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authorMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
committerMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
commitad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f (patch)
tree4cc6f3288363889d7342f7f8407c0251e6904819 /demo/scenes/localspacefluid.h
downloadflex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.tar.xz
flex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.zip
Initial 1.1.0 binary release
Diffstat (limited to 'demo/scenes/localspacefluid.h')
-rw-r--r--demo/scenes/localspacefluid.h127
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diff --git a/demo/scenes/localspacefluid.h b/demo/scenes/localspacefluid.h
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+
+
+class LocalSpaceFluid : public Scene
+{
+public:
+
+ LocalSpaceFluid (const char* name) : Scene(name) {}
+
+ void Initialize()
+ {
+ const float radius = 0.05f;
+ const float restDistance = radius*0.6f;
+
+ int dx = int(ceilf(1.f / restDistance));
+ int dy = int(ceilf(1.f / restDistance));
+ int dz = int(ceilf(1.f / restDistance));
+
+ CreateParticleGrid(Vec3(0.0f, 1.0f, 0.0f), dx, dy, dz, restDistance, Vec3(0.0f), 1.0f, false, 0.0f, NvFlexMakePhase(0, eNvFlexPhaseSelfCollide | eNvFlexPhaseFluid), restDistance*0.01f);
+
+ Vec3 lower, upper;
+ GetParticleBounds(lower, upper);
+
+ Vec3 center = (lower+upper)*0.5f;
+
+ Mesh* shape = ImportMesh("../../data/torus.obj");
+ shape->Transform(ScaleMatrix(Vec3(0.7f)));
+
+ //Mesh* box = ImportMesh("../../data/sphere.ply");
+ //box->Transform(TranslationMatrix(Point3(0.0f, 0.1f, 0.0f))*ScaleMatrix(Vec3(1.5f)));
+
+ // invert box faces
+ for (int i=0; i < int(shape->GetNumFaces()); ++i)
+ swap(shape->m_indices[i*3+0], shape->m_indices[i*3+1]);
+
+ shape->CalculateNormals();
+
+ // shift into torus interior
+ for (int i=0; i < g_buffers->positions.size(); ++i)
+ (Vec3&)(g_buffers->positions[i]) -= Vec3(2.1f, 0.0f, 0.0f);
+
+ mesh = CreateTriangleMesh(shape);
+ AddTriangleMesh(mesh, Vec3(center), Quat(), 1.0f);
+
+ // initialize our moving frame to the center of the box
+ NvFlexExtMovingFrameInit(&meshFrame, center, Quat());
+
+ g_numSubsteps = 2;
+
+ g_params.fluid = true;
+ g_params.radius = radius;
+ g_params.fluidRestDistance = restDistance;
+ g_params.dynamicFriction = 0.f;
+ g_params.restitution = 0.0f;
+ g_params.collisionDistance = 0.05f;
+ g_params.shapeCollisionMargin = 0.00001f;
+ g_params.maxSpeed = g_numSubsteps*restDistance/g_dt;
+
+ g_params.numIterations = 4;
+
+ g_params.smoothing = 0.4f;
+ g_params.anisotropyScale = 3.0f / radius;
+ g_params.viscosity = 0.001f;
+ g_params.cohesion = 0.05f;
+ g_params.surfaceTension = 0.0f;
+
+ translation = center;
+ rotation = 0.0f;
+ rotationSpeed = 0.0f;
+
+ linearInertialScale = 0.25f;
+ angularInertialScale = 0.75f;
+
+ // draw options
+ g_drawPoints = false;
+ g_drawEllipsoids = true;
+ g_drawDiffuse = true;
+ }
+
+ virtual void DoGui()
+ {
+ imguiSlider("Rotation", &rotationSpeed, 0.0f, 7.0f, 0.1f);
+ imguiSlider("Translation", &translation.x, -2.0f, 2.0f, 0.001f);
+ imguiSlider("Linear Inertia", &linearInertialScale, 0.0f, 1.0f, 0.001f);
+ imguiSlider("Angular Inertia", &angularInertialScale, 0.0f, 1.0f, 0.001f);
+ }
+
+ virtual void Update()
+ {
+ rotation += rotationSpeed*g_dt;
+
+ // new position of the box center
+ Vec3 newPosition = translation;//meshFrame.GetPosition() + Vec3(float(g_lastdx), 0.0f, float(g_lastdy))*0.001f;
+ Quat newRotation = QuatFromAxisAngle(Vec3(0.0f, 1.0f, 0.0f), rotation);
+
+ NvFlexExtMovingFrameUpdate(&meshFrame, newPosition, newRotation, g_dt);
+
+ // update all the particles in the sim with inertial forces
+ NvFlexExtMovingFrameApply(
+ &meshFrame,
+ &g_buffers->positions[0].x,
+ &g_buffers->velocities[0].x,
+ g_buffers->positions.size(),
+ linearInertialScale,
+ angularInertialScale,
+ g_dt);
+
+ // update torus transform
+ g_buffers->shapePrevPositions[0] = g_buffers->shapePositions[0];
+ g_buffers->shapePrevRotations[0] = g_buffers->shapeRotations[0];
+
+ g_buffers->shapePositions[0] = Vec4(newPosition, 1.0f);
+ g_buffers->shapeRotations[0] = newRotation;
+
+ UpdateShapes();
+ }
+
+ Vec3 translation;
+ float rotation;
+ float rotationSpeed;
+
+ float linearInertialScale;
+ float angularInertialScale;
+
+ NvFlexExtMovingFrame meshFrame;
+
+ NvFlexTriangleMeshId mesh;
+}; \ No newline at end of file