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:
Diffstat (limited to 'source/blender/physics/intern/implicit_blender.c')
-rw-r--r--source/blender/physics/intern/implicit_blender.c63
1 files changed, 56 insertions, 7 deletions
diff --git a/source/blender/physics/intern/implicit_blender.c b/source/blender/physics/intern/implicit_blender.c
index 063c224f158..5ec4c750d5d 100644
--- a/source/blender/physics/intern/implicit_blender.c
+++ b/source/blender/physics/intern/implicit_blender.c
@@ -1469,22 +1469,71 @@ void BPH_mass_spring_force_face_wind(
Implicit_Data *data, int v1, int v2, int v3, const float (*winvec)[3])
{
const float effector_scale = 0.02f;
+ int vs[3] = {v1, v2, v3};
float win[3], nor[3], area;
- float factor;
+ float factor, base_force;
+ float force[3];
/* calculate face normal and area */
area = calc_nor_area_tri(nor, data->X[v1], data->X[v2], data->X[v3]);
/* The force is calculated and split up evenly for each of the three face verts */
factor = effector_scale * area / 3.0f;
- world_to_root_v3(data, v1, win, winvec[v1]);
- madd_v3_v3fl(data->F[v1], nor, factor * dot_v3v3(win, nor));
+ /* Calculate wind pressure at each vertex by projecting the wind field on the normal. */
+ for (int i = 0; i < 3; i++) {
+ world_to_root_v3(data, vs[i], win, winvec[vs[i]]);
- world_to_root_v3(data, v2, win, winvec[v2]);
- madd_v3_v3fl(data->F[v2], nor, factor * dot_v3v3(win, nor));
+ force[i] = dot_v3v3(win, nor);
+ }
- world_to_root_v3(data, v3, win, winvec[v3]);
- madd_v3_v3fl(data->F[v3], nor, factor * dot_v3v3(win, nor));
+ /* Compute per-vertex force values from local pressures.
+ * From integrating the pressure over the triangle and deriving
+ * equivalent vertex forces, it follows that:
+ *
+ * force[idx] = (sum(pressure) + pressure[idx]) * area / 12
+ *
+ * Effectively, 1/4 of the pressure acts just on its vertex,
+ * while 3/4 is split evenly over all three.
+ */
+ mul_v3_fl(force, factor / 4.0f);
+
+ base_force = force[0] + force[1] + force[2];
+
+ /* add pressure to each of the face verts */
+ madd_v3_v3fl(data->F[v1], nor, base_force + force[0]);
+ madd_v3_v3fl(data->F[v2], nor, base_force + force[1]);
+ madd_v3_v3fl(data->F[v3], nor, base_force + force[2]);
+}
+
+void BPH_mass_spring_force_face_extern(
+ Implicit_Data *data, int v1, int v2, int v3, const float (*forcevec)[3])
+{
+ const float effector_scale = 0.02f;
+ int vs[3] = {v1, v2, v3};
+ float nor[3], area;
+ float factor, base_force[3];
+ float force[3][3];
+
+ /* calculate face normal and area */
+ area = calc_nor_area_tri(nor, data->X[v1], data->X[v2], data->X[v3]);
+ /* The force is calculated and split up evenly for each of the three face verts */
+ factor = effector_scale * area / 3.0f;
+
+ /* Compute common and per-vertex force vectors from the original inputs. */
+ zero_v3(base_force);
+
+ for (int i = 0; i < 3; i++) {
+ world_to_root_v3(data, vs[i], force[i], forcevec[vs[i]]);
+
+ mul_v3_fl(force[i], factor / 4.0f);
+ add_v3_v3(base_force, force[i]);
+ }
+
+ /* Apply the common and vertex components to all vertices. */
+ for (int i = 0; i < 3; i++) {
+ add_v3_v3(force[i], base_force);
+ add_v3_v3(data->F[vs[i]], force[i]);
+ }
}
float BPH_tri_tetra_volume_signed_6x(Implicit_Data *data, int v1, int v2, int v3)