blender/intern/elbeem/intern/ntl_geometryobject.h

244 lines
8.5 KiB
C++

/******************************************************************************
*
* El'Beem - Free Surface Fluid Simulation with the Lattice Boltzmann Method
* Copyright 2003-2006 Nils Thuerey
*
* a geometry object
* all other geometry objects are derived from this one
*
*****************************************************************************/
#ifndef NTL_GEOMETRYOBJECT_H
#define NTL_GEOMETRYOBJECT_H
#include "ntl_geometryclass.h"
#include "ntl_lighting.h"
#include "ntl_ray.h"
class ntlRenderGlobals;
class ntlTriangle;
#define DUMP_FULLGEOMETRY 1
#define DUMP_PARTIAL 2
#define VOLUMEINIT_VOLUME 1
#define VOLUMEINIT_SHELL 2
#define VOLUMEINIT_BOTH (VOLUMEINIT_SHELL|VOLUMEINIT_VOLUME)
class ntlGeometryObject : public ntlGeometryClass
{
public:
//! Default constructor
ntlGeometryObject();
//! Default destructor
virtual ~ntlGeometryObject();
//! Return type id
virtual int getTypeId() { return GEOCLASSTID_OBJECT; }
/*! Init attributes etc. of this object */
virtual void initialize(ntlRenderGlobals *glob);
/*! Get the triangles from this object */
virtual void getTriangles(double t, vector<ntlTriangle> *triangles,
vector<ntlVec3Gfx> *vertices,
vector<ntlVec3Gfx> *normals, int objectId ) = 0;
/*! notify object that dump is in progress (e.g. for particles) */
virtual void notifyOfDump(int dumptype, int frameNr,char *frameNrStr,string outfilename, double simtime);
/*! Search the material for this object from the material list */
void searchMaterial(vector<ntlMaterial *> *mat);
/* Acces methods */
/*! Set the property of this object */
inline void setMaterial(ntlMaterial *p) { mpMaterial = p; }
/*! Get the surface property of this object */
inline ntlMaterial *getMaterial( void ) { return mpMaterial; }
/*! Set the object property name */
inline void setMaterialName(string set) { mMaterialName = set; }
/*! Get the object property name */
inline string getMaterialName( void ) { return mMaterialName; }
/*! Sets the receive shadows attribute */
inline void setReceiveShadows(int set) { mReceiveShadows=set; }
/*! Returns the receive shadows attribute */
inline int getReceiveShadows() const { return mReceiveShadows; }
/*! Sets the cast shadows attribute */
inline void setCastShadows(int set) { mCastShadows=set; }
/*! Returns the cast shadows attribute */
inline int getCastShadows() const { return mCastShadows; }
/*! Returns the geo init typ */
inline void setGeoInitType(int set) { mGeoInitType=set; }
/*! Returns the geo init typ */
inline int getGeoInitType() const { return mGeoInitType; }
/*! Set/get the intersect init flag */
inline bool getGeoInitIntersect() const { return mGeoInitIntersect; }
inline void setGeoInitIntersect(bool set) { mGeoInitIntersect=set; }
/*! Set/get the part slip value*/
inline float getGeoPartSlipValue() const { return mGeoPartSlipValue; }
inline void setGeoPartSlipValue(float set) { mGeoPartSlipValue=set; }
/*! Set/get the impact corr factor channel */
inline float getGeoImpactFactor(double t) { return mcGeoImpactFactor.get(t); }
inline void setGeoImpactFactor(float set) { mcGeoImpactFactor = AnimChannel<float>(set); }
/*! Set/get the part slip value*/
inline int getVolumeInit() const { return mVolumeInit; }
inline void setVolumeInit(int set) { mVolumeInit=set; }
/*! Set/get the cast initial veocity attribute */
void setInitialVelocity(ntlVec3Gfx set);
ntlVec3Gfx getInitialVelocity(double t);
/*! Set/get the local inivel coords flag */
inline bool getLocalCoordInivel() const { return mLocalCoordInivel; }
inline void setLocalCoordInivel(bool set) { mLocalCoordInivel=set; }
/****************************************/
/* fluid control features */
/****************************************/
/*! Set/get the particle control set attract force strength */
inline float getCpsTimeStart() const { return mCpsTimeStart; }
inline void setCpsTimeStart(float set) { mCpsTimeStart=set; }
/*! Set/get the particle control set attract force strength */
inline float getCpsTimeEnd() const { return mCpsTimeEnd; }
inline void setCpsTimeEnd(float set) { mCpsTimeEnd=set; }
/*! Set/get the particle control set quality */
inline float getCpsQuality() const { return mCpsQuality; }
inline void setCpsQuality(float set) { mCpsQuality=set; }
inline AnimChannel<float> getCpsAttrFStr() const { return mcAttrFStr; }
inline AnimChannel<float> getCpsAttrFRad() const { return mcAttrFRad; }
inline AnimChannel<float> getCpsVelFStr() const { return mcVelFStr; }
inline AnimChannel<float> getCpsVelFRad() const { return mcVelFRad; }
/****************************************/
/*! Init channels from float arrays (for elbeem API) */
void initChannels(
int nTrans, float *trans, int nRot, float *rot, int nScale, float *scale,
int nAct, float *act, int nIvel, float *ivel,
int nAttrFStr, float *attrFStr,
int nAttrFRad, float *attrFRad,
int nVelFStr, float *velFStr,
int nVelFRad, float *velFRad
);
/*! is the object animated? */
inline bool getIsAnimated() const { return mIsAnimated; }
/*! init object anim flag */
bool checkIsAnimated();
/*! is the mesh animated? */
virtual bool getMeshAnimated();
/*! init triangle divisions */
virtual void calcTriangleDivs(vector<ntlVec3Gfx> &verts, vector<ntlTriangle> &tris, gfxReal fsTri);
/*! apply object translation at time t*/
void applyTransformation(double t, vector<ntlVec3Gfx> *verts, vector<ntlVec3Gfx> *norms, int vstart, int vend, int forceTrafo);
/*! Prepare points for moving objects */
void initMovingPoints(double time, gfxReal featureSize);
/*! Prepare points for animated objects */
void initMovingPointsAnim(
double srctime, vector<ntlVec3Gfx> &srcpoints,
double dsttime, vector<ntlVec3Gfx> &dstpoints,
vector<ntlVec3Gfx> *dstnormals,
gfxReal featureSize, ntlVec3Gfx geostart, ntlVec3Gfx geoend );
/*! Prepare points for moving objects (copy into ret) */
void getMovingPoints(vector<ntlVec3Gfx> &ret, vector<ntlVec3Gfx> *norms = NULL);
/*! Calculate max. velocity on object from t1 to t2 */
ntlVec3Gfx calculateMaxVel(double t1, double t2);
/*! get translation at time t*/
ntlVec3Gfx getTranslation(double t);
/*! get active flag time t*/
float getGeoActive(double t);
/*! add triangle to scene and init flags */
// helper function for getTriangles
void sceneAddTriangle(
ntlVec3Gfx p1,ntlVec3Gfx p2,ntlVec3Gfx p3,
ntlVec3Gfx pn1,ntlVec3Gfx pn2,ntlVec3Gfx pn3,
ntlVec3Gfx trin, bool smooth,
vector<ntlTriangle> *triangles,
vector<ntlVec3Gfx> *vertices,
vector<ntlVec3Gfx> *vertNormals);
void sceneAddTriangleNoVert(int *trips,
ntlVec3Gfx trin, bool smooth,
vector<ntlTriangle> *triangles);
protected:
/* initialized for scene? */
bool mIsInitialized;
/*! Point to a property object describing the surface of this object */
ntlMaterial *mpMaterial;
/*! Name of the surcace property */
string mMaterialName;
/*! Cast shadows on/off */
int mCastShadows;
/*! REceive shadows on/off */
int mReceiveShadows;
/* fluid init data */
/*! fluid object type (fluid, obstacle, accelerator etc.) */
int mGeoInitType;
/*! initial velocity for fluid objects */
ntlVec3Gfx mInitialVelocity;
AnimChannel<ntlVec3Gfx> mcInitialVelocity;
/*! use object local inflow? */
bool mLocalCoordInivel;
/*! perform more accurate intersecting geo init for this object? */
bool mGeoInitIntersect;
/*! part slip bc value */
float mGeoPartSlipValue;
/*! obstacle impact correction factor */
AnimChannel<float> mcGeoImpactFactor;
/*! only init as thin object, dont fill? */
int mVolumeInit;
/*! initial offset for rot/scale */
ntlVec3Gfx mInitialPos;
/*! animated channels for postition, rotation and scale */
AnimChannel<ntlVec3Gfx> mcTrans, mcRot, mcScale;
/*! easy check for animation */
bool mIsAnimated;
/*! moving point/normal storage */
vector<ntlVec3Gfx> mMovPoints;
vector<ntlVec3Gfx> mMovNormals;
/*! cached points for non moving objects/timeslots */
bool mHaveCachedMov;
vector<ntlVec3Gfx> mCachedMovPoints;
vector<ntlVec3Gfx> mCachedMovNormals;
/*! precomputed triangle divisions */
vector<int> mTriangleDivs1,mTriangleDivs2,mTriangleDivs3;
/*! inited? */
float mMovPntsInited;
/*! point with max. distance from center */
int mMaxMovPnt;
/*! animated channels for in/outflow on/off */
AnimChannel<float> mcGeoActive;
/* fluid control settings */
float mCpsTimeStart;
float mCpsTimeEnd;
float mCpsQuality;
AnimChannel<float> mcAttrFStr, mcAttrFRad, mcVelFStr, mcVelFRad;
public:
};
#endif