void VoxCad::SetupPhysicsWindow(void) { PhysicsDockWidget = new QDockWidget(this); PhysicsDockWidget->setAllowedAreas(Qt::LeftDockWidgetArea | Qt::RightDockWidgetArea); PhysicsDlg = new Dlg_Physics(&MainSim, PhysicsDockWidget); PhysicsDockWidget->setWidget(PhysicsDlg); PhysicsDockWidget->setWindowTitle("Physics Settings"); PhysicsDockWidget->setVisible(false); connect(PhysicsDockWidget->toggleViewAction(), SIGNAL(triggered(bool)), this, SLOT(PhysicsMode(bool))); connect(&MainSim, SIGNAL(UpdateText(QString)), PhysicsDlg, SLOT(SetStatusText(QString))); connect(&MainSim, SIGNAL(ReqGLUpdate()), this, SLOT(ReqGLUpdateAll())); connect(&MainSim, SIGNAL(ReqAddPlotPoint(double)), PhysicsDlg, SLOT(AddPlotPoint(double)), Qt::DirectConnection); connect(&MainSim, SIGNAL(StartExternalGLUpdate()), GLWindow, SLOT(StartAutoRedraw())); connect(&MainSim, SIGNAL(StopExternalGLUpdate()), GLWindow, SLOT(StopAutoRedraw())); //connect(FEAInfoDlg, SIGNAL(RequestUpdateGL()), this, SLOT(ReqGLUpdateAll())); //connect(FEAInfoDlg, SIGNAL(GetCurIndex(int*)), this, SLOT(GetCurGLSelected(int*))); //connect(FEAInfoDlg, SIGNAL(GetFEAInfoString(QString*)), &MainFEA, SLOT(GetFEAInfoString(QString*))); //connect(FEAInfoDlg, SIGNAL(GetFEAInfoString(int, QString*)), &MainFEA, SLOT(GetFEAInfoString(int, QString*))); //connect(FEAInfoDlg, SIGNAL(DoneAnalyzing()), this, SLOT(ForceViewMode(void))); addDockWidget(Qt::RightDockWidgetArea, PhysicsDockWidget); }
void QVX_Sim::EndRecording(void) //stops recording { if (!Recording) return; //if already not recording, don't do anything DtThaw(); GLUpdateEveryNFrame = -1; //make sure update every frame is turned off... emit StopExternalGLUpdate(); //stop external display that might be at different speed emit StartExternalGLUpdate(DEFAULT_DISPLAY_UPDATE_MS); //start default display rate again emit ResetGLWindow(); Recording = false; }
void QVX_TensileTest::BeginTensileTest(QVX_Environment* pEnvIn, int NumStepIn, double ConvThreshIn, double MixRadiusIn, MatBlendModel ModelIn, double PolyExpIn) { //set up local copy of the environment and object... // if (MixRadius != 0) RenderMixedObject(pEnvIn->pObj, &LocObj, MixRadius); //if there's any mixing, we need to make it... //else LocObj = *(pEnvIn->pObj); //otherwise just simulate the original object. LocEnv = *pEnvIn; //set local environment params to those of the input LocEnv.pObj = &LocObj; //make sure local environment points to local object //set up blending if desired BlendingEnabled = false; if (MixRadiusIn != 0){ //if some blending... //check for 2 or fewer materials! if (LocObj.GetNumLeafMatInUse() > 2){ QMessageBox::warning(NULL, "Warning", "Currently blending only supported with 2 or fewer materials. Aborting."); return; } BlendingEnabled = true; MixRadius = MixRadiusIn; BlendModel = ModelIn; PolyExp = PolyExpIn; } NumStep = NumStepIn; ConvThresh = ConvThreshIn; CurTick = 0; TotalTick = NumStep; CancelFlag = false; std::string Message = ""; pEnvIn->EnableFloor(false); pEnvIn->EnableGravity(false); pEnvIn->EnableTemp(false); Import(&LocEnv, NULL, &Message); EnableSelfCollision(false); EnableEquilibriumMode(true); SetStopConditionType(SC_MIN_MAXMOVE); SetStopConditionValue(ConvThreshIn); // SetBondDampZ(1.0); // SetSlowDampZ(0.03); EnablePlasticity(false); EnableFailure(false); if (!DoBCChecks()) return; CurViewMode = RVM_VOXELS; CurViewCol = RVC_STRAIN_EN; CurViewVox = RVV_DEFORMED; //QString DispMesg; OutFilePath = QFileDialog::getSaveFileName(NULL, "Save Tensile Test Results", "", "TXT Files (*.txt)"); emit StartExternalGLUpdate(33); TestRunning = true; if (OutFilePath != "") TensileThread.Execute(false); // RunTensileTest(&DispMesg); if (ProgressMessage != "") QMessageBox::warning(NULL, "warning", QString::fromStdString(ProgressMessage)); }
void QVX_Sim::BeginRecording(void) //opens record dialog and begins recording { if (Recording) return; //if we're already recording, don't do anything! bool WasPaused = Paused; //pause the sim and remeber whether it was paused or not... if (Running && !WasPaused) SimPauseToggle(); Dlg_VideoCapture VidCapDlg(this); if (StopConditionType == SC_MAX_TIME_STEPS) {VidCapDlg.StopEnabled=true; VidCapDlg.CurStopSettings = SS_TIME_STEPS; VidCapDlg.sNumStep = qRound(StopConditionValue);} if (StopConditionType == SC_MAX_SIM_TIME) {VidCapDlg.StopEnabled=true; VidCapDlg.CurStopSettings = SS_SIM_TIME; VidCapDlg.sSimTime = StopConditionValue;} if (StopConditionType == SC_TEMP_CYCLES) {VidCapDlg.StopEnabled=true; VidCapDlg.CurStopSettings = SS_TEMP_CYCLES; VidCapDlg.sNumCyc = qRound(StopConditionValue);} VidCapDlg.UpdateUI(); VidCapDlg.exec(); if (VidCapDlg.AcceptedDialog){ if (VidCapDlg.ResetSimOnBegin) ResetSim(); emit StopExternalGLUpdate(); //stop external update! GLUpdateEveryNFrame = -1; //make sure update every frame is turned off... double OutFps = VidCapDlg.OutputFps; double OutSpdFctr = VidCapDlg.OutputSpeedFactor; switch(VidCapDlg.CurVidSetting){ case VS_DISPLAY: StartExternalGLUpdate(1000*OutSpdFctr/OutFps); break; case VS_SIMULATION: { DtFreeze(); //this could be bad for sims with non-linear materials that change dramatically in their stability double VideoDt = OutSpdFctr/OutFps; //what the dt step for video should be (in sec) if (dt > VideoDt){ dt = VideoDt; //if simulation timesteps are greater than desired video framerate slow down simulation timesteps GLUpdateEveryNFrame=1; } else { //round dt down so that VideoDt is an even multiple... GLUpdateEveryNFrame = (int)(VideoDt/dt) + 1; dt = VideoDt/((double)GLUpdateEveryNFrame); } } break; case VS_EVERY: GLUpdateEveryNFrame = 1; break; default: break; } if (VidCapDlg.StopEnabled){ switch (VidCapDlg.CurStopSettings){ case SS_TIME_STEPS: StopConditionType = SC_MAX_TIME_STEPS; StopConditionValue = (vfloat)VidCapDlg.sNumStep; break; case SS_SIM_TIME: StopConditionType = SC_MAX_SIM_TIME; StopConditionValue = (vfloat)VidCapDlg.sSimTime; break; case SS_TEMP_CYCLES: StopConditionType = SC_TEMP_CYCLES; StopConditionValue = (vfloat)VidCapDlg.sNumCyc; break; default: StopConditionType = SC_NONE; } } else StopConditionType = SC_NONE; //reset naming for current files in the selected folder VideoOutputFolder=VidCapDlg.CurFolder; CurVideoFrameNumber = 0; emit ResizeGLWindow(VidCapDlg.WidthPix, VidCapDlg.HeightPix); Recording = true; if (!Running){ RequestBeginSim(); Running = true;} else SimPauseToggle(); //always unpause the simulation if we began recording } else { //rejected (canceled) return to running or not state. if (Running && !WasPaused) SimPauseToggle(); //unpause the simulation if it was running before } }
void QVX_Sim::SimLoop(QString* pSimMessage) { std::string tmp; //need to link this up to get info back... if (!Import(NULL, NULL, &tmp)) return; int Count = 0; //Possibly redundant with internal sim count. int LastCount = 0; bool IsStillDrawing; Vec3D<> CurSelPos; QString PosLabel; bool InternalEnding = false; QString Message, DispMessage; std::string RetMsg; QTime tLastPlot; //plot point add every... QTime tLastStatus; //status text box updated... // QTime tLastStatCalc; //simulation max/mins calculated every... tLastPlot.start(); tLastStatus.start(); // tLastStatCalc.start(); emit ReqUiUpdate(); //for slider ranges that depend on dt or other sim params emit StartExternalGLUpdate(DEFAULT_DISPLAY_UPDATE_MS); StopSim = false; Running = true; Paused = false; //initialize the COM at the start of the simulation IniCM=GetCM(); Vec3D<> LastCM = IniCM; int StatusNumber = 1, PlotPointNumber = 1; double UpStatEv = 500; //Updates status pane every X ms int UpPlotEv = 30; //updates plot every X ms when not plotting every point. char PlotDataTypes; bool PlotVis, StatusVis; while (true){ //do this step... if (StopConditionMet()){InternalEnding = true; StatToCalc=CALCSTAT_ALL; UpdateStats(); RetMsg+="Simulation stop condition reached.\n";break;}//if stop condition met... //figure out what stats we need to calculate StatToCalc=CALCSTAT_NONE; emit IsPlotVisible(&PlotVis); bool PlottingPoint = (LogEvery?true:tLastPlot.elapsed() > PlotPointNumber*UpPlotEv) && PlotVis; if (PlottingPoint){ //ensure we calculate the info we want to plot emit GetPlotRqdStats(&PlotDataTypes); StatToCalc |= PlotDataTypes; } emit IsStatusTextVisible(&StatusVis); bool UpdatingStatus = (tLastStatus.elapsed() > StatusNumber*UpStatEv) && StatusVis; if (UpdatingStatus){StatToCalc |= CALCSTAT_COM;} //calc any data we need in the text status box bool DrawingGLLocal = (GLUpdateEveryNFrame != -1 && Count%GLUpdateEveryNFrame==0); if (DrawingGLLocal || NeedStatsUpdate){ //calc any data we need to draw the opengl view... StatToCalc |= StatRqdToDraw(); NeedStatsUpdate = false; if (LockCoMToCenter) StatToCalc |= CALCSTAT_COM; } // if (tLastStatCalc.elapsed() > StatCalcNumber*30){CalcStat=true; StatCalcNumber++; /*tLastStatCalc.restart();*/} if (!TimeStep(&RetMsg)){InternalEnding = true; break;}//if something happened in this timestep if (DrawingGLLocal){ IsStillDrawing = true; ReqGLDrawingStatus(&IsStillDrawing); while (IsStillDrawing){ //wait to finish drawing the previous timestep before continuing LOCALSLEEP(1); ReqGLDrawingStatus(&IsStillDrawing); //are } emit ReqGLUpdate(); } if (StopSim) break; while(Paused){ ActuallyPaused = true; if (StopSim) break; //kick out of the loop if we've stopped... LOCALSLEEP(100); } if(UpdatingStatus){ // emit IsStatusTextVisible... if (CurXSel != -1){PosLabel = "Vox "+QString::number(XtoSIndexMap[CurXSel]) + "(sim)"; CurSelPos = VoxArray[XtoSIndexMap[CurXSel]].GetCurPos()*1000; }//position in mm else {PosLabel = "CoM "; CurSelPos = SS.CurCM*1000;} //center of mass in mm if nothing else selected Message = "Time " + QString::number(CurTime, 'g', 3) + " Sec" + "\nStep Num " + QString::number(CurStepCount) + "\nTime Step = " + QString::number(dt, 'g', 3)+ " Sec" + "\nDisplay Rate = "+ QString::number((Count-LastCount)/(UpStatEv/1000.0), 'g', 3)+" Steps/sec" + "\n" + PosLabel + " X:"+ QString::number(CurSelPos.x, 'g', 3)+" Y:"+ QString::number(CurSelPos.y, 'g', 3)+" Z:"+ QString::number(CurSelPos.z, 'g', 3)+ " mm" + "\nCoM Displacement = "+ QString::number((SS.CurCM-IniCM).Length()*1000, 'g', 3)+" mm" + "\nCoM Velocity = "+ QString::number((SS.CurCM-LastCM).Length()*1000/(dt*(Count-LastCount)), 'g', 3)+" mm/s\n"; if (pEnv->IsFloorEnabled()) Message += "Voxel touching ground: " + QString::number(GetNumTouchingFloor()) + "\n"; Message += "\n"; LastCM = SS.CurCM; if (LogEvery) ApproxMSperLog = (double)tLastStatus.elapsed()/(Count-LastCount); //only update ms per step if its not fixed by the timer LastCount = Count; emit UpdateText(Message); StatusNumber++; } if (PlottingPoint){ if (LogEvery) emit ReqAddPlotPoint(GetCurTime()); else { ApproxMSperLog = UpPlotEv; emit ReqAddPlotPoint(GetCurTime()); PlotPointNumber++; } } // if (StatCalcNumber == INT_MAX){StatCalcNumber=1; tLastStatCalc.restart();} //avoid int rollover for our counters if (StatusNumber == INT_MAX){StatusNumber=1; tLastStatus.restart();} if (PlotPointNumber == INT_MAX){PlotPointNumber=1; tLastPlot.restart();} Count++; } emit StopExternalGLUpdate(); // emit SetExternalGLUpdate(false); Running = false; Paused = false; Message = "Time " + QString::number(CurTime, 'g', 3) + " Sec" + "\nStep Num " + QString::number(CurStepCount) + "\nTime Step = " + QString::number(dt, 'g', 3)+ " Sec" + "\n" + PosLabel + " X:"+ QString::number(CurSelPos.x, 'g', 3)+" Y:"+ QString::number(CurSelPos.y, 'g', 3)+" Z:"+ QString::number(CurSelPos.z, 'g', 3)+ " mm" + "\nCOM_Dist = "+ QString::number((SS.CurCM-IniCM).Length()*1000, 'g', 3)+" mm\n\n"; RetMsg += "Simulation stopped.\n"; Message += RetMsg.c_str(); DispMessage = Message + "\nFinal Conditions:\nStep = " + QString::number(CurStepCount) + "\nTime Step = " + QString::number(dt)+"\nKinetic Energy = " + QString::number(SS.TotalObjKineticE)+"\n" ; emit UpdateText(DispMessage); if (InternalEnding) emit SimEndedInternally(RetMsg.c_str()); // Running = false; }
void QVX_TensileTest::BeginTensileTest(QVX_Sim* pSim, int NumStepIn, double ConvThreshIn, Vec3D<double> MixRadIn, MatBlendModel ModelIn, double PolyExpIn) //void QVX_TensileTest::BeginTensileTest(QVX_Environment* pEnvIn, int NumStepIn, double ConvThreshIn, double MixRadiusIn, MatBlendModel ModelIn, double PolyExpIn) { //set up local copy of the environment and object... //QVX_Environment* pEnvIn = (QVX_Environment*) pSim->pEnv; LocObj = *(pSim->pEnv->pObj); //otherwise just simulate the original object. LocEnv = *pSim->pEnv; //set local environment params to those of the input LocEnv.pObj = &LocObj; //make sure local environment points to local object //set up blending if desired bool EnableBlending = false; if (MixRadIn.x != 0 || MixRadIn.y != 0 || MixRadIn.z != 0){ //if some blending... //check for 2 or fewer materials! if (LocObj.GetNumLeafMatInUse() > 2){ QMessageBox::warning(NULL, "Warning", "Currently blending only supported with 2 or fewer materials. Aborting."); return; } EnableBlending = true; MixRadius = MixRadIn; BlendModel = ModelIn; PolyExp = PolyExpIn; if (MixRadius.x==0)MixRadius.x = LocObj.GetLatticeDim()/10000; //set to tiny fraction to avoid blowup of exponential function if (MixRadius.y==0)MixRadius.y = LocObj.GetLatticeDim()/10000; //set to tiny fraction to avoid blowup of exponential function if (MixRadius.z==0)MixRadius.z = LocObj.GetLatticeDim()/10000; //set to tiny fraction to avoid blowup of exponential function RenderMixedObject(pSim->pEnv->pObj, &LocObj, MixRadius); //if there's any mixing, we need to make it... } EnableFeature(VXSFEAT_BLENDING, EnableBlending); NumStep = NumStepIn; ConvThresh = ConvThreshIn; CurTick = 0; TotalTick = NumStep; CancelFlag = false; std::string Message = ""; LocEnv.EnableFloor(false); LocEnv.EnableGravity(false); LocEnv.EnableTemp(false); Import(&LocEnv, NULL, &Message); EnableFeature(VXSFEAT_COLLISIONS, false); EnableFeature(VXSFEAT_EQUILIBRIUM_MODE, true); EnableFeature(VXSFEAT_PLASTICITY, false); EnableFeature(VXSFEAT_FAILURE, false); EnableFeature(VXSFEAT_VOLUME_EFFECTS, pSim->IsFeatureEnabled(VXSFEAT_VOLUME_EFFECTS)); //enables volume effects according to last set physics sandbox value SetStopConditionType(SC_MIN_MAXMOVE); SetStopConditionValue(ConvThreshIn); if (!DoBCChecks()) return; OutFilePath = QFileDialog::getSaveFileName(NULL, "Save Tensile Test Results", GetLastDir(), "TXT Files (*.txt)"); pTensileView->VoxMesh.LinkSimVoxels(this, pTensileView); pTensileView->VoxMesh.DefMesh.DrawSmooth=false; //match view to current selection of the physics sandbox pTensileView->SetCurViewCol(pSim->pSimView->GetCurViewCol()); pTensileView->SetCurViewMode(pSim->pSimView->GetCurViewMode()); pTensileView->SetCurViewVox(pSim->pSimView->GetCurViewVox()); pTensileView->SetViewAngles(pSim->pSimView->GetViewAngles()); pTensileView->SetViewForce(pSim->pSimView->GetViewForce()); emit StartExternalGLUpdate(33); TestRunning = true; if (OutFilePath != "") TensileThread.Execute(false); // RunTensileTest(&DispMesg); if (ProgressMessage != "") QMessageBox::warning(NULL, "warning", QString::fromStdString(ProgressMessage)); }