Newtonian gravity working
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a0506495ad
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465cb12af4
12
Makefile
12
Makefile
@ -20,13 +20,15 @@ powder-release: build/powder-release
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powder: build/powder
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build/powder-release.exe: CFLAGS += -DWIN32 -O3 -ffast-math -ftree-vectorize -funsafe-math-optimizations -pipe -msse -msse2 -msse3 -mmmx
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build/powder-release.exe: LFLAGS := -lmingw32 -lregex -lws2_32 -lSDLmain -lpthread -lSDL -lm -lbz2 -llua -mwindows
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build/powder.exe: CFLAGS += -DWIN32 -DWINCONSOLE
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build/powder.exe: LFLAGS := -lmingw32 -lregex -lws2_32 -lSDLmain -lpthread -lSDL -lm -lbz2 -llua #-mwindows
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build/powder-release.exe: LFLAGS := -lmingw32 -lregex -lws2_32 -lSDLmain -lpthread -lSDL -lm -lbz2 -llua -lfftw3f-3 -mwindows
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build/powder.exe: CFLAGS += -DWIN32
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build/powder.exe: LFLAGS := -lmingw32 -lregex -lws2_32 -lSDLmain -lpthread -lSDL -lm -lbz2 -llua -lfftw3f-3 #-mwindows
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build/powder-release: CFLAGS += -DLIN32 -O3 -ffast-math -ftree-vectorize -funsafe-math-optimizations -pipe -msse -msse2 -msse3 -mmmx
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build/powder-release: LFLAGS := -lSDL -lm -lbz2 -llua
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build/powder-release: LFLAGS := -lSDL -lm -lbz2 -llua -lfftw3f
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build/powder: CFLAGS += -DLIN32
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build/powder: LFLAGS := -lSDL -lm -lbz2 -llua
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build/powder: LFLAGS := -lSDL -lm -lbz2 -llua -lfftw3f
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CFLAGS += -DGRAVFFT -DLUACONSOLE
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build/powder-release.exe: $(SOURCES) build/powder-res.o
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$(CPPC_WIN) $(CFLAGS) $(OFLAGS) $(LDFLAGS) $(SOURCES) $(LFLAGS) build/powder-res.o -o $@
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@ -856,6 +856,7 @@ void GameView::OnDraw()
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ren->draw_air();
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ren->render_parts();
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ren->render_fire();
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ren->draw_grav();
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ren->DrawWalls();
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if(activeBrush && currentMouse.X > 0 && currentMouse.X < XRES && currentMouse.Y > 0 && currentMouse.Y < YRES)
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{
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@ -41,12 +41,15 @@ void OptionsModel::SetAmbientHeatSimulation(bool state)
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bool OptionsModel::GetNewtonianGravity()
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{
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return false;
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//sim->
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return sim->grav->ngrav_enable?true:false;
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}
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void OptionsModel::SetNewtonianGravity(bool state)
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{
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if(state)
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sim->grav->start_grav_async();
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else
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sim->grav->stop_grav_async();
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notifySettingsChanged();
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}
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@ -37,6 +37,7 @@ void Gravity::bilinear_interpolation(float *src, float *dst, int sw, int sh, int
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void Gravity::gravity_init()
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{
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ngrav_enable = 0;
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//Allocate full size Gravmaps
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th_ogravmap = (float *)calloc((XRES/CELL)*(YRES/CELL), sizeof(float));
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th_gravmap = (float *)calloc((XRES/CELL)*(YRES/CELL), sizeof(float));
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@ -210,16 +211,16 @@ void Gravity::grav_fft_init()
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if (grav_fft_status) return;
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//use fftw malloc function to ensure arrays are aligned, to get better performance
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th_ptgravx = fftwf_malloc(xblock2*yblock2*sizeof(float));
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th_ptgravy = fftwf_malloc(xblock2*yblock2*sizeof(float));
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th_ptgravxt = fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
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th_ptgravyt = fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
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th_gravmapbig = fftwf_malloc(xblock2*yblock2*sizeof(float));
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th_gravmapbigt = fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
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th_gravxbig = fftwf_malloc(xblock2*yblock2*sizeof(float));
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th_gravybig = fftwf_malloc(xblock2*yblock2*sizeof(float));
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th_gravxbigt = fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
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th_gravybigt = fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
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th_ptgravx = (float*)fftwf_malloc(xblock2*yblock2*sizeof(float));
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th_ptgravy = (float*)fftwf_malloc(xblock2*yblock2*sizeof(float));
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th_ptgravxt = (fftwf_complex*)fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
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th_ptgravyt = (fftwf_complex*)fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
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th_gravmapbig = (float*)fftwf_malloc(xblock2*yblock2*sizeof(float));
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th_gravmapbigt = (fftwf_complex*)fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
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th_gravxbig = (float*)fftwf_malloc(xblock2*yblock2*sizeof(float));
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th_gravybig = (float*)fftwf_malloc(xblock2*yblock2*sizeof(float));
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th_gravxbigt = (fftwf_complex*)fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
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th_gravybigt = (fftwf_complex*)fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
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//select best algorithm, could use FFTW_PATIENT or FFTW_EXHAUSTIVE but that increases the time taken to plan, and I don't see much increase in execution speed
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plan_ptgravx = fftwf_plan_dft_r2c_2d(yblock2, xblock2, th_ptgravx, th_ptgravxt, FFTW_MEASURE);
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@ -8,6 +8,9 @@
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#include "Gravity.h"
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#include "SaveLoader.h"
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#undef LUACONSOLE
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//#include "cat/LuaScriptHelper.h"
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int Simulation::Load(unsigned char * data, int dataLength)
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{
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return SaveLoader::Load(data, dataLength, this, true, 0, 0);
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@ -3269,7 +3272,16 @@ void Simulation::update_particles()//doesn't update the particles themselves, bu
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#endif
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if(!sys_pause||framerender)
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{
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air->update_air();
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grav->gravity_update_async();
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//Get updated buffer pointers for gravity
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gravx = grav->gravx;
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gravy = grav->gravy;
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gravp = grav->gravp;
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gravmap = grav->gravmap;
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}
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memset(pmap, 0, sizeof(pmap));
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memset(photons, 0, sizeof(photons));
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@ -3424,4 +3436,6 @@ Simulation::Simulation():
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init_can_move();
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clear_sim();
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grav->gravity_mask();
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}
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