Example #1
0
//--------------------------------------------------------------------------------------------------
// MAIN
int main(int argc, char* argv[])
{
    // Validate arguments
    if (argc != 2)
    {
        std::cout << "Usage: " << argv[0] << " OutputDirectory" << std::endl;
        return -1;
    }

    std::string outputPath(argv[1]);


    // Init simulator
    std::cout << "Initializing simulator..." << std::endl;
    const Vec3d volumeMin(-3,   0, -1);
    const Vec3d volumeMax( 3,   3,  1);
    const double mass = 1.0;
    const double restDensity = 998.23;
    const double h = 0.2;
    const double k = 100.0;
    const double dt = 0.001;
    BasicSPH sph(volumeMin, volumeMax, mass, restDensity, h, k, dt);
    sph.enableAdaptiveTimeStep();

    // Init particles
    std::cout << "Initializing particles" << std::endl;
    Vec3d boxMin(-3, 0, -1);
    Vec3d boxMax(-1, 2,  1);
    initParticlesBox(boxMin, boxMax, 0.1, sph.particles());

    // Output first frame (initial frames)
    const std::string filePrefix("particles_");
    SPHParticleHoudiniIO::outputParticles(sph.particles(), outputPath, filePrefix, 1);

    // Run simulation and output a frame every 1/24 second
    std::cout << "Running simulation!" << std::endl;
    const double frameTime = 1.0/24.0;
    const double totalSimulationTime = 10.0;
    double time = 0.0;
    int currentFrame = 2;
    while (time < totalSimulationTime)
    {
        std::cout << "Simulating frame " << currentFrame << " (" << (frameTime+time) << "s)";
        std::cout << std::endl;

        // Run simulation
        sph.run(frameTime);

        // Output particles
        SPHParticleHoudiniIO::outputParticles(sph.particles(), outputPath, filePrefix, currentFrame);

        // Update simulation time
        time += frameTime;
        ++currentFrame;
    }

    std::cout << "Done!" << std::endl;

    return 0;
}
Example #2
0
void GameEngine::Octree::OctreeNode::GetTriangleData( const Octree *i_octree, const D3DXVECTOR3 &i_startPoint,
        const D3DXVECTOR3 &i_endPoint, std::vector<Utilities::S_TRIANGLE> &o_triangleData )
{
    float boxSize = 2 * m_size;
    D3DXVECTOR3 boxMax = m_maxDimension;
    D3DXVECTOR3 boxMin( boxMax.x - boxSize, boxMax.y - boxSize, boxMax.z - boxSize );

    D3DXVECTOR3 d = (i_endPoint - i_startPoint) * 0.5f;
    D3DXVECTOR3 e = (boxMax - boxMin) * 0.5f;
    D3DXVECTOR3 c = i_startPoint + d - (boxMin + boxMax) * 0.5f;
    D3DXVECTOR3 ad( abs(d.x), abs(d.y), abs(d.z) );

    if( fabsf(c.x) > (e.x + ad.x) )
        return;

    if( fabsf(c.y) > (e.y + ad.y) )
        return;

    if( fabsf(c.z) > (e.z + ad.z) )
        return;

    if( fabsf(d.y * c.z - d.z * c.y) > (e.y * ad.z + e.z * ad.y + FLT_EPSILON) )
        return;

    if( fabsf(d.z * c.x - d.x * c.z) > (e.z * ad.x + e.x * ad.z + FLT_EPSILON) )
        return;

    if( fabsf(d.x * c.y - d.y * c.x) > (e.x * ad.y + e.y * ad.x + FLT_EPSILON) )
        return;

    if( _bShowOctree )
        g_debugMenu::Get().DrawBox( m_maxDimension, m_size * 2 );

    for( UINT32 i = 0; i < m_u32TotalData; ++i )
        o_triangleData.push_back( i_octree->m_triangleDatabase->at(m_u32StartIndex + i) );

    if( m_bHasChildren )
    {
        for( UINT8 i = 0; i < Utilities::E_OCTANT_TOTAL; ++i )
        {
            if( m_children[i] != NULL )
                m_children[i]->GetTriangleData( i_octree, i_startPoint, i_endPoint, o_triangleData );
        }
    }
}
Example #3
0
bool Grid::initInfiniteRay (const Vec3r &orig,
		    const Vec3r& dir,
		    unsigned timestamp) {
  _ray_dir = dir;
  _t_end = FLT_MAX;
  _t = 0;
  _ray_dir.normalize();
  _timestamp = timestamp;

  // check whether the origin is in or out the box:
  Vec3r boxMin(_orig);
  Vec3r boxMax(_orig+_size);
  BBox<Vec3r> box(boxMin, boxMax);
  if(box.inside(orig)){
      for(unsigned i = 0; i < 3; i++) {
          _current_cell[i] = (unsigned)floor((orig[i] - _orig[i]) / _cell_size[i]);
          unsigned u = _current_cell[i];
          _pt[i] = orig[i] - _orig[i] - _current_cell[i] * _cell_size[i];
      }
  }else{
      // is the ray intersecting the box?
      real tmin(-1.0), tmax(-1.0);
      if(GeomUtils::intersectRayBBox(orig, _ray_dir, boxMin, boxMax, 0, _t_end, tmin, tmax)){
        assert(tmin != -1.0);
        Vec3r newOrig = orig + tmin*_ray_dir;
        for(unsigned i = 0; i < 3; i++) {
            _current_cell[i] = (unsigned)floor((newOrig[i] - _orig[i]) / _cell_size[i]);
            if(_current_cell[i] == _cells_nb[i])
                _current_cell[i] = _cells_nb[i] - 1;
            unsigned u = _current_cell[i];
            _pt[i] = newOrig[i] - _orig[i] - _current_cell[i] * _cell_size[i];
        }

      }else{
          return false;
      }
  }
  //_ray_occluders.clear();

  return true;

}
Example #4
0
void CUmbralActor::RebuildActorRenderables()
{
	uint32 modelFolder = m_baseModelId % 10000;
	uint32 modelClass = m_baseModelId / 10000;
	const char* charaFolder = "";
	const char* charaPrefix = "";
	switch(modelClass)
	{
	case 1:
		charaFolder = "mon";
		charaPrefix = "m";
		break;
	case 2:
		charaFolder = "bgobj";
		charaPrefix = "b";
		break;
	case 4:
		charaFolder = "wep";
		charaPrefix = "w";
		break;
	default:
		assert(0);
		break;
	}

	uint32 subModelId = m_topModelId >> 10;
	uint32 variation = m_topModelId & 0x3FF;

	auto gamePath = CFileManager::GetGamePath();
	auto modelPath = string_format("%s/client/chara/%s/%s%0.3d/equ/e%0.3d/top_mdl/0001",
		gamePath.string().c_str(), charaFolder, charaPrefix, modelFolder, subModelId);

	Framework::CStdStream inputStream(modelPath.c_str(), "rb");

	auto modelResource = CSectionLoader::ReadSection(ResourceNodePtr(), inputStream);

	auto modelChunk = modelResource->SelectNode<CModelChunk>();
	assert(modelChunk);
	if(!modelChunk) return;

	auto boundingBox = modelChunk->SelectNode<CCompChunk>();

	CVector3 boxMin(boundingBox->GetMinX(), boundingBox->GetMinY(), boundingBox->GetMinZ());
	CVector3 boxMax(boundingBox->GetMaxX(), boundingBox->GetMaxY(), boundingBox->GetMaxZ());

	CVector3 modelSize = (boxMax - boxMin) / 2;
	CVector3 modelPos = (boxMax + boxMin) / 2;

	auto model = std::make_shared<CUmbralModel>(modelChunk);
	model->SetPosition(modelPos);
	model->SetScale(modelSize);
	AppendChild(model);

	auto modelBoundingSphere = model->GetBoundingSphere();
	modelBoundingSphere.radius *= std::max(std::max(modelSize.x, modelSize.y), modelSize.z);
	modelBoundingSphere.position += modelPos;
	m_boundingSphere = modelBoundingSphere;

	uint32 textureId = 0;
	if(modelClass == 4)
	{
		uint32 varWepId = 1000000000 + (modelFolder * 1000000) + (subModelId * 1000) + variation;
		auto var = CWeaponVars::GetInstance().GetVarForId(varWepId);
		textureId = var.textureId;

		for(const auto& meshNode : model->GetChildren())
		{
			if(auto mesh = std::dynamic_pointer_cast<CUmbralMesh>(meshNode))
			{
				auto meshName = mesh->GetName();
				int materialId = 0;
				if(meshName.find("_a") != std::string::npos)
				{
					materialId = 0;
				}
				if(meshName.find("_b") != std::string::npos)
				{
					materialId = 1;
				}
				if(meshName.find("_c") != std::string::npos)
				{
					materialId = 2;
				}
				if(meshName.find("_d") != std::string::npos)
				{
					assert(0);
				}
				const auto& varWepMaterial = var.materials[materialId];
				auto material = mesh->GetMaterial();
				ReplaceMaterialParam(material, "ps_diffuseColor", varWepMaterial.diffuseColor);
				ReplaceMaterialParam(material, "ps_multiDiffuseColor", varWepMaterial.multiDiffuseColor);
				ReplaceMaterialParam(material, "ps_specularColor", varWepMaterial.specularColor);
				ReplaceMaterialParam(material, "ps_multiSpecularColor", varWepMaterial.multiSpecularColor);
				ReplaceMaterialParam(material, "ps_reflectivity", varWepMaterial.specularColor);
				ReplaceMaterialParam(material, "ps_multiReflectivity", varWepMaterial.multiSpecularColor);
				ReplaceMaterialParam(material, "ps_shininess", varWepMaterial.shininess);
				ReplaceMaterialParam(material, "ps_multiShininess", varWepMaterial.multiShininess);
				mesh->SetActivePolyGroups(var.polyGroupState);
			}
		}
	}

	{
		auto texturePath = string_format("%s/client/chara/%s/%s%0.3d/equ/e%0.3d/top_tex2/%0.4d",
			gamePath.string().c_str(), charaFolder, charaPrefix, modelFolder, subModelId, textureId);

		Framework::CStdStream inputStream(texturePath.c_str(), "rb");
		auto textureResource = CSectionLoader::ReadSection(ResourceNodePtr(), inputStream);
		model->SetLocalTexture(textureResource);
	}

	m_renderableDirty = false;
}