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This is an archived project. Repository and other project resources are read-only.
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Börcsök Barnabás
madid
Commits
abe26472
Commit
abe26472
authored
Mar 8, 2021
by
bobarna
Browse files
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IT WOOOOOORKS <3 <3
parent
407fe7cb
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Changes
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2 changed files
src/sph/sph_system.cpp
+39
-20
39 additions, 20 deletions
src/sph/sph_system.cpp
src/sph/sph_system.h
+4
-4
4 additions, 4 deletions
src/sph/sph_system.h
with
43 additions
and
24 deletions
src/sph/sph_system.cpp
+
39
−
20
View file @
abe26472
...
@@ -11,8 +11,16 @@ namespace sph {
...
@@ -11,8 +11,16 @@ namespace sph {
for
(
float
x
=
0
;
x
<
2
;
x
+=
0.2f
)
for
(
float
x
=
0
;
x
<
2
;
x
+=
0.2f
)
if
(
particles
.
size
()
<
N
)
if
(
particles
.
size
()
<
N
)
{
{
float
x_off
=
glm
::
linearRand
(
.0f
,
1.f
);
float
x_off
=
glm
::
linearRand
(
.0f
,
1.f
);
particles
.
emplace_back
(
new
Particle
(
x
+
x_off
,
y
,
z
));
// particles.emplace_back(new Particle(x + x_off, y, z));
particles
.
emplace_back
(
new
Particle
(
glm
::
linearRand
(
1.f
,
1.1f
),
glm
::
linearRand
(
1.f
,
1.1f
),
glm
::
linearRand
(
1.f
,
1.1f
)
)
);
}
}
std
::
cout
<<
"There are "
<<
particles
.
size
()
<<
"particles."
<<
std
::
cout
<<
"There are "
<<
particles
.
size
()
<<
"particles."
<<
...
@@ -32,7 +40,8 @@ namespace sph {
...
@@ -32,7 +40,8 @@ namespace sph {
for
(
auto
&
p_j
:
particles
)
{
for
(
auto
&
p_j
:
particles
)
{
glm
::
vec3
r_ij
=
p_j
->
pos
-
p_i
->
pos
;
glm
::
vec3
r_ij
=
p_j
->
pos
-
p_i
->
pos
;
// euclidean distance between p_i and p_j
// euclidean distance between p_i and p_j
float
r2
=
glm
::
l2Norm
(
p_j
->
pos
,
p_i
->
pos
);
float
r
=
glm
::
l2Norm
(
p_j
->
pos
,
p_i
->
pos
);
float
r2
=
glm
::
pow
(
r
,
2.f
);
// 0 <= r <= d
// 0 <= r <= d
if
(
r2
<=
H2
)
if
(
r2
<=
H2
)
...
@@ -53,19 +62,23 @@ namespace sph {
...
@@ -53,19 +62,23 @@ namespace sph {
for
(
auto
&
p_j
:
particles
)
{
for
(
auto
&
p_j
:
particles
)
{
if
(
&
p_i
==
&
p_j
)
continue
;
if
(
&
p_i
==
&
p_j
)
continue
;
float
r_ij
=
glm
::
length
(
p_j
->
pos
-
p_i
->
pos
);
glm
::
vec3
r_ijv
=
p_i
->
pos
-
p_j
->
pos
;
float
r_ij
=
glm
::
length
(
r_ijv
);
if
(
r_ij
<=
H
)
{
if
(
r_ij
<=
H
)
{
// compute pressure force contribution
// compute pressure force contribution
f_pressure
+=
-
M
*
r_ij
/
(
2
*
p_j
->
rho
)
*
POLY6_GRAD_PRESS
*
glm
::
pow
(
H
-
r_ij
,
2.f
);
f_pressure
+=
-
M
*
(
p_i
->
p
+
p_j
->
p
)
/
(
2
*
p_j
->
rho
)
*
POLY6_GRAD_PRESS
*
r_ijv
/
r_ij
*
glm
::
pow
(
H
-
r_ij
,
2.0f
);
f_viscosity
+=
MU
*
M
*
(
p_j
->
v
-
p_i
->
v
)
/
p_j
->
rho
*
f_viscosity
+=
MU
*
M
*
(
p_j
->
v
-
p_i
->
v
)
/
p_j
->
rho
*
POLY6_GRAD_VISC
*
(
H
-
r_ij
);
POLY6_GRAD_VISC
*
(
H
-
r_ij
);
}
}
glm
::
vec3
f_gravity
=
G
*
p_i
->
rho
;
glm
::
vec3
f_gravity
=
G
*
p_i
->
rho
;
p_i
->
f
=
f_pressure
+
f_viscosity
+
f_gravity
;
// p_i->f = f_pressure + f_viscosity + f_gravity;
p_i
->
f
=
f_gravity
+
f_pressure
;
// * 0.001f;
}
}
}
}
}
}
...
@@ -76,18 +89,22 @@ namespace sph {
...
@@ -76,18 +89,22 @@ namespace sph {
p
->
v
+=
DT
*
p
->
f
/
p
->
rho
;
p
->
v
+=
DT
*
p
->
f
/
p
->
rho
;
p
->
pos
+=
DT
*
p
->
v
;
p
->
pos
+=
DT
*
p
->
v
;
const
float
max_b
=
1.2f
;
const
float
min_b
=
0.9f
;
//boundary conditions
//boundary conditions
if
(
p
->
pos
.
x
-
EPS
<=
0
)
{
if
(
p
->
pos
.
x
-
EPS
<=
min_b
)
{
p
->
v
.
x
*=
BOUND_DAMPING
;
p
->
v
.
x
*=
BOUND_DAMPING
;
p
->
pos
.
x
=
EPS
;
p
->
pos
.
x
=
min_b
+
EPS
;
}
}
if
(
p
->
pos
.
x
+
EPS
>
2
)
{
if
(
p
->
pos
.
x
+
EPS
>
max_b
)
{
p
->
v
.
x
*=
BOUND_DAMPING
;
p
->
v
.
x
*=
BOUND_DAMPING
;
p
->
pos
.
x
=
2
-
EPS
;
p
->
pos
.
x
=
max_b
-
EPS
;
}
}
if
(
p
->
pos
.
y
-
EPS
<=
0
)
{
// ground
if
(
p
->
pos
.
y
-
EPS
<=
0.0f
)
{
p
->
v
.
y
*=
BOUND_DAMPING
;
p
->
v
.
y
*=
BOUND_DAMPING
;
p
->
pos
.
y
=
EPS
;
p
->
pos
.
y
=
EPS
;
}
}
...
@@ -98,15 +115,17 @@ namespace sph {
...
@@ -98,15 +115,17 @@ namespace sph {
}
}
//TODO DEPTH CONSTANT VALUE
//TODO DEPTH CONSTANT VALUE
if
(
p
->
pos
.
z
-
EPS
<=
0
)
{
if
(
p
->
pos
.
z
-
EPS
<=
min_b
)
{
p
->
v
.
z
*=
BOUND_DAMPING
;
p
->
v
.
z
*=
BOUND_DAMPING
;
p
->
pos
.
z
=
EPS
;
p
->
pos
.
z
=
min_b
+
EPS
;
}
}
if
(
p
->
pos
.
z
+
EPS
>=
2
)
{
if
(
p
->
pos
.
z
+
EPS
>=
max_b
)
{
p
->
v
.
z
*=
BOUND_DAMPING
;
p
->
v
.
z
*=
BOUND_DAMPING
;
p
->
pos
.
z
=
2
-
EPS
;
p
->
pos
.
z
=
max_b
-
EPS
;
}
}
p
->
v
*=
0.98
;
}
}
}
}
...
@@ -114,17 +133,17 @@ namespace sph {
...
@@ -114,17 +133,17 @@ namespace sph {
compute_density_and_pressure
();
compute_density_and_pressure
();
compute_forces
();
compute_forces
();
if
(
t
>
DT
)
//
if(t > DT)
for
(
float
dt
=
0.0f
;
dt
<
t
;
dt
+=
DT
)
//
for(float dt = 0.0f; dt < t; dt+=DT)
integrate
();
//
integrate();
else
//
else
integrate
();
integrate
();
}
}
void
System
::
render
()
{
void
System
::
render
()
{
// TODO MODERN OPENGL!!!!
// TODO MODERN OPENGL!!!!
glEnable
(
GL_POINT_SMOOTH
);
glEnable
(
GL_POINT_SMOOTH
);
glPointSize
(
H
/
2
.f
);
glPointSize
(
1
.f
);
glColor4f
(
0.5f
,
0.5f
,
0.8f
,
1.f
);
glColor4f
(
0.5f
,
0.5f
,
0.8f
,
1.f
);
...
...
This diff is collapsed.
Click to expand it.
src/sph/sph_system.h
+
4
−
4
View file @
abe26472
...
@@ -18,18 +18,18 @@ namespace sph {
...
@@ -18,18 +18,18 @@ namespace sph {
// rest density
// rest density
const
static
float
REST_DENS
=
1000.0f
;
const
static
float
REST_DENS
=
1000.0f
;
// const for equation of state
// const for equation of state
const
static
float
GAS_CONST
=
2000
.0f
;
const
static
float
GAS_CONST
=
3
.0f
;
// kernel radius
// kernel radius
const
static
float
H
=
4.
f
;
const
static
float
H
=
0.0457
f
;
// (kernel radius)^2 for optimization
// (kernel radius)^2 for optimization
const
static
float
H2
=
H
*
H
;
const
static
float
H2
=
H
*
H
;
// mass of particles
// mass of particles
const
static
float
M
=
6
0.f
;
const
static
float
M
=
0.
02
f
;
// viscosity constant
// viscosity constant
const
static
float
MU
=
42.f
;
const
static
float
MU
=
42.f
;
// TODO decide the place for this
// TODO decide the place for this
// integration timestep
// integration timestep
const
static
float
DT
=
0.0
005
f
;
const
static
float
DT
=
0.0
1
f
;
// epsilon (e.g. at boundary check)
// epsilon (e.g. at boundary check)
const
static
float
EPS
=
0.0001f
;
const
static
float
EPS
=
0.0001f
;
...
...
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