Added initial Smoothed Particle Hydrodynamics implementation (SPH), for CPU and CUDA.
This software is contributed under the ZLib license by Rama Hoetzlein, http://www.rchoetzlein.com We plan to integrate the SPH into the core Bullet library, including interaction with rigid bodies and soft bodies.
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Extras/sph/common/vector.cpp
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Extras/sph/common/vector.cpp
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/*
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FLUIDS v.1 - SPH Fluid Simulator for CPU and GPU
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Copyright (C) 2009. Rama Hoetzlein, http://www.rchoetzlein.com
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ZLib license
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "vector.h"
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#include "matrix.h"
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Vector3DF &Vector3DF::operator*= (const MatrixF &op)
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{
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double *m = op.GetDataF ();
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double xa, ya, za;
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xa = x * (*m++); ya = x * (*m++); za = x * (*m++); m++;
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xa += y * (*m++); ya += y * (*m++); za += y * (*m++); m++;
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xa += z * (*m++); ya += z * (*m++); za += z * (*m++); m++;
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xa += (*m++); ya += (*m++); za += (*m++);
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x = (float) xa; y = (float) ya; z = (float) za;
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return *this;
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}
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Vector3DF &Vector3DF::operator*= (const Matrix4F &op)
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{
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float xa, ya, za;
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xa = x * op.data[0] + y * op.data[4] + z * op.data[8] + op.data[12];
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ya = x * op.data[1] + y * op.data[5] + z * op.data[9] + op.data[13];
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za = x * op.data[2] + y * op.data[6] + z * op.data[10] + op.data[14];
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x = xa; y = ya; z = za;
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return *this;
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}
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Vector4DF &Vector4DF::operator*= (const MatrixF &op)
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{
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double *m = op.GetDataF ();
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double xa, ya, za, wa;
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xa = x * (*m++); ya = x * (*m++); za = x * (*m++); wa = x * (*m++);
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xa += y * (*m++); ya += y * (*m++); za += y * (*m++); wa += y * (*m++);
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xa += z * (*m++); ya += z * (*m++); za += z * (*m++); wa += z * (*m++);
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xa += w * (*m++); ya += w * (*m++); za += w * (*m++); wa += w * (*m++);
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x = xa; y = ya; z = za; w = wa;
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return *this;
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}
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Vector4DF &Vector4DF::operator*= (const Matrix4F &op)
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{
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double xa, ya, za, wa;
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xa = x * op.data[0] + y * op.data[4] + z * op.data[8] + w * op.data[12];
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ya = x * op.data[1] + y * op.data[5] + z * op.data[9] + w * op.data[13];
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za = x * op.data[2] + y * op.data[6] + z * op.data[10] + w * op.data[14];
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wa = x * op.data[3] + y * op.data[7] + z * op.data[11] + w * op.data[15];
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x = xa; y = ya; z = za; w = wa;
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return *this;
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}
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