Fluid: Adjustments to force component reset
Instead of clearing forces at the end of the simulation step, they will now be cleared before writing to them, i.e. at the beginning of a step. Also cleaned up minor areas that I looked at while making this change.
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@@ -418,19 +418,6 @@ const std::string fluid_post_step =
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"\n\
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def fluid_post_step_$ID$():\n\
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mantaMsg('Fluid post step')\n\
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forces_s$ID$.clear()\n\
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x_force_s$ID$.clear()\n\
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y_force_s$ID$.clear()\n\
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z_force_s$ID$.clear()\n\
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\n\
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if using_guiding_s$ID$:\n\
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weightGuide_s$ID$.clear()\n\
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if using_invel_s$ID$:\n\
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x_invel_s$ID$.clear()\n\
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y_invel_s$ID$.clear()\n\
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z_invel_s$ID$.clear()\n\
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invel_s$ID$.clear()\n\
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invelC_s$ID$.clear()\n\
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\n\
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# Copy vel grid to reals grids (which Blender internal will in turn use for vel access)\n\
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copyVec3ToReal(source=vel_s$ID$, targetX=x_vel_s$ID$, targetY=y_vel_s$ID$, targetZ=z_vel_s$ID$)\n";
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@@ -2927,8 +2927,21 @@ static void update_flowsfluids(struct Depsgraph *depsgraph,
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float *velx_initial = manta_get_in_velocity_x(fds->fluid);
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float *vely_initial = manta_get_in_velocity_y(fds->fluid);
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float *velz_initial = manta_get_in_velocity_z(fds->fluid);
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uint z;
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float *forcex = manta_get_force_x(fds->fluid);
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float *forcey = manta_get_force_y(fds->fluid);
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float *forcez = manta_get_force_z(fds->fluid);
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BLI_assert(forcex && forcey && forcez);
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/* Either all or no components have to exist. */
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BLI_assert((color_r && color_g && color_b) || (!color_r && !color_g && !color_b));
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BLI_assert((color_r_in && color_g_in && color_b_in) ||
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(!color_r_in && !color_g_in && !color_b_in));
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BLI_assert((velx_initial && vely_initial && velz_initial) ||
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(!velx_initial && !vely_initial && !velz_initial));
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uint z;
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/* Grid reset before writing again. */
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for (z = 0; z < fds->res[0] * fds->res[1] * fds->res[2]; z++) {
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/* Only reset static phi on first frame, dynamic phi gets reset every time. */
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@@ -2952,7 +2965,7 @@ static void update_flowsfluids(struct Depsgraph *depsgraph,
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if (heat_in) {
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heat_in[z] = heat[z];
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}
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if (color_r_in) {
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if (color_r_in && color_g_in && color_b_in) {
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color_r_in[z] = color_r[z];
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color_g_in[z] = color_b[z];
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color_b_in[z] = color_g[z];
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@@ -2964,11 +2977,15 @@ static void update_flowsfluids(struct Depsgraph *depsgraph,
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if (emission_in) {
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emission_in[z] = 0.0f;
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}
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if (velx_initial) {
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if (velx_initial && vely_initial && velz_initial) {
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velx_initial[z] = 0.0f;
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vely_initial[z] = 0.0f;
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velz_initial[z] = 0.0f;
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}
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/* Reset forces here as update_effectors() is skipped when no external forces are present. */
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forcex[z] = 0.0f;
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forcey[z] = 0.0f;
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forcez[z] = 0.0f;
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}
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/* Apply emission data for every flow object. */
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@@ -3152,13 +3169,13 @@ static void update_effectors_task_cb(void *__restrict userdata,
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continue;
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}
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/* get velocities from manta grid space and convert to blender units */
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/* Get velocities from manta grid space and convert to blender units. */
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vel[0] = data->velocity_x[index];
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vel[1] = data->velocity_y[index];
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vel[2] = data->velocity_z[index];
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mul_v3_fl(vel, fds->dx);
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/* convert vel to global space */
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/* Convert vel to global space. */
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mag = len_v3(vel);
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mul_mat3_m4_v3(fds->obmat, vel);
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normalize_v3(vel);
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@@ -3169,18 +3186,18 @@ static void update_effectors_task_cb(void *__restrict userdata,
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voxel_center[2] = fds->p0[2] + fds->cell_size[2] * ((float)(z + fds->res_min[2]) + 0.5f);
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mul_m4_v3(fds->obmat, voxel_center);
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/* do effectors */
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/* Do effectors. */
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pd_point_from_loc(data->scene, voxel_center, vel, index, &epoint);
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BKE_effectors_apply(
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data->effectors, NULL, fds->effector_weights, &epoint, retvel, NULL, NULL);
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/* convert retvel to local space */
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/* Convert retvel to local space. */
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mag = len_v3(retvel);
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mul_mat3_m4_v3(fds->imat, retvel);
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normalize_v3(retvel);
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mul_v3_fl(retvel, mag);
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/* constrain forces to interval -1 to 1 */
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/* Constrain forces to interval -1 to 1. */
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data->force_x[index] = min_ff(max_ff(-1.0f, retvel[0] * 0.2f), 1.0f);
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data->force_y[index] = min_ff(max_ff(-1.0f, retvel[1] * 0.2f), 1.0f);
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data->force_z[index] = min_ff(max_ff(-1.0f, retvel[2] * 0.2f), 1.0f);
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