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class WaterBalloon : public Scene
{
public:
WaterBalloon(const char* name) : Scene(name) {}
virtual ~WaterBalloon()
{
for (size_t i = 0; i < mCloths.size(); ++i)
NvFlexExtDestroyTearingCloth(mCloths[i].asset);
}
void AddInflatable(const Mesh* mesh, float overPressure, float invMass, int phase)
{
// create a cloth mesh using the global positions / indices
const int numParticles = int(mesh->m_positions.size());
const int maxParticles = numParticles * 2;
Balloon balloon;
balloon.particleOffset = g_buffers->positions.size();
balloon.triangleOffset = g_buffers->triangles.size();
balloon.splitThreshold = 4.0f;
// add particles to system
for (size_t i = 0; i < mesh->GetNumVertices(); ++i)
{
const Vec3 p = Vec3(mesh->m_positions[i]);
g_buffers->positions.push_back(Vec4(p.x, p.y, p.z, invMass));
g_buffers->restPositions.push_back(Vec4(p.x, p.y, p.z, invMass));
g_buffers->velocities.push_back(0.0f);
g_buffers->phases.push_back(phase);
}
for (size_t i = 0; i < mesh->m_indices.size(); i += 3)
{
int a = mesh->m_indices[i + 0];
int b = mesh->m_indices[i + 1];
int c = mesh->m_indices[i + 2];
Vec3 n = -Normalize(Cross(mesh->m_positions[b] - mesh->m_positions[a], mesh->m_positions[c] - mesh->m_positions[a]));
g_buffers->triangleNormals.push_back(n);
g_buffers->triangles.push_back(a + balloon.particleOffset);
g_buffers->triangles.push_back(b + balloon.particleOffset);
g_buffers->triangles.push_back(c + balloon.particleOffset);
}
// create tearing asset
NvFlexExtAsset* cloth = NvFlexExtCreateTearingClothFromMesh((float*)&g_buffers->positions[balloon.particleOffset], numParticles, maxParticles, (int*)&mesh->m_indices[0], mesh->GetNumFaces(), 1.0f, 1.0f, 0.0f);
balloon.asset = cloth;
mCloths.push_back(balloon);
}
void Initialize()
{
mCloths.resize(0);
float minSize = 0.25f;
float maxSize = 0.5f;
float spacing = 4.0f;
// convex rocks
for (int i = 0; i < 4; i++)
for (int j = 0; j < 1; j++)
AddRandomConvex(10, Vec3(i*maxSize*spacing, 0.0f, j*maxSize*spacing), minSize, maxSize, Vec3(0.0f, 1.0f, 0.0f), Randf(0.0f, k2Pi));
float radius = 0.1f;
int group = 0;
g_numExtraParticles = 20000;
g_numSubsteps = 3;
g_params.radius = radius;
g_params.dynamicFriction = 0.125f;
g_params.dissipation = 0.0f;
g_params.numIterations = 5;
g_params.particleCollisionMargin = g_params.radius*0.05f;
g_params.relaxationFactor = 1.0f;
g_params.drag = 0.0f;
g_params.smoothing = 1.f;
g_params.maxSpeed = 0.5f*g_numSubsteps*radius / g_dt;
g_params.gravity[1] *= 1.0f;
g_params.collisionDistance = 0.01f;
g_params.solidPressure = 0.0f;
g_params.fluidRestDistance = radius*0.65f;
g_params.viscosity = 0.0;
g_params.adhesion = 0.0f;
g_params.cohesion = 0.02f;
// add inflatables
Mesh* mesh = ImportMesh(GetFilePathByPlatform("../../data/sphere_high.ply").c_str());
for (int y = 0; y < 2; ++y)
for (int i = 0; i < 2; ++i)
{
Vec3 lower = Vec3(2.0f + i*2.0f, 0.4f + y*1.2f, 1.0f);
mesh->Normalize();
mesh->Transform(TranslationMatrix(Point3(lower)));
AddInflatable(mesh, 1.0f, 0.25f, NvFlexMakePhase(group++, eNvFlexPhaseSelfCollide | eNvFlexPhaseSelfCollideFilter));
}
g_numSolidParticles = g_buffers->positions.size();
g_numExtraParticles = g_buffers->positions.size();
// fill inflatables with water
std::vector<Vec3> positions(10000);
int n = PoissonSample3D(0.45f, g_params.radius*0.42f, &positions[0], positions.size(), 10000);
//int n = TightPack3D(0.45f, g_params.radius*0.42f, &positions[0], positions.size());
mNumFluidParticles = 0;
for (size_t i = 0; i < mCloths.size(); ++i)
{
const int vertStart = i*mesh->GetNumVertices();
const int vertEnd = vertStart + mesh->GetNumVertices();
const int phase = NvFlexMakePhase(group++, eNvFlexPhaseSelfCollide | eNvFlexPhaseFluid);
Vec3 center;
for (int v = vertStart; v < vertEnd; ++v)
center += Vec3(g_buffers->positions[v]);
center /= float(vertEnd - vertStart);
printf("%d, %d - %f %f %f\n", vertStart, vertEnd, center.x, center.y, center.z);
for (int i = 0; i < n; ++i)
{
g_buffers->positions.push_back(Vec4(center + positions[i], 1.0f));
g_buffers->restPositions.push_back(Vec4());
g_buffers->velocities.push_back(0.0f);
g_buffers->phases.push_back(phase);
}
mNumFluidParticles += n;
}
delete mesh;
g_drawPoints = false;
g_drawEllipsoids = true;
g_drawSprings = 0;
g_drawCloth = false;
g_warmup = true;
}
void RebuildConstraints()
{
// update constraint data
g_buffers->triangles.resize(0);
g_buffers->springIndices.resize(0);
g_buffers->springStiffness.resize(0);
g_buffers->springLengths.resize(0);
for (int c = 0; c < int(mCloths.size()); ++c)
{
Balloon& balloon = mCloths[c];
for (int i = 0; i < balloon.asset->numTriangles; ++i)
{
g_buffers->triangles.push_back(balloon.asset->triangleIndices[i * 3 + 0] + balloon.particleOffset);
g_buffers->triangles.push_back(balloon.asset->triangleIndices[i * 3 + 1] + balloon.particleOffset);
g_buffers->triangles.push_back(balloon.asset->triangleIndices[i * 3 + 2] + balloon.particleOffset);
}
for (int i = 0; i < balloon.asset->numSprings * 2; ++i)
g_buffers->springIndices.push_back(balloon.asset->springIndices[i] + balloon.particleOffset);
for (int i = 0; i < balloon.asset->numSprings; ++i)
{
g_buffers->springStiffness.push_back(balloon.asset->springCoefficients[i]);
g_buffers->springLengths.push_back(balloon.asset->springRestLengths[i]);
}
}
}
virtual void Sync()
{
// send new particle data to the GPU
NvFlexSetRestParticles(g_solver, g_buffers->restPositions.buffer, NULL);
// update solver
NvFlexSetSprings(g_solver, g_buffers->springIndices.buffer, g_buffers->springLengths.buffer, g_buffers->springStiffness.buffer, g_buffers->springLengths.size());
NvFlexSetDynamicTriangles(g_solver, g_buffers->triangles.buffer, g_buffers->triangleNormals.buffer, g_buffers->triangles.size() / 3);
}
virtual void Update()
{
// temporarily restore the mouse particle's mass so that we can tear it
if (g_mouseParticle != -1)
g_buffers->positions[g_mouseParticle].w = g_mouseMass;
// force larger radius for solid interactions to prevent interpenetration
g_params.solidRestDistance = g_params.radius;
// build new particle arrays
std::vector<Vec4> newParticles;
std::vector<Vec4> newParticlesRest;
std::vector<Vec3> newVelocities;
std::vector<int> newPhases;
std::vector<Vec4> newNormals;
for (int c = 0; c < int(mCloths.size()); ++c)
{
Balloon& balloon = mCloths[c];
const int destOffset = newParticles.size();
// append existing particles
for (int i = 0; i < balloon.asset->numParticles; ++i)
{
newParticles.push_back(g_buffers->positions[balloon.particleOffset + i]);
newParticlesRest.push_back(g_buffers->restPositions[balloon.particleOffset + i]);
newVelocities.push_back(g_buffers->velocities[balloon.particleOffset + i]);
newPhases.push_back(g_buffers->phases[balloon.particleOffset + i]);
newNormals.push_back(g_buffers->normals[balloon.particleOffset + i]);
}
// perform splitting
const int maxCopies = 2048;
const int maxEdits = 2048;
NvFlexExtTearingParticleClone particleCopies[maxCopies];
int numParticleCopies;
NvFlexExtTearingMeshEdit triangleEdits[maxEdits];
int numTriangleEdits;
// update asset's copy of the particles
memcpy(balloon.asset->particles, &g_buffers->positions[balloon.particleOffset], sizeof(Vec4)*balloon.asset->numParticles);
// tear
NvFlexExtTearClothMesh(balloon.asset, balloon.splitThreshold, 1, particleCopies, &numParticleCopies, maxCopies, triangleEdits, &numTriangleEdits, maxEdits);
// resize particle data arrays
newParticles.resize(newParticles.size() + numParticleCopies);
newParticlesRest.resize(newParticlesRest.size() + numParticleCopies);
newVelocities.resize(newVelocities.size() + numParticleCopies);
newPhases.resize(newPhases.size() + numParticleCopies);
newNormals.resize(newNormals.size() + numParticleCopies);
// copy particles
for (int i = 0; i < numParticleCopies; ++i)
{
const int srcIndex = balloon.particleOffset + particleCopies[i].srcIndex;
const int destIndex = destOffset + particleCopies[i].destIndex;
newParticles[destIndex] = g_buffers->positions[srcIndex];
newParticlesRest[destIndex] = g_buffers->restPositions[srcIndex];
newVelocities[destIndex] = g_buffers->velocities[srcIndex];
newPhases[destIndex] = g_buffers->phases[srcIndex];
newNormals[destIndex] = g_buffers->normals[srcIndex];
}
if (numParticleCopies)
{
// reduce split threshold for this balloon
balloon.splitThreshold = 1.75f;
}
balloon.particleOffset = destOffset;
balloon.asset->numParticles += numParticleCopies;
}
// append fluid particles
const int fluidStart = g_numSolidParticles;
const int fluidEnd = fluidStart + mNumFluidParticles;
g_numSolidParticles = newParticles.size();
for (int i = fluidStart; i < fluidEnd; ++i)
{
newParticles.push_back(g_buffers->positions[i]);
newParticlesRest.push_back(Vec4());
newVelocities.push_back(g_buffers->velocities[i]);
newPhases.push_back(g_buffers->phases[i]);
newNormals.push_back(g_buffers->normals[i]);
}
g_buffers->positions.assign(&newParticles[0], newParticles.size());
g_buffers->restPositions.assign(&newParticlesRest[0], newParticlesRest.size());
g_buffers->velocities.assign(&newVelocities[0], newVelocities.size());
g_buffers->phases.assign(&newPhases[0], newPhases.size());
g_buffers->normals.assign(&newNormals[0], newNormals.size());
// build active indices list
g_buffers->activeIndices.resize(g_buffers->positions.size());
for (int i = 0; i < g_buffers->positions.size(); ++i)
g_buffers->activeIndices[i] = i;
// update constraint buffers
RebuildConstraints();
// restore mouse mass
if (g_mouseParticle != -1)
g_buffers->positions[g_mouseParticle].w = 0.0f;
}
virtual void Draw(int pass)
{
if (!g_drawMesh)
return;
for (size_t i = 0; i < mCloths.size(); ++i)
{
DrawCloth(&g_buffers->positions[0], &g_buffers->normals[0], NULL, &g_buffers->triangles[mCloths[i].triangleOffset], mCloths[i].asset->numTriangles, g_buffers->positions.size(), (i + 2) % 6);//, g_params.radius*0.25f);
}
}
struct Balloon
{
NvFlexExtAsset* asset;
int particleOffset;
int triangleOffset;
float splitThreshold;
};
int mNumFluidParticles;
std::vector<Balloon> mCloths;
};
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