Smoke: Merge parts of Smoke2 branch

New:
----------
Collision objects do cause vorticity when passing through smoke

Part of my Smoke Development Project (milestone III)
This commit is contained in:
Daniel Genrich
2012-10-15 19:57:18 +00:00
parent fe47ae525d
commit 8a25e2d2b2

View File

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