private void UpdateWind() { // Retrieve the wind from the Flex Solver Flex.Params windParams = new Flex.Params(); Flex.GetParams(container.solver, ref windParams); // Swap the windtype if the current windtype has exceeded its duration if (currentWind.HasEnded) { float lastWindSpeed = currentWind.currentSpeed; float lastSwivel = currentWind.currentSwivel; currentWind = (currentWind.Equals(wind)) ? burstWind : wind; currentWind.Init(lastWindSpeed, lastSwivel); } // Update and set the wind values and rotate the flag parents to look in the right direction currentWind.UpdateWind(); currentWindDirection = Quaternion.AngleAxis(currentWind.currentSwivel, Vector3.up) * windDirection; currentWindDirection.Normalize(); windParams.wind = currentWind.currentSpeed * currentWindDirection; windParams.wind.y = currentWind.currentSpeed / 8f; // <-- MAGIC NUMBER !!! TODO: create a function for upward wind lift. RotateParents(); // Update the wind in the Flex Solver Flex.SetParams(container.solver, ref windParams); }
void UpdateParams() { Flex.Params prms = new Flex.Params(); Flex.GetParams(m_solverHandle, ref prms); prms.numIterations = m_iterationCount; prms.gravity = m_gravity; prms.radius = m_radius; prms.solidRestDistance = m_solidRest; prms.fluidRestDistance = m_fluidRest; prms.staticFriction = m_staticFriction; prms.dynamicFriction = m_dynamicFriction; prms.particleFriction = m_particleFriction; prms.restitution = m_restitution; prms.adhesion = m_adhesion; prms.sleepThreshold = m_sleepThreshold; prms.maxSpeed = m_maxSpeed; prms.maxAcceleration = m_maxAcceleration; prms.shockPropagation = m_shockPropagation; prms.dissipation = m_dissipation; prms.damping = m_damping; prms.wind = m_wind; prms.drag = m_drag; prms.lift = m_lift; //prms.fluid = m_fluid; prms.cohesion = m_cohesion; prms.surfaceTension = m_surfaceTension; prms.viscosity = m_viscosity; prms.vorticityConfinement = m_vorticityConfinement; prms.anisotropyScale = m_anisotropyScale; prms.anisotropyMin = m_anisotropyMin; prms.anisotropyMax = m_anisotropyMax; prms.smoothing = m_smoothing; prms.solidPressure = m_solidPressure; prms.freeSurfaceDrag = m_freeSurfaceDrag; prms.buoyancy = m_buoyancy; prms.diffuseThreshold = m_diffuseThreshold; prms.diffuseBuoyancy = m_diffuseBuoyancy; prms.diffuseDrag = m_diffuseDrag; prms.diffuseBallistic = m_diffuseBallistic; //prms.diffuseSortAxis = m_diffuseSortAxis; prms.diffuseLifetime = m_diffuseLifetime; //prms.plasticThreshold = m_plasticThreshold; //prms.plasticCreep = m_plasticCreep; prms.collisionDistance = m_collisionDistance; prms.particleCollisionMargin = m_particleCollisionMargin; prms.shapeCollisionMargin = m_shapeCollisionMargin; prms.numPlanes = m_planes.Length; prms.plane0 = m_planes.Length > 0 ? m_planes[0] : Vector4.zero; prms.plane1 = m_planes.Length > 1 ? m_planes[1] : Vector4.zero; prms.plane2 = m_planes.Length > 2 ? m_planes[2] : Vector4.zero; prms.plane3 = m_planes.Length > 3 ? m_planes[3] : Vector4.zero; prms.plane4 = m_planes.Length > 4 ? m_planes[4] : Vector4.zero; prms.plane5 = m_planes.Length > 5 ? m_planes[5] : Vector4.zero; prms.plane6 = m_planes.Length > 6 ? m_planes[6] : Vector4.zero; prms.plane7 = m_planes.Length > 7 ? m_planes[7] : Vector4.zero; prms.relaxationMode = m_relaxationMode; prms.relaxationFactor = m_relaxationFactor; Flex.SetParams(m_solverHandle, ref prms); }
public void TestSetParticlesPhases() { float DELTA_T = 0.016f; float INTERACTION_DISTANCE = 0.5f; float SOLID_REST_DISTANCE = 0.2f; Flex.Library lib = Flex.Init(Flex.FLEX_VERSION, ErrorCallback); Flex.SolverDesc desc = default(Flex.SolverDesc); Flex.SetSolverDescDefaults(ref desc); desc.maxParticles = 1000; desc.maxDiffuseParticles = 1000; Flex.Solver solver = Flex.CreateSolver(lib, ref desc); Flex.Params prms = new Flex.Params(); Flex.GetParams(solver, ref prms); prms.radius = INTERACTION_DISTANCE; prms.solidRestDistance = SOLID_REST_DISTANCE; Flex.SetParams(solver, ref prms); Flex.Buffer particles = CreateBuffer(lib, 2, 4, new float[] { -0.001f, 0.0f, 0.0f, 1.0f, 0.001f, 0.0f, 0.0f, 1.0f, }); Flex.SetParticles(solver, particles); Flex.Buffer phases = CreateBuffer(lib, 2, 1, new int[] { Flex.MakePhase(1, Flex.Phase.SelfCollide), Flex.MakePhase(1, Flex.Phase.SelfCollide), }); Flex.SetPhases(solver, phases); Flex.SetActiveCount(solver, 2); Flex.Buffer active = CreateBuffer(lib, 2, 1, new int[] { 0, 1, }); Flex.SetActive(solver, active); Flex.UpdateSolver(solver, DELTA_T, 1); Flex.GetParticles(solver, particles); float[] values; ReadBuffer(lib, particles, 2, 4, out values); Assert.AreEqual(SOLID_REST_DISTANCE, Vector3.Distance(new Vector3(values[0], values[1], values[2]), new Vector3(values[4], values[5], values[6]))); Flex.FreeBuffer(particles); Flex.FreeBuffer(phases); Flex.FreeBuffer(active); Flex.DestroySolver(solver); Flex.Shutdown(lib); }
public void TestSetSpringConstraints() { float DELTA_T = 0.016f; float INTERACTION_DISTANCE = 0.5f; float SOLID_REST_DISTANCE = 0.2f; float SPRING_LENGTH = 1.0f; Flex.Library lib = Flex.Init(Flex.FLEX_VERSION, ErrorCallback); Flex.SolverDesc desc = default(Flex.SolverDesc); Flex.SetSolverDescDefaults(ref desc); desc.maxParticles = 1000; desc.maxDiffuseParticles = 1000; Flex.Solver solver = Flex.CreateSolver(lib, ref desc); Flex.Params prms = new Flex.Params(); Flex.GetParams(solver, ref prms); prms.radius = INTERACTION_DISTANCE; prms.solidRestDistance = SOLID_REST_DISTANCE; Flex.SetParams(solver, ref prms); Flex.Buffer particles = CreateBuffer(lib, 2, 4, new float[] { -0.001f, 0.0f, 0.0f, 1.0f, 0.001f, 0.0f, 0.0f, 1.0f, }); Flex.SetParticles(solver, particles); Flex.Buffer indices = CreateBuffer(lib, 2, 1, new int[] { 0, 1 }); Flex.Buffer lengths = CreateBuffer(lib, 1, 1, new float[] { SPRING_LENGTH }); Flex.Buffer stiffness = CreateBuffer(lib, 1, 1, new float[] { 1.0f }); Flex.SetSprings(solver, indices, lengths, stiffness, 1); Flex.SetActiveCount(solver, 2); Flex.Buffer active = CreateBuffer(lib, 2, 1, new int[] { 0, 1 }); Flex.SetActive(solver, active); Flex.UpdateSolver(solver, DELTA_T, 1); Flex.GetParticles(solver, particles); float[] values; ReadBuffer(lib, particles, 2, 4, out values); Assert.AreEqual(SPRING_LENGTH, Vector3.Distance(new Vector3(values[0], values[1], values[2]), new Vector3(values[4], values[5], values[6])), 0.001f); Flex.FreeBuffer(particles); Flex.FreeBuffer(indices); Flex.FreeBuffer(lengths); Flex.FreeBuffer(stiffness); Flex.FreeBuffer(active); Flex.DestroySolver(solver); Flex.Shutdown(lib); }
public void TestSetGetParticlesVelocities() { Vector3 GRAVITY = new Vector3(1, 2, 3); float DELTA_T = 0.016f; Flex.Library lib = Flex.Init(Flex.FLEX_VERSION, ErrorCallback); Flex.SolverDesc desc = default(Flex.SolverDesc); Flex.SetSolverDescDefaults(ref desc); desc.maxParticles = 1000; desc.maxDiffuseParticles = 1000; Flex.Solver solver = Flex.CreateSolver(lib, ref desc); Flex.Params prms = new Flex.Params(); Flex.GetParams(solver, ref prms); prms.gravity = GRAVITY; Flex.SetParams(solver, ref prms); Flex.Buffer particles = CreateBuffer(lib, 1, 4, new float[] { 0.0f, 0.0f, 0.0f, 1.0f, }); Flex.SetParticles(solver, particles); Flex.Buffer velocities = CreateBuffer(lib, 1, 3, new float[] { 0.0f, 0.0f, 0.0f, }); Flex.SetVelocities(solver, velocities); Flex.SetActiveCount(solver, 1); Flex.Buffer active = CreateBuffer(lib, 1, 1, new int[] { 0 }); Flex.SetActive(solver, active); Flex.UpdateSolver(solver, DELTA_T, 1); Flex.GetVelocities(solver, velocities); float[] values; ReadBuffer(lib, velocities, 1, 3, out values); Assert.AreEqual(GRAVITY * DELTA_T, new Vector3(values[0], values[1], values[2])); Flex.FreeBuffer(particles); Flex.FreeBuffer(velocities); Flex.FreeBuffer(active); Flex.DestroySolver(solver); Flex.Shutdown(lib); }
public void TestParamsPlaneCollision() { float DELTA_T = 0.016f; float INTERACTION_DISTANCE = 0.5f; float SOLID_REST_DISTANCE = 0.2f; Vector3 GRAVITY = new Vector3(0, -9.81f, 0); Flex.Library lib = Flex.Init(Flex.FLEX_VERSION, ErrorCallback); Flex.SolverDesc desc = default(Flex.SolverDesc); Flex.SetSolverDescDefaults(ref desc); desc.maxParticles = 1000; desc.maxDiffuseParticles = 0; Flex.Solver solver = Flex.CreateSolver(lib, ref desc); Flex.Params prms = new Flex.Params(); Flex.GetParams(solver, ref prms); prms.radius = INTERACTION_DISTANCE; prms.solidRestDistance = SOLID_REST_DISTANCE; prms.gravity = GRAVITY; prms.plane0 = new Vector4(0.0f, 1.0f, 0.0f, 0.0f); prms.numPlanes = 1; Flex.SetParams(solver, ref prms); Flex.Buffer particles = CreateBuffer(lib, 1, 4, new float[] { 0.0f, 2.0f, 0.0f, 1.0f }); Flex.SetParticles(solver, particles); Flex.SetActiveCount(solver, 1); Flex.Buffer active = CreateBuffer(lib, 1, 1, new int[] { 0 }); Flex.CopyDesc cpyDsc; cpyDsc.srcOffset = cpyDsc.dstOffset = 0; cpyDsc.elementCount = 1; Flex.SetActive(solver, active, ref cpyDsc); for (int i = 0; i < 100; ++i) { Flex.UpdateSolver(solver, DELTA_T, 1); } Flex.GetParticles(solver, particles); float[] values; ReadBuffer(lib, particles, 1, 4, out values); Assert.AreEqual(0, values[1], 0.001f); Flex.FreeBuffer(active); Flex.FreeBuffer(particles); Flex.DestroySolver(solver); Flex.Shutdown(lib); }
public void TestSetGetParams() { Vector3 GRAVITY = new Vector3(1, 2, 3); Flex.Library lib = Flex.Init(Flex.FLEX_VERSION, ErrorCallback); Flex.SolverDesc desc = default(Flex.SolverDesc); Flex.SetSolverDescDefaults(ref desc); desc.maxParticles = 1000; desc.maxDiffuseParticles = 1000; Flex.Solver solver = Flex.CreateSolver(lib, ref desc); Flex.Params prms = new Flex.Params(); Flex.GetParams(solver, ref prms); Assert.AreNotEqual(GRAVITY, prms.gravity); prms.gravity = GRAVITY; Flex.SetParams(solver, ref prms); Assert.AreEqual(GRAVITY, prms.gravity); Flex.DestroySolver(solver); Flex.Shutdown(lib); }
private void InitializeWind() { // Set the current wind type switch (startingWind) { case StartingWind.Burst: currentWind = burstWind; break; default: currentWind = wind; break; } // Initialize the current wind type with the current speed and angle of the wind // Angle is relative to the desired angle. Flex.Params windParams = new Flex.Params(); Flex.GetParams(container.solver, ref windParams); float currentSpeed = windParams.wind.magnitude; float currentSwivel = Vector3.Angle(windParams.wind.normalized, windDirection); currentWind.Init(currentSpeed, currentSwivel); }
public void TestSetRigidsGetTransforms() { float DELTA_T = 0.016f; float INTERACTION_DISTANCE = 0.5f; float SOLID_REST_DISTANCE = 0.2f; Vector3 GRAVITY = new Vector3(1, 2, 3); Flex.Library lib = Flex.Init(Flex.FLEX_VERSION, ErrorCallback); Flex.SolverDesc desc = default(Flex.SolverDesc); Flex.SetSolverDescDefaults(ref desc); desc.maxParticles = 1000; desc.maxDiffuseParticles = 1000; Flex.Solver solver = Flex.CreateSolver(lib, ref desc); Flex.Params prms = new Flex.Params(); Flex.GetParams(solver, ref prms); prms.radius = INTERACTION_DISTANCE; prms.solidRestDistance = SOLID_REST_DISTANCE; prms.gravity = GRAVITY; Flex.SetParams(solver, ref prms); Flex.Buffer particles = CreateBuffer(lib, 8, 4, new float[] { 0.1f, 0.1f, 0.1f, 1.0f, -0.1f, 0.1f, 0.1f, 1.0f, -0.1f, -0.1f, 0.1f, 1.0f, 0.1f, -0.1f, 0.1f, 1.0f, 0.1f, 0.1f, -0.1f, 1.0f, -0.1f, 0.1f, -0.1f, 1.0f, -0.1f, -0.1f, -0.1f, 1.0f, 0.1f, -0.1f, -0.1f, 1.0f, }); Flex.SetParticles(solver, particles); Flex.Buffer active = CreateBuffer(lib, 8, 1, new int[] { 0, 1, 2, 3, 4, 5, 6, 7 }); Flex.SetActive(solver, active); Flex.Buffer offsets = CreateBuffer(lib, 2, 1, new int[] { 0, 8 }); Flex.Buffer indices = CreateBuffer(lib, 8, 1, new int[] { 0, 1, 2, 3, 4, 5, 6, 7 }); Flex.Buffer positions = CreateBuffer(lib, 8, 3, new float[] { 0.1f, 0.1f, 0.1f, -0.1f, 0.1f, 0.1f, -0.1f, -0.1f, 0.1f, 0.1f, -0.1f, 0.1f, 0.1f, 0.1f, -0.1f, -0.1f, 0.1f, -0.1f, -0.1f, -0.1f, -0.1f, 0.1f, -0.1f, -0.1f, }); const float N = 0.57735026918962576450914878050196f; // 1 / sqrt(3) Flex.Buffer normals = CreateBuffer(lib, 8, 4, new float[] { N, N, N, 0, -N, N, N, 0, -N, -N, N, 0, N, -N, N, 0, N, N, -N, 0, -N, N, -N, 0, -N, -N, -N, 0, N, -N, -N, 0, }); Flex.Buffer stiffness = CreateBuffer(lib, 1, 1, new float[] { 1.0f }); Flex.Buffer thresholds = CreateBuffer(lib, 1, 1, new float[] { 1.0f }); Flex.Buffer creeps = CreateBuffer(lib, 1, 1, new float[] { 1.0f }); Flex.Buffer rotations = CreateBuffer(lib, 1, 4, new float[] { 0.0f, 0.0f, 0.0f, 1.0f }); Flex.Buffer translations = CreateBuffer(lib, 1, 3, new float[] { 0.0f, 0.0f, 0.0f }); Flex.SetRigids(solver, offsets, indices, positions, normals, stiffness, thresholds, creeps, rotations, translations, 1, 8); Flex.UpdateSolver(solver, DELTA_T, 1); Flex.Buffer nullBuffer = default(Flex.Buffer); Flex.GetRigids(solver, nullBuffer, nullBuffer, nullBuffer, nullBuffer, nullBuffer, nullBuffer, nullBuffer, rotations, translations); float[] values; ReadBuffer(lib, translations, 1, 3, out values); Vector3 expectedPosition = GRAVITY * DELTA_T * DELTA_T; Vector3 currentPosition = new Vector3(values[0], values[1], values[2]); Assert.AreEqual(expectedPosition.magnitude, currentPosition.magnitude, 0.001f); Flex.FreeBuffer(translations); Flex.FreeBuffer(rotations); Flex.FreeBuffer(creeps); Flex.FreeBuffer(thresholds); Flex.FreeBuffer(stiffness); Flex.FreeBuffer(normals); Flex.FreeBuffer(positions); Flex.FreeBuffer(indices); Flex.FreeBuffer(offsets); Flex.FreeBuffer(active); Flex.FreeBuffer(particles); Flex.DestroySolver(solver); Flex.Shutdown(lib); }