k = HAIR_GRID_INDEX(lX[v], gmin, gmax, 2);
- if (i < 0 || j < 0 || k < 0 || i >= 10 || j >= 10 || k >= 10)
- continue;
-
- grid[i][j][k].velocity[0] += lV[v][0];
- grid[i][j][k].velocity[1] += lV[v][1];
- grid[i][j][k].velocity[2] += lV[v][2];
- grid[i][j][k].density += 1.0f;
+ if (smoothfac > 0.0f) {
+ for (v = 0; v < numverts; v++) {
+ int offset = hair_grid_offset(lX[v], hair_grid_res, gmin, gmax);
+ if (offset < 0 || offset >= size)
+ continue;
+
+ add_v3_v3(hairgrid[offset].velocity, lV[v]);
+ hairgrid[offset].density += 1.0f;
+ }
}
/* gather colliders */
- if (colliders && collfac > 0.0f) for (col = colliders->first; col; col = col->next) {
- MVert *loc0 = col->collmd->x;
- MVert *loc1 = col->collmd->xnew;
- float vel[3];
-
- for (v=0; v<col->collmd->numverts; v++, loc0++, loc1++) {
- i = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 0);
-
- if (i>=0 && i<10) {
- j = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 1);
-
- if (j>=0 && j<10) {
- k = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 2);
-
- if (k>=0 && k<10) {
- sub_v3_v3v3(vel, loc1->co, loc0->co);
-
- colg[i][j][k].velocity[0] += vel[0];
- colg[i][j][k].velocity[1] += vel[1];
- colg[i][j][k].velocity[2] += vel[2];
- colg[i][j][k].density += 1.0f;
- }
- }
+ colliders = get_collider_cache(clmd->scene, NULL, NULL);
+ if (colliders && collfac > 0.0f) {
+ for (col = colliders->first; col; col = col->next) {
+ MVert *loc0 = col->collmd->x;
+ MVert *loc1 = col->collmd->xnew;
+ float vel[3];
+
+ for (v=0; v < col->collmd->numverts; v++, loc0++, loc1++) {
+ int offset = hair_grid_offset(loc1->co, hair_grid_res, gmin, gmax);
+ if (offset < 0 || offset >= size)
+ continue;
+
+ sub_v3_v3v3(vel, loc1->co, loc0->co);
+
+ add_v3_v3(collgrid[offset].velocity, vel);
+ collgrid[offset].density += 1.0f;
}
}
}
-
+ free_collider_cache(&colliders);
/* divide velocity with density */
- for (i = 0; i < 10; i++) {
- for (j = 0; j < 10; j++) {
- for (k = 0; k < 10; k++) {
- density = grid[i][j][k].density;
- if (density > 0.0f) {
- grid[i][j][k].velocity[0] /= density;
- grid[i][j][k].velocity[1] /= density;
- grid[i][j][k].velocity[2] /= density;
- }
-
- density = colg[i][j][k].density;
- if (density > 0.0f) {
- colg[i][j][k].velocity[0] /= density;
- colg[i][j][k].velocity[1] /= density;
- colg[i][j][k].velocity[2] /= density;
- }
- }
+ for (i = 0; i < size; i++) {
+ density = hairgrid[i].density;
+ if (density > 0.0f) {
+ hairgrid[i].velocity[0] /= density;
+ hairgrid[i].velocity[1] /= density;
+ hairgrid[i].velocity[2] /= density;
}
- }
-
- /* calculate forces */
- for (v = 0; v < numverts; v++) {
- i = HAIR_GRID_INDEX(lX[v], gmin, gmax, 0);
- j = HAIR_GRID_INDEX(lX[v], gmin, gmax, 1);
- k = HAIR_GRID_INDEX(lX[v], gmin, gmax, 2);
- if (i < 0 || j < 0 || k < 0 || i >= 10 || j >= 10 || k >= 10)
- continue;
-
- lF[v][0] += smoothfac * (grid[i][j][k].velocity[0] - lV[v][0]);
- lF[v][1] += smoothfac * (grid[i][j][k].velocity[1] - lV[v][1]);
- lF[v][2] += smoothfac * (grid[i][j][k].velocity[2] - lV[v][2]);
-
- if (colg[i][j][k].density > 0.0f) {
- lF[v][0] += collfac * (colg[i][j][k].velocity[0] - lV[v][0]);
- lF[v][1] += collfac * (colg[i][j][k].velocity[1] - lV[v][1]);
- lF[v][2] += collfac * (colg[i][j][k].velocity[2] - lV[v][2]);
+
+ density = collgrid[i].density;
+ if (density > 0.0f) {
+ collgrid[i].velocity[0] /= density;
+ collgrid[i].velocity[1] /= density;
+ collgrid[i].velocity[2] /= density;
}
}
- free_collider_cache(&colliders);
+ hair_velocity_smoothing(hairgrid, gmin, gmax, smoothfac, lF, lX, lV, numverts);
+ hair_velocity_collision(collgrid, gmin, gmax, collfac, lF, lX, lV, numverts);
+
+ MEM_freeN(hairgrid);
+ MEM_freeN(collgrid);
}
static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), lfVector *lF, lfVector *lX, lfVector *lV, fmatrix3x3 *dFdV, fmatrix3x3 *dFdX, ListBase *effectors, float time, fmatrix3x3 *M)
@@ -1380,7 +1411,7 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), lfVec
init_lfvector(lF, gravity, numverts);
if (clmd->sim_parms->velocity_smooth > 0.0f || clmd->sim_parms->collider_friction > 0.0f)
- hair_velocity_smoothing(clmd, lF, lX, lV, numverts);
+ hair_volume_forces(clmd, lF, lX, lV, numverts);
/* multiply lF with mass matrix
* force = mass * acceleration (in this case: gravity)