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synced 2025-08-04 18:47:28 +02:00
Cleaning up particle code
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parent
bcb3e082f6
commit
58d6c4c97a
7 changed files with 55 additions and 108 deletions
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@ -1988,7 +1988,9 @@ void Application::update(float deltaTime) {
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}
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// Simulate particle cloud movements
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_cloud.simulate(deltaTime);
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if (Menu::getInstance()->isOptionChecked(MenuOption::ParticleCloud)) {
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_cloud.simulate(deltaTime);
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}
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// no transmitter drive implies transmitter pick
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if (!Menu::getInstance()->isOptionChecked(MenuOption::TransmitterDrive) && _myTransmitter.isConnected()) {
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@ -2508,8 +2510,9 @@ void Application::displaySide(Camera& whichCamera) {
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//renderGroundPlaneGrid(EDGE_SIZE_GROUND_PLANE, _audio.getCollisionSoundMagnitude());
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}
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// Draw Cloud Particles
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_cloud.render();
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if (Menu::getInstance()->isOptionChecked(MenuOption::ParticleCloud)) {
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_cloud.render();
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}
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// Draw voxels
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if (Menu::getInstance()->isOptionChecked(MenuOption::Voxels)) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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@ -20,12 +20,12 @@ const int NUM_PARTICLES = 20000;
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Cloud::Cloud() {
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// Create and initialize particles
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unsigned int i;
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glm::vec3 box = glm::vec3(WORLD_SIZE);
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glm::vec3 box = glm::vec3(PARTICLE_WORLD_SIZE);
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bounds = box;
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count = NUM_PARTICLES;
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wrapBounds = false;
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particles = new Particle[count];
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field = new Field();
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field = new Field(PARTICLE_WORLD_SIZE);
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for (i = 0; i < count; i++) {
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float x = randFloat()*box.x;
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@ -37,12 +37,12 @@ Cloud::Cloud() {
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const float INIT_VEL_SCALE = 0.10;
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particles[i].velocity = randVector();
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particles[i].velocity *= WORLD_SIZE * INIT_VEL_SCALE;
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particles[i].velocity *= PARTICLE_WORLD_SIZE * INIT_VEL_SCALE;
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float color_mult = 1 - COLOR_MIN;
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particles[i].color = glm::vec3(x*color_mult/WORLD_SIZE + COLOR_MIN,
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y*color_mult/WORLD_SIZE + COLOR_MIN,
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z*color_mult/WORLD_SIZE + COLOR_MIN);
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particles[i].color = glm::vec3(x*color_mult/PARTICLE_WORLD_SIZE + COLOR_MIN,
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y*color_mult/PARTICLE_WORLD_SIZE + COLOR_MIN,
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z*color_mult/PARTICLE_WORLD_SIZE + COLOR_MIN);
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}
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}
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@ -11,6 +11,8 @@
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#include "Field.h"
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#define PARTICLE_WORLD_SIZE 128.0
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class Cloud {
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public:
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Cloud();
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@ -9,13 +9,9 @@
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#include "Field.h"
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#define FIELD_SCALE 0.00050
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#define FIELD_SCALEf 0.1f
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#define COLOR_DRIFT_RATE 0.001f // per-frame drift of particle color towards field element color
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#define COLOR_MIN 0.2f // minimum R/G/B value at 0,0,0 - also needs setting in cloud.cpp
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#define USE_SCALAR 0
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#define WORLD_SIZE 100.0
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// A vector-valued field over an array of elements arranged as a 3D lattice
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@ -23,9 +19,10 @@ int Field::value(float *value, float *pos)
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// sets the vector value (3 floats) to field value at location pos in space.
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// returns zero if the location is outside world bounds
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{
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int index = (int)(pos[0]/WORLD_SIZE*10.0) +
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(int)(pos[1]/WORLD_SIZE*10.0)*10 +
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(int)(pos[2]/WORLD_SIZE*10.0)*100;
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int index = (int)(pos[0] / _worldSize * 10.0) +
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(int)(pos[1] / _worldSize * 10.0) * 10 +
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(int)(pos[2] / _worldSize * 10.0) * 100;
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if ((index >= 0) && (index < FIELD_ELEMENTS))
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{
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value[0] = field[index].val.x;
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@ -36,24 +33,25 @@ int Field::value(float *value, float *pos)
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else return 0;
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}
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Field::Field()
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Field::Field(float worldSize)
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// Initializes the field to some random values
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{
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_worldSize = worldSize;
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int i;
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float fx, fy, fz;
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for (i = 0; i < FIELD_ELEMENTS; i++)
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{
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field[i].val.x = (randFloat() - 0.5f)*FIELD_SCALEf * WORLD_SIZE;
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field[i].val.y = (randFloat() - 0.5f)*FIELD_SCALEf * WORLD_SIZE;
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field[i].val.z = (randFloat() - 0.5f)*FIELD_SCALEf * WORLD_SIZE;
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const float FIELD_INITIAL_MAG = 0.3f;
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field[i].val = randVector() * FIELD_INITIAL_MAG * _worldSize;
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field[i].scalar = 0;
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// Record center point for this field cell
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fx = static_cast<float>(i % 10);
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fy = static_cast<float>(i%100 / 10);
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fy = static_cast<float>(i % 100 / 10);
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fz = static_cast<float>(i / 100);
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field[i].center.x = fx + 0.5f;
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field[i].center.y = fy + 0.5f;
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field[i].center.z = fz + 0.5f;
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field[i].center.x = (fx + 0.5f);
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field[i].center.y = (fy + 0.5f);
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field[i].center.z = (fz + 0.5f);
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field[i].center *= _worldSize / 10.f;
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// and set up the RGB values for each field element.
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float color_mult = 1 - COLOR_MIN;
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@ -66,9 +64,10 @@ Field::Field()
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void Field::add(float* add, float *pos)
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// At location loc, add vector add to the field values
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{
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int index = (int)(pos[0]/WORLD_SIZE*10.0) +
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(int)(pos[1]/WORLD_SIZE*10.0)*10 +
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(int)(pos[2]/WORLD_SIZE*10.0)*100;
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int index = (int)(pos[0] / _worldSize * 10.0) +
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(int)(pos[1] / _worldSize * 10.0)*10 +
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(int)(pos[2] / _worldSize * 10.0)*100;
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if ((index >= 0) && (index < FIELD_ELEMENTS))
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{
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field[index].val.x += add[0];
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@ -79,9 +78,9 @@ void Field::add(float* add, float *pos)
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void Field::interact(float dt, glm::vec3 * pos, glm::vec3 * vel, glm::vec3 * color, float coupling) {
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int index = (int)(pos->x/WORLD_SIZE*10.0) +
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(int)(pos->y/WORLD_SIZE*10.0)*10 +
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(int)(pos->z/WORLD_SIZE*10.0)*100;
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int index = (int)(pos->x/ _worldSize * 10.0) +
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(int)(pos->y/_worldSize*10.0)*10 +
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(int)(pos->z/_worldSize*10.0)*100;
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if ((index >= 0) && (index < FIELD_ELEMENTS)) {
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//
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// Vector Coupling with particle velocity
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@ -95,13 +94,6 @@ void Field::interact(float dt, glm::vec3 * pos, glm::vec3 * vel, glm::vec3 * col
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// Scalar coupling: Damp particle as function of local density
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//
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if (USE_SCALAR) {
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//*vel *= (1.f + field[index].scalar*0.01*dt);
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const float SCALAR_PARTICLE_ADD = 1.0;
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field[index].scalar += SCALAR_PARTICLE_ADD*dt;
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}
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// add a fraction of the field color to the particle color
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//*color = (*color * (1 - COLOR_DRIFT_RATE)) + (fieldcolors[index].rgb * COLOR_DRIFT_RATE);
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}
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@ -134,80 +126,31 @@ void Field::avg_neighbors(int index, glm::vec3 * result) {
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void Field::simulate(float dt) {
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glm::vec3 neighbors, add, diff;
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float size, distance;
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int i, j;
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for (i = 0; i < FIELD_ELEMENTS; i++)
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for (int i = 0; i < FIELD_ELEMENTS; i++)
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{
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if (0) { //(randFloat() > 0.01) {
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avg_neighbors(i, &neighbors);
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size = powf(field[i].val.x*field[i].val.x +
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field[i].val.y*field[i].val.y +
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field[i].val.z*field[i].val.z, 0.5);
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neighbors *= 0.0001;
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field[i].val = glm::normalize(field[i].val);
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field[i].val *= size * 0.99;
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add = glm::normalize(neighbors);
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add *= size * 0.01;
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field[i].val += add;
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}
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else {
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const float CONSTANT_DAMPING = 0.5;
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const float CONSTANT_SCALAR_DAMPING = 2.5;
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field[i].val *= (1.f - CONSTANT_DAMPING*dt);
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field[i].scalar *= (1.f - CONSTANT_SCALAR_DAMPING*dt);
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}
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if (USE_SCALAR) {
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//
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// Compute a field value from sum of all other field values (electrostatics, etc)
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//
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field[i].fld.x = field[i].fld.y = field[i].fld.z = 0;
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for (j = 0; j < FIELD_ELEMENTS; j++)
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{
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if (i != j) {
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// Compute vector field from scalar densities
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diff = field[j].center - field[i].center;
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distance = glm::length(diff);
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diff = glm::normalize(diff);
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field[i].fld += diff*field[j].scalar*(1/distance);
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}
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}
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}
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}
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const float CONSTANT_DAMPING = 0.5;
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const float CONSTANT_SCALAR_DAMPING = 2.5;
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field[i].val *= (1.f - CONSTANT_DAMPING*dt);
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field[i].scalar *= (1.f - CONSTANT_SCALAR_DAMPING*dt);
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}
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}
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void Field::render()
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// Render the field lines
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{
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int i;
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float fx, fy, fz;
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float scale_view = 0.1f * WORLD_SIZE;
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float scale_view = 0.05f * _worldSize;
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glDisable(GL_LIGHTING);
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glBegin(GL_LINES);
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for (i = 0; i < FIELD_ELEMENTS; i++)
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{
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fx = field[i].center.x * WORLD_SIZE;
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fy = field[i].center.y * WORLD_SIZE;
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fz = field[i].center.z * WORLD_SIZE;
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{
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glColor3f(0, 1, 0);
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glVertex3f(fx, fy, fz);
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glVertex3f(fx + field[i].val.x * scale_view,
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fy + field[i].val.y * scale_view,
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fz + field[i].val.z * scale_view);
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if (USE_SCALAR) {
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glColor3f(1, 0, 0);
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glVertex3f(fx, fy, fz);
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glVertex3f(fx, fy+field[i].scalar*0.01f, fz);
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glColor3f(1, 1, 0);
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glVertex3f(fx, fy, fz);
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glVertex3f(fx + field[i].fld.x*0.0001f,
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fy + field[i].fld.y*0.0001f,
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fz + field[i].fld.z*0.0001f);
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}
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glVertex3fv(&field[i].center.x);
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glVertex3f(field[i].center.x + field[i].val.x * scale_view,
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field[i].center.y + field[i].val.y * scale_view,
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field[i].center.z + field[i].val.z * scale_view);
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}
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glEnd();
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@ -215,14 +158,9 @@ void Field::render()
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glPointSize(4.0);
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glEnable(GL_POINT_SMOOTH);
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glBegin(GL_POINTS);
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for (i = 0; i < FIELD_ELEMENTS; i++)
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{
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fx = static_cast<float>(i % 10);
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fy = static_cast<float>(i%100 / 10);
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fz = static_cast<float>(i / 100);
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glVertex3f(fx / 10.f * WORLD_SIZE, fy / 10.f * WORLD_SIZE, fz / 10.f * WORLD_SIZE);
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glVertex3fv(&field[i].center.x);
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}
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glEnd();
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}
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@ -15,8 +15,6 @@
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#include "world.h"
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#include "Util.h"
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#define WORLD_SIZE 100.0
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// Field is a lattice of vectors uniformly distributed FIELD_ELEMENTS^(1/3) on side
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const int FIELD_ELEMENTS = 1000;
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@ -34,7 +32,8 @@ class Field {
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glm::vec3 rgb;
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} fieldcolors[FIELD_ELEMENTS];
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Field();
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Field(float worldSize);
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int value(float *ret, float *pos);
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void render();
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void add(float* add, float *loc);
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@ -43,6 +42,7 @@ class Field {
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glm::vec3 hsv2rgb(glm::vec3 in);
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private:
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void avg_neighbors(int index, glm::vec3 * result);
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float _worldSize;
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};
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#endif
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@ -234,6 +234,9 @@ Menu::Menu() :
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0,
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appInstance->getGlowEffect(),
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SLOT(cycleRenderMode()));
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::ParticleCloud, 0, false);
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QMenu* voxelOptionsMenu = developerMenu->addMenu("Voxel Options");
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@ -169,6 +169,7 @@ namespace MenuOption {
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const QString GoHome = "Go Home";
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const QString Gravity = "Use Gravity";
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const QString GroundPlane = "Ground Plane";
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const QString ParticleCloud = "Particle Cloud";
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const QString GyroLook = "Smooth Gyro Look";
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const QString ListenModeNormal = "Listen Mode Normal";
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const QString ListenModePoint = "Listen Mode Point";
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