static void addField(GU_Detail *gdp, const SIM_RawField *rawfield) { GU_PrimVolume *vol; vol = (GU_PrimVolume *) GU_PrimVolume::build(gdp); vol->getVertex().getPt()->setPos( rawfield->getOrig() + rawfield->getSize()*0.5 ); UT_Matrix3 scale; scale.identity(); scale.scale(rawfield->getSize().x(), rawfield->getSize().y(), rawfield->getSize().z()); scale.scale(0.5, 0.5, 0.5); vol->setTransform(scale); // If we use setVoxels, we'll have to make a copy of the field. // If we use steal, we can avoid this, but then we *must* leak // the gdp or we'll delete the field out from under DOPs. // vol->setVoxels(rawfield->fieldNC()); vol->stealVoxels(rawfield->fieldNC()); }
void GR_Fluid::renderWire(GU_Detail *gdp, RE_Render &ren, const GR_AttribOffset & /*ptinfo*/, const GR_DisplayOption *dopt, float /*lod*/, const GU_PrimGroupClosure * /*hidden_geometry*/) { GEO_AttributeHandle fluidAh= gdp->getDetailAttribute("cudaFluidPreview"); fluidAh.setElement(gdp); GEO_AttributeHandle fluid3DAh= gdp->getDetailAttribute("cudaFluid3DPreview"); fluid3DAh.setElement(gdp); GEO_AttributeHandle fluid3DSliceAh= gdp->getDetailAttribute("sliceDisplay"); fluid3DSliceAh.setElement(gdp); GEO_AttributeHandle fluidAh= gdp->getDetailAttribute("cudaFluidPreview"); fluidAh.setElement(gdp); GEO_AttributeHandle fluidIdAh= gdp->getDetailAttribute("solverId"); fluidIdAh.setElement(gdp); if (fluidAh.getI()== 1) { VHFluidSolver* currSolver = VHFluidSolver::solverList[fluidIdAh.getI()]; UT_Vector4 fluidPos(0,0,0); UT_Vector3D fluidRot(0,0,0); if(gdp->volumeCount() == 1) { GEO_Primitive* pprim = gdp->primitives().head(); GU_PrimVolume* volume = (GU_PrimVolume *)pprim; UT_Matrix4 fluidRotMat; volume->getTransform4(fluidRotMat); UT_XformOrder rotOrder; UT_Vector3D scale, trans; fluidRotMat.explode(rotOrder, fluidRot, scale, trans); fluidRot.radToDeg(); fluidPos = volume->getVertex().getPt()->getPos(); } float sizeX = currSolver->fluidSize.x*0.5; float sizeY = currSolver->fluidSize.y*0.5; int newResX = currSolver->res.x; int newResY = currSolver->res.y; if(displayX != newResX || displayY != newResY) { displayX = newResX; displayY = newResY; initPixelBuffer(true); } cu::cutilSafeCall(cu::cudaGraphicsMapResources(1, &cuda_pbo_resource, 0)); cu::float4 *d_output; size_t num_bytes; cu::cutilSafeCall(cu::cudaGraphicsResourceGetMappedPointer((void **)&d_output, &num_bytes, cuda_pbo_resource)); cu::cudaMemset(d_output, 0, displayX*displayY*sizeof(cu::float4)); currSolver->renderFluid(d_output); cu::cutilSafeCall(cu::cudaGraphicsUnmapResources(1, &cuda_pbo_resource, 0)); //glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo); glBindTexture(GL_TEXTURE_2D, gl_Tex); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, displayX, displayY, GL_RGBA, GL_FLOAT, 0); glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0); glEnable(GL_TEXTURE_2D); glPushMatrix(); glTranslatef(fluidPos.x(),fluidPos.y(),fluidPos.z()); glRotatef(fluidRot.z(),0,0,1); glRotatef(fluidRot.y(),0,1,0); glRotatef(fluidRot.x(),1,0,0); //glColor3f(1.0,1.0,1.0); //glDisable(GL_BLEND); //glDisable(GL_LIGHTING); //glBegin( GL_QUADS ); //glTexCoord2f(0.0f, 0.0f); glVertex3f(-sizeX,-sizeY,0.0f); //glTexCoord2f(0.0f, 1.0f); glVertex3f(-sizeX,sizeY,0.0f); //glTexCoord2f(1.0f, 1.0f); glVertex3f(sizeX,sizeY,0.0f); //glTexCoord2f(1.0f, 0.0f); glVertex3f(sizeX,-sizeY,0.0f); //glEnd(); ren.setColor(1,1,1,1); ren.blend(0); ren.toggleLighting(0); const float t0[] = {0,0}; const float t1[] = {0,1}; const float t2[] = {1,1}; const float t3[] = {1,0}; ren.beginQuads(); ren.t2DW(t0); ren.vertex3DW(-sizeX,-sizeY,0.0f); ren.t2DW(t1); ren.vertex3DW(-sizeX,sizeY,0.0f); ren.t2DW(t2); ren.vertex3DW(sizeX,sizeY,0.0f); ren.t2DW(t3); ren.vertex3DW(sizeX,-sizeY,0.0f); ren.endQuads(); glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); ren.beginClosedLine(); ren.vertex3DW(-sizeX,-sizeY,0.0f); ren.vertex3DW(-sizeX,sizeY,0.0f); ren.vertex3DW(sizeX,sizeY,0.0f); ren.vertex3DW(sizeX,-sizeY,0.0f); ren.endClosedLine(); ren.toggleLighting(1); glPopMatrix(); } if (fluid3DAh.getI() == 1 || fluid3DSliceAh.getI()== 1) { ren.toggleLighting(0); VHFluidSolver3D* curr3DSolver = VHFluidSolver3D::solverList[fluidIdAh.getI()]; UT_Vector4 fluidPos(0,0,0); UT_Vector3D fluidRot(0,0,0); if(gdp->volumeCount() == 1) { GEO_Primitive* pprim = gdp->primitives().head(); GU_PrimVolume* volume = (GU_PrimVolume *)pprim; UT_Matrix4 fluidRotMat; volume->getTransform4(fluidRotMat); UT_XformOrder rotOrder; UT_Vector3D scale, trans; fluidRotMat.explode(rotOrder, fluidRot, scale, trans); fluidRot.radToDeg(); fluidPos = volume->getVertex().getPt()->getPos(); } float sizeX = curr3DSolver->fluidSize.x*0.5; float sizeY = curr3DSolver->fluidSize.y*0.5; float sizeZ = curr3DSolver->fluidSize.z*0.5; if(curr3DSolver->drawCube) { glPushMatrix(); glTranslatef(fluidPos.x(),fluidPos.y(),fluidPos.z()); glRotatef(fluidRot.z(),0,0,1); glRotatef(fluidRot.y(),0,1,0); glRotatef(fluidRot.x(),1,0,0); drawWireCube(sizeX,sizeY,sizeZ, ren); glPopMatrix(); } if (fluid3DAh.getI()== 1) { curr3DSolver->drawFluid(); } if (fluid3DSliceAh.getI()== 1) { curr3DSolver->drawFluidSlice(); } ren.toggleLighting(1); } }
void GR_CudaHardware::renderWire(GU_Detail *gdp, RE_Render &ren, const GR_AttribOffset & /*ptinfo*/, const GR_DisplayOption *dopt, float /*lod*/, const GU_PrimGroupClosure * /*hidden_geometry*/) { GEO_AttributeHandle fluidAh= gdp->getDetailAttribute("cudaFluidPreview"); fluidAh.setElement(gdp); if (fluidAh.getI()== 1) { GEO_AttributeHandle fluidIdAh= gdp->getDetailAttribute("solverId"); fluidIdAh.setElement(gdp); VHFluidSolver* currSolver = VHFluidSolver::solverList[fluidIdAh.getI()]; UT_Vector4 fluidPos(0,0,0); UT_Vector3D fluidRot(0,0,0); if(gdp->volumeCount() == 1) { GEO_Primitive* pprim = gdp->primitives().head(); GU_PrimVolume* volume = (GU_PrimVolume *)pprim; UT_Matrix4 fluidRotMat; volume->getTransform4(fluidRotMat); UT_XformOrder rotOrder; UT_Vector3D scale, trans; fluidRotMat.explode(rotOrder, fluidRot, scale, trans); fluidRot.radToDeg(); fluidPos = volume->getVertex().getPt()->getPos(); } currSolver->drawFluid(fluidRot.x(), fluidRot.y(), fluidRot.z(), fluidPos.x(), fluidPos.y(), fluidPos.z()); } GEO_AttributeHandle partsAh= gdp->getDetailAttribute("cudaParticlesPreview"); partsAh.setElement(gdp); if (partsAh.getI()== 1) { GEO_AttributeHandle partsIdAh= gdp->getDetailAttribute("systemId"); partsIdAh.setElement(gdp); ren.toggleLighting(0); VHParticlesSystem* currSystem = VHParticlesSystem::systemsList[partsIdAh.getI()]; glClear(GL_COLOR_BUFFER_BIT); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE ); currSystem->draw(); glDisable( GL_BLEND ); ren.toggleLighting(1); } GEO_AttributeHandle fluid3DAh= gdp->getDetailAttribute("cudaFluid3DPreview"); fluid3DAh.setElement(gdp); GEO_AttributeHandle fluid3DSliceAh= gdp->getDetailAttribute("sliceDisplay"); fluid3DSliceAh.setElement(gdp); if (fluid3DAh.getI() == 1 || fluid3DSliceAh.getI()== 1) { GEO_AttributeHandle fluidIdAh= gdp->getDetailAttribute("solverId"); fluidIdAh.setElement(gdp); ren.toggleLighting(0); VHFluidSolver3D* curr3DSolver = VHFluidSolver3D::solverList[fluidIdAh.getI()]; UT_Vector4 fluidPos(0,0,0); UT_Vector3D fluidRot(0,0,0); if(gdp->volumeCount() > 0) { GEO_Primitive* pprim = gdp->primitives().head(); GU_PrimVolume* volume = (GU_PrimVolume *)pprim; UT_Matrix4 fluidRotMat; volume->getTransform4(fluidRotMat); UT_XformOrder rotOrder; UT_Vector3D scale, trans; fluidRotMat.explode(rotOrder, fluidRot, scale, trans); fluidRot.radToDeg(); fluidPos = volume->getVertex().getPt()->getPos(); } float sizeX = curr3DSolver->fluidSize.x*0.5; float sizeY = curr3DSolver->fluidSize.y*0.5; float sizeZ = curr3DSolver->fluidSize.z*0.5; if(curr3DSolver->drawCube) { glPushMatrix(); glTranslatef(fluidPos.x(),fluidPos.y(),fluidPos.z()); glRotatef(fluidRot.z(),0,0,1); glRotatef(fluidRot.y(),0,1,0); glRotatef(fluidRot.x(),1,0,0); drawWireCube(sizeX,sizeY,sizeZ, ren); glPopMatrix(); } if (fluid3DAh.getI()== 1) { curr3DSolver->drawFluid(fluidRot.x(), fluidRot.y(), fluidRot.z(), fluidPos.x(), fluidPos.y(), fluidPos.z()); } if (fluid3DSliceAh.getI()== 1) { curr3DSolver->drawFluidSlice(fluidRot.x(), fluidRot.y(), fluidRot.z(), fluidPos.x(), fluidPos.y(), fluidPos.z()); } ren.toggleLighting(1); } }
OP_ERROR SOP_FluidSolver2D::cookMySop(OP_Context &context) { oldf = f; double t = context.getTime(); int f = context.getFrame(); UT_Interrupt *boss; GU_PrimVolume *volume; OP_Node::flags().timeDep = 1; fluidSolver->fps = OPgetDirector()->getChannelManager()->getSamplesPerSec(); int newResX = RESX(t); int newResY = RESY(t); if ( newResX != fluidSolver->res.x || newResY != fluidSolver->res.y) { fluidSolver->changeFluidRes(newResX,newResY); } UT_Vector3 fluidPos(POSX(t), POSY(t), POSZ(t)); UT_Vector3 fluidRot(ROTX(t), ROTY(t), ROTZ(t)); fluidRot.degToRad(); fluidSolver->fluidSize.x = FLUIDSIZEX(t); fluidSolver->fluidSize.y = FLUIDSIZEY(t); fluidSolver->borderNegX = BORDERNEGX(t); fluidSolver->borderPosX = BORDERPOSX(t); fluidSolver->borderNegY = BORDERNEGY(t); fluidSolver->borderPosY = BORDERPOSY(t); fluidSolver->preview = PREVIEW(t); fluidSolver->previewType = PREVIEWTYPE(t); fluidSolver->bounds = BOUNDS(t); fluidSolver->substeps = SUBSTEPS(t); fluidSolver->jacIter = JACITER(t); fluidSolver->densDis = DENSDIS(t); fluidSolver->densBuoyStrength = DENSBUOYSTRENGTH(t); float ddirX = DENSBUOYDIRX(t); float ddirY = DENSBUOYDIRY(t); fluidSolver->densBuoyDir = cu::make_float2(ddirX,ddirY); fluidSolver->velDamp = VELDAMP(t); fluidSolver->vortConf = VORTCONF(t); fluidSolver->noiseStr = NOISESTR(t); fluidSolver->noiseFreq = NOISEFREQ(t); fluidSolver->noiseOct = NOISEOCT(t); fluidSolver->noiseLacun = NOISELACUN(t); fluidSolver->noiseSpeed = NOISESPEED(t); fluidSolver->noiseAmp = NOISEAMP(t); if (error() < UT_ERROR_ABORT) { boss = UTgetInterrupt(); gdp->clearAndDestroy(); // Start the interrupt server if (boss->opStart("Building Volume")){ static float zero = 0.0; #ifdef HOUDINI_11 GB_AttributeRef fluidAtt = gdp->addAttrib("cudaFluidPreview", sizeof(int), GB_ATTRIB_INT, &zero); gdp->attribs().getElement().setValue<int>(fluidAtt, fluidSolver->preview); GB_AttributeRef solverIdAtt = gdp->addAttrib("solverId", sizeof(int), GB_ATTRIB_INT, &zero); gdp->attribs().getElement().setValue<int>(solverIdAtt, fluidSolver->id); #else GA_WOAttributeRef fluidAtt = gdp->addIntTuple(GA_ATTRIB_DETAIL, "cudaFluidPreview", 1); gdp->element().setValue<int>(fluidAtt, fluidSolver->preview); GA_WOAttributeRef solverIdAtt = gdp->addIntTuple(GA_ATTRIB_DETAIL, "solverId", 1); gdp->element().setValue<int>(solverIdAtt, fluidSolver->id); #endif UT_Matrix3 xform; const UT_XformOrder volXFormOrder; volume = (GU_PrimVolume *)GU_PrimVolume::build(gdp); #ifdef HOUDINI_11 volume->getVertex().getPt()->getPos() = fluidPos; #else volume->getVertexElement(0).getPt()->setPos(fluidPos); #endif xform.identity(); xform.scale(fluidSolver->fluidSize.x*0.5, fluidSolver->fluidSize.y*0.5, 0.25); xform.rotate(fluidRot.x(), fluidRot.y(), fluidRot.z(), volXFormOrder); volume->setTransform(xform); xform.identity(); xform.rotate(fluidRot.x(), fluidRot.y(), fluidRot.z(), volXFormOrder); xform.invert(); if(lockInputs(context) >= UT_ERROR_ABORT) return error(); if(getInput(0)){ GU_Detail* emittersInput = (GU_Detail*)inputGeo(0, context); GEO_PointList emittersList = emittersInput->points(); int numEmitters = emittersList.entries(); if (numEmitters != fluidSolver->nEmit) { delete fluidSolver->emitters; fluidSolver->nEmit = numEmitters; fluidSolver->emitters = new FluidEmitter[numEmitters]; } GEO_AttributeHandle radAh, amountAh; radAh = emittersInput->getPointAttribute("radius"); amountAh = emittersInput->getPointAttribute("amount"); for (int i = 0; i < numEmitters; i++) { UT_Vector4 emitPos = emittersList[i]->getPos(); UT_Vector3 emitPos3(emitPos); emitPos3 -= fluidPos; emitPos3 = emitPos3*xform; fluidSolver->emitters[i].posX = emitPos3.x(); fluidSolver->emitters[i].posY = emitPos3.y(); radAh.setElement(emittersList[i]); amountAh.setElement(emittersList[i]); fluidSolver->emitters[i].radius = radAh.getF(0); fluidSolver->emitters[i].amount = amountAh.getF(0); } } else { fluidSolver->nEmit = 0; } if(getInput(1)) { GU_Detail* collidersInput = (GU_Detail*)inputGeo(1, context); GEO_PointList collidersList = collidersInput->points(); int numColliders = collidersList.entries(); if (numColliders != fluidSolver->nColliders) { delete fluidSolver->colliders; fluidSolver->nColliders = numColliders; fluidSolver->colliders = new Collider[numColliders]; } GEO_AttributeHandle colRadAh; colRadAh = collidersInput->getPointAttribute("radius"); for (int i = 0; i < numColliders; i++) { UT_Vector4 colPos = collidersList[i]->getPos(); UT_Vector3 colPos3(colPos); colPos3 -= fluidPos; colPos3 = colPos3*xform; if (f > STARTFRAME(t)) { fluidSolver->colliders[i].oldPosX = fluidSolver->colliders[i].posX; fluidSolver->colliders[i].oldPosY = fluidSolver->colliders[i].posY; } else { fluidSolver->colliders[i].oldPosX = colPos3.x(); fluidSolver->colliders[i].oldPosY = colPos3.y(); } fluidSolver->colliders[i].posX = colPos3.x(); fluidSolver->colliders[i].posY = colPos3.y(); colRadAh.setElement(collidersList[i]); fluidSolver->colliders[i].radius = colRadAh.getF(0); } } else { fluidSolver->nColliders = 0; } unlockInputs(); if (f <= STARTFRAME(t)) { fluidSolver->resetFluid(); if (fluidSolver->preview != 1) { { UT_VoxelArrayWriteHandleF handle = volume->getVoxelWriteHandle(); handle->constant(0); } } } else { if (f!=oldf) { fluidSolver->solveFluid(); } if (fluidSolver->preview != 1) { cu::cudaMemcpy( fluidSolver->host_dens, fluidSolver->dev_dens, fluidSolver->res.x*fluidSolver->res.y*sizeof(float), cu::cudaMemcpyDeviceToHost ); { UT_VoxelArrayWriteHandleF handle = volume->getVoxelWriteHandle(); handle->size(fluidSolver->res.x, fluidSolver->res.y, 1); for (int i = 0; i < fluidSolver->res.x; i++) { for (int j = 0; j < fluidSolver->res.y; j++) { handle->setValue(i, j, 0, fluidSolver->host_dens[(j*fluidSolver->res.x + i)]); } } } } } select(GU_SPrimitive); } // Tell the interrupt server that we've completed. Must do this // regardless of what opStart() returns. boss->opEnd(); } gdp->notifyCache(GU_CACHE_ALL); return error(); }
OP_ERROR SOP_FluidSolver3D::cookMySop(OP_Context &context) { oldf = f; f = context.getFrame(); double t = context.getTime(); fluidSolver->fps = OPgetDirector()->getChannelManager()->getSamplesPerSec(); UT_Interrupt *boss; GU_PrimVolume *volume; GU_PrimVolume *velXVolume; GU_PrimVolume *velYVolume; GU_PrimVolume *velZVolume; OP_Node::flags().timeDep = 1; int newResX = RESX(t); int newResY = RESY(t); int newResZ = RESZ(t); if ( newResX != fluidSolver->res.width || newResY != fluidSolver->res.height || newResZ != fluidSolver->res.depth) { fluidSolver->changeFluidRes(newResX,newResY,newResZ); } UT_Vector3 fluidPos(POSX(t), POSY(t), POSZ(t)); UT_Vector3 fluidRot(ROTX(t), ROTY(t), ROTZ(t)); fluidRot.degToRad(); fluidSolver->fluidSize.x = FLUIDSIZEX(t); fluidSolver->fluidSize.y = FLUIDSIZEY(t); fluidSolver->fluidSize.z = FLUIDSIZEZ(t); fluidSolver->borderNegX = BORDERNEGX(t); fluidSolver->borderPosX = BORDERPOSX(t); fluidSolver->borderNegY = BORDERNEGY(t); fluidSolver->borderPosY = BORDERPOSY(t); fluidSolver->borderNegZ = BORDERNEGZ(t); fluidSolver->borderPosZ = BORDERPOSZ(t); fluidSolver->substeps = SUBSTEPS(t); fluidSolver->jacIter = JACITER(t); fluidSolver->densDis = DENSDIS(t); fluidSolver->densBuoyStrength = DENSBUOYSTRENGTH(t); float ddirX = DENSBUOYDIRX(t); float ddirY = DENSBUOYDIRY(t); float ddirZ = DENSBUOYDIRZ(t); fluidSolver->densBuoyDir = cu::make_float3(ddirX,ddirY,ddirZ); fluidSolver->velDamp = VELDAMP(t); fluidSolver->vortConf = VORTCONF(t); fluidSolver->noiseStr = NOISESTR(t); fluidSolver->noiseFreq = NOISEFREQ(t); fluidSolver->noiseOct = NOISEOCT(t); fluidSolver->noiseLacun = NOISELACUN(t); fluidSolver->noiseSpeed = NOISESPEED(t); fluidSolver->noiseAmp = NOISEAMP(t); fluidSolver->preview = PREVIEW(t); fluidSolver->drawCube = DRAWCUBE(t); fluidSolver->opaScale = OPASCALE(t); fluidSolver->stepMul = STEPMUL(t); fluidSolver->displayRes = DISPLAYRES(t); fluidSolver->doShadows = DOSHADOWS(t); float lightPosX = LIGHTPOSX(t); float lightPosY = LIGHTPOSY(t); float lightPosZ = LIGHTPOSZ(t); fluidSolver->lightPos = cu::make_float3(lightPosX,lightPosY,lightPosZ); fluidSolver->shadowDens = SHADOWDENS(t); fluidSolver->shadowStepMul = SHADOWSTEPMUL(t); fluidSolver->shadowThres = SHADOWTHRES(t); fluidSolver->displaySlice = DISPLAYSLICE(t); fluidSolver->sliceType = SLICETYPE(t); fluidSolver->sliceAxis = SLICEAXIS(t); fluidSolver->slicePos = SLICEPOS(t); fluidSolver->sliceBounds = SLICEBOUNDS(t); if (error() < UT_ERROR_ABORT) { boss = UTgetInterrupt(); gdp->clearAndDestroy(); // Start the interrupt server if (boss->opStart("Building Volume")){ static float zero = 0.0; GB_AttributeRef fluidAtt = gdp->addAttrib("cudaFluid3DPreview", sizeof(int), GB_ATTRIB_INT, &zero); gdp->attribs().getElement().setValue<int>(fluidAtt, fluidSolver->preview); GB_AttributeRef fluidSliceAtt = gdp->addAttrib("sliceDisplay", sizeof(int), GB_ATTRIB_INT, &zero); gdp->attribs().getElement().setValue<int>(fluidSliceAtt, fluidSolver->displaySlice); GB_AttributeRef solverIdAtt = gdp->addAttrib("solverId", sizeof(int), GB_ATTRIB_INT, &zero); gdp->attribs().getElement().setValue<int>(solverIdAtt, fluidSolver->id); GEO_AttributeHandle name_gah; int def = -1; gdp->addPrimAttrib("name", sizeof(int), GB_ATTRIB_INDEX, &def); name_gah = gdp->getPrimAttribute("name"); UT_Matrix3 xform; const UT_XformOrder volXFormOrder; volume = (GU_PrimVolume *)GU_PrimVolume::build(gdp); volume->getVertex().getPt()->getPos() = fluidPos; xform.identity(); xform.scale(fluidSolver->fluidSize.x*0.5, fluidSolver->fluidSize.y*0.5, fluidSolver->fluidSize.z*0.5); xform.rotate(fluidRot.x(), fluidRot.y(), fluidRot.z(), volXFormOrder); volume->setTransform(xform); name_gah.setElement(volume); name_gah.setString("density"); velXVolume = (GU_PrimVolume *)GU_PrimVolume::build(gdp); velXVolume->getVertex().getPt()->getPos() = fluidPos; velXVolume->setTransform(xform); name_gah.setElement(velXVolume); name_gah.setString("vel.x"); velYVolume = (GU_PrimVolume *)GU_PrimVolume::build(gdp); velYVolume->getVertex().getPt()->getPos() = fluidPos; velYVolume->setTransform(xform); name_gah.setElement(velYVolume); name_gah.setString("vel.y"); velZVolume = (GU_PrimVolume *)GU_PrimVolume::build(gdp); velZVolume->getVertex().getPt()->getPos() = fluidPos; velZVolume->setTransform(xform); name_gah.setElement(velZVolume); name_gah.setString("vel.z"); xform.identity(); xform.rotate(fluidRot.x(), fluidRot.y(), fluidRot.z(), volXFormOrder); xform.invert(); if(lockInputs(context) >= UT_ERROR_ABORT) return error(); if(getInput(0)){ GU_Detail* emittersInput = (GU_Detail*)inputGeo(0, context); GEO_PointList emittersList = emittersInput->points(); int numEmitters = emittersList.entries(); if (numEmitters != fluidSolver->nEmit) { delete fluidSolver->emitters; fluidSolver->nEmit = numEmitters; fluidSolver->emitters = new VHFluidEmitter[numEmitters]; } GEO_AttributeHandle radAh, amountAh; radAh = emittersInput->getPointAttribute("radius"); amountAh = emittersInput->getPointAttribute("amount"); for (int i = 0; i < numEmitters; i++) { UT_Vector4 emitPos = emittersList[i]->getPos(); UT_Vector3 emitPos3(emitPos); emitPos3 -= fluidPos; emitPos3 = emitPos3*xform; fluidSolver->emitters[i].posX = emitPos3.x(); fluidSolver->emitters[i].posY = emitPos3.y(); fluidSolver->emitters[i].posZ = emitPos3.z(); radAh.setElement(emittersList[i]); amountAh.setElement(emittersList[i]); fluidSolver->emitters[i].radius = radAh.getF(0); fluidSolver->emitters[i].amount = amountAh.getF(0); } } else { fluidSolver->nEmit = 0; } if(getInput(1)) { GU_Detail* collidersInput = (GU_Detail*)inputGeo(1, context); GEO_PointList collidersList = collidersInput->points(); int numColliders = collidersList.entries(); if (numColliders != fluidSolver->nColliders) { delete fluidSolver->colliders; fluidSolver->nColliders = numColliders; fluidSolver->colliders = new VHFluidCollider[numColliders]; } GEO_AttributeHandle colRadAh; colRadAh = collidersInput->getPointAttribute("radius"); for (int i = 0; i < numColliders; i++) { UT_Vector4 colPos = collidersList[i]->getPos(); UT_Vector3 colPos3(colPos); colPos3 -= fluidPos; colPos3 = colPos3*xform; if (f > STARTFRAME(t)) { fluidSolver->colliders[i].oldPosX = fluidSolver->colliders[i].posX; fluidSolver->colliders[i].oldPosY = fluidSolver->colliders[i].posY; fluidSolver->colliders[i].oldPosZ = fluidSolver->colliders[i].posZ; } else { fluidSolver->colliders[i].oldPosX = colPos3.x(); fluidSolver->colliders[i].oldPosY = colPos3.y(); fluidSolver->colliders[i].oldPosZ = colPos3.z(); } fluidSolver->colliders[i].posX = colPos3.x(); fluidSolver->colliders[i].posY = colPos3.y(); fluidSolver->colliders[i].posZ = colPos3.z(); colRadAh.setElement(collidersList[i]); fluidSolver->colliders[i].radius = colRadAh.getF(0); } } else { fluidSolver->nColliders = 0; } unlockInputs(); if (f <= STARTFRAME(t)) { fluidSolver->resetFluid(); if (COPYDENS(t)) { { UT_VoxelArrayWriteHandleF handle = volume->getVoxelWriteHandle(); handle->constant(0); UT_VoxelArrayWriteHandleF velXHandle = velXVolume->getVoxelWriteHandle(); velXHandle->constant(0); UT_VoxelArrayWriteHandleF velYHandle = velYVolume->getVoxelWriteHandle(); velYHandle->constant(0); UT_VoxelArrayWriteHandleF velZHandle = velZVolume->getVoxelWriteHandle(); velZHandle->constant(0); } } } else { if (f!=oldf) { fluidSolver->solveFluid(); } if (COPYDENS(t)) { cu::cudaMemcpy( fluidSolver->host_dens, fluidSolver->dev_dens, fluidSolver->res.width*fluidSolver->res.height*fluidSolver->res.depth*sizeof(float), cu::cudaMemcpyDeviceToHost ); { UT_VoxelArrayWriteHandleF handle = volume->getVoxelWriteHandle(); handle->size(fluidSolver->res.width, fluidSolver->res.height, fluidSolver->res.depth); for (int i = 0; i < fluidSolver->res.width; i++) { for (int j = 0; j < fluidSolver->res.height; j++) { for (int k = 0; k < fluidSolver->res.depth; k++) { handle->setValue(i, j, k, fluidSolver->host_dens[k*fluidSolver->res.width*fluidSolver->res.height + j*fluidSolver->res.width + i]); } } } } if (COPYVEL(t)) { cu::cudaMemcpy( fluidSolver->host_vel, fluidSolver->dev_vel, fluidSolver->res.width*fluidSolver->res.height*fluidSolver->res.depth*sizeof(cu::float4), cu::cudaMemcpyDeviceToHost ); { UT_VoxelArrayWriteHandleF velXHandle = velXVolume->getVoxelWriteHandle(); velXHandle->size(fluidSolver->res.width, fluidSolver->res.height, fluidSolver->res.depth); UT_VoxelArrayWriteHandleF velYHandle = velYVolume->getVoxelWriteHandle(); velYHandle->size(fluidSolver->res.width, fluidSolver->res.height, fluidSolver->res.depth); UT_VoxelArrayWriteHandleF velZHandle = velZVolume->getVoxelWriteHandle(); velZHandle->size(fluidSolver->res.width, fluidSolver->res.height, fluidSolver->res.depth); for (int i = 0; i < fluidSolver->res.width; i++) { for (int j = 0; j < fluidSolver->res.height; j++) { for (int k = 0; k < fluidSolver->res.depth; k++) { velXHandle->setValue(i, j, k, fluidSolver->host_vel[4*(k*fluidSolver->res.width*fluidSolver->res.height + j*fluidSolver->res.width + i)]); velYHandle->setValue(i, j, k, fluidSolver->host_vel[4*(k*fluidSolver->res.width*fluidSolver->res.height + j*fluidSolver->res.width + i)+1]); velZHandle->setValue(i, j, k, fluidSolver->host_vel[4*(k*fluidSolver->res.width*fluidSolver->res.height + j*fluidSolver->res.width + i)+2]); } } } } } } } select(GU_SPrimitive); } // Tell the interrupt server that we've completed. Must do this // regardless of what opStart() returns. boss->opEnd(); } gdp->notifyCache(GU_CACHE_ALL); return error(); }