Newtonian gravity working

This commit is contained in:
Simon Robertshaw 2012-04-16 13:58:20 +01:00
parent a0506495ad
commit 465cb12af4
5 changed files with 39 additions and 18 deletions

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@ -19,14 +19,16 @@ powder.exe: build/powder.exe
powder-release: build/powder-release
powder: build/powder
build/powder-release.exe: CFLAGS += -DWIN32 -O3 -ffast-math -ftree-vectorize -funsafe-math-optimizations -pipe -msse -msse2 -msse3 -mmmx
build/powder-release.exe: LFLAGS := -lmingw32 -lregex -lws2_32 -lSDLmain -lpthread -lSDL -lm -lbz2 -llua -mwindows
build/powder.exe: CFLAGS += -DWIN32 -DWINCONSOLE
build/powder.exe: LFLAGS := -lmingw32 -lregex -lws2_32 -lSDLmain -lpthread -lSDL -lm -lbz2 -llua #-mwindows
build/powder-release.exe: CFLAGS += -DWIN32 -O3 -ffast-math -ftree-vectorize -funsafe-math-optimizations -pipe -msse -msse2 -msse3 -mmmx
build/powder-release.exe: LFLAGS := -lmingw32 -lregex -lws2_32 -lSDLmain -lpthread -lSDL -lm -lbz2 -llua -lfftw3f-3 -mwindows
build/powder.exe: CFLAGS += -DWIN32
build/powder.exe: LFLAGS := -lmingw32 -lregex -lws2_32 -lSDLmain -lpthread -lSDL -lm -lbz2 -llua -lfftw3f-3 #-mwindows
build/powder-release: CFLAGS += -DLIN32 -O3 -ffast-math -ftree-vectorize -funsafe-math-optimizations -pipe -msse -msse2 -msse3 -mmmx
build/powder-release: LFLAGS := -lSDL -lm -lbz2 -llua
build/powder-release: LFLAGS := -lSDL -lm -lbz2 -llua -lfftw3f
build/powder: CFLAGS += -DLIN32
build/powder: LFLAGS := -lSDL -lm -lbz2 -llua
build/powder: LFLAGS := -lSDL -lm -lbz2 -llua -lfftw3f
CFLAGS += -DGRAVFFT -DLUACONSOLE
build/powder-release.exe: $(SOURCES) build/powder-res.o
$(CPPC_WIN) $(CFLAGS) $(OFLAGS) $(LDFLAGS) $(SOURCES) $(LFLAGS) build/powder-res.o -o $@

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@ -856,6 +856,7 @@ void GameView::OnDraw()
ren->draw_air();
ren->render_parts();
ren->render_fire();
ren->draw_grav();
ren->DrawWalls();
if(activeBrush && currentMouse.X > 0 && currentMouse.X < XRES && currentMouse.Y > 0 && currentMouse.Y < YRES)
{

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@ -41,12 +41,15 @@ void OptionsModel::SetAmbientHeatSimulation(bool state)
bool OptionsModel::GetNewtonianGravity()
{
return false;
//sim->
return sim->grav->ngrav_enable?true:false;
}
void OptionsModel::SetNewtonianGravity(bool state)
{
if(state)
sim->grav->start_grav_async();
else
sim->grav->stop_grav_async();
notifySettingsChanged();
}

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@ -37,6 +37,7 @@ void Gravity::bilinear_interpolation(float *src, float *dst, int sw, int sh, int
void Gravity::gravity_init()
{
ngrav_enable = 0;
//Allocate full size Gravmaps
th_ogravmap = (float *)calloc((XRES/CELL)*(YRES/CELL), sizeof(float));
th_gravmap = (float *)calloc((XRES/CELL)*(YRES/CELL), sizeof(float));
@ -210,16 +211,16 @@ void Gravity::grav_fft_init()
if (grav_fft_status) return;
//use fftw malloc function to ensure arrays are aligned, to get better performance
th_ptgravx = fftwf_malloc(xblock2*yblock2*sizeof(float));
th_ptgravy = fftwf_malloc(xblock2*yblock2*sizeof(float));
th_ptgravxt = fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
th_ptgravyt = fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
th_gravmapbig = fftwf_malloc(xblock2*yblock2*sizeof(float));
th_gravmapbigt = fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
th_gravxbig = fftwf_malloc(xblock2*yblock2*sizeof(float));
th_gravybig = fftwf_malloc(xblock2*yblock2*sizeof(float));
th_gravxbigt = fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
th_gravybigt = fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
th_ptgravx = (float*)fftwf_malloc(xblock2*yblock2*sizeof(float));
th_ptgravy = (float*)fftwf_malloc(xblock2*yblock2*sizeof(float));
th_ptgravxt = (fftwf_complex*)fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
th_ptgravyt = (fftwf_complex*)fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
th_gravmapbig = (float*)fftwf_malloc(xblock2*yblock2*sizeof(float));
th_gravmapbigt = (fftwf_complex*)fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
th_gravxbig = (float*)fftwf_malloc(xblock2*yblock2*sizeof(float));
th_gravybig = (float*)fftwf_malloc(xblock2*yblock2*sizeof(float));
th_gravxbigt = (fftwf_complex*)fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
th_gravybigt = (fftwf_complex*)fftwf_malloc(fft_tsize*sizeof(fftwf_complex));
//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
plan_ptgravx = fftwf_plan_dft_r2c_2d(yblock2, xblock2, th_ptgravx, th_ptgravxt, FFTW_MEASURE);

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@ -8,6 +8,9 @@
#include "Gravity.h"
#include "SaveLoader.h"
#undef LUACONSOLE
//#include "cat/LuaScriptHelper.h"
int Simulation::Load(unsigned char * data, int dataLength)
{
return SaveLoader::Load(data, dataLength, this, true, 0, 0);
@ -3269,7 +3272,16 @@ void Simulation::update_particles()//doesn't update the particles themselves, bu
#endif
if(!sys_pause||framerender)
{
air->update_air();
grav->gravity_update_async();
//Get updated buffer pointers for gravity
gravx = grav->gravx;
gravy = grav->gravy;
gravp = grav->gravp;
gravmap = grav->gravmap;
}
memset(pmap, 0, sizeof(pmap));
memset(photons, 0, sizeof(photons));
@ -3424,4 +3436,6 @@ Simulation::Simulation():
init_can_move();
clear_sim();
grav->gravity_mask();
}