Smoke: Merge parts of Smoke2 branch
New: ---------- Collision objects do cause vorticity when passing through smoke Part of my Smoke Development Project (milestone III)
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@@ -1326,9 +1326,13 @@ void FLUID_3D::addBuoyancy(float *heat, float *density, float gravity[3], int zB
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}
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}
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//////////////////////////////////////////////////////////////////////
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// add vorticity to the force field
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//////////////////////////////////////////////////////////////////////
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#define VORT_VEL(i, j) \
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((_obstacles[obpos[(i)]] & 8) ? ((abs(objvelocity[(j)][obpos[(i)]]) > FLT_EPSILON) ? objvelocity[(j)][obpos[(i)]] : velocity[(j)][index]) : velocity[(j)][obpos[(i)]])
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void FLUID_3D::addVorticity(int zBegin, int zEnd)
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{
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// set flame vorticity from RNA value
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@@ -1366,9 +1370,18 @@ void FLUID_3D::addVorticity(int zBegin, int zEnd)
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float gridSize = 0.5f / _dx;
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//index = _slabSize + _xRes + 1;
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float *velocity[3];
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float *objvelocity[3];
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velocity[0] = _xVelocity;
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velocity[1] = _yVelocity;
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velocity[2] = _zVelocity;
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objvelocity[0] = _xVelocityOb;
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objvelocity[1] = _yVelocityOb;
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objvelocity[2] = _zVelocityOb;
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size_t vIndex=_xRes + 1;
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for (int z = zBegin + bb1; z < (zEnd - bt1); z++)
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{
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size_t index = index_ +(z-1)*_slabSize;
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@@ -1378,25 +1391,47 @@ void FLUID_3D::addVorticity(int zBegin, int zEnd)
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{
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for (int x = 1; x < _xRes - 1; x++, index++)
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{
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if (!_obstacles[index])
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{
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int obpos[6];
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int up = _obstacles[index + _xRes] ? index : index + _xRes;
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int down = _obstacles[index - _xRes] ? index : index - _xRes;
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float dy = (up == index || down == index) ? 1.0f / _dx : gridSize;
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int out = _obstacles[index + _slabSize] ? index : index + _slabSize;
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int in = _obstacles[index - _slabSize] ? index : index - _slabSize;
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float dz = (out == index || in == index) ? 1.0f / _dx : gridSize;
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int right = _obstacles[index + 1] ? index : index + 1;
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int left = _obstacles[index - 1] ? index : index - 1;
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float dx = (right == index || left == index) ? 1.0f / _dx : gridSize;
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obpos[0] = (_obstacles[index + _xRes] == 1) ? index : index + _xRes; // up
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obpos[1] = (_obstacles[index - _xRes] == 1) ? index : index - _xRes; // down
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float dy = (obpos[0] == index || obpos[1] == index) ? 1.0f / _dx : gridSize;
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_xVorticity[vIndex] = (_zVelocity[up] - _zVelocity[down]) * dy + (-_yVelocity[out] + _yVelocity[in]) * dz;
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_yVorticity[vIndex] = (_xVelocity[out] - _xVelocity[in]) * dz + (-_zVelocity[right] + _zVelocity[left]) * dx;
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_zVorticity[vIndex] = (_yVelocity[right] - _yVelocity[left]) * dx + (-_xVelocity[up] + _xVelocity[down])* dy;
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obpos[2] = (_obstacles[index + _slabSize] == 1) ? index : index + _slabSize; // out
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obpos[3] = (_obstacles[index - _slabSize] == 1) ? index : index - _slabSize; // in
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float dz = (obpos[2] == index || obpos[3] == index) ? 1.0f / _dx : gridSize;
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obpos[4] = (_obstacles[index + 1] == 1) ? index : index + 1; // right
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obpos[5] = (_obstacles[index - 1] == 1) ? index : index - 1; // left
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float dx = (obpos[4] == index || obpos[5] == index) ? 1.0f / _dx : gridSize;
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float xV[2], yV[2], zV[2];
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zV[1] = VORT_VEL(0, 2);
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zV[0] = VORT_VEL(1, 2);
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yV[1] = VORT_VEL(2, 1);
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yV[0] = VORT_VEL(3, 1);
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_xVorticity[vIndex] = (zV[1] - zV[0]) * dy + (-yV[1] + yV[0]) * dz;
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xV[1] = VORT_VEL(2, 0);
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xV[0] = VORT_VEL(3, 0);
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zV[1] = VORT_VEL(4, 2);
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zV[0] = VORT_VEL(5, 2);
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_yVorticity[vIndex] = (xV[1] - xV[0]) * dz + (-zV[1] + zV[0]) * dx;
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yV[1] = VORT_VEL(4, 1);
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yV[0] = VORT_VEL(5, 1);
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xV[1] = VORT_VEL(0, 0);
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xV[0] = VORT_VEL(1, 0);
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_zVorticity[vIndex] = (yV[1] - yV[0]) * dx + (-xV[1] + xV[0])* dy;
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_vorticity[vIndex] = sqrtf(_xVorticity[vIndex] * _xVorticity[vIndex] +
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_yVorticity[vIndex] * _yVorticity[vIndex] +
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_zVorticity[vIndex] * _zVorticity[vIndex]);
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}
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vIndex++;
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}
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vIndex+=2;
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@@ -1425,15 +1460,18 @@ void FLUID_3D::addVorticity(int zBegin, int zEnd)
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{
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float N[3];
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int up = _obstacles[index + _xRes] ? vIndex : vIndex + _xRes;
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int down = _obstacles[index - _xRes] ? vIndex : vIndex - _xRes;
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int up = (_obstacles[index + _xRes] == 1) ? vIndex : vIndex + _xRes;
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int down = (_obstacles[index - _xRes] == 1) ? vIndex : vIndex - _xRes;
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float dy = (up == vIndex || down == vIndex) ? 1.0f / _dx : gridSize;
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int out = _obstacles[index + _slabSize] ? vIndex : vIndex + _slabSize;
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int in = _obstacles[index - _slabSize] ? vIndex : vIndex - _slabSize;
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int out = (_obstacles[index + _slabSize] == 1) ? vIndex : vIndex + _slabSize;
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int in = (_obstacles[index - _slabSize] == 1) ? vIndex : vIndex - _slabSize;
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float dz = (out == vIndex || in == vIndex) ? 1.0f / _dx : gridSize;
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int right = _obstacles[index + 1] ? vIndex : vIndex + 1;
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int left = _obstacles[index - 1] ? vIndex : vIndex - 1;
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int right = (_obstacles[index + 1] == 1) ? vIndex : vIndex + 1;
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int left = (_obstacles[index - 1] == 1) ? vIndex : vIndex - 1;
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float dx = (right == vIndex || left == vIndex) ? 1.0f / _dx : gridSize;
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N[0] = (_vorticity[right] - _vorticity[left]) * dx;
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N[1] = (_vorticity[up] - _vorticity[down]) * dy;
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N[2] = (_vorticity[out] - _vorticity[in]) * dz;
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