Added FluidProgram

This commit is contained in:
Robert Osfield
2005-04-04 10:05:35 +00:00
parent 6772696626
commit 2e91a74f14
2 changed files with 161 additions and 0 deletions

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGPARTICLE_FLUIDPROGRAM_
#define OSGPARTICLE_FLUIDPROGRAM_ 1
#include <osgParticle/Export>
#include <osgParticle/Program>
#include <osg/CopyOp>
#include <osg/Object>
#include <osg/Node>
#include <osg/NodeVisitor>
namespace osgParticle
{
/** A program class for performing operations on particles using a sequence of <I>operators</I>.
To use a <CODE>FluidProgram</CODE> you have to create some <CODE>Operator</CODE> objects and
add them to the program.
All operators will be applied to each particle in the same order they've been added to the program.
*/
class OSGPARTICLE_EXPORT FluidProgram: public Program {
public:
FluidProgram();
FluidProgram(const FluidProgram& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
META_Node(osgParticle,FluidProgram);
/// Set the viscosity of the fluid.
inline void setFluidViscosity(float v)
{
_viscosity = v;
_A = 6 * osg::PI * _viscosity;
}
/// Get the viscosity of the fluid.
inline float getFluidViscosity() const { return _viscosity; }
/// Set the density of the fluid.
inline void setFluidDensity(float d)
{
_density = d;
_B = 0.2f * osg::PI * _density;
}
/// Get the density of the fluid.
inline float getFluidDensity() const { return _density; }
/// Set the wind vector.
inline void setWind(const osg::Vec3& wind) { _wind = wind; }
/// Get the wind vector.
inline const osg::Vec3& getWind() const { return _wind; }
/// Set the acceleration vector.
inline void setAcceleration(const osg::Vec3& v) { _acceleration = v; }
/// Get the acceleration vector.
inline const osg::Vec3& getAcceleration() const { return _acceleration; }
/** Set the acceleration vector to the gravity on earth (0, 0, -9.81).
The acceleration will be multiplied by the <CODE>scale</CODE> parameter.
*/
inline void setToGravity(float scale = 1.0f) { _acceleration.set(0, 0, -9.81f*scale); }
/// Set the fluid parameters as for air (20<32>C temperature).
inline void setFluidToAir()
{
setToGravity(1.0f);
setFluidDensity(1.2929f);
setFluidViscosity(1.8e-5f);
}
/// Set the fluid parameters as for pure water (20<32>C temperature).
inline void setFluidToWater()
{
setToGravity(1.0f);
setFluidDensity(1.0f);
setFluidViscosity(1.002e-3f);
}
protected:
virtual ~FluidProgram() {}
FluidProgram& operator=(const FluidProgram&) { return *this; }
virtual void execute(double dt);
osg::Vec3 _acceleration;
float _viscosity;
float _density;
osg::Vec3 _wind;
float _A;
float _B;
};
}
#endif

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#include <osgParticle/FluidProgram>
osgParticle::FluidProgram::FluidProgram():
Program()
{
setFluidToAir();
}
osgParticle::FluidProgram::FluidProgram(const FluidProgram& copy, const osg::CopyOp& copyop):
Program(copy, copyop),
_acceleration(copy._acceleration),
_viscosity(copy._viscosity),
_density(copy._density),
_wind(copy._wind),
_A(copy._A),
_B(copy._B)
{
}
void osgParticle::FluidProgram::execute(double dt)
{
const float four_over_three = 4.0f/3.0f;
ParticleSystem *ps = getParticleSystem();
int n = ps->numParticles();
for (int i=0; i<n; ++i)
{
Particle *particle = ps->getParticle(i);
if (particle->isAlive())
{
float radius = particle->getRadius();
float Area = osg::PI*radius*radius;
float Volume = Area*radius*four_over_three;
// compute force due to gravity + boyancy of displacing the fluid that the particle is emersed in.
osg::Vec3 force = _acceleration * (particle->getMass() - _density*Volume);
// compute force due to friction
osg::Vec3 relative_wind = particle->getVelocity()-_wind;
force -= relative_wind * Area * (_A + _B*relative_wind.length());
// divide force by mass to get acceleration.
force *= particle->getMassInv()*dt;
particle->addVelocity(force);
}
}
}