Files
OpenSceneGraph/src/osgParticle/FluidProgram.cpp
2005-04-29 09:47:57 +00:00

48 lines
1.5 KiB
C++

#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),
_viscosityCoefficient(copy._viscosityCoefficient),
_densityCoefficeint(copy._densityCoefficeint)
{
}
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 * (_viscosityCoefficient + _densityCoefficeint*relative_wind.length());
// divide force by mass to get acceleration.
force *= particle->getMassInv()*dt;
particle->addVelocity(force);
}
}
}