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Diffstat (limited to 'source/blender/physics/intern/hair_volume.c')
-rw-r--r--source/blender/physics/intern/hair_volume.c197
1 files changed, 192 insertions, 5 deletions
diff --git a/source/blender/physics/intern/hair_volume.c b/source/blender/physics/intern/hair_volume.c
index f083cdfd479..9e9051a3a92 100644
--- a/source/blender/physics/intern/hair_volume.c
+++ b/source/blender/physics/intern/hair_volume.c
@@ -36,6 +36,8 @@
#include "DNA_texture_types.h"
+#include "BKE_effect.h"
+
#include "implicit.h"
/* ================ Volumetric Hair Interaction ================
@@ -87,6 +89,8 @@ typedef struct HairVertexGrid {
int res;
float gmin[3], gmax[3];
float scale[3];
+
+ struct SimDebugData *debug_data;
} HairVertexGrid;
typedef struct HairColliderGrid {
@@ -231,6 +235,12 @@ void BPH_hair_volume_vertex_grid_forces(HairVertexGrid *grid, const float x[3],
mul_m3_fl(dfdv, smoothfac);
}
+void BPH_hair_volume_grid_interpolate(HairVertexGrid *grid, const float x[3],
+ float *density, float velocity[3], float density_gradient[3], float velocity_gradient[3][3])
+{
+ hair_grid_interpolate(grid->verts, grid->res, grid->gmin, grid->scale, x, density, velocity, density_gradient, velocity_gradient);
+}
+
void BPH_hair_volume_grid_velocity(HairVertexGrid *grid, const float x[3], const float v[3],
float fluid_factor,
float r_v[3])
@@ -318,6 +328,168 @@ void BPH_hair_volume_add_vertex(HairVertexGrid *grid, const float x[3], const fl
}
}
+BLI_INLINE void hair_volume_eval_grid_vertex(HairGridVert *vert, const float loc[3], float radius, float dist_scale,
+ const float x2[3], const float v2[3], const float x3[3], const float v3[3])
+{
+ float closest[3], lambda, dist, weight;
+
+ lambda = closest_to_line_v3(closest, loc, x2, x3);
+ dist = len_v3v3(closest, loc);
+
+ weight = (radius - dist) * dist_scale;
+
+ if (weight > 0.0f) {
+ float vel[3];
+
+ interp_v3_v3v3(vel, v2, v3, lambda);
+ madd_v3_v3fl(vert->velocity, vel, weight);
+ vert->density += weight;
+ }
+}
+
+BLI_INLINE int major_axis_v3(const float v[3])
+{
+ return v[0] > v[1] ? (v[0] > v[2] ? 0 : 2) : (v[1] > v[2] ? 1 : 2);
+}
+
+BLI_INLINE void grid_to_world(HairVertexGrid *grid, float vecw[3], const float vec[3])
+{
+ copy_v3_v3(vecw, vec);
+ mul_v3_v3(vecw, grid->scale);
+ add_v3_v3(vecw, grid->gmin);
+}
+
+/* Uses a variation of Bresenham's algorithm for rasterizing a 3D grid with a line segment.
+ *
+ * The radius of influence around a segment is assumed to be at most 2*cellsize,
+ * i.e. only cells containing the segment and their direct neighbors are examined.
+ *
+ *
+ */
+void BPH_hair_volume_add_segment(HairVertexGrid *grid,
+ const float UNUSED(x1[3]), const float UNUSED(v1[3]), const float x2[3], const float v2[3],
+ const float x3[3], const float v3[3], const float UNUSED(x4[3]), const float UNUSED(v4[3]),
+ const float UNUSED(dir1[3]), const float dir2[3], const float UNUSED(dir3[3]))
+{
+ SimDebugData *debug_data = grid->debug_data;
+
+ const int res[3] = { grid->res, grid->res, grid->res };
+
+ /* find the primary direction from the major axis of the direction vector */
+ const int axis0 = major_axis_v3(dir2);
+ const int axis1 = (axis0 + 1) % 3;
+ const int axis2 = (axis0 + 2) % 3;
+
+ /* range along primary direction */
+ const float h2 = x2[axis0], h3 = x3[axis0];
+ const float hmin = min_ff(h2, h3);
+ const float hmax = max_ff(h2, h3);
+ const int imin = max_ii((int)hmin, 0);
+ const int imax = min_ii((int)hmax + 1, res[axis0]);
+
+ const float inc[2] = { dir2[axis1], dir2[axis2] }; /* increment of secondary directions per step in the primary direction */
+ const int grid_start1 = (int)x2[axis1]; /* offset of cells on minor axes */
+ const int grid_start2 = (int)x2[axis2]; /* offset of cells on minor axes */
+
+ const float cellsize[3] = { grid->scale[axis0], grid->scale[axis1], grid->scale[axis2] };
+ float shift[2] = { x2[axis1] - floorf(x2[axis1]), /* fraction of a full cell shift [0.0, 1.0) */
+ x2[axis2] - floorf(x2[axis2]) };
+
+ /* vertex buffer offset factors along cardinal axes */
+ const int strides[3] = { 1, res[0], res[0] * res[1] };
+ /* change in offset when incrementing one of the axes */
+ const int stride0 = strides[axis0];
+ const int stride1 = strides[axis1];
+ const int stride2 = strides[axis2];
+
+ const float radius = 1.5f;
+ /* XXX cell size should be fixed and uniform! */
+ const float dist_scale = 1.0f / cellsize[0];
+
+ HairGridVert *vert0;
+ float loc0[3];
+ int j0, k0;
+ int i;
+
+ (void)debug_data;
+
+ j0 = grid_start1 - 1;
+ k0 = grid_start2 - 1;
+ vert0 = grid->verts + stride0 * imin + stride1 * j0 + stride2 * k0;
+ loc0[axis0] = (float)imin;
+ loc0[axis1] = (float)j0;
+ loc0[axis2] = (float)k0;
+
+ /* loop over all planes crossed along the primary direction */
+ for (i = imin; i < imax; ++i, vert0 += stride0, loc0[axis0] += cellsize[0]) {
+ const int jmin = max_ii(j0, 0);
+ const int jmax = min_ii(j0 + 5, res[axis1]);
+ const int kmin = max_ii(k0, 0);
+ const int kmax = min_ii(k0 + 5, res[axis2]);
+
+ /* XXX problem: this can be offset beyond range of this plane when jmin/kmin gets clamped,
+ * for now simply calculate in outer loop with multiplication once
+ */
+// HairGridVert *vert1 = vert0;
+// float loc1[3] = { loc0[0], loc0[1], loc0[2] };
+ HairGridVert *vert1 = grid->verts + stride0 * i + stride1 * jmin + stride2 * kmin;
+ float loc1[3];
+ int j, k;
+
+ /* note: loc is in grid cell units,
+ * distances are be scaled by cell size for weighting
+ */
+ loc1[axis0] = (float)i;
+ loc1[axis1] = (float)jmin;
+ loc1[axis2] = (float)kmin;
+
+ /* 2x2 cells can be hit directly by the segment between two planes,
+ * margin is 1 cell, i.e. 4x4 cells are influenced at most,
+ * -> evaluate 5x5 grid vertices on cell borders
+ */
+
+ for (j = jmin; j < jmax; ++j, vert1 += stride1, loc1[axis1] += 1.0f) {
+ HairGridVert *vert2 = vert1;
+ float loc2[3] = { loc1[0], loc1[1], loc1[2] };
+
+ for (k = kmin; k < kmax; ++k, vert2 += stride2, loc2[axis2] += 1.0f) {
+ hair_volume_eval_grid_vertex(vert2, loc2, radius, dist_scale, x2, v2, x3, v3);
+ }
+ }
+
+ /* increment */
+ add_v2_v2(shift, inc);
+ if (shift[0] > 1.0f) {
+ shift[0] -= 1.0f;
+
+ j0 += 1;
+ vert0 += stride1;
+ loc0[axis1] += 1.0f;
+ }
+ else if (shift[0] < -1.0f) {
+ shift[0] += 1.0f;
+
+ j0 -= 1;
+ vert0 -= stride1;
+ loc0[axis1] -= 1.0f;
+ }
+ if (shift[1] > 1.0f) {
+ shift[1] -= 1.0f;
+
+ k0 += 1;
+ vert0 += stride2;
+ loc0[axis2] += 1.0f;
+ }
+ else if (shift[1] < -1.0f) {
+ shift[1] += 1.0f;
+
+ k0 -= 1;
+ vert0 -= stride2;
+ loc0[axis2] -= 1.0f;
+ }
+ }
+}
+
void BPH_hair_volume_normalize_vertex_grid(HairVertexGrid *grid)
{
int i, size = hair_grid_size(grid->res);
@@ -402,15 +574,25 @@ void BPH_hair_volume_vertex_grid_filter_box(HairVertexGrid *grid, int kernel_siz
HairVertexGrid *BPH_hair_volume_create_vertex_grid(int res, const float gmin[3], const float gmax[3])
{
- int size = hair_grid_size(res);
+ float cellsize[3], gmin_margin[3], gmax_margin[3];
+ int size;
HairVertexGrid *grid;
- int i = 0;
+ int i;
+
+ /* original cell size, before adding margin */
+ hair_grid_get_scale(res, gmin, gmax, cellsize);
+
+ /* add margin of 1 cell */
+ res += 2;
+ size = hair_grid_size(res);
+ sub_v3_v3v3(gmin_margin, gmin, cellsize);
+ add_v3_v3v3(gmax_margin, gmax, cellsize);
grid = MEM_callocN(sizeof(HairVertexGrid), "hair vertex grid");
grid->res = res;
- copy_v3_v3(grid->gmin, gmin);
- copy_v3_v3(grid->gmax, gmax);
- hair_grid_get_scale(res, gmin, gmax, grid->scale);
+ copy_v3_v3(grid->gmin, gmin_margin);
+ copy_v3_v3(grid->gmax, gmax_margin);
+ copy_v3_v3(grid->scale, cellsize);
grid->verts = MEM_mallocN(sizeof(HairGridVert) * size, "hair voxel data");
/* initialize grid */
@@ -431,6 +613,11 @@ void BPH_hair_volume_free_vertex_grid(HairVertexGrid *grid)
}
}
+void BPH_hair_volume_set_debug_data(HairVertexGrid *grid, SimDebugData *debug_data)
+{
+ grid->debug_data = debug_data;
+}
+
void BPH_hair_volume_grid_geometry(HairVertexGrid *grid, float cellsize[3], int res[3], float gmin[3], float gmax[3])
{
if (cellsize) copy_v3_v3(cellsize, grid->scale);