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(Production version is being developed at the Bullet3 fork: github.com/rtrius/bullet3) Bullet-FLUIDS Experimental SPH fluid and heightfield fluid system for: Bullet Physics 2.81 http://bulletphysics.org SPH fluid system based on FLUIDS v.2 http://www.rchoetzlein.com/eng/graphics/fluids.htm Heightfield fluid system based on 'HeightfieldFluidDemo' of Bullet Physics 2.80(rev2531) /Requires: Visual C++ 2005/2008/2010 bullet-2.81-rev2613 /Tested with: Windows 7 Radeon HD 5850; Catalyst 13.4 Visual C++ 2008 Express Edition bullet-2.81-rev2613 AMD APP SDK v2.8 /Visual C++ Build instructions: -Copy bullet-2.81-rev2613 over the directory supplied by Bullet. (replaced files: bullet-2.81-rev2613/build/premake4.lua bullet-2.81-rev2613/Demos/premake4.lua) -Run vs20*.bat in ./bullet-2.81-rev2613/build (e.g. vs2008.bat) -Build project 'App_FluidSphDemo' or 'App_HeightfieldFluidDemo' in ./bullet-2.81-rev2613/build/vs20*/0BulletSolution.sln /FluidSphDemo build notes(default assumes AMD/Radeon OpenCL): -If using an OpenCL Library from NVIDIA, edit 'function createFluidSphDemo()' in Demos/premake4.lua: USING_AMD_OPENCL = false -If building without OpenCL, edit 'function createFluidSphDemo()' in Demos/premake4.lua, USING_OPENCL = false and comment out this line of FluidSphDemo/FluidSphDemo.h: //#define ENABLE_OPENCL_FLUID_SOLVER -Run vs20*.bat in ./bullet-2.81-rev2613/build after modifying premake4.lua /FluidSphDemo - enabling Multithreading support: -Requires 'BulletMultiThreaded' library, which may be obtained by building Bullet with CMake(see Bullet instructions). -Add BulletMultiThreaded.lib to linker options. -Uncomment this line of FluidSphDemo/FluidSphDemo.cpp #define ENABLE_MULTITHREADED_FLUID_SOLVER /FluidSphDemo Controls: 'q' - switch rendering mode(points, spheres, marching cubes) 'e' - toggle between CPU and OpenCL/GPU '[' - previous demo ']' - next demo 'n' - halve the number of fluid particles 'm' - double the number of fluid particles '/' - spray particles /HeightfieldFluidDemo Controls: 'k' - toggle fluid rendering as triangles 'l' - toggle ground rendering as triangles ';' - toggle fluid rendering as columns ' - toggle ground rendering as columns 'v' - draw voxels '/' - draw velocity field
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