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Diffstat (limited to 'intern/smoke/intern/FLUID_3D.cpp')
-rw-r--r--intern/smoke/intern/FLUID_3D.cpp56
1 files changed, 28 insertions, 28 deletions
diff --git a/intern/smoke/intern/FLUID_3D.cpp b/intern/smoke/intern/FLUID_3D.cpp
index 8a27818ff36..fd0a7e2005f 100644
--- a/intern/smoke/intern/FLUID_3D.cpp
+++ b/intern/smoke/intern/FLUID_3D.cpp
@@ -38,7 +38,7 @@
#if PARALLEL==1
#include <omp.h>
-#endif // PARALLEL
+#endif // PARALLEL
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
@@ -51,13 +51,13 @@ FLUID_3D::FLUID_3D(int *res, float dx, float dtdef, int init_heat, int init_fire
_dt = dtdef; // just in case. set in step from a RNA factor
_iterations = 100;
- _tempAmb = 0;
+ _tempAmb = 0;
_heatDiffusion = 1e-3;
_totalTime = 0.0f;
_totalSteps = 0;
_res = Vec3Int(_xRes,_yRes,_zRes);
_maxRes = MAX3(_xRes, _yRes, _zRes);
-
+
// initialize wavelet turbulence
/*
if(amplify)
@@ -65,7 +65,7 @@ FLUID_3D::FLUID_3D(int *res, float dx, float dtdef, int init_heat, int init_fire
else
_wTurbulence = NULL;
*/
-
+
// scale the constants according to the refinement of the grid
if (!dx)
_dx = 1.0f / (float)_maxRes;
@@ -218,7 +218,7 @@ void FLUID_3D::initColors(float init_r, float init_g, float init_b)
void FLUID_3D::setBorderObstacles()
{
-
+
// set side obstacles
unsigned int index;
for (int y = 0; y < _yRes; y++)
@@ -331,7 +331,7 @@ void FLUID_3D::step(float dt, float gravity[3])
// If border rules have been changed
if (_colloPrev != *_borderColli) {
printf("Border collisions changed\n");
-
+
// DG TODO: Need to check that no animated obstacle flags are overwritten
setBorderCollisions();
}
@@ -490,7 +490,7 @@ void FLUID_3D::step(float dt, float gravity[3])
for (int i=1; i<stepParts; i++)
{
int zPos=(int)((float)i*partSize + 0.5f);
-
+
artificialDampingExactSL(zPos);
}
@@ -620,7 +620,7 @@ void FLUID_3D::artificialDampingSL(int zBegin, int zEnd) {
void FLUID_3D::artificialDampingExactSL(int pos) {
const float w = 0.9;
int index, x,y,z;
-
+
size_t posslab;
@@ -650,7 +650,7 @@ void FLUID_3D::artificialDampingExactSL(int pos) {
_zVelocityTemp[index+1] + _zVelocityTemp[index-1] +
_zVelocityTemp[index+_res[0]] + _zVelocityTemp[index-_res[0]] +
_zVelocityTemp[index+_slabSize] + _zVelocityTemp[index-_slabSize] );
-
+
}
}
@@ -677,7 +677,7 @@ void FLUID_3D::artificialDampingExactSL(int pos) {
_zVelocityTemp[index+1] + _zVelocityTemp[index-1] +
_zVelocityTemp[index+_res[0]] + _zVelocityTemp[index-_res[0]] +
_zVelocityTemp[index+_slabSize] + _zVelocityTemp[index-_slabSize] );
-
+
}
}
@@ -759,7 +759,7 @@ void FLUID_3D::wipeBoundaries(int zBegin, int zEnd)
void FLUID_3D::wipeBoundariesSL(int zBegin, int zEnd)
{
-
+
/////////////////////////////////////
// setZeroBorder to all:
/////////////////////////////////////
@@ -933,16 +933,16 @@ void FLUID_3D::project()
memset(_pressure, 0, sizeof(float)*_totalCells);
memset(_divergence, 0, sizeof(float)*_totalCells);
-
+
// set velocity and pressure inside of obstacles to zero
setObstacleBoundaries(_pressure, 0, _zRes);
-
+
// copy out the boundaries
if(!_domainBcLeft) setNeumannX(_xVelocity, _res, 0, _zRes);
- else setZeroX(_xVelocity, _res, 0, _zRes);
+ else setZeroX(_xVelocity, _res, 0, _zRes);
if(!_domainBcFront) setNeumannY(_yVelocity, _res, 0, _zRes);
- else setZeroY(_yVelocity, _res, 0, _zRes);
+ else setZeroY(_yVelocity, _res, 0, _zRes);
if(!_domainBcTop) setNeumannZ(_zVelocity, _res, 0, _zRes);
else setZeroZ(_zVelocity, _res, 0, _zRes);
@@ -953,13 +953,13 @@ void FLUID_3D::project()
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
{
-
+
if(_obstacles[index])
{
_divergence[index] = 0.0f;
continue;
}
-
+
float xright = _xVelocity[index + 1];
float xleft = _xVelocity[index - 1];
@@ -1058,7 +1058,7 @@ void FLUID_3D::project()
//////////////////////////////////////////////////////////////////////
void FLUID_3D::setObstacleVelocity(int zBegin, int zEnd)
{
-
+
// completely TODO <-- who wrote this and what is here TODO? DG
const size_t index_ = _slabSize + _xRes + 1;
@@ -1082,7 +1082,7 @@ void FLUID_3D::setObstacleVelocity(int zBegin, int zEnd)
{
if (!_obstacles[index])
{
- // if(_obstacles[index+1]) xright = - _xVelocityOb[index];
+ // if(_obstacles[index+1]) xright = - _xVelocityOb[index];
if((_obstacles[index - 1] & 8) && abs(_xVelocityOb[index - 1]) > FLT_EPSILON )
{
// printf("velocity x!\n");
@@ -1221,7 +1221,7 @@ void FLUID_3D::setObstaclePressure(float *_pressure, int zBegin, int zEnd)
_pressure[index] += _pressure[index + _slabSize];
pcnt += 1.0f;
}
-
+
if(pcnt > 0.000001f)
_pressure[index] /= pcnt;
@@ -1254,7 +1254,7 @@ void FLUID_3D::setObstacleBoundaries(float *_pressure, int zBegin, int zEnd)
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++)
@@ -1563,7 +1563,7 @@ void FLUID_3D::addVorticity(int zBegin, int zEnd)
// calculate normalized vorticity vectors
float eps = _vorticityEps;
-
+
//index = _slabSize + _xRes + 1;
vIndex=_slabSize + _xRes + 1;
@@ -1618,7 +1618,7 @@ void FLUID_3D::addVorticity(int zBegin, int zEnd)
} // y loop
//vIndex+=2*_xRes;
} // z loop
-
+
if (_xVorticity) delete[] _xVorticity;
if (_yVorticity) delete[] _yVorticity;
if (_zVorticity) delete[] _zVorticity;
@@ -1704,10 +1704,10 @@ void FLUID_3D::advectMacCormackEnd2(int zBegin, int zEnd)
/* set boundary conditions for velocity */
if(!_domainBcLeft) copyBorderX(_xVelocityTemp, res, zBegin, zEnd);
- else setZeroX(_xVelocityTemp, res, zBegin, zEnd);
+ else setZeroX(_xVelocityTemp, res, zBegin, zEnd);
if(!_domainBcFront) copyBorderY(_yVelocityTemp, res, zBegin, zEnd);
- else setZeroY(_yVelocityTemp, res, zBegin, zEnd);
+ else setZeroY(_yVelocityTemp, res, zBegin, zEnd);
if(!_domainBcTop) copyBorderZ(_zVelocityTemp, res, zBegin, zEnd);
else setZeroZ(_zVelocityTemp, res, zBegin, zEnd);
@@ -1778,9 +1778,9 @@ void FLUID_3D::updateFlame(float *react, float *flame, int total_cells)
for (int index = 0; index < total_cells; index++)
{
/* model flame temperature curve from the reaction coordinate (fuel)
- * TODO: Would probably be best to get rid of whole "flame" data field.
- * Currently it's just sqrt mirror of reaction coordinate, and therefore
- * basically just waste of memory and disk space...
+ * TODO: Would probably be best to get rid of whole "flame" data field.
+ * Currently it's just sqrt mirror of reaction coordinate, and therefore
+ * basically just waste of memory and disk space...
*/
if (react[index]>0.0f) {
/* do a smooth falloff for rest of the values */