diff options
-rw-r--r-- | intern/smoke/intern/FLUID_3D.cpp | 39 |
1 files changed, 35 insertions, 4 deletions
diff --git a/intern/smoke/intern/FLUID_3D.cpp b/intern/smoke/intern/FLUID_3D.cpp index 4f8fa0710a0..4eb11a46f5b 100644 --- a/intern/smoke/intern/FLUID_3D.cpp +++ b/intern/smoke/intern/FLUID_3D.cpp @@ -1047,21 +1047,52 @@ void FLUID_3D::project() setObstaclePressure(_pressure, 0, _zRes); // project out solution + // New idea for code from NVIDIA graphic gems 3 - DG float invDx = 1.0f / _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++) { + float vMask[3] = {1.0f, 1.0f, 1.0f}, vObst[3] = {0, 0, 0}; + float vR = 0.0f, vL = 0.0f, vT = 0.0f, vB = 0.0f, vD = 0.0f, vU = 0.0f; + + float pC = _pressure[index]; // center + float pR = _pressure[index + 1]; // right + float pL = _pressure[index - 1]; // left + float pU = _pressure[index + _xRes]; // Up + float pD = _pressure[index - _xRes]; // Down + float pT = _pressure[index + _slabSize]; // top + float pB = _pressure[index - _slabSize]; // bottom + 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; + // DG TODO: What if obstacle is left + right and one of them is moving? + if(_obstacles[index+1]) { pR = pC; vObst[0] = _xVelocityOb[index + 1]; vMask[0] = 0; } + if(_obstacles[index-1]) { pL = pC; vObst[0] = _xVelocityOb[index - 1]; vMask[0] = 0; } + if(_obstacles[index+_xRes]) { pU = pC; vObst[1] = _yVelocityOb[index + _xRes]; vMask[1] = 0; } + if(_obstacles[index-_xRes]) { pD = pC; vObst[1] = _yVelocityOb[index - _xRes]; vMask[1] = 0; } + if(_obstacles[index+_slabSize]) { pT = pC; vObst[2] = _zVelocityOb[index + _slabSize]; vMask[2] = 0; } + if(_obstacles[index-_slabSize]) { pB = pC; vObst[2] = _zVelocityOb[index - _slabSize]; vMask[2] = 0; } + + _xVelocity[index] -= 0.5f * (pR - pL) * invDx; + _yVelocity[index] -= 0.5f * (pU - pD) * invDx; + _zVelocity[index] -= 0.5f * (pT - pB) * invDx; + + _xVelocity[index] = (vMask[0] * _xVelocity[index]) + vObst[0]; + _yVelocity[index] = (vMask[1] * _yVelocity[index]) + vObst[1]; + _zVelocity[index] = (vMask[2] * _zVelocity[index]) + vObst[2]; + } + else + { + _xVelocity[index] = _xVelocityOb[index]; + _yVelocity[index] = _yVelocityOb[index]; + _zVelocity[index] = _zVelocityOb[index]; } } - setObstacleVelocity(0, _zRes); + // DG: was enabled in original code but now we do this later + // setObstacleVelocity(0, _zRes); if (_pressure) delete[] _pressure; if (_divergence) delete[] _divergence; |