Merge branch 'master' into blender2.8
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@@ -45,12 +45,12 @@ extern "C" {
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/* ================ Volumetric Hair Interaction ================
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* adapted from
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*
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*
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* Volumetric Methods for Simulation and Rendering of Hair
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* (Petrovic, Henne, Anderson, Pixar Technical Memo #06-08, Pixar Animation Studios)
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*
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*
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* as well as
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*
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*
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* "Detail Preserving Continuum Simulation of Straight Hair"
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* (McAdams, Selle 2009)
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*/
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@@ -423,11 +423,11 @@ BLI_INLINE void hair_volume_add_segment_2D(HairGrid *grid,
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}
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/* Uses a variation of Bresenham's algorithm for rasterizing a 3D grid with a line segment.
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*
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*
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* The radius of influence around a segment is assumed to be at most 2*cellsize,
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* i.e. only cells containing the segment and their direct neighbors are examined.
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*
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*
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*
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*
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*/
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void BPH_hair_volume_add_segment(HairGrid *grid,
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const float x1[3], const float v1[3], const float x2[3], const float v2[3],
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@@ -1644,7 +1644,7 @@ bool BPH_mass_spring_force_spring_bending(Implicit_Data *data, int i, int j, flo
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/* Jacobian of a direction vector.
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* Basically the part of the differential orthogonal to the direction,
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* inversely proportional to the length of the edge.
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*
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*
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* dD_ij/dx_i = -dD_ij/dx_j = (D_ij * D_ij^T - I) / len_ij
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*/
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BLI_INLINE void spring_grad_dir(Implicit_Data *data, int i, int j, float edge[3], float dir[3], float grad_dir[3][3])
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@@ -1019,7 +1019,7 @@ bool BPH_mass_spring_force_spring_bending(Implicit_Data *data, int i, int j, flo
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/* Jacobian of a direction vector.
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* Basically the part of the differential orthogonal to the direction,
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* inversely proportional to the length of the edge.
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*
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*
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* dD_ij/dx_i = -dD_ij/dx_j = (D_ij * D_ij^T - I) / len_ij
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*/
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BLI_INLINE void spring_grad_dir(Implicit_Data *data, int i, int j, float edge[3], float dir[3], float grad_dir[3][3])
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