code review, added Doxygen style comments

This commit is contained in:
Philip Rosedale 2013-10-09 23:23:20 -07:00
parent 27a892fa55
commit 632dd2fa7d
3 changed files with 19 additions and 28 deletions

View file

@ -14,6 +14,7 @@
const int NUM_PARTICLES = 100000;
const float FIELD_COUPLE = 0.001f;
const bool RENDER_FIELD = false;
Cloud::Cloud() {
// Create and initialize particles
@ -34,7 +35,9 @@ Cloud::Cloud() {
}
void Cloud::render() {
//field->render();
if (RENDER_FIELD) {
_field->render();
}
glPointSize(3.0f);
glDisable(GL_TEXTURE_2D);

View file

@ -5,14 +5,11 @@
// Created by Philip Rosedale on 8/23/12.
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
// A vector-valued field over an array of elements arranged as a 3D lattice
#include "Field.h"
// A vector-valued field over an array of elements arranged as a 3D lattice
int Field::value(float *value, float *pos)
// sets the vector value (3 floats) to field value at location pos in space.
// returns zero if the location is outside world bounds
{
int index = (int)(pos[0] / _worldSize * 10.0) +
(int)(pos[1] / _worldSize * 10.0) * 10 +
@ -31,30 +28,23 @@ int Field::value(float *value, float *pos)
}
Field::Field(float worldSize, float coupling)
// Initializes the field to some random values
{
_worldSize = worldSize;
_coupling = coupling;
float fx, fy, fz;
//float fx, fy, fz;
for (int i = 0; i < FIELD_ELEMENTS; i++)
{
const float FIELD_INITIAL_MAG = 0.0f;
_field[i].val = randVector() * FIELD_INITIAL_MAG * _worldSize;
_field[i].scalar = 0;
// Record center point for this field cell
fx = static_cast<float>(i % 10);
fy = static_cast<float>(i % 100 / 10);
fz = static_cast<float>(i / 100);
_field[i].center.x = (fx + 0.5f);
_field[i].center.y = (fy + 0.5f);
_field[i].center.z = (fz + 0.5f);
_field[i].center.x = ((float)(i % 10) + 0.5f);
_field[i].center.y = ((float)(i % 100 / 10) + 0.5f);
_field[i].center.z = ((float)(i / 100) + 0.5f);
_field[i].center *= _worldSize / 10.f;
}
}
void Field::add(float* add, float *pos)
// At location loc, add vector add to the field values
{
int index = (int)(pos[0] / _worldSize * 10.0) +
(int)(pos[1] / _worldSize * 10.0) * 10 +
@ -74,11 +64,8 @@ void Field::interact(float deltaTime, const glm::vec3& pos, glm::vec3& vel) {
(int)(pos.y / _worldSize*10.0) * 10 +
(int)(pos.z / _worldSize*10.0) * 100;
if ((index >= 0) && (index < FIELD_ELEMENTS)) {
//
// Vector Coupling with particle velocity
//
vel += _field[index].val * deltaTime; // Particle influenced by field
_field[index].val += vel * deltaTime * _coupling;
vel += _field[index].val * deltaTime; // Particle influenced by field
_field[index].val += vel * deltaTime * _coupling; // Field influenced by particle
}
}
@ -87,15 +74,12 @@ void Field::simulate(float deltaTime) {
for (int i = 0; i < FIELD_ELEMENTS; i++)
{
const float CONSTANT_DAMPING = 0.5;
const float CONSTANT_SCALAR_DAMPING = 2.5;
const float CONSTANT_DAMPING = 0.5f;
_field[i].val *= (1.f - CONSTANT_DAMPING * deltaTime);
_field[i].scalar *= (1.f - CONSTANT_SCALAR_DAMPING * deltaTime);
}
}
void Field::render()
// Render the field lines
{
int i;
float scale_view = 0.05f * _worldSize;

View file

@ -15,24 +15,28 @@
#include "world.h"
#include "Util.h"
// Field is a lattice of vectors uniformly distributed FIELD_ELEMENTS^(1/3) on side
const int FIELD_ELEMENTS = 1000;
/// Field is a lattice of vectors uniformly distributed in 3D with FIELD_ELEMENTS^(1/3) per side
class Field {
public:
struct FieldElement {
glm::vec3 val;
glm::vec3 center;
glm::vec3 fld;
float scalar;
} _field[FIELD_ELEMENTS];
Field(float worldSize, float coupling);
/// The field value at a position in space, given simply as the value of the enclosing cell
int value(float *ret, float *pos);
/// Visualize the field as vector lines drawn at each center
void render();
/// Add to the field value cell enclosing a location
void add(float* add, float *loc);
/// A particle with a position and velocity interacts with the field given the coupling
/// constant passed when creating the field.
void interact(float deltaTime, const glm::vec3& pos, glm::vec3& vel);
/// Field evolves over timestep
void simulate(float deltaTime);
private:
float _worldSize;