Code cleanup: Use a variable-sized array for the hair volume velocity

smoothing and collision code, split into multiple functions.
This commit is contained in:
Lukas Tönne
2014-08-26 18:10:12 +02:00
parent 9e5c3a1fa9
commit 4cd6111159

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@@ -1210,28 +1210,95 @@ static float calculateVertexWindForce(const float wind[3], const float vertexnor
return dot_v3v3(wind, vertexnormal);
}
typedef struct HairGridVert {
float velocity[3];
float density;
} HairGridVert;
#define HAIR_GRID_INDEX(vec, min, max, axis) (int)((vec[axis] - min[axis]) / (max[axis] - min[axis]) * 9.99f)
/* Smoothing of hair velocities:
/* ================ Volumetric Hair Interaction ================
* adapted from
* Volumetric Methods for Simulation and Rendering of Hair
* by Lena Petrovic, Mark Henne and John Anderson
* Pixar Technical Memo #06-08, Pixar Animation Studios
*/
static void hair_velocity_smoothing(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
{
/* TODO: This is an initial implementation and should be made much better in due time.
* What should at least be implemented is a grid size parameter and a smoothing kernel
* for bigger grids.
*/
/* 10x10x10 grid gives nice initial results */
HairGridVert grid[10][10][10];
HairGridVert colg[10][10][10];
ListBase *colliders = get_collider_cache(clmd->scene, NULL, NULL);
/* TODO: This is an initial implementation and should be made much better in due time.
* What should at least be implemented is a grid size parameter and a smoothing kernel
* for bigger grids.
*/
/* 10x10x10 grid gives nice initial results */
static const int hair_grid_res = 10;
static int hair_grid_size(int res)
{
return res * res * res;
}
typedef struct HairGridVert {
float velocity[3];
float density;
} HairGridVert;
#define HAIR_GRID_INDEX_AXIS(vec, min, max, axis) (int)((vec[axis] - min[axis]) / (max[axis] - min[axis]) * 9.99f)
#if 0
BLI_INLINE void hair_grid_index(lfVector *vec, int res, const float min[3], const float max[3],
float *r_i, float *r_j, float *r_k, float *r_offset)
{
*r_i = HAIR_GRID_INDEX_AXIS(vec, min, max, 0);
*r_j = HAIR_GRID_INDEX_AXIS(vec, min, max, 1);
*r_k = HAIR_GRID_INDEX_AXIS(vec, min, max, 2);
*r_offset = i + (j + k*res)*res;
}
#endif
BLI_INLINE int hair_grid_offset(const float vec[3], int res, const float min[3], const float max[3])
{
int i, j, k;
i = HAIR_GRID_INDEX_AXIS(vec, min, max, 0);
j = HAIR_GRID_INDEX_AXIS(vec, min, max, 1);
k = HAIR_GRID_INDEX_AXIS(vec, min, max, 2);
return i + (j + k*res)*res;
}
static void hair_velocity_smoothing(const HairGridVert *hairgrid, const float gmin[3], const float gmax[3], float smoothfac,
lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
{
int size = hair_grid_size(hair_grid_res);
int v;
/* calculate forces */
for (v = 0; v < numverts; v++) {
int offset = hair_grid_offset(lX[v], hair_grid_res, gmin, gmax);
if (offset < 0 || offset >= size)
continue;
lF[v][0] += smoothfac * (hairgrid[offset].velocity[0] - lV[v][0]);
lF[v][1] += smoothfac * (hairgrid[offset].velocity[1] - lV[v][1]);
lF[v][2] += smoothfac * (hairgrid[offset].velocity[2] - lV[v][2]);
}
}
static void hair_velocity_collision(const HairGridVert *collgrid, const float gmin[3], const float gmax[3], float collfac,
lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
{
int size = hair_grid_size(hair_grid_res);
int v;
/* calculate forces */
for (v = 0; v < numverts; v++) {
int offset = hair_grid_offset(lX[v], hair_grid_res, gmin, gmax);
if (offset < 0 || offset >= size)
continue;
if (collgrid[offset].density > 0.0f) {
lF[v][0] += collfac * (collgrid[offset].velocity[0] - lV[v][0]);
lF[v][1] += collfac * (collgrid[offset].velocity[1] - lV[v][1]);
lF[v][2] += collfac * (collgrid[offset].velocity[2] - lV[v][2]);
}
}
}
static void hair_volume_forces(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
{
int size = hair_grid_size(hair_grid_res);
HairGridVert *hairgrid;
HairGridVert *collgrid;
ListBase *colliders;
ColliderCache *col = NULL;
float gmin[3], gmax[3], density;
/* 2.0f is an experimental value that seems to give good results */
@@ -1239,115 +1306,79 @@ static void hair_velocity_smoothing(ClothModifierData *clmd, lfVector *lF, lfVec
float collfac = 2.0f * clmd->sim_parms->collider_friction;
unsigned int v = 0;
int i = 0;
int j = 0;
int k = 0;
INIT_MINMAX(gmin, gmax);
for (i = 0; i < numverts; i++)
DO_MINMAX(lX[i], gmin, gmax);
/* initialize grid */
for (i = 0; i < 10; i++) {
for (j = 0; j < 10; j++) {
for (k = 0; k < 10; k++) {
grid[i][j][k].velocity[0] = 0.0f;
grid[i][j][k].velocity[1] = 0.0f;
grid[i][j][k].velocity[2] = 0.0f;
grid[i][j][k].density = 0.0f;
hairgrid = MEM_mallocN(sizeof(HairGridVert) * size, "hair voxel data");
collgrid = MEM_mallocN(sizeof(HairGridVert) * size, "hair collider voxel data");
colg[i][j][k].velocity[0] = 0.0f;
colg[i][j][k].velocity[1] = 0.0f;
colg[i][j][k].velocity[2] = 0.0f;
colg[i][j][k].density = 0.0f;
}
}
/* initialize grid */
for (i = 0; i < size; ++i) {
zero_v3(hairgrid[i].velocity);
hairgrid[i].density = 0.0f;
zero_v3(collgrid[i].velocity);
collgrid[i].density = 0.0f;
}
/* gather velocities & density */
if (smoothfac > 0.0f) for (v = 0; v < numverts; v++) {
i = HAIR_GRID_INDEX(lX[v], gmin, gmax, 0);
j = HAIR_GRID_INDEX(lX[v], gmin, gmax, 1);
k = HAIR_GRID_INDEX(lX[v], gmin, gmax, 2);
if (i < 0 || j < 0 || k < 0 || i >= 10 || j >= 10 || k >= 10)
continue;
grid[i][j][k].velocity[0] += lV[v][0];
grid[i][j][k].velocity[1] += lV[v][1];
grid[i][j][k].velocity[2] += lV[v][2];
grid[i][j][k].density += 1.0f;
if (smoothfac > 0.0f) {
for (v = 0; v < numverts; v++) {
int offset = hair_grid_offset(lX[v], hair_grid_res, gmin, gmax);
if (offset < 0 || offset >= size)
continue;
add_v3_v3(hairgrid[offset].velocity, lV[v]);
hairgrid[offset].density += 1.0f;
}
}
/* gather colliders */
if (colliders && collfac > 0.0f) for (col = colliders->first; col; col = col->next) {
MVert *loc0 = col->collmd->x;
MVert *loc1 = col->collmd->xnew;
float vel[3];
for (v=0; v<col->collmd->numverts; v++, loc0++, loc1++) {
i = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 0);
if (i>=0 && i<10) {
j = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 1);
if (j>=0 && j<10) {
k = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 2);
if (k>=0 && k<10) {
sub_v3_v3v3(vel, loc1->co, loc0->co);
colg[i][j][k].velocity[0] += vel[0];
colg[i][j][k].velocity[1] += vel[1];
colg[i][j][k].velocity[2] += vel[2];
colg[i][j][k].density += 1.0f;
}
}
colliders = get_collider_cache(clmd->scene, NULL, NULL);
if (colliders && collfac > 0.0f) {
for (col = colliders->first; col; col = col->next) {
MVert *loc0 = col->collmd->x;
MVert *loc1 = col->collmd->xnew;
float vel[3];
for (v=0; v < col->collmd->numverts; v++, loc0++, loc1++) {
int offset = hair_grid_offset(loc1->co, hair_grid_res, gmin, gmax);
if (offset < 0 || offset >= size)
continue;
sub_v3_v3v3(vel, loc1->co, loc0->co);
add_v3_v3(collgrid[offset].velocity, vel);
collgrid[offset].density += 1.0f;
}
}
}
free_collider_cache(&colliders);
/* divide velocity with density */
for (i = 0; i < 10; i++) {
for (j = 0; j < 10; j++) {
for (k = 0; k < 10; k++) {
density = grid[i][j][k].density;
if (density > 0.0f) {
grid[i][j][k].velocity[0] /= density;
grid[i][j][k].velocity[1] /= density;
grid[i][j][k].velocity[2] /= density;
}
density = colg[i][j][k].density;
if (density > 0.0f) {
colg[i][j][k].velocity[0] /= density;
colg[i][j][k].velocity[1] /= density;
colg[i][j][k].velocity[2] /= density;
}
}
for (i = 0; i < size; i++) {
density = hairgrid[i].density;
if (density > 0.0f) {
hairgrid[i].velocity[0] /= density;
hairgrid[i].velocity[1] /= density;
hairgrid[i].velocity[2] /= density;
}
density = collgrid[i].density;
if (density > 0.0f) {
collgrid[i].velocity[0] /= density;
collgrid[i].velocity[1] /= density;
collgrid[i].velocity[2] /= density;
}
}
/* calculate forces */
for (v = 0; v < numverts; v++) {
i = HAIR_GRID_INDEX(lX[v], gmin, gmax, 0);
j = HAIR_GRID_INDEX(lX[v], gmin, gmax, 1);
k = HAIR_GRID_INDEX(lX[v], gmin, gmax, 2);
if (i < 0 || j < 0 || k < 0 || i >= 10 || j >= 10 || k >= 10)
continue;
hair_velocity_smoothing(hairgrid, gmin, gmax, smoothfac, lF, lX, lV, numverts);
hair_velocity_collision(collgrid, gmin, gmax, collfac, lF, lX, lV, numverts);
lF[v][0] += smoothfac * (grid[i][j][k].velocity[0] - lV[v][0]);
lF[v][1] += smoothfac * (grid[i][j][k].velocity[1] - lV[v][1]);
lF[v][2] += smoothfac * (grid[i][j][k].velocity[2] - lV[v][2]);
if (colg[i][j][k].density > 0.0f) {
lF[v][0] += collfac * (colg[i][j][k].velocity[0] - lV[v][0]);
lF[v][1] += collfac * (colg[i][j][k].velocity[1] - lV[v][1]);
lF[v][2] += collfac * (colg[i][j][k].velocity[2] - lV[v][2]);
}
}
free_collider_cache(&colliders);
MEM_freeN(hairgrid);
MEM_freeN(collgrid);
}
static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), lfVector *lF, lfVector *lX, lfVector *lV, fmatrix3x3 *dFdV, fmatrix3x3 *dFdX, ListBase *effectors, float time, fmatrix3x3 *M)
@@ -1380,7 +1411,7 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), lfVec
init_lfvector(lF, gravity, numverts);
if (clmd->sim_parms->velocity_smooth > 0.0f || clmd->sim_parms->collider_friction > 0.0f)
hair_velocity_smoothing(clmd, lF, lX, lV, numverts);
hair_volume_forces(clmd, lF, lX, lV, numverts);
/* multiply lF with mass matrix
* force = mass * acceleration (in this case: gravity)