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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.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.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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