Exemplo n.º 1
0
bool CNSVariable::SetPrimVar_Compressible(double eddy_visc, double turb_ke, CFluidModel *FluidModel) {
	unsigned short iVar;
  bool check_dens = false, check_press = false, check_sos = false, check_temp = false, RightVol = true;
  
  
  SetVelocity();   // Computes velocity and velocity^2
  double density = GetDensity();
  double staticEnergy = GetEnergy()-0.5*Velocity2 - turb_ke;

  /* check will be moved inside fluid model plus error description strings*/
  FluidModel->SetTDState_rhoe(density, staticEnergy);

  check_dens = SetDensity();
  check_press = SetPressure(FluidModel->GetPressure());
  check_sos = SetSoundSpeed(FluidModel->GetSoundSpeed2());
  check_temp = SetTemperature(FluidModel->GetTemperature());
  
  /*--- Check that the solution has a physical meaning ---*/
  
  if (check_dens || check_press || check_sos || check_temp) {
    
    /*--- Copy the old solution ---*/
    
    for (iVar = 0; iVar < nVar; iVar++)
      Solution[iVar] = Solution_Old[iVar];
    
    /*--- Recompute the primitive variables ---*/
    
    SetVelocity();   // Computes velocity and velocity^2
	double density = GetDensity();
	double staticEnergy = GetEnergy()-0.5*Velocity2 - turb_ke;
	/* check will be moved inside fluid model plus error description strings*/
	FluidModel->SetTDState_rhoe(density, staticEnergy);

	check_dens = SetDensity();
	check_press = SetPressure(FluidModel->GetPressure());
	check_sos = SetSoundSpeed(FluidModel->GetSoundSpeed2());
	check_temp = SetTemperature(FluidModel->GetTemperature());
    
    RightVol = false;
    
  }
  
  /*--- Set enthalpy ---*/
  
	SetEnthalpy();                                  // Requires pressure computation.
  
  /*--- Set laminar viscosity ---*/
  
	SetLaminarViscosity(FluidModel->GetLaminarViscosity(FluidModel->GetTemperature(), GetDensity()));
  
  /*--- Set eddy viscosity ---*/
  
  SetEddyViscosity(eddy_visc);
  
  return RightVol;
  
}
Exemplo n.º 2
0
bool CNSVariable::SetPrimVar_Compressible(double eddy_visc, double turb_ke, CConfig *config) {
	unsigned short iVar;
  bool check_dens = false, check_press = false, check_sos = false, check_temp = false, RightVol = true;
  
  double Gas_Constant = config->GetGas_ConstantND();
	double Gamma = config->GetGamma();
  
  SetVelocity();                                  // Computes velocity and velocity^2
  check_dens = SetDensity();                      // Check the density
	check_press = SetPressure(Gamma, turb_ke);      // Requires velocity2 computation.
	check_sos = SetSoundSpeed(Gamma);               // Requires pressure computation.
	check_temp = SetTemperature(Gas_Constant);      // Requires pressure computation.
  
  /*--- Check that the solution has a physical meaning ---*/
  
  if (check_dens || check_press || check_sos || check_temp) {
    
    /*--- Copy the old solution ---*/
    
    for (iVar = 0; iVar < nVar; iVar++)
      Solution[iVar] = Solution_Old[iVar];
    
    /*--- Recompute the primitive variables ---*/
    
    SetVelocity();
    check_dens = SetDensity();
    check_press = SetPressure(Gamma, turb_ke);
    check_sos = SetSoundSpeed(Gamma);
    check_temp = SetTemperature(Gas_Constant);
    
    RightVol = false;
    
  }
  
  /*--- Set enthalpy ---*/
  
	SetEnthalpy();                                  // Requires pressure computation.
  
  /*--- Set laminar viscosity ---*/
  
	SetLaminarViscosity(config);                    // Requires temperature computation.
  
  /*--- Set eddy viscosity ---*/
  
  SetEddyViscosity(eddy_visc);
  
  return RightVol;
  
}
Exemplo n.º 3
0
//-----------------------------------------------------------------------------
//  SetDensityAll
//-----------------------------------------------------------------------------
void    CPhysicObj::SetDensityAll (float fDensity)
{
    for (int i = 0; i < GetNumParts(); i++)
    {
        SetDensity (i, fDensity);
    }
}
Exemplo n.º 4
0
CIsoSurface::CIsoSurface(CScreensaverCpBlobs* base) : m_base(base)
{
  SetDensity(24);

  m_TargetValue = 18.0f;

  m_pVxs = new glm::vec3[MAXVXS];
  m_pNorms = new glm::vec3[MAXVXS];
}
Exemplo n.º 5
0
Object::Object(float x, float y , String pathName, float sx, float sy)
{
	SetLayer(3);
	SetPosition(x, y);
	SetName("object");
	SetSprite(pathName);
	SetSize(sx, sy);
	SetDensity(0.0f);
	SetFriction(0.0f);
	SetRestitution(0.1f);
	InitPhysics();
}
Exemplo n.º 6
0
Arquivo: spol.c Projeto: fnevgeny/fac
static int PSetDensity(int argc, char *argv[], int argt[], 
		       ARRAY *variables) {
  int i;
  double d;

  if (argc != 1) return -1;
  if (argt[0] != NUMBER) return -1;
  
  d = atof(argv[0]);
  
  i = SetDensity(d);
  
  return i;
}
Exemplo n.º 7
0
Arquivo: ppol.c Projeto: fnevgeny/fac
static PyObject *PSetDensity(PyObject *self, PyObject *args) {
  double d;

  if (spol_file) {
    SPOLStatement("SetDensity", args, NULL);
    Py_INCREF(Py_None);
    return Py_None;
  }

  if (!PyArg_ParseTuple(args, "d", &d)) return NULL;

  SetDensity(d);

  Py_INCREF(Py_None);
  return Py_None;
}     
Exemplo n.º 8
0
CharActor::CharActor(const String& maskPath, const Vector2 size)
	: PhysicsActor()
	//, m_mask(maskPath)
	, m_direction(SOUTH)
	, m_moving(false)
	, m_movingNorth(false)
	, m_movingEast(false)
	, m_movingSouth(false)
	, m_movingWest(false)
	, m_movementSpeed(100.0f)	//3.0f
	, m_idleness(0.0f)
	, m_idleAnim(false)
	//, m_isKinematic(true)
{
    m_mask = thePixelArthGame.m_collHandler->GetBitmask(maskPath);
	//SetName("Arth");
	//SetColor(1.0f, 1.0f, 1.0f, 1.0f);
	SetSize(size.X, size.Y);
	//_mask->setSizeInWorldUnits(size);

	SetDensity(1.0f);
	SetFriction(0.0f);
	SetRestitution(0.0f);
	SetIsSensor(true);
	SetFixedRotation(true);
	InitPhysics();
	
	//_timestampArrowReleased = theWorld.GetCurrentTimeSeconds();

	//ClearSpriteInfo();
	SetSprite("Resources/Images/animations/chars/arth/stand/lookAroundDown/lookAroundDown_00.png");

	theSwitchboard.SubscribeTo(this, "CameraChange");
	theSwitchboard.SubscribeTo(this, "UpArrowPressed");
	theSwitchboard.SubscribeTo(this, "DownArrowPressed");
	theSwitchboard.SubscribeTo(this, "LeftArrowPressed");
	theSwitchboard.SubscribeTo(this, "RightArrowPressed");
	theSwitchboard.SubscribeTo(this, "UpArrowReleased");
	theSwitchboard.SubscribeTo(this, "DownArrowReleased");
	theSwitchboard.SubscribeTo(this, "LeftArrowReleased");
	theSwitchboard.SubscribeTo(this, "RightArrowReleased");

	///TEST
	//_world = new Bitmask("Resources/Images/coll.png");
}
Exemplo n.º 9
0
BipedDef::BipedDef()
{
	SetMotorTorque(2.0f);
	SetMotorSpeed(0.0f);
	SetDensity(20.0f);
	SetRestitution(0.0f);
	SetLinearDamping(0.0f);
	SetAngularDamping(0.005f);
	SetGroupIndex(--count);
	EnableMotor();
	EnableLimit();
	
	DefaultVertices();
	DefaultPositions();
	DefaultJoints();

	LFootPoly.friction = RFootPoly.friction = 0.85f;
}
Exemplo n.º 10
0
Cliff_Small::Cliff_Small(Vector2 startingPosition) {
    int zoom = ((ShapeGameManager*)theWorld.GetGameManager())->WorldZoom * 2;
    SetSize(zoom);

    SetPosition(startingPosition);

    // SetSprite("Resources/Images/sa_cliff_small.png");

    SetDensity(0.0f);
    SetFriction(0.5f);
    SetRestitution(0.0f);
    SetShapeType(PhysicsActor::SHAPETYPE_BOX);
    SetColor(1.0f, 1.0f, 0.5f, 1.0f);

    InitPhysics();

    Tag("ground");
}
Exemplo n.º 11
0
FinishLine::FinishLine(Vector2 startingPosition) {
  int zoom = ((ShapeGameManager*)theWorld.GetGameManager())->WorldZoom;
  SetSize(zoom * 1.75, zoom * 2);

  SetPosition(startingPosition);

  SetSprite("Resources/Images/sa_finish_line.png");
  // SetUVs(Vector2(0.0f, 0.0f), Vector2(7.0f, 5.0f));

  SetDensity(0.0f);
  SetFriction(0.5f);
  SetRestitution(0.0f);
  SetShapeType(PhysicsActor::SHAPETYPE_BOX);
  SetColor(1.0f, 1.0f, 1.0f, 1.0f);

  // InitPhysics();

  Tag("ground");
}
Exemplo n.º 12
0
void               P3DBranchingAlgStd::Load
                                      (P3DInputStringFmtStream
                                                          *SourceStream,
                                       const P3DFileVersion
                                                          *Version)
 {
  char                                 StrValue[255 + 1];
  float                                FloatValue;
  unsigned int                         UintValue;
  bool                                 BoolValue;

  SourceStream->ReadFmtStringTagged("Density","f",&FloatValue);
  SetDensity(FloatValue);
  SourceStream->ReadFmtStringTagged("DensityV","f",&FloatValue);
  SetDensityV(FloatValue);

  if (Version->Minor > 5)
   {
    SourceStream->ReadFmtStringTagged("MinNumber","u",&UintValue);
    SetMinNumber(UintValue);
    SourceStream->ReadFmtStringTagged("MaxLimitEnabled","b",&BoolValue);
    SetMaxLimitEnabled(BoolValue);
    SourceStream->ReadFmtStringTagged("MaxNumber","u",&UintValue);
    SetMaxNumber(UintValue);
   }
  else
   {
    SetMinNumber(0);
    SetMaxLimitEnabled(false);
    SetMaxNumber(0);
   }

  if (Version->Minor > 1)
   {
    SourceStream->ReadFmtStringTagged("Multiplicity","u",&UintValue);
    SetMultiplicity(UintValue);
   }
  else
   {
    Multiplicity = 1;
   }

  if (Version->Minor > 7)
   {
    SourceStream->ReadFmtStringTagged("StartRevAngle","f",&FloatValue);
    SetStartRevAngle(FloatValue);
   }
  else
   {
    StartRevAngle = 0.0f;
   }

  SourceStream->ReadFmtStringTagged("RevAngle","f",&FloatValue);
  SetRevAngle(FloatValue);
  SourceStream->ReadFmtStringTagged("RevAngleV","f",&FloatValue);
  SetRevAngleV(FloatValue);

  SourceStream->ReadFmtStringTagged("RotAngle","f",&FloatValue);
  SetRotationAngle(FloatValue);

  SourceStream->ReadFmtStringTagged("MinOffset","f",&FloatValue);
  SetMinOffset(FloatValue);
  SourceStream->ReadFmtStringTagged("MaxOffset","f",&FloatValue);
  SetMaxOffset(FloatValue);

  SourceStream->ReadFmtStringTagged("DeclinationCurve","s",StrValue,sizeof(StrValue));
  P3DLoadSplineCurve(&DeclinationCurve,SourceStream,StrValue);
  SourceStream->ReadFmtStringTagged("DeclinationV","f",&FloatValue);
  SetDeclinationV(FloatValue);
 }
Exemplo n.º 13
0
Shape::Shape(Vector2 startingPosition) {
  SetName("Blocky");

  SetPosition(startingPosition);

  _jumpTimeout = -1.0f;
  _onGround = true;
  _facingRight = true;
  _poweringUp = false;

  // int zoom = ((ShapeGameManager*)theWorld.GetGameManager())->WorldZoom;
  // SetSize((float)(zoom) * 0.5f, (float)(zoom) * 0.5f);
  SetSize(3.0f, ((3.0f * 1.1f) * (106.0f / 60.0f)) );
  // SetColor(0.0f, 0.0f, 1.0f, 1.0f);
  SetColor(1.0f, 1.0f, 1.0f, 1.0f);

  // LoadSpriteFrames("Resources/Images/player_1/p1_01.png", GL_CLAMP, GL_NEAREST);
  // LoadSpriteFrames("Resources/Images/shapey/Shapey_01.png", GL_CLAMP, GL_NEAREST);
  LoadSpriteFrames("Resources/Images/Sprite_shapeyV01/Untitled-3_frame_0.png", GL_CLAMP, GL_NEAREST);
  // LoadSpriteFrames("Resources/Images/patch_01.png", GL_CLAMP, GL_NEAREST);
  SetSpriteFrame(0);

  // SetSprite("Resources/Images/red_texture.png");

  SetDensity(0.1f);
  SetFriction(0.1f);
  SetRestitution(0.0f);
  SetFixedRotation(true);

  InitPhysics();

  b2PolygonShape sensorShape;
  b2FixtureDef sensorFixtureDef;
  sensorFixtureDef.isSensor = true;
  sensorFixtureDef.shape = &sensorShape;

  sensorShape.SetAsBox((3.0f / 2), 0.5f, b2Vec2(0.0f, -(GetSize().Y * 0.5f)), 0.0f);
  _footSensor = GetBody()->CreateFixture(&sensorFixtureDef);
  _footSensor->SetUserData(this);

  sensorShape.SetAsBox((3.0f / 2), 0.5f, b2Vec2(0.0f, (GetSize().Y * 0.5f)), 0.0f);
  _headSensor = GetBody()->CreateFixture(&sensorFixtureDef);
  _headSensor->SetUserData(this);

  sensorShape.SetAsBox(0.5f, ((3.0f * 1.39f / 2) - 0.5f), b2Vec2((GetSize().X * 0.5f), 0.0f), 0.0f);
  _rightSensor = GetBody()->CreateFixture(&sensorFixtureDef);
  _rightSensor->SetUserData(this);

  sensorShape.SetAsBox(0.5f, ((3.0f * 1.39f / 2) - 0.5f), b2Vec2(-(GetSize().X * 0.5f), 0.0f), 0.0f);
  _leftSensor = GetBody()->CreateFixture(&sensorFixtureDef);
  _leftSensor->SetUserData(this);

  // SetDrawSize((float)zoom * 0.5f, (float)zoom * 0.5f);

  _jumpSound = theSound.LoadSample("Resources/Sounds/Jump.wav", false);
  _powerUpSound = theSound.LoadSample("Resources/Sounds/PowerUp.wav", false);
  _orbSound = theSound.LoadSample("Resources/Sounds/Picked_Coin_Echo.wav", false);
  // _bonkSound = theSound.LoadSample("Resources/Sounds/Bonk.wav", false);

  // Initialize inventory
  _inventory = new Inventory();

}
void ModelTestScene::Initialize(const GameContext& gameContext)
{
	UNREFERENCED_PARAMETER(gameContext);

	//GROUND PLANE
	//************
	auto physX = PhysxManager::GetInstance()->GetPhysics();

	auto bouncyMaterial = physX->createMaterial(0, 0, 1);
	auto ground = new GameObject();
	ground->AddComponent(new RigidBodyComponent(true));

	std::shared_ptr<PxGeometry> geom(new PxPlaneGeometry());
	ground->AddComponent(new ColliderComponent(geom, *bouncyMaterial, PxTransform(PxQuat(XM_PIDIV2, PxVec3(0, 0, 1)))));
	AddChild(ground);

	//CHAIR OBJECT
	//************
	m_pChair = new GameObject();

	//1. Attach a modelcomponent (chair.ovm)
	auto chairModelComponent = new ModelComponent(L"./Resources/Meshes/chair.ovm");
	m_pChair->AddComponent(chairModelComponent);

	//2. Create a ColorMaterial and add it to the material manager
	auto chairColorMaterial = new ColorMaterial();
	gameContext.pMaterialManager->AddMaterial(chairColorMaterial, 102);

	//3. Assign the material to the previous created modelcomponent
	m_pChair->GetComponent<ModelComponent>()->SetMaterial(102);
	// Build and Run

	//4. Create a DiffuseMaterial (using PosNormTex3D.fx)
	//		Make sure you are able to set a texture (DiffuseMaterial::SetDiffuseTexture(const wstring& assetFile))
	//		Load the correct shadervariable and set it during the material variable update
	auto chairDiffuseMaterial = new DiffuseMaterial();
	chairDiffuseMaterial->SetDiffuseTexture(L"./Resources/Textures/Chair_Dark.dds");
	gameContext.pMaterialManager->AddMaterial(chairDiffuseMaterial, 104);

	//5. Assign the material to the modelcomponent
	m_pChair->GetComponent<ModelComponent>()->SetMaterial(104);
	// Build and Run

	//6. Attach a rigidbody component (pure-dynamic)
	auto chairRigidbody = new RigidBodyComponent();
	m_pChair->AddComponent(chairRigidbody);

	//7. Attach a collider component (Use a PxConvexMeshGeometry [chair.ovpc])

	auto defaultMaterial = physX->createMaterial(0.5f, 0.5f, 0.1f);
	auto chairMesh = ContentManager::Load<PxConvexMesh>(L"./Resources/Meshes/chair.ovpc");
	shared_ptr<PxGeometry> chairGeo(new PxConvexMeshGeometry(chairMesh));
	auto chairCollider = new ColliderComponent(chairGeo, *defaultMaterial);

	m_pChair->AddComponent(chairCollider);

	AddChild(m_pChair);

	chairRigidbody->SetDensity(300);

	m_pChair->GetTransform()->Translate(0, 10, 0);

	// Build and Run
}
Exemplo n.º 15
0
void CCompound::AddBody(CAbstractBody const & otherbody)
{
	SetWeight(otherbody.GetWeight());
	SetVolume(otherbody.GetVolume());
	SetDensity();
}