Radical simplification of the wind effect on hair, since the previous
approach does not work very well. Using a cross section estimate still causes large oscillations due to varying hair force based on angles. It also requires a sensible hair thickness value (particle radius) which is difficult to control and visualize at this point. The new model is based purely on per-vertex forces, which seems to be much more stable. It's also somewhat justified by the fact that each hair vertex represents a certain mass. Conflicts: source/blender/physics/intern/BPH_mass_spring.cpp
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@@ -1493,11 +1493,22 @@ void BPH_mass_spring_force_edge_wind(Implicit_Data *data, int v1, int v2, float
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add_v3_v3(data->F[v1], f);
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world_to_root_v3(data, v2, win, winvec[v2]);
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/* use -length to invert edge direction */
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edge_wind_vertex(dir, length, radius2, win, f, dfdx, dfdv);
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add_v3_v3(data->F[v2], f);
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}
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void BPH_mass_spring_force_vertex_wind(Implicit_Data *data, int v, float UNUSED(radius), const float (*winvec)[3])
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{
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const float density = 0.01f; /* XXX arbitrary value, corresponds to effect of air density */
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float wind[3];
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float f[3];
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world_to_root_v3(data, v, wind, winvec[v]);
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mul_v3_v3fl(f, wind, density);
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add_v3_v3(data->F[v], f);
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}
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BLI_INLINE void dfdx_spring(float to[3][3], const float dir[3], float length, float L, float k)
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{
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// dir is unit length direction, rest is spring's restlength, k is spring constant.
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