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Fluid.cpp
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Fluid.cpp
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#include "Fluid.h"
#include "PhysXPlane.h"
#include "PXTools.h"
Fluid::Fluid(NxScene* scene, osg::Vec3f origin, osg::Vec3f gravity=osg::Vec3f(0,0,0)) :
_scene(scene), _origin(origin)
{
bool gShadows = false;
bool gHardwareSimulation = false;
//Create a set of initial particles
ParticleSDK* initParticles = new ParticleSDK[MAX_PARTICLES];
unsigned initParticlesNum = 0;
//remove gravity.
_scene->setGravity(NxVec3(gravity.x(),gravity.z(),gravity.y()));
gRotationAxis.normalize();
while (initParticlesNum < MAX_PARTICLES)
{
NxVec3 pos;
pos = RandNormalVec(NxVec3(0,0,0), gGenerationRadius/24);
if (pos.magnitudeSquared() < gPlanetRadius*gPlanetRadius)
continue;
if (pos.magnitudeSquared() > gGenerationRadius*gGenerationRadius)
continue;
ParticleSDK& newParticle = initParticles[initParticlesNum++];
gCenter = NxVec3(origin.x(), origin.z(),origin.y());
newParticle.position = gCenter + pos;
positions.push_back( newParticle.position );
newParticle.velocity = RandNormalVec(NxVec3(0,0,0), 0.2f);
}
//Setup structure to pass initial particles.
NxParticleData initParticleData;
initParticleData.numParticlesPtr = &initParticlesNum;
initParticleData.bufferPos = &initParticles[0].position.x;
initParticleData.bufferPosByteStride = sizeof(ParticleSDK);
initParticleData.bufferVel = &initParticles[0].velocity.x;
initParticleData.bufferVelByteStride = sizeof(ParticleSDK);
//Setup fluid descriptor
NxFluidDesc fluidDesc;
fluidDesc.maxParticles = MAX_PARTICLES;
fluidDesc.kernelRadiusMultiplier = 2.0f;
fluidDesc.restParticlesPerMeter = 3.6f;
fluidDesc.motionLimitMultiplier = 2.0f;
fluidDesc.packetSizeMultiplier = 8;
fluidDesc.stiffness = 100.0f;
fluidDesc.viscosity = gViscosity;
fluidDesc.restDensity = 1000.0f;
fluidDesc.damping = 0.0001f;
fluidDesc.simulationMethod = NX_F_SPH;
if (!gHardwareSimulation)
fluidDesc.flags &= ~NX_FF_HARDWARE;
fluidDesc.initialParticleData = initParticleData;
//Create user fluid.
//- create NxFluid in NxScene
//- setup the buffers to read from data from the SDK
//- set NxFluid::userData field to MyFluid instance
NxVec3 color(0,0,0);
bool trackUserData = false;
bool provideCollisionNormals = false;
initialize(fluidDesc, trackUserData, provideCollisionNormals, color, 0.04f);
delete[] initParticles;
setMatrix(osg::Matrix::identity());
_geode = createSphere(origin);
_geode->getDrawable(0)->setUpdateCallback( new FluidUpdateCallback( _scene, this ));
addChild( _geode );
}
Fluid::~Fluid(void)
{
delete[] mParticleBuffer;
mParticleBuffer = NULL;
_scene->releaseFluid(*mFluid);
if (mTrackUserData)
{
delete[] mMyParticleBuffer;
mMyParticleBuffer = NULL;
delete[] mCreatedParticleIds;
mCreatedParticleIds = NULL;
delete[] mDeletedParticleIds;
mDeletedParticleIds = NULL;
}
//if (mRenderBuffer)
//{
// delete[] mRenderBuffer;
// mRenderBuffer = 0;
//}
}
osg::Geode* Fluid::createSphere(osg::Vec3f origin)
{
osg::Geode* geode = new osg::Geode;
osg::Geometry* pointsGeom = new osg::Geometry();
osg::Vec3Array* vertices = new osg::Vec3Array;
int i,j;
// create particles - POINTS
{
for (int i=0;i<positions.size(); i++)
{
osg::Vec3f p = osg::Vec3f(positions[i].x, positions[i].z, positions[i].y);
vertices->push_back(p);
}
pointsGeom->setVertexArray(vertices);
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,0.8f));
pointsGeom->setColorArray(colors);
pointsGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
// set the normal in the same way color.
osg::Vec3Array* normals = new osg::Vec3Array;
normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
pointsGeom->setNormalArray(normals);
pointsGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
osg::StateSet* stateSet = new osg::StateSet();
pointsGeom->setStateSet(stateSet);
pointsGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS,0,positions.size()));
osg::Point* point = new osg::Point;
point->setDistanceAttenuation(osg::Vec3(0.0,0.0000,0.05f));
point->setSize(20.0f);
stateSet->setAttribute(point);
osg::PointSprite *sprite = new osg::PointSprite();
stateSet->setTextureAttributeAndModes(0, sprite, osg::StateAttribute::ON);
// add the points geometry to the geode.
geode->addDrawable(pointsGeom);
}
return geode;
}
void Fluid::initialize(NxFluidDesc &desc, bool trackUserData, bool provideCollisionNormals, const NxVec3 &particleColor, NxReal particleSize)
{
mMaxParticles = desc.maxParticles;
mParticleBuffer = new ParticleSDK[mMaxParticles];
desc.userData = this;
//Setup particle write data.
NxParticleData particleData;
particleData.numParticlesPtr = &mParticleBufferNum;
particleData.bufferPos = &mParticleBuffer[0].position.x;
particleData.bufferPosByteStride = sizeof(ParticleSDK);
particleData.bufferVel = &mParticleBuffer[0].velocity.x;
particleData.bufferVelByteStride = sizeof(ParticleSDK);
particleData.bufferDensity = &mParticleBuffer[0].density;
particleData.bufferDensityByteStride = sizeof(ParticleSDK);
particleData.bufferLife = &mParticleBuffer[0].lifetime;
particleData.bufferLifeByteStride = sizeof(ParticleSDK);
particleData.bufferId = &mParticleBuffer[0].id;
particleData.bufferIdByteStride = sizeof(ParticleSDK);
if (provideCollisionNormals)
{
particleData.bufferCollisionNormal = &mParticleBuffer[0].collisionNormal.x;
particleData.bufferCollisionNormalByteStride = sizeof(ParticleSDK);
}
desc.particlesWriteData = particleData;
//User data buffers
if (mTrackUserData)
{
mMyParticleBuffer = new MyParticle[mMaxParticles];
mCreatedParticleIds = new NxU32[mMaxParticles];
mDeletedParticleIds = new NxU32[mMaxParticles];
//Setup id write data.
NxParticleIdData idData;
//Creation
idData.numIdsPtr = &mCreatedParticleIdsNum;
idData.bufferId = mCreatedParticleIds;
idData.bufferIdByteStride = sizeof(NxU32);
desc.particleCreationIdWriteData = idData;
//Deletion
idData.numIdsPtr = &mDeletedParticleIdsNum;
idData.bufferId = mDeletedParticleIds;
idData.bufferIdByteStride = sizeof(NxU32);
desc.particleDeletionIdWriteData = idData;
}
mFluid = _scene->createFluid(desc);
assert(mFluid);
}
/*demo scene*/
osg::Group* createDemoFluid(NxScene* scene, osg::Vec3f origin)
{
osg::Group* group = new osg::Group;
Fluid* fluid = new Fluid(scene, origin);
group->addChild(fluid);
return fluid;
}
osg::Group* createDemoFluid2(NxScene* scene, osg::Vec3f origin, float size)
{
osg::Group* group = new osg::Group;
CPhysXPlane* plane = new CPhysXPlane(scene, origin, size);
group->addChild(plane);
Fluid* fluid = new Fluid(scene, osg::Vec3f(5,5,5), osg::Vec3f(0,0,-19.81));
group->addChild(fluid);
return group;
}