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|
| class CCDFluid : public Scene |
| { |
| public: |
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| CCDFluid (const char* name) : Scene(name) {} |
|
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| 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; |
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| |
| |
|
|
| Mesh* shape = ImportMesh("../../data/torus.obj"); |
| shape->Transform(ScaleMatrix(Vec3(0.7f))); |
| |
| |
| |
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|
| |
| for (int i=0; i < int(shape->GetNumFaces()); ++i) |
| swap(shape->m_indices[i*3+0], shape->m_indices[i*3+1]); |
|
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| shape->CalculateNormals(); |
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| |
| 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); |
|
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| |
| 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.maxSpeed = g_numSubsteps*restDistance/g_dt; |
| g_params.collisionDistance = restDistance; |
| |
|
|
| g_params.numIterations = 3; |
| |
|
|
| g_params.smoothing = 0.4f; |
|
|
| g_params.viscosity = 0.001f; |
| g_params.cohesion = 0.05f; |
| g_params.surfaceTension = 0.0f; |
| |
| |
| 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); |
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| |
| UpdateShapes(); |
| } |
|
|
| float newOffset; |
| float newRotation; |
|
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| float rotationSpeed; |
|
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| NvFlexTriangleMeshId mesh; |
| }; |
| |