[Bf-blender-cvs] [5c7adf5] master: Improved force field effects on hair strands.

Lukas Tönne noreply at git.blender.org
Tue Jan 20 09:53:11 CET 2015


Commit: 5c7adf5be25552d4d9847bc99b25207880573005
Author: Lukas Tönne
Date:   Tue Dec 16 19:40:29 2014 +0100
Branches: master
https://developer.blender.org/rB5c7adf5be25552d4d9847bc99b25207880573005

Improved force field effects on hair strands.

The previous calculation was modulated with the angle between the wind
direction and the segments, which leads to very oscillating behavior.

Now the formula includes an estimate for the geometric cross section
of a hair segment based on the incident angle and the hair thickness
(currently just the particle size). This gives a more stable behavior
and more realistic response to wind.

Conflicts:
	source/blender/blenkernel/intern/particle_system.c
	source/blender/physics/intern/BPH_mass_spring.cpp

===================================================================

M	source/blender/blenkernel/BKE_cloth.h
M	source/blender/blenkernel/intern/particle_system.c
M	source/blender/physics/intern/BPH_mass_spring.cpp
M	source/blender/physics/intern/implicit.h
M	source/blender/physics/intern/implicit_blender.c

===================================================================

diff --git a/source/blender/blenkernel/BKE_cloth.h b/source/blender/blenkernel/BKE_cloth.h
index ccb45cb..beb4f22 100644
--- a/source/blender/blenkernel/BKE_cloth.h
+++ b/source/blender/blenkernel/BKE_cloth.h
@@ -65,6 +65,7 @@ typedef struct ClothHairData {
 	float loc[3];
 	float rot[3][3];
 	float rest_target[3]; /* rest target direction for each segment */
+	float radius;
 	float bending_stiffness;
 } ClothHairData;
 
diff --git a/source/blender/blenkernel/intern/particle_system.c b/source/blender/blenkernel/intern/particle_system.c
index bcd0a03..93eb273 100644
--- a/source/blender/blenkernel/intern/particle_system.c
+++ b/source/blender/blenkernel/intern/particle_system.c
@@ -3007,6 +3007,7 @@ static void hair_create_input_dm(ParticleSimulationData *sim, int totpoint, int
 	int k, hair_index;
 	float hairmat[4][4];
 	float max_length;
+	float hair_radius;
 	
 	dm = *r_dm;
 	if (!dm) {
@@ -3034,6 +3035,9 @@ static void hair_create_input_dm(ParticleSimulationData *sim, int totpoint, int
 	
 	psys->clmd->sim_parms->vgroup_mass = 1;
 	
+	/* XXX placeholder for more flexible future hair settings */
+	hair_radius = part->size;
+	
 	/* make vgroup for pin roots etc.. */
 	hair_index = 1;
 	LOOP_PARTICLES {
@@ -3063,6 +3067,7 @@ static void hair_create_input_dm(ParticleSimulationData *sim, int totpoint, int
 				copy_v3_v3(hair->loc, root_mat[3]);
 				copy_m3_m4(hair->rot, root_mat);
 				
+				hair->radius = hair_radius;
 				hair->bending_stiffness = bending_stiffness;
 				
 				add_v3_v3v3(mvert->co, co, co);
@@ -3083,6 +3088,7 @@ static void hair_create_input_dm(ParticleSimulationData *sim, int totpoint, int
 			copy_v3_v3(hair->loc, root_mat[3]);
 			copy_m3_m4(hair->rot, root_mat);
 			
+			hair->radius = hair_radius;
 			hair->bending_stiffness = bending_stiffness;
 			
 			copy_v3_v3(mvert->co, co);
diff --git a/source/blender/physics/intern/BPH_mass_spring.cpp b/source/blender/physics/intern/BPH_mass_spring.cpp
index cb30529..98a04de 100644
--- a/source/blender/physics/intern/BPH_mass_spring.cpp
+++ b/source/blender/physics/intern/BPH_mass_spring.cpp
@@ -497,10 +497,16 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListB
 
 		/* Hair has only edges */
 		if (cloth->numfaces == 0) {
+			ClothHairData *hairdata = clmd->hairdata;
+			ClothHairData *hair_ij, *hair_kl;
+			
 			for (LinkNode *link = cloth->springs; link; link = link->next) {
 				ClothSpring *spring = (ClothSpring *)link->link;
 				if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL)
-					BPH_mass_spring_force_edge_wind(data, spring->ij, spring->kl, winvec);
+
+					hair_ij = &hairdata[spring->ij];
+					hair_kl = &hairdata[spring->kl];
+					BPH_mass_spring_force_edge_wind(data, si_ij, si_kl, hair_ij->radius, hair_kl->radius, winvec);
 			}
 		}
 
diff --git a/source/blender/physics/intern/implicit.h b/source/blender/physics/intern/implicit.h
index 7081dd5..1c9dccb 100644
--- a/source/blender/physics/intern/implicit.h
+++ b/source/blender/physics/intern/implicit.h
@@ -111,7 +111,7 @@ void BPH_mass_spring_force_extern(struct Implicit_Data *data, int i, const float
 /* Wind force, acting on a face */
 void BPH_mass_spring_force_face_wind(struct Implicit_Data *data, int v1, int v2, int v3, int v4, const float (*winvec)[3]);
 /* Wind force, acting on an edge */
-void BPH_mass_spring_force_edge_wind(struct Implicit_Data *data, int v1, int v2, const float (*winvec)[3]);
+void BPH_mass_spring_force_edge_wind(struct Implicit_Data *data, int v1, int v2, float radius1, float radius2, const float (*winvec)[3]);
 /* Linear spring force between two points */
 bool BPH_mass_spring_force_spring_linear(struct Implicit_Data *data, int i, int j, float restlen,
                                          float stiffness, float damping, bool no_compress, float clamp_force,
diff --git a/source/blender/physics/intern/implicit_blender.c b/source/blender/physics/intern/implicit_blender.c
index cb115a2..e632050 100644
--- a/source/blender/physics/intern/implicit_blender.c
+++ b/source/blender/physics/intern/implicit_blender.c
@@ -1461,21 +1461,41 @@ void BPH_mass_spring_force_face_wind(Implicit_Data *data, int v1, int v2, int v3
 	}
 }
 
-void BPH_mass_spring_force_edge_wind(Implicit_Data *data, int v1, int v2, const float (*winvec)[3])
+static void edge_wind_vertex(const float dir[3], float length, float radius, const float wind[3], float f[3], float UNUSED(dfdx[3][3]), float UNUSED(dfdv[3][3]))
 {
-	const float effector_scale = 0.01;
-	float win[3], dir[3], nor[3], length;
+	const float density = 0.01f; /* XXX arbitrary value, corresponds to effect of air density */
+	float cos_alpha, sin_alpha, cross_section;
+	float windlen = len_v3(wind);
+	
+	if (windlen == 0.0f) {
+		zero_v3(f);
+		return;
+	}
+	
+	/* angle of wind direction to edge */
+	cos_alpha = dot_v3v3(wind, dir) / windlen;
+	sin_alpha = sqrt(1.0 - cos_alpha*cos_alpha);
+	cross_section = radius * (M_PI * radius * sin_alpha + length * cos_alpha);
+	
+	mul_v3_v3fl(f, wind, density * cross_section);
+}
+
+void BPH_mass_spring_force_edge_wind(Implicit_Data *data, int v1, int v2, float radius1, float radius2, const float (*winvec)[3])
+{
+	float win[3], dir[3], length;
+	float f[3], dfdx[3][3], dfdv[3][3];
 	
 	sub_v3_v3v3(dir, data->X[v1], data->X[v2]);
 	length = normalize_v3(dir);
 	
 	world_to_root_v3(data, v1, win, winvec[v1]);
-	madd_v3_v3v3fl(nor, win, dir, -dot_v3v3(win, dir));
-	madd_v3_v3fl(data->F[v1], nor, effector_scale * length);
+	edge_wind_vertex(dir, length, radius1, win, f, dfdx, dfdv);
+	add_v3_v3(data->F[v1], f);
 	
 	world_to_root_v3(data, v2, win, winvec[v2]);
-	madd_v3_v3v3fl(nor, win, dir, -dot_v3v3(win, dir));
-	madd_v3_v3fl(data->F[v2], nor, effector_scale * length);
+	/* use -length to invert edge direction */
+	edge_wind_vertex(dir, length, radius2, win, f, dfdx, dfdv);
+	add_v3_v3(data->F[v2], f);
 }
 
 BLI_INLINE void dfdx_spring(float to[3][3], const float dir[3], float length, float L, float k)




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