1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
|
class CCDFluid : public Scene
{
public:
CCDFluid (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/box.ply");
//shape->Transform(ScaleMatrix(Vec3(2.0f)));
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
newOffset = g_buffers->shapePositions[0].x;
newRotation = 0.0f;
rotationSpeed = 0.0f;
g_numSubsteps = 2;
g_params.radius = radius;
g_params.fluidRestDistance = restDistance;
g_params.dynamicFriction = 0.1f;
g_params.restitution = 0.0f;
g_params.shapeCollisionMargin = 0.05f;
//g_params.maxAcceleration = 50.0f;
g_params.maxSpeed = g_numSubsteps*restDistance/g_dt;
g_params.collisionDistance = restDistance;
//g_params.shapeCollisionMargin = 0.0001f;
g_params.numIterations = 3;
//g_params.relaxationFactor = 0.5f;
g_params.smoothing = 0.4f;
g_params.viscosity = 0.001f;
g_params.cohesion = 0.05f;
g_params.surfaceTension = 0.0f;
// draw options
g_drawPoints = true;
g_drawEllipsoids = false;
g_drawDiffuse = true;
}
virtual void DoGui()
{
imguiSlider("Linear", &newOffset, 0.0f, 2.0f, 0.0001f);
imguiSlider("Rotation", &rotationSpeed, 0.0f, 10.0f, 0.1f);
}
virtual void Update()
{
g_buffers->shapePrevPositions[0].x = g_buffers->shapePositions[0].x;
g_buffers->shapePositions[0].x = newOffset;
newRotation += rotationSpeed*g_dt;
g_buffers->shapePrevRotations[0] = g_buffers->shapeRotations[0];
g_buffers->shapeRotations[0] = QuatFromAxisAngle(Vec3(0.0f, 1.0f, 0.0f), newRotation);
// update previous transform of the disc
UpdateShapes();
}
float newOffset;
float newRotation;
float rotationSpeed;
NvFlexTriangleMeshId mesh;
};
|