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FluidAppDocument.m
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//
// FluidAppDocument.m
// FluidApp
//
#import "FluidAppDocument.h"
#include <OpenGL/gl.h>
#include <sys/time.h>
#include "memory.h"
#include "fluid_macros_2.h"
#ifdef MAC_10_4
#ifndef CGFloat
#define CGFloat float
#define NSInteger int
#endif
#endif
@implementation FluidAppDocument
- (void)handlerHandle:(fieldMsg *)m
{
if (strcmp(fieldCharPtr(m, 0), "viscosity") == 0)
{
float f = fluidClamp(fieldFloat(m, 1), 0,10);
[ib_sld_viscosity setFloatValue:f];
[ib_txt_viscosity setFloatValue:f];
}
else if (strcmp(fieldCharPtr(m, 0), "vorticity") == 0)
{
float f = fluidClamp(fieldFloat(m, 1), 0,10);
[ib_sld_vorticity setFloatValue:f];
[ib_txt_vorticity setFloatValue:f];
}
else if (strcmp(fieldCharPtr(m, 0), "density-fade") == 0)
{
float f = fluidClamp(fieldFloat(m, 1),0,1);
[ib_sld_fadeDensity setFloatValue:f];
[ib_txt_fadeDensity setFloatValue:f];
}
else if (strcmp(fieldCharPtr(m, 0), "velocity-fade") == 0)
{
float f = fluidClamp(fieldFloat(m, 1),0,1);
[ib_sld_fadeVelocity setFloatValue:f];
[ib_txt_fadeVelocity setFloatValue:f];
}
else if (strcmp(fieldCharPtr(m, 0), "pressure-quality") == 0)
{
[ib_sld_pressureQuality setFloatValue:fieldFloat(m, 1)];
}
else if (strcmp(fieldCharPtr(m, 0), "viscosity-quality") == 0)
{
[ib_sld_viscosityQuality setFloatValue:fieldFloat(m, 1)];
}
else if (strcmp(fieldCharPtr(m, 0), "gravity-direction") == 0)
{
float f1 = fieldFloat(m, 1);
float f2 = fieldFloat(m, 2);
float d = sqrtf(f1*f1 + f2*f2);
if (d > 0.01f)
{
[ib_gravDir setVectorX:f1 Y:f2];
}
}
}
void handler(void *o, fieldMsg *m)
{
FluidAppDocument *d = (FluidAppDocument*)o;
[d handlerHandle:m];
}
- (void)windowControllerDidLoadNib:(NSWindowController *)windowController
{
r_toolbarItems = [[NSArray alloc] initWithObjects:@"FluidTools", nil];
r_toolbarItem = [[NSToolbarItem alloc] initWithItemIdentifier:@"FluidTools"];
[r_toolbarItem setView:ib_toolbarView];
r_toolbar = [[NSToolbar alloc] initWithIdentifier:@"FluidSimWindow"];
[r_toolbar setDelegate:self];
[r_toolbar setAllowsUserCustomization:NO];
[r_toolbar setAutosavesConfiguration:NO];
[r_toolbar setVisible:YES];
[r_toolbar setDisplayMode:NSToolbarDisplayModeIconOnly];
[ib_window setToolbar:r_toolbar];
[[ib_glView openGLContext] makeCurrentContext];
[[ib_glView openGLContext] update];
r_timer = [NSTimer scheduledTimerWithTimeInterval:1.0f/512.0f
target:self
selector:@selector(onFrame:)
userInfo:nil
repeats:YES];
[ib_fpsView setTitle:@"Simulation" forIndex:0];
[ib_fpsView setColor:[NSColor colorWithDeviceRed:1.0f green:0 blue:0 alpha:1] forIndex:0];
m_prevTime = x_time();
[ib_fpsView setTitle:@"Overall" forIndex:1];
[ib_fpsView setColor:[NSColor colorWithDeviceRed:0.5f green:0 blue:0 alpha:1] forIndex:1];
[ib_fpsView setTitle:@"Advection" forIndex:2];
[ib_fpsView setColor:[NSColor colorWithDeviceRed:0 green:0.5f blue:0 alpha:1] forIndex:2];
[ib_fpsView setTitle:@"Pressure" forIndex:3];
[ib_fpsView setColor:[NSColor colorWithDeviceRed:0.5f green:0.5f blue:0 alpha:1] forIndex:3];
[ib_fpsView setTitle:@"Viscosity" forIndex:4];
[ib_fpsView setColor:[NSColor colorWithDeviceRed:0.5f green:0 blue:0.5f alpha:1] forIndex:4];
[ib_fpsView setTitle:@"Vorticity" forIndex:5];
[ib_fpsView setColor:[NSColor colorWithDeviceRed:0.0f green:0.5f blue:0.5f alpha:1] forIndex:5];
[ib_fpsView setTitle:@"Scheduler" forIndex:6];
[ib_fpsView setColor:[NSColor colorWithDeviceRed:0.3f green:0.3f blue:0.3f alpha:1] forIndex:6];
[ib_glView addHandler:handler forObject:self];
}
- (BOOL)windowShouldClose:(id)window
{
[r_timer invalidate];
return YES;
}
- (void)dealloc
{
[[ib_glView openGLContext] makeCurrentContext];
[[ib_glView openGLContext] update];
[r_toolbarItems release];
[r_toolbar release];
[super dealloc];
}
- (NSString *)windowNibName
{
return @"FluidAppDocument";
}
- (NSData *)dataRepresentationOfType:(NSString *)type {
// Implement to provide a persistent data representation of your document OR remove this and implement the file-wrapper or file path based save methods.
return nil;
}
- (BOOL)loadDataRepresentation:(NSData *)data ofType:(NSString *)type {
// Implement to load a persistent data representation of your document OR remove this and implement the file-wrapper or file path based load methods.
return YES;
}
- (void)onPaint
{
[[ib_glView openGLContext] makeCurrentContext];
[[ib_glView openGLContext] update];
glLoadIdentity();
glViewport(0, 0, [ib_glView frame].size.width, [ib_glView frame].size.height);
[ib_glView onPaint];
[[ib_glView openGLContext] flushBuffer];
}
- (void)onFrame:(NSTimer*)theTimer
{
double t = x_time();
if ([ib_fpsView visible])
[ib_glView enableTimers];
else
[ib_glView disableTimers];
[ib_glView setGravityVector:[ib_gravDir vector]];
[ib_glView onFrame];
[self onPaint];
double t2 = x_time();
[ib_fpsView setSample:(float)(t2-t) forIndex:0];
[ib_fpsView setSample:(float)(t2-m_prevTime) forIndex:1];
[ib_fpsView setSample:[ib_glView advectionTime] forIndex:2];
[ib_fpsView setSample:[ib_glView pressureTime] forIndex:3];
[ib_fpsView setSample:[ib_glView viscosityTime] forIndex:4];
[ib_fpsView setSample:[ib_glView vorticityTime] forIndex:5];
[ib_fpsView setSample:[ib_glView schedulerTime] forIndex:6];
m_prevTime = t2;
[ib_fpsView tick];
//printf("dt: %f fps: %f\n", (t2 - t), 1.0/(t2-t));
}
- (void)windowDidResize:(NSNotification *)notification
{
[self onPaint];
}
- (void)windowDidUpdate:(NSNotification *)notification
{
[self onPaint];
}
- (void)splitViewDidResizeSubviews:(NSNotification *)aNotification
{
[self onPaint];
}
//Splits a subview!!!
- (CGFloat)splitView:(NSSplitView *)splitView
constrainSplitPosition:(CGFloat)proposedPosition
ofSubviewAt:(NSInteger)dividerIndex
{
NSSize cSize =[splitView frame].size;
if (proposedPosition > cSize.width - 150)
{
if (proposedPosition > cSize.width - 25)
return [splitView frame].size.width;
else
return [splitView frame].size.width-150;
}
return proposedPosition;
}
////////////////////////////////////////////////////////////////////////////////
//
// Configuration code follows!
//
- (IBAction)onChangeViscosity:(id)value
{
float v = [value floatValue];
[ib_txt_viscosity setFloatValue:v];
[ib_glView setViscosity:v];
}
- (IBAction)onChangeVorticity:(id)value
{
float v = [value floatValue];
[ib_txt_vorticity setFloatValue:v];
[ib_glView setVorticity:v];
}
- (IBAction)onChangePressureQuality:(id)value
{
[ib_txt_pressureQuality setStringValue:
[NSString stringWithFormat:@"%i%%", [value intValue]]];
[ib_glView setPressureQuality:[value floatValue]];
}
- (IBAction)onChangeViscosityQuality:(id)value
{
[ib_txt_viscosityQuality setStringValue:
[NSString stringWithFormat:@"%i%%", [value intValue]]];
[ib_glView setViscosityQuality:[value floatValue]];
}
- (IBAction)onChangeFadeDensity:(id)value
{
float v = [value floatValue];
v = 1-(1-v)*(1-v);
[ib_txt_fadeDensity setFloatValue:v];
[ib_glView setFadeDensity:v];
}
- (IBAction)onChangeFadeVelocity:(id)value
{
float v = [value floatValue];
v = 1-(1-v)*(1-v);
[ib_txt_fadeVelocity setFloatValue:v];
[ib_glView setFadeVelocity:v];
}
- (IBAction)onChangeFreeSurface:(id)value
{
if ([value state] == NSOnState)
[ib_glView simpleFreeSurfaces];
else
[ib_glView noFreeSurfaces];
}
- (IBAction)onChangeVorticityQuality:(id)value
{
if ([value state] == NSOnState)
[ib_glView quickVorticity];
else
[ib_glView accurateVorticity];
}
- (IBAction)onChangeGravityMagnitude:(id)value
{
[ib_glView setGravityMagnitude:[value floatValue]];
}
- (IBAction)onChangeTemperatureMag:(id)value
{
[ib_glView setTemperatureMagnitude:[value floatValue]];
}
- (void)onSetVisual:(int)in_visual
{
[ib_glView setVisual:in_visual];
}
////////////////////////////////////////////////////////////////////////////////
//
// Toolbar code follows!
//
- (NSToolbarItem *)toolbar:(NSToolbar *)toolbar
itemForItemIdentifier:(NSString *)itemIdentifier
willBeInsertedIntoToolbar:(BOOL)flag
{
if ([[r_toolbarItem itemIdentifier] compare:itemIdentifier] == NSOrderedSame)
return r_toolbarItem;
else
return nil;
}
- (NSArray *)toolbarAllowedItemIdentifiers:(NSToolbar *)toolbar
{
return r_toolbarItems;
}
- (NSArray *)toolbarDefaultItemIdentifiers:(NSToolbar *)toolbar
{
return r_toolbarItems;
}
@end