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| author | Miles Macklin <[email protected]> | 2017-03-10 14:51:31 +1300 |
|---|---|---|
| committer | Miles Macklin <[email protected]> | 2017-03-10 14:51:31 +1300 |
| commit | ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f (patch) | |
| tree | 4cc6f3288363889d7342f7f8407c0251e6904819 /demo/scenes/localspacefluid.h | |
| download | flex-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.h | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/demo/scenes/localspacefluid.h b/demo/scenes/localspacefluid.h new file mode 100644 index 0000000..494249a --- /dev/null +++ b/demo/scenes/localspacefluid.h @@ -0,0 +1,127 @@ + + +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; +};
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