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Courses
CA-Framework-2022
Commits
2e152217
Commit
2e152217
authored
Apr 22, 2020
by
Yuwei Xiao
Browse files
ex5 fluid
parent
5ecd92dd
Changes
5
Hide whitespace changes
Inline
Side-by-side
5_fluid/CMakeLists.txt
0 → 100644
View file @
2e152217
cmake_minimum_required
(
VERSION 3.1
)
project
(
5_fluid
)
set
(
CMAKE_MODULE_PATH
${
CMAKE_MODULE_PATH
}
${
CMAKE_CURRENT_SOURCE_DIR
}
/../cmake
)
set
(
CMAKE_CXX_FLAGS
"-Wall"
)
# libigl
option
(
LIBIGL_USE_STATIC_LIBRARY
"Use libigl as static library"
OFF
)
option
(
LIBIGL_WITH_ANTTWEAKBAR
"Use AntTweakBar"
OFF
)
option
(
LIBIGL_WITH_CGAL
"Use CGAL"
OFF
)
option
(
LIBIGL_WITH_COMISO
"Use CoMiso"
OFF
)
option
(
LIBIGL_WITH_CORK
"Use Cork"
OFF
)
option
(
LIBIGL_WITH_EMBREE
"Use Embree"
OFF
)
option
(
LIBIGL_WITH_LIM
"Use LIM"
OFF
)
option
(
LIBIGL_WITH_MATLAB
"Use Matlab"
OFF
)
option
(
LIBIGL_WITH_MOSEK
"Use MOSEK"
OFF
)
option
(
LIBIGL_WITH_OPENGL
"Use OpenGL"
ON
)
option
(
LIBIGL_WITH_OPENGL_GLFW
"Use GLFW"
ON
)
option
(
LIBIGL_WITH_OPENGL_GLFW_IMGUI
"Use ImGui"
ON
)
option
(
LIBIGL_WITH_PNG
"Use PNG"
OFF
)
option
(
LIBIGL_WITH_PYTHON
"Use Python"
OFF
)
option
(
LIBIGL_WITH_TETGEN
"Use Tetgen"
OFF
)
option
(
LIBIGL_WITH_TRIANGLE
"Use Triangle"
OFF
)
option
(
LIBIGL_WITH_VIEWER
"Use OpenGL viewer"
ON
)
option
(
LIBIGL_WITH_XML
"Use XML"
OFF
)
if
(
NOT LIBIGL_FOUND
)
find_package
(
LIBIGL REQUIRED QUIET
)
endif
()
# Add default project files
file
(
GLOB LIBFILES
${
PROJECT_SOURCE_DIR
}
/../include/*.*
)
source_group
(
"Library Files"
FILES
${
LIBFILES
}
)
include_directories
(
${
CMAKE_CURRENT_SOURCE_DIR
}
/../include
)
# Add your project files
file
(
GLOB SRCFILES *.cpp
)
file
(
GLOB HFILES *.h
)
add_definitions
(
-DIGL_VIEWER_VIEWER_QUIET
)
add_executable
(
${
PROJECT_NAME
}
${
SRCFILES
}
${
HFILES
}
${
LIBFILES
}
)
target_link_libraries
(
${
PROJECT_NAME
}
igl::core igl::opengl_glfw igl::opengl_glfw_imgui
)
\ No newline at end of file
5_fluid/FluidSim.cpp
0 → 100644
View file @
2e152217
#include "FluidSim.h"
void
FluidSim
::
solvePoisson
()
{
double
dx2
=
m_dx
*
m_dx
;
double
residual
=
m_acc
+
1
;
// initial residual
double
rho
=
1
;
Array2d
&
p
=
p_pressure
->
x
();
for
(
int
it
=
0
;
residual
>
m_acc
&&
it
<
m_iter
;
++
it
)
{
// Note that the boundaries are handles by the framework, so you iterations should be similar to:
for
(
int
y
=
1
;
y
<
m_res_y
-
1
;
++
y
)
{
for
(
int
x
=
1
;
x
<
m_res_x
-
1
;
++
x
)
{
double
b
=
-
p_divergence
->
x
()(
x
,
y
)
/
m_dt
*
rho
;
// right-hand
// TODO: update the pressure values
p
(
x
,
y
)
=
p
(
x
,
y
);
}
}
// Compute the new residual, i.e. the sum of the squares of the individual residuals (squared L2-norm)
residual
=
0
;
for
(
int
y
=
1
;
y
<
m_res_y
-
1
;
++
y
)
{
for
(
int
x
=
1
;
x
<
m_res_x
-
1
;
++
x
)
{
double
b
=
-
p_divergence
->
x
()(
x
,
y
)
/
m_dt
*
rho
;
// right-hand
// TODO: compute the cell residual
double
cellResidual
=
0
;
residual
+=
cellResidual
*
cellResidual
;
}
}
// Get the L2-norm of the residual
residual
=
sqrt
(
residual
);
// We assume the accuracy is meant for the average L2-norm per grid cell
residual
/=
(
m_res_x
-
2
)
*
(
m_res_y
-
2
);
// For your debugging, and ours, please add these prints after every iteration
if
(
it
==
m_iter
-
1
)
printf
(
"Pressure solver: it=%d , res=%f
\n
"
,
it
,
residual
);
if
(
residual
<
m_acc
)
printf
(
"Pressure solver: it=%d , res=%f, converged
\n
"
,
it
,
residual
);
}
}
void
FluidSim
::
correctVelocity
()
{
Array2d
&
p
=
p_pressure
->
x
();
Array2d
&
u
=
p_velocity
->
x
();
// x velocity
Array2d
&
v
=
p_velocity
->
y
();
// y velocity
// Note: velocity u_{i+1/2}
for
(
int
y
=
1
;
y
<
m_res_y
-
1
;
++
y
)
for
(
int
x
=
1
;
x
<
m_res_x
;
++
x
)
// TODO: update u
u
(
x
,
y
)
=
u
(
x
,
y
);
// Same for velocity v_{i+1/2}.
for
(
int
y
=
1
;
y
<
m_res_y
;
++
y
)
for
(
int
x
=
1
;
x
<
m_res_x
-
1
;
++
x
)
// TODO: update v
v
(
x
,
y
)
=
v
(
x
,
y
);
}
void
FluidSim
::
advectValues
()
{
// Densities live on the grid centers, the velocities on the MAC grid
// Separate their computation to avoid confusion
Array2d
&
d
=
p_density
->
x
();
Array2d
&
u
=
p_velocity
->
x
();
Array2d
&
v
=
p_velocity
->
y
();
Array2d
&
d_
=
p_density_tmp
->
x
();
Array2d
&
u_
=
p_velocity_tmp
->
x
();
Array2d
&
v_
=
p_velocity_tmp
->
y
();
// Densities, grid centers
for
(
int
y
=
1
;
y
<
m_res_y
-
1
;
++
y
)
{
for
(
int
x
=
1
;
x
<
m_res_x
-
1
;
++
x
)
{
// TODO: Compute the velocity
double
last_x_velocity
=
0
;
double
last_y_velocity
=
0
;
// TODO: Find the last position of the particle (in grid coordinates)
double
last_x
=
0
;
double
last_y
=
0
;
// Make sure the coordinates are inside the boundaries
// Densities are known between 1 and res-2
if
(
last_x
<
1
)
last_x
=
1
;
if
(
last_y
<
1
)
last_y
=
1
;
if
(
last_x
>
m_res_x
-
2
)
last_x
=
m_res_x
-
2
;
if
(
last_y
>
m_res_y
-
2
)
last_y
=
m_res_y
-
2
;
// Determine corners for bilinear interpolation
int
x_low
=
(
int
)
last_x
;
int
y_low
=
(
int
)
last_y
;
int
x_high
=
x_low
+
1
;
int
y_high
=
y_low
+
1
;
// Compute the interpolation weights
double
x_weight
=
last_x
-
x_low
;
double
y_weight
=
last_y
-
y_low
;
// TODO: Bilinear interpolation
d_
(
x
,
y
)
=
d
(
x
,
y
);
}
}
// Velocities (u), MAC grid
for
(
int
y
=
1
;
y
<
m_res_y
-
1
;
++
y
)
{
for
(
int
x
=
1
;
x
<
m_res_x
;
++
x
)
{
// TODO: Compute the velocity
double
last_x_velocity
=
0
;
double
last_y_velocity
=
0
;
// TODO: Find the last position of the particle (in grid coordinates)
double
last_x
=
0
;
double
last_y
=
0
;
// Make sure the coordinates are inside the boundaries
// Being conservative, one can say that the velocities are known between 1.5 and res-2.5
// (the MAC grid is inside the known densities, which are between 1 and res - 2)
if
(
last_x
<
1.5
)
last_x
=
1.5
;
if
(
last_y
<
1.5
)
last_y
=
1.5
;
if
(
last_x
>
m_res_x
-
1.5
)
last_x
=
m_res_x
-
1.5
;
if
(
last_y
>
m_res_y
-
2.5
)
last_y
=
m_res_y
-
2.5
;
// Determine corners for bilinear interpolation
int
x_low
=
(
int
)
last_x
;
int
y_low
=
(
int
)
last_y
;
int
x_high
=
x_low
+
1
;
int
y_high
=
y_low
+
1
;
// Compute the interpolation weights
double
x_weight
=
last_x
-
x_low
;
double
y_weight
=
last_y
-
y_low
;
// TODO: Bilinear interpolation
u_
(
x
,
y
)
=
u
(
x
,
y
);
}
}
// Velocities (v), MAC grid
for
(
int
y
=
1
;
y
<
m_res_y
;
++
y
)
{
for
(
int
x
=
1
;
x
<
m_res_x
-
1
;
++
x
)
{
// TODO: Compute the velocity
double
last_x_velocity
=
0
;
double
last_y_velocity
=
0
;
// TODO: Find the last position of the particle (in grid coordinates)
double
last_x
=
0
;
double
last_y
=
0
;
// Make sure the coordinates are inside the boundaries
// Being conservative, one can say that the velocities are known between 1.5 and res-2.5
// (the MAC grid is inside the known densities, which are between 1 and res - 2)
if
(
last_x
<
1.5
)
last_x
=
1.5
;
if
(
last_y
<
1.5
)
last_y
=
1.5
;
if
(
last_x
>
m_res_x
-
2.5
)
last_x
=
m_res_x
-
2.5
;
if
(
last_y
>
m_res_y
-
1.5
)
last_y
=
m_res_y
-
1.5
;
// Determine corners for bilinear interpolation
double
x_low
=
(
int
)
last_x
;
double
y_low
=
(
int
)
last_y
;
double
x_high
=
x_low
+
1
;
double
y_high
=
y_low
+
1
;
// Compute the interpolation weights
double
x_weight
=
last_x
-
x_low
;
double
y_weight
=
last_y
-
y_low
;
// TODO: Bilinear interpolation
v_
(
x
,
y
)
=
v
(
x
,
y
);
}
}
// Copy the values in temp to the original buffers
for
(
int
y
=
1
;
y
<
m_res_y
-
1
;
++
y
)
for
(
int
x
=
1
;
x
<
m_res_x
-
1
;
++
x
)
d
(
x
,
y
)
=
d_
(
x
,
y
);
for
(
int
y
=
1
;
y
<
m_res_y
-
1
;
++
y
)
for
(
int
x
=
1
;
x
<
m_res_x
;
++
x
)
u
(
x
,
y
)
=
u_
(
x
,
y
);
for
(
int
y
=
1
;
y
<
m_res_y
;
++
y
)
for
(
int
x
=
1
;
x
<
m_res_x
-
1
;
++
x
)
v
(
x
,
y
)
=
v_
(
x
,
y
);
}
5_fluid/FluidSim.h
0 → 100644
View file @
2e152217
#include <igl/edges.h>
#include "Simulation.h"
#include "Grid2.h"
#include "MACGrid2.h"
using
namespace
std
;
/*
* Simulation of a simple smoke plume rising.
*/
class
FluidSim
:
public
Simulation
{
public:
FluidSim
()
:
Simulation
()
{
init
();
}
virtual
void
init
()
override
{
m_res_x
=
128
;
m_res_y
=
int
(
m_res_x
*
1.5
);
// 3:2 ratio
m_size_x
=
1.0
;
//m_res_x; // or just 1.0
m_dx
=
m_size_x
/
m_res_x
;
// ! dx == dy
m_idx
=
m_res_x
/
m_size_x
;
m_size_y
=
m_dx
*
m_res_y
;
m_dt
=
0.005
*
sqrt
((
m_res_x
+
m_res_y
)
*
0.5
);
m_acc
=
1e-5
;
m_iter
=
2000
;
m_field
=
0
;
m_velocityOn
=
false
;
m_vScale
=
20
;
m_windOn
=
false
;
p_density
=
new
Grid2
(
m_res_x
,
m_res_y
,
m_dx
);
p_density_tmp
=
new
Grid2
(
m_res_x
,
m_res_y
,
m_dx
);
p_pressure
=
new
Grid2
(
m_res_x
,
m_res_y
,
m_dx
);
p_divergence
=
new
Grid2
(
m_res_x
,
m_res_y
,
m_dx
);
p_vorticity
=
new
Grid2
(
m_res_x
,
m_res_y
,
m_dx
);
p_density
->
getMesh
(
m_renderV
,
m_renderF
);
// need to call once
p_velocity
=
new
MACGrid2
(
m_res_x
,
m_res_y
,
m_dx
);
p_velocity_tmp
=
new
MACGrid2
(
m_res_x
,
m_res_y
,
m_dx
);
p_force
=
new
MACGrid2
(
m_res_x
,
m_res_y
,
m_dx
);
reset
();
}
virtual
void
resetMembers
()
override
{
p_density
->
reset
();
p_density
->
applySource
(
0.45
,
0.55
,
0.1
,
0.15
);
p_pressure
->
reset
();
p_divergence
->
reset
();
p_velocity
->
reset
();
p_force
->
reset
();
}
virtual
void
updateRenderGeometry
()
override
{
if
(
m_field
==
0
)
{
p_density
->
getColors
(
m_renderC
);
}
else
if
(
m_field
==
1
)
{
p_pressure
->
getColors
(
m_renderC
,
true
);
}
else
if
(
m_field
==
2
)
{
p_divergence
->
getColors
(
m_renderC
,
true
);
}
else
if
(
m_field
==
3
)
{
p_vorticity
->
getColors
(
m_renderC
,
true
);
}
if
(
m_velocityOn
)
{
p_velocity
->
updateEdges
(
m_vScale
);
}
}
virtual
bool
advance
()
override
{
// apply source in density field
p_density
->
applySource
(
0.45
,
0.55
,
0.1
,
0.15
);
// add in new forces
addBuoyancy
();
if
(
m_windOn
)
addWind
();
addForce
();
// remove divergence
solvePressure
();
// advect everything
advectValues
();
// reset forces
p_force
->
reset
();
// advance m_time
m_time
+=
m_dt
;
m_step
++
;
return
false
;
}
virtual
void
renderRenderGeometry
(
igl
::
opengl
::
glfw
::
Viewer
&
viewer
)
override
{
viewer
.
data
().
set_mesh
(
m_renderV
,
m_renderF
);
viewer
.
data
().
set_colors
(
m_renderC
);
if
(
m_velocityOn
)
{
viewer
.
data
().
add_edges
(
p_velocity
->
s
(),
p_velocity
->
e
(),
Eigen
::
RowVector3d
(
0
,
0
,
0
));
viewer
.
data
().
add_edges
(
p_velocity
->
vs
(),
p_velocity
->
ve
(),
p_velocity
->
vc
());
}
}
#pragma region FluidSteps
void
addBuoyancy
()
{
double
scaling
=
64.0
/
m_res_x
;
// add buoyancy
for
(
int
i
=
0
;
i
<
p_force
->
y
().
size
(
0
);
++
i
)
{
for
(
int
j
=
1
;
j
<
p_force
->
y
().
size
(
1
)
-
1
;
++
j
)
{
p_force
->
y
()(
i
,
j
)
+=
0.1
*
(
p_density
->
x
()(
i
,
j
-
1
)
+
p_density
->
x
()(
i
,
j
))
/
2.0
*
scaling
;
}
}
}
void
addWind
()
{
double
scaling
=
64.0
/
m_res_x
;
static
double
r
=
0.0
;
r
+=
1
;
const
double
fx
=
2e-2
*
cos
(
5e-2
*
r
)
*
cos
(
3e-2
*
r
)
*
scaling
;
// add wind
for
(
int
i
=
0
;
i
<
p_force
->
x
().
size
(
0
);
++
i
)
{
for
(
int
j
=
0
;
j
<
p_force
->
x
().
size
(
1
);
++
j
)
{
p_force
->
x
()(
i
,
j
)
+=
fx
;
}
}
}
void
addForce
()
{
for
(
int
i
=
0
;
i
<
p_velocity
->
x
().
size
(
0
);
++
i
)
{
for
(
int
j
=
0
;
j
<
p_velocity
->
x
().
size
(
1
);
++
j
)
{
p_velocity
->
x
()(
i
,
j
)
+=
m_dt
*
p_force
->
x
()(
i
,
j
);
}
}
for
(
int
i
=
0
;
i
<
p_velocity
->
y
().
size
(
0
);
++
i
)
{
for
(
int
j
=
0
;
j
<
p_velocity
->
y
().
size
(
1
);
++
j
)
{
p_velocity
->
y
()(
i
,
j
)
+=
m_dt
*
p_force
->
y
()(
i
,
j
);
}
}
}
void
solvePressure
()
{
// copy out the boundaries
setNeumann
();
setZero
();
computeDivergence
();
// solve Poisson equation
copyBorder
();
solvePoisson
();
correctVelocity
();
computeVorticity
();
// for debugging
computeDivergence
();
}
void
setNeumann
()
{
// x-velocity
Array2d
&
u
=
p_velocity
->
x
();
int
sx
=
u
.
size
(
0
);
int
sy
=
u
.
size
(
1
);
for
(
int
y
=
0
;
y
<
sy
;
++
y
)
{
u
(
0
,
y
)
=
u
(
2
,
y
);
u
(
sx
-
1
,
y
)
=
u
(
sx
-
3
,
y
);
}
// y-velocity
Array2d
&
v
=
p_velocity
->
y
();
sx
=
v
.
size
(
0
);
sy
=
v
.
size
(
1
);
for
(
int
x
=
0
;
x
<
sx
;
++
x
)
{
v
(
x
,
0
)
=
v
(
x
,
2
);
v
(
x
,
sy
-
1
)
=
v
(
x
,
sy
-
3
);
}
}
void
setZero
()
{
// x-velocity
Array2d
&
u
=
p_velocity
->
x
();
int
sx
=
u
.
size
(
0
);
int
sy
=
u
.
size
(
1
);
for
(
int
x
=
0
;
x
<
sx
;
++
x
)
{
u
(
x
,
0
)
=
0
;
u
(
x
,
sy
-
1
)
=
0
;
}
// y-velocity
Array2d
&
v
=
p_velocity
->
y
();
sx
=
v
.
size
(
0
);
sy
=
v
.
size
(
1
);
for
(
int
y
=
0
;
y
<
sy
;
++
y
)
{
v
(
0
,
y
)
=
0
;
v
(
sx
-
1
,
y
)
=
0
;
}
}
void
computeDivergence
()
{
// calculate divergence
for
(
int
y
=
1
;
y
<
m_res_y
-
1
;
++
y
)
{
for
(
int
x
=
1
;
x
<
m_res_x
-
1
;
++
x
)
{
double
xComponent
=
(
p_velocity
->
x
()(
x
+
1
,
y
)
-
p_velocity
->
x
()(
x
,
y
))
*
m_idx
;
double
yComponent
=
(
p_velocity
->
y
()(
x
,
y
+
1
)
-
p_velocity
->
y
()(
x
,
y
))
*
m_idx
;
p_divergence
->
x
()(
x
,
y
)
=
xComponent
+
yComponent
;
}
}
}
void
computeVorticity
()
{
// calculate vorticity
for
(
int
y
=
1
;
y
<
m_res_y
-
1
;
++
y
)
{
for
(
int
x
=
1
;
x
<
m_res_x
-
1
;
++
x
)
{
double
xComponent
=
(
p_velocity
->
x
()(
x
+
1
,
y
)
-
p_velocity
->
x
()(
x
,
y
))
*
m_idx
;
double
yComponent
=
(
p_velocity
->
y
()(
x
,
y
+
1
)
-
p_velocity
->
y
()(
x
,
y
))
*
m_idx
;
p_vorticity
->
x
()(
x
,
y
)
=
yComponent
-
xComponent
;
}
}
}
void
copyBorder
()
{
Array2d
&
p
=
p_pressure
->
x
();
int
sx
=
p
.
size
(
0
);
int
sy
=
p
.
size
(
1
);
for
(
int
y
=
0
;
y
<
sy
;
++
y
)
{
p
(
0
,
y
)
=
p
(
1
,
y
);
p
(
sx
-
1
,
y
)
=
p
(
sx
-
2
,
y
);
}
for
(
int
x
=
0
;
x
<
sx
;
++
x
)
{
p
(
x
,
0
)
=
p
(
x
,
1
);
p
(
x
,
sy
-
1
)
=
p
(
x
,
sy
-
2
);
}
}
#pragma endregion FluidSteps
#pragma region Exercise
void
solvePoisson
();
void
correctVelocity
();
void
advectValues
();
#pragma endregion Exercise
#pragma region SettersAndGetters
void
selectField
(
int
field
)
{
m_field
=
field
;
}
void
selectVField
(
bool
v
)
{
m_velocityOn
=
v
;
}
void
setVelocityScale
(
double
s
)
{
m_vScale
=
s
;
}
void
setResX
(
int
r
)
{
m_res_x
=
r
;
}
void
setResY
(
int
r
)
{
m_res_y
=
r
;
}
void
setAccuracy
(
double
acc
)
{
m_acc
=
acc
;
}
void
setIteration
(
int
iter
)
{
m_iter
=
iter
;
}
void
setWind
(
bool
w
)
{
m_windOn
=
w
;
}
int
getField
()
const
{
return
m_field
;
}
bool
getVField
()
const
{
return
m_velocityOn
;
}
double
getVelocityScale
()
const
{
return
m_vScale
;
}
int
getResX
()
const
{
return
m_res_x
;
}
int
getResY
()
const
{
return
m_res_y
;
}
double
getAccuracy
()
const
{
return
m_acc
;
}
int
getIteration
()
const
{
return
m_iter
;
}
bool
getWind
()
const
{
return
m_windOn
;
}
double
getTimestep
()
const
{
return
m_dt
;
}
#pragma endregion SettersAndGetters
private:
int
m_res_x
,
m_res_y
;
double
m_dx
,
m_idx
;
// dx, inverse dx
double
m_size_x
,
m_size_y
;
double
m_acc
;
// solver accuracy
int
m_iter
;
int
m_field
;
bool
m_velocityOn
;
double
m_vScale
;
bool
m_windOn
;
Grid2
*
p_density
;
Grid2
*
p_density_tmp
;
Grid2
*
p_pressure
;
Grid2
*
p_divergence
;
Grid2
*
p_vorticity
;
MACGrid2
*
p_velocity
;
MACGrid2
*
p_velocity_tmp
;
MACGrid2
*
p_force
;
Eigen
::
MatrixXd
m_renderV
;
// vertex positions,
Eigen
::
MatrixXi
m_renderF
;
// face indices
Eigen
::
MatrixXd
m_renderC
;
// face (or vertex) colors for rendering
};
\ No newline at end of file
5_fluid/main.cpp
0 → 100644
View file @
2e152217
#include <igl/writeOFF.h>
#include <thread>
#include "Gui.h"
#include "Simulator.h"
#include "FluidSim.h"
/*
*/
class
FluidGui
:
public
Gui
{
public:
float
m_dt
;
float
m_acc
;
int
m_iter
;
float
m_vScale
;
bool
m_windOn
;
const
vector
<
char
const
*>
m_fields
=
{
"Density"
,
"Pressure"
,
"Divergence"
,
"Vorticity"
};
int
m_selected_field
;
bool
m_velocityOn
;
FluidSim
*
p_fluidSim
=
NULL
;
FluidGui
()
{
turnOffLight
();
// no light for field visualization
p_fluidSim
=
new
FluidSim
();
m_dt
=
p_fluidSim
->
getTimestep
();
m_acc
=
p_fluidSim
->
getAccuracy
();
m_iter
=
p_fluidSim
->
getIteration
();
m_vScale
=
p_fluidSim
->
getVelocityScale
();
m_windOn
=
p_fluidSim
->
getWind
();
m_selected_field
=
p_fluidSim
->
getField
();
m_velocityOn
=
p_fluidSim
->
getVField
();
setSimulation
(
p_fluidSim
);
start
();
}
virtual
void
updateSimulationParameters
()
override
{
// change all parameters of the simulation to the values that are set in
// the GUI
p_fluidSim
->
setVelocityScale
(
m_vScale
);
p_fluidSim
->
setTimestep
(
m_dt
);
p_fluidSim
->
setAccuracy
(
m_acc
);
p_fluidSim
->
setIteration
(
m_iter
);
}
virtual
void
clearSimulation
()
override
{
p_fluidSim
->
setWind
(
m_windOn
);
}
virtual
void
drawSimulationParameterMenu
()
override
{
if
(
ImGui
::
Combo
(
"Fields"
,
&
m_selected_field
,
m_fields
.
data
(),
m_fields
.
size
()))
{
cout
<<
m_selected_field
<<
endl
;
p_fluidSim
->
selectField
(
m_selected_field
);
p_fluidSim
->
updateRenderGeometry
();
}
if
(
ImGui
::
Checkbox
(
"Velocity"
,
&
m_velocityOn
))
{
p_fluidSim
->
selectVField
(
m_velocityOn
);
p_fluidSim
->
updateRenderGeometry
();
}
ImGui
::
InputFloat
(
"v scale"
,
&
m_vScale
,
0
,
0
);
ImGui
::
InputFloat
(
"dt"
,
&
m_dt
,
0
,
0
);
ImGui
::
InputFloat
(
"accuracy"
,
&
m_acc
,
0
,
0
,
5
);
ImGui
::
InputInt
(
"iter"
,
&
m_iter
,
0
,
0
);
if
(
ImGui
::
Checkbox
(
"Wind"
,
&
m_windOn
))
p_fluidSim
->
setWind
(
m_windOn
);
}
};
int
main
(
int
argc
,
char
*
argv
[])
{
// create a new instance of the GUI for the spring simulation
new
FluidGui
();
return
0
;
}
\ No newline at end of file
CMakeLists.txt
View file @
2e152217
...
...
@@ -34,5 +34,6 @@ endif()
# add_subdirectory(2-1_bead)
# add_subdirectory(2-2_pendulum)
# add_subdirectory(3_cloth)
add_subdirectory
(
4-1_spinning
)
add_subdirectory
(
4-2_collision
)
\ No newline at end of file
# add_subdirectory(4-1_spinning)
# add_subdirectory(4-2_collision)
add_subdirectory
(
5_fluid
)
\ No newline at end of file
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