private static void CreateFluidBlob(Scene scene)
        {
            // The number of particles we want along one of the three dimensions
            const int d = 15;

            // Create the particle fluid
            var particleFluid = scene.Physics.CreateParticleFluid(d * d * d);

            particleFluid.RestParticleDistance *= 10.5f;

            //

            // Create an array to hold the positions of the particles
            var particlePositions = new Vector3[particleFluid.MaximumParticles];

            var blobOffset = -new Vector3(d) * 0.5f;

            int i = 0;

            for (int x = 0; x < d; x++)
            {
                for (int y = 0; y < d; y++)
                {
                    for (int z = 0; z < d; z++)
                    {
                        // Compute the location in a grid of particles + move the grid back so its center is at 0, 0, 0
                        particlePositions[i++] = new Vector3(x, 20 + y, z) + blobOffset;
                    }
                }
            }

            // Add the particles
            var particleCreateDesc = new ParticleCreationData()
            {
                NumberOfParticles = particleFluid.MaximumParticles,
                PositionBuffer    = particlePositions,
                IndexBuffer       = Enumerable.Range(0, particlePositions.Length).ToArray()
            };

            int numCreated = particleFluid.CreateParticles(particleCreateDesc);

            scene.AddActor(particleFluid);
        }
Beispiel #2
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		private static void CreateFluidBlob(Scene scene)
		{
			// The number of particles we want along one of the three dimensions
			const int d = 15;

			// Create the particle fluid
			var particleFluid = scene.Physics.CreateParticleFluid(d * d * d);

			particleFluid.RestParticleDistance *= 10.5f;

			//

			// Create an array to hold the positions of the particles
			var particlePositions = new Vector3[particleFluid.MaximumParticles];

			var blobOffset = -new Vector3(d) * 0.5f;

			int i = 0;
			for (int x = 0; x < d; x++)
			{
				for (int y = 0; y < d; y++)
				{
					for (int z = 0; z < d; z++)
					{
						// Compute the location in a grid of particles + move the grid back so its center is at 0, 0, 0
						particlePositions[i++] = new Vector3(x, 20 + y, z) + blobOffset;
					}
				}
			}

			// Add the particles
			var particleCreateDesc = new ParticleCreationData()
			{
				NumberOfParticles = particleFluid.MaximumParticles,
				PositionBuffer = particlePositions,
				IndexBuffer = Enumerable.Range(0, particlePositions.Length).ToArray()
			};

			int numCreated = particleFluid.CreateParticles(particleCreateDesc);

			scene.AddActor(particleFluid);
		}