blender/intern/elbeem/intern/ntl_geometryshader.h
Nils Thuerey 3bea663ffa - bugfixes
#4742 exported normals are now correct
  #4821 & 4956 for complex movements in/outflows can now also
  use the animated mesh option
- new features
  * isosurface subdivision: directly
    creates a finer surface mesh from the simulation data.
    this increases simulation time and harddisk usage, though, so
    be careful - usually values of 2-4 should be enough.
  * fluidsim particles: extended model for particle
    simulation and generation. When isosurface subdivision is enabled,
    the particles are now included in the surface generation,
    giving a better impression of a single connected surface.
    Note - the particles are only included in the final surface
    mesh, so the preview surface shows none of the particle
    effects.
  * particle loading: different types of particles can now be selected for
    display: drops, floats and tracers. This is a bit obsolete
    due to the extensions mentioned above, but might still be useful.
    Floats are just particles floating on the fluid surface, could
    be used for e.g. foam.
  * moving objects impact factor: this is another tweaking option,
    as the handling of moving objects is still not conserving
    mass. setting this to zero simply deletes the fluid, 1 is
    the default, while larger values cause a stronger
    impact. For tweaking the simulation: if fluid disappears, try
    increasing this value, and if too much is appearing reduce it.
    You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
  added additional safety checks for particles & fluidsim domains (these
  currently dont work together). I also removed the "build particles"
  debug message in effects.c (seemed to be unnecessary?).

Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)

And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
2006-11-05 16:30:29 +00:00

61 lines
1.8 KiB
C++

/******************************************************************************
*
* El'Beem - Free Surface Fluid Simulation with the Lattice Boltzmann Method
* Copyright 2003-2006 Nils Thuerey
*
* Interface for a geometry shader
*
*****************************************************************************/
#ifndef NTL_GEOMETRYSHADER_H
#define NTL_GEOMETRYSHADER_H
#include "ntl_geometryclass.h"
class ntlGeometryObject;
class ntlRenderGlobals;
class ntlGeometryShader :
public ntlGeometryClass
{
public:
//! Default constructor
inline ntlGeometryShader() :
ntlGeometryClass(), mOutFilename("")
{};
//! Default destructor
virtual ~ntlGeometryShader() {};
//! Return type id
virtual int getTypeId() { return GEOCLASSTID_SHADER; }
/*! Initialize object, should return !=0 upon error */
virtual int initializeShader() = 0;
/*! Do further object initialization after all geometry has been constructed, should return !=0 upon error */
virtual int postGeoConstrInit(ntlRenderGlobals *glob) { glob=NULL; /*unused*/ return 0; };
/*! Get start iterator for all objects */
virtual vector<ntlGeometryObject *>::iterator getObjectsBegin() { return mObjects.begin(); }
/*! Get end iterator for all objects */
virtual vector<ntlGeometryObject *>::iterator getObjectsEnd() { return mObjects.end(); }
/*! notify object that dump is in progress (e.g. for field dump) */
virtual void notifyShaderOfDump(int dumptype, int frameNr,char *frameNrStr,string outfilename) = 0;
/*! get ouput filename, returns global render outfile if empty */
string getOutFilename( void ) { return mOutFilename; }
protected:
//! vector for the objects
vector<ntlGeometryObject *> mObjects;
/*! surface output name for this simulation */
string mOutFilename;
};
#endif