Smoke: Animated collision objects do no longer block smoke. Smoke gets transfered velocity from moving collision object.

Result:
http://www.youtube.com/watch?v=KRtc8eAgaZA

Part of my Blender Development Project Phase III, merged from Smoke2 branch

WIP docs:
http://wiki.blender.org/index.php/User:Genscher/Smoke_Development_Project_2012
This commit is contained in:
Daniel Genrich 2012-10-16 17:01:22 +00:00
parent 12a8c19956
commit c9fdf6e496

@ -1047,21 +1047,52 @@ void FLUID_3D::project()
setObstaclePressure(_pressure, 0, _zRes);
// project out solution
// New idea for code from NVIDIA graphic gems 3 - DG
float invDx = 1.0f / _dx;
index = _slabSize + _xRes + 1;
for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
{
float vMask[3] = {1.0f, 1.0f, 1.0f}, vObst[3] = {0, 0, 0};
float vR = 0.0f, vL = 0.0f, vT = 0.0f, vB = 0.0f, vD = 0.0f, vU = 0.0f;
float pC = _pressure[index]; // center
float pR = _pressure[index + 1]; // right
float pL = _pressure[index - 1]; // left
float pU = _pressure[index + _xRes]; // Up
float pD = _pressure[index - _xRes]; // Down
float pT = _pressure[index + _slabSize]; // top
float pB = _pressure[index - _slabSize]; // bottom
if(!_obstacles[index])
{
_xVelocity[index] -= 0.5f * (_pressure[index + 1] - _pressure[index - 1]) * invDx;
_yVelocity[index] -= 0.5f * (_pressure[index + _xRes] - _pressure[index - _xRes]) * invDx;
_zVelocity[index] -= 0.5f * (_pressure[index + _slabSize] - _pressure[index - _slabSize]) * invDx;
// DG TODO: What if obstacle is left + right and one of them is moving?
if(_obstacles[index+1]) { pR = pC; vObst[0] = _xVelocityOb[index + 1]; vMask[0] = 0; }
if(_obstacles[index-1]) { pL = pC; vObst[0] = _xVelocityOb[index - 1]; vMask[0] = 0; }
if(_obstacles[index+_xRes]) { pU = pC; vObst[1] = _yVelocityOb[index + _xRes]; vMask[1] = 0; }
if(_obstacles[index-_xRes]) { pD = pC; vObst[1] = _yVelocityOb[index - _xRes]; vMask[1] = 0; }
if(_obstacles[index+_slabSize]) { pT = pC; vObst[2] = _zVelocityOb[index + _slabSize]; vMask[2] = 0; }
if(_obstacles[index-_slabSize]) { pB = pC; vObst[2] = _zVelocityOb[index - _slabSize]; vMask[2] = 0; }
_xVelocity[index] -= 0.5f * (pR - pL) * invDx;
_yVelocity[index] -= 0.5f * (pU - pD) * invDx;
_zVelocity[index] -= 0.5f * (pT - pB) * invDx;
_xVelocity[index] = (vMask[0] * _xVelocity[index]) + vObst[0];
_yVelocity[index] = (vMask[1] * _yVelocity[index]) + vObst[1];
_zVelocity[index] = (vMask[2] * _zVelocity[index]) + vObst[2];
}
else
{
_xVelocity[index] = _xVelocityOb[index];
_yVelocity[index] = _yVelocityOb[index];
_zVelocity[index] = _zVelocityOb[index];
}
}
setObstacleVelocity(0, _zRes);
// DG: was enabled in original code but now we do this later
// setObstacleVelocity(0, _zRes);
if (_pressure) delete[] _pressure;
if (_divergence) delete[] _divergence;