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FluidAppGL.h
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//
// FluidAppGL.h
// FluidApp
//
#import <Cocoa/Cocoa.h>
#import "FluidAppServerController.h"
#import "FluidAppClientController.h"
#import "FluidVisualController.h"
#include <OpenGL/gl.h>
#include "mpx.h"
#include "fluid.h"
@interface FluidAppGL : NSOpenGLView <FluidAppServerDelegate,FluidAppClientDelegate>
{
IBOutlet FluidAppServerController *ib_serverController;
IBOutlet FluidAppClientController *ib_clientController;
IBOutlet FluidVisualController *ib_visualController;
fluidServer *r_network;
fluid *r_fluid;
fluidMessenger *r_messenger;
GLuint r_texture;
NSPoint prevPt;
float m_dx;
float m_dy;
float *work_buff;
//The source (density added each frame regardless)
float src_r;
float src_g;
float src_b;
float src_rad;
float src_x;
float src_y;
float src_dx;
float src_dy;
}
- (void)onFrame;
- (void)onPaint;
- (void)setViscosity:(float)in_v;
- (void)setVorticity:(float)in_v;
- (void)setTimestep:(float)in_v;
- (void)setFadeVelocity:(float)in_v;
- (void)setFadeDensity:(float)in_v;
- (void)setGravityVector:(NSPoint)in_pt;
- (void)setGravityMagnitude:(float)in_grav;
- (void)setTemperatureMagnitude:(float)in_temp;
- (void)setPressureQuality:(float)in_q;
- (void)setViscosityQuality:(float)in_v;
- (void)noFreeSurfaces;
- (void)simpleFreeSurfaces;
- (void)quickVorticity;
- (void)accurateVorticity;
- (void)enableTimers;
- (void)disableTimers;
- (float)advectionTime;
- (float)pressureTime;
- (float)viscosityTime;
- (float)vorticityTime;
- (float)schedulerTime;
- (void)addHandler:(fluidMessengerHandler)h forObject:(void*)obj;
- (void)setVisual:(int)in_visual;
@end