本文整理汇总了C++中cinderfx::Fluid2D类的典型用法代码示例。如果您正苦于以下问题:C++ Fluid2D类的具体用法?C++ Fluid2D怎么用?C++ Fluid2D使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Fluid2D类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
void Fluid2DTextureApp::keyDown( KeyEvent event )
{
switch( event.getCode() ) {
case KeyEvent::KEY_r:
mFluid2D.resetTexCoords();
break;
case KeyEvent::KEY_c:
mFluid2D.clearAll();
break;
}
}
示例2:
void Fluid2DBasicApp::touchesMoved( TouchEvent event )
{
const std::vector<TouchEvent::Touch>& touches = event.getTouches();
for( std::vector<TouchEvent::Touch>::const_iterator cit = touches.begin(); cit != touches.end(); ++cit ) {
Vec2f prevPos = cit->getPrevPos();
Vec2f pos = cit->getPos();
float x = (pos.x/(float)getWindowWidth())*mFluid2D.resX();
float y = (pos.y/(float)getWindowHeight())*mFluid2D.resY();
Vec2f dv = pos - prevPos;
mFluid2D.splatVelocity( x, y, mVelScale*dv );
mFluid2D.splatDensity( x, y, mDenScale );
}
}
示例3:
void Fluid2DCamAppApp::mouseDrag( MouseEvent event )
{
float x = (event.getX()/(float)getWindowWidth())*mFluid2D.resX();
float y = (event.getY()/(float)getWindowHeight())*mFluid2D.resY();
if( event.isLeftDown() ) {
Vec2f dv = event.getPos() - mPrevPos;
mFluid2D.splatVelocity( x, y, mVelScale*dv );
mFluid2D.splatDensity( x, y, mDenScale );
}
mPrevPos = event.getPos();
}
示例4: chan
void Fluid2DBasicApp::draw()
{
// clear out the window with black
gl::clear( Color( 0, 0, 0 ) );
Channel32f chan( mFluid2D.resX(), mFluid2D.resY(), mFluid2D.resX()*sizeof(float), 1, const_cast<float*>( mFluid2D.density().data() ) );
if( ! mTex ) {
mTex = gl::Texture( chan );
} else {
mTex.update( chan );
}
gl::color( Color( 1, 1, 1 ) );
gl::draw( mTex, getWindowBounds() );
mParams.draw();
}
示例5: switch
void Fluid2DParticlesApp::keyDown( KeyEvent event )
{
switch( event.getCode() ) {
case KeyEvent::KEY_r:
mFluid2D.initSimData();
break;
}
}
示例6: surf
void Fluid2DRGBApp::draw()
{
// clear out the window with black
gl::clear( Color( 0, 0, 0 ) );
//RenderFluidRgb( mFluid2D, getWindowBounds() );
float* data = const_cast<float*>( (float*)mFluid2D.rgb().data() );
Surface32f surf( data, mFluid2D.resX(), mFluid2D.resY(), mFluid2D.resX()*sizeof(Colorf), SurfaceChannelOrder::RGB );
if ( ! mTex ) {
mTex = gl::Texture::create( surf );
} else {
mTex->update( surf );
}
gl::draw( mTex, getWindowBounds() );
mParams.draw();
}
示例7: Particle
void Fluid2DParticlesApp::touchesMoved( TouchEvent event )
{
float s = 10;
const std::vector<TouchEvent::Touch>& touches = event.getTouches();
for( std::vector<TouchEvent::Touch>::const_iterator cit = touches.begin(); cit != touches.end(); ++cit ) {
if( mTouchColors.find( cit->getId() ) == mTouchColors.end() )
continue;
vec2 prevPos = cit->getPrevPos();
vec2 pos = cit->getPos();
float x = (pos.x/(float)getWindowWidth())*mFluid2D.resX();
float y = (pos.y/(float)getWindowHeight())*mFluid2D.resY();
vec2 dv = pos - prevPos;
mFluid2D.splatVelocity( x, y, mVelScale*dv );
mFluid2D.splatRgb( x, y, mRgbScale*mTouchColors[cit->getId()] );
if( mFluid2D.isBuoyancyEnabled() ) {
mFluid2D.splatDensity( x, y, mDenScale );
}
for( int i = 0; i < 5; ++i ) {
vec2 partPos = pos + vec2( Rand::randFloat( -s, s ), Rand::randFloat( -s, s ) );
float life = Rand::randFloat( 3.0f, 6.0f );
mParticles.append( Particle( partPos, life, mTouchColors[cit->getId()] ) );
}
}
}
示例8: Color
void Fluid2DTextureApp::draw()
{
// clear out the window with black
gl::clear( Color( 0, 0, 0 ) );
gl::setMatricesWindow( getWindowWidth(), getWindowHeight() );
// Update the positions and tex coords
Rectf drawRect = getWindowBounds();
int limX = mFluid2D.resX() - 1;
int limY = mFluid2D.resY() - 1;
float dx = drawRect.getWidth()/(float)limX;
float dy = drawRect.getHeight()/(float)limY;
for( int j = 0; j < mFluid2D.resY(); ++j ) {
for( int i = 0; i < mFluid2D.resX(); ++i ) {
vec2 P = vec2( i*dx, j*dy );
vec2 uv = mFluid2D.texCoordAt( i, j );
int idx = j*mFluid2D.resX() + i;
mTriMesh->getPositions<2>()[idx] = P;
mTriMesh->getTexCoords0<2>()[idx] = uv;
}
}
mTex->bind();
gl::bindStockShader( gl::ShaderDef().color().texture() );
gl::draw( gl::VboMesh::create(*mTriMesh) );
mTex->unbind();
mParams.draw();
}
示例9: Color
void Fluid2DTextureApp::draw()
{
// clear out the window with black
gl::clear( Color( 0, 0, 0 ) );
gl::setMatricesWindow( getWindowWidth(), getWindowHeight() );
// Update the positions and tex coords
Rectf drawRect = getWindowBounds();
int limX = mFluid2D.resX() - 1;
int limY = mFluid2D.resY() - 1;
float dx = drawRect.getWidth()/(float)limX;
float dy = drawRect.getHeight()/(float)limY;
for( int j = 0; j < mFluid2D.resY(); ++j ) {
for( int i = 0; i < mFluid2D.resX(); ++i ) {
Vec2f P = Vec2f( i*dx, j*dy );
Vec2f uv = mFluid2D.texCoordAt( i, j );
int idx = j*mFluid2D.resX() + i;
mTriMesh.getVertices()[idx] = P;
mTriMesh.getTexCoords()[idx] = uv;
}
}
mTex.bind();
gl::draw( mTriMesh );
mTex.unbind();
mParams.draw();
}
示例10:
void Fluid2DParticleSoupApp::touchesMoved( TouchEvent event )
{
const std::vector<TouchEvent::Touch>& touches = event.getTouches();
for( std::vector<TouchEvent::Touch>::const_iterator cit = touches.begin(); cit != touches.end(); ++cit ) {
vec2 prevPos = cit->getPrevPos();
vec2 pos = cit->getPos();
float x = (pos.x/(float)getWindowWidth())*mFluid2D.resX();
float y = (pos.y/(float)getWindowHeight())*mFluid2D.resY();
vec2 dv = pos - prevPos;
mFluid2D.splatVelocity( x, y, mVelScale*dv );
mFluid2D.splatRgb( x, y, mRgbScale*mColor );
if( mFluid2D.isBuoyancyEnabled() ) {
mFluid2D.splatDensity( x, y, mDenScale );
}
}
}
示例11:
void Fluid2DParticleSoupApp::mouseDrag( MouseEvent event )
{
float x = (event.getX()/(float)getWindowWidth())*mFluid2D.resX();
float y = (event.getY()/(float)getWindowHeight())*mFluid2D.resY();
if( event.isLeftDown() ) {
Vec2f dv = event.getPos() - mPrevPos;
mFluid2D.splatVelocity( x, y, mVelScale*dv );
mFluid2D.splatRgb( x, y, mRgbScale*mColor );
if( mFluid2D.isBuoyancyEnabled() ) {
mFluid2D.splatDensity( x, y, mDenScale );
}
}
mPrevPos = event.getPos();
}
示例12: loadImage
void Fluid2DTextureApp::setup()
{
mFrameRate = 0.0f;
mTex = gl::Texture::create( loadImage( loadResource( RES_IMAGE ) ) );
mFluid2D.enableTexCoord();
mFluid2D.setTexCoordViscosity( 1.0f );
mDenScale = 50;
mFluid2D.set( 192, 192 );
mFluid2D.setDensityDissipation( 0.99f );
mVelScale = 0.50f*std::max( mFluid2D.resX(), mFluid2D.resY() );
mParams = params::InterfaceGl( "Params", ivec2( 300, 400 ) );
mParams.addParam( "Stam Step", mFluid2D.stamStepAddr() );
mParams.addSeparator();
mParams.addParam( "Velocity Input Scale", &mVelScale, "min=0 max=10000 step=1" );
mParams.addParam( "Density Input Scale", &mDenScale, "min=0 max=1000 step=1" );
mParams.addSeparator();
mParams.addParam( "Velocity Dissipation", mFluid2D.velocityDissipationAddr(), "min=0.0001 max=1 step=0.0001" );
mParams.addParam( "Density Dissipation", mFluid2D.densityDissipationAddr(), "min=0.0001 max=1 step=0.0001" );
mParams.addParam( "TexCoord Dissipation", mFluid2D.texCoordDissipationAddr(), "min=0.0001 max=1 step=0.0001" );
mParams.addSeparator();
mParams.addParam( "Velocity Viscosity", mFluid2D.velocityViscosityAddr(), "min=0.000001 max=10 step=0.000001" );
mParams.addParam( "Density Viscosity", mFluid2D.densityViscosityAddr(), "min=0.000001 max=10 step=0.000001" );
mParams.addParam( "TexCoord Viscosity", mFluid2D.texCoordViscosityAddr(), "min=0.000001 max=10 step=0.000001" );
mParams.addSeparator();
//mParams.addParam( "Vorticity Confinement", mFluid2D.enableVorticityConfinementAddr() );
//mParams.addSeparator();
std::vector<std::string> boundaries;
boundaries.push_back( "None" ); boundaries.push_back( "Wall" ); boundaries.push_back( "Wrap" );
mParams.addParam( "Boundary Type", boundaries, mFluid2D.boundaryTypeAddr() );
mParams.addSeparator();
mParams.addParam( "Enable Buoyancy", mFluid2D.enableBuoyancyAddr() );
mParams.addParam( "Buoyancy Scale", mFluid2D.buoyancyScaleAddr(), "min=0 max=100 step=0.001" );
mParams.addParam( "Vorticity Scale", mFluid2D.vorticityScaleAddr(), "min=0 max=1 step=0.001" );
mTriMesh = ci::TriMesh::create( TriMesh::Format().positions(2).texCoords0(2) );
// Points and texture coordinates
for( int j = 0; j < mFluid2D.resY(); ++j ) {
for( int i = 0; i < mFluid2D.resX(); ++i ) {
mTriMesh->appendPosition( vec2( 0.0f, 0.0f ) );
mTriMesh->appendTexCoord0( vec2( 0.0f, 0.0f ) );
}
}
// Triangles
for( int j = 0; j < mFluid2D.resY() - 1; ++j ) {
for( int i = 0; i < mFluid2D.resX() - 1; ++i ) {
int idx0 = (j + 0)*mFluid2D.resX() + (i + 0 );
int idx1 = (j + 1)*mFluid2D.resX() + (i + 0 );
int idx2 = (j + 1)*mFluid2D.resX() + (i + 1 );
int idx3 = (j + 0)*mFluid2D.resX() + (i + 1 );
mTriMesh->appendTriangle( idx0, idx1, idx2 );
mTriMesh->appendTriangle( idx0, idx2, idx3 );
}
}
//console() << mFluid2D << std::endl;
}
示例13: getAverageFps
void Fluid2DTextureApp::update()
{
mFluid2D.step();
mFrameRate = getAverageFps();
}
示例14:
void Fluid2DRGBApp::update()
{
mFluid2D.step();
}
示例15: defined
void Fluid2DCamAppApp::setup()
{
glEnable( GL_TEXTURE_2D );
mVelThreshold = 0.75f;
mNumActiveFlowVectors = 0;
#if defined( CINDER_MSW )
mVelScale = 0.5f;
mDenScale = 0.0025f;
#elif defined( CINDER_MAC )
mVelScale = 2.0f;
mDenScale = 0.007f;
#endif
mFluid2D.set( mFluid2DResX, mFluid2DResY );
mFluid2D.enableDensity();
mFluid2D.enableVorticityConfinement();
mFluid2D.setNumPressureIters( 24 );
mFluid2D.initSimData();
// Create these so we can create the textures ahead of time
mSurfVel0 = Surface32f( mFluid2DResX, mFluid2DResY, false, SurfaceChannelOrder::RGB );
mSurfVel1 = Surface32f( mFluid2DResX, mFluid2DResY, false, SurfaceChannelOrder::RGB );
mChanDen0 = Channel32f( mFluid2DResX, mFluid2DResY );
mChanDen1 = Channel32f( mFluid2DResX, mFluid2DResY );
mChanDiv = Channel32f( mFluid2DResX, mFluid2DResY );
mChanPrs = Channel32f( mFluid2DResX, mFluid2DResY );
mChanCurl = Channel32f( mFluid2DResX, mFluid2DResY );
mChanCurlLen = Channel32f( mFluid2DResX, mFluid2DResY );
mTexVel0 = gl::Texture( mSurfVel0 );
mTexVel1 = gl::Texture( mSurfVel1 );
mTexDen0 = gl::Texture( mChanDen0 );
mTexDen1 = gl::Texture( mChanDen1 );
mTexDiv = gl::Texture( mChanDiv );
mTexPrs = gl::Texture( mChanPrs );
mTexCurl = gl::Texture( mChanCurl );
mTexCurlLen = gl::Texture( mChanCurlLen );
mParams = params::InterfaceGl( "Params", Vec2i( 300, 400 ) );
mParams.addParam( "Stam Step", mFluid2D.stamStepAddr() );
mParams.addSeparator();
mParams.addParam( "Velocity Threshold", &mVelThreshold, "min=0 max=2 step=0.001" );
mParams.addSeparator();
mParams.addParam( "Velocity Input Scale", &mVelScale, "min=0 max=10 step=0.001" );
mParams.addParam( "Density Input Scale", &mDenScale, "min=0 max=1 step=0.0001" );
mParams.addSeparator();
mParams.addParam( "Velocity Dissipation", mFluid2D.velocityDissipationAddr(), "min=0 max=1 step=0.0001" );
mParams.addParam( "Density Dissipation", mFluid2D.densityDissipationAddr(), "min=0 max=1 step=0.0001" );
mParams.addSeparator();
mParams.addParam( "Velocity Viscosity", mFluid2D.velocityViscosityAddr(), "min=0 max=10 step=0.000001" );
mParams.addParam( "Density Viscosity", mFluid2D.densityViscosityAddr(), "min=0 max=10 step=0.000001" );
mParams.addSeparator();
mParams.addParam( "Vorticity Confinement", mFluid2D.enableVorticityConfinementAddr() );
mParams.addSeparator();
std::vector<std::string> boundaries;
boundaries.push_back( "None" ); boundaries.push_back( "Wall" ); boundaries.push_back( "Wrap" );
mParams.addParam( "Boundary Type", boundaries, mFluid2D.boundaryTypeAddr() );
mParams.addSeparator();
mParams.addParam( "Enable Buoyancy", mFluid2D.enableBuoyancyAddr() );
mParams.addParam( "Buoyancy Scale", mFluid2D.buoyancyScaleAddr(), "min=0 max=100 step=0.001" );
mParams.addParam( "Vorticity Scale", mFluid2D.vorticityScaleAddr(), "min=0 max=1 step=0.001" );
// Camera
try {
mCapture = Capture( 640, 480 );
mCapture.start();
}
catch( ... ) {
console() << "Failed to initialize capture" << std::endl;
}
}