49 bool addSurfaceGravity =
true;
53 bool transparentBackground =
false;
68 return "render animation";
104 Float surfaceLevel = 0.13_f;
118 return "save VDB grid";
127 if (sequence.enabled) {
@ BOUND_COMPONENT_ID
Color assigned to each group of gravitationally bound particles.
@ BEAUTY
Attempts to show the real-world look.
double Float
Precision used withing the code. Use Float instead of float or double where precision is important.
@ PARTICLES
Job providing particles.
constexpr Float DEG_TO_RAD
#define NAMESPACE_SPH_END
@ VELOCITY
Current velocities of particles, always a vector quantity.
@ DAMAGE
Damage, reducing the pressure and deviatoric stress.
@ ENERGY
Specific internal energy, always a scalar quantity.
@ MASS
Particle masses, always a scalar quantity.
BasicVector< Float > Vector
virtual std::string className() const override
Name representing the type of the job (e.e. "SPH").
virtual void evaluate(const RunSettings &global, IRunCallbacks &UNUSED(callbacks)) override
virtual UnorderedMap< std::string, ExtJobType > requires() const override
List of slots that need to be connected to evaluate the job.
AutoPtr< IRenderPreview > getRenderPreview(const RunSettings &global) const
AnimationJob(const std::string &name)
AutoPtr< IRenderer > getRenderer(const RunSettings &global) const
AutoPtr< IColorizer > getColorizer(const RunSettings &global) const
virtual VirtualSettings getSettings() override
Returns a settings object which allows to query and modify the state of the job.
RenderParams getRenderParams() const
virtual UnorderedMap< std::string, ExtJobType > getSlots() const override
Lists all potential inputs of the job.
Interface for objects assigning colors to particles.
Base class for jobs providing no data.
virtual void update(AutoPtr< IRenderer > &&renderer)=0
virtual void update(AutoPtr< IColorizer > &&colorizer)=0
virtual void update(AutoPtr< ICamera > &&newCamera)=0
virtual void update(RenderParams &¶ms)=0
virtual void render(const Pixel resolution, IRenderOutput &output)=0
Interface used to implement renderers.
Callbacks executed by the simulation to provide feedback to the user.
Building block of a simulation hierarchy.
Object representing a path on a filesystem.
Container storing all quantities used within the simulations.
virtual UnorderedMap< std::string, ExtJobType > getSlots() const override
Lists all potential inputs of the job.
VdbJob(const std::string &name)
virtual std::string className() const override
Name representing the type of the job (e.e. "SPH").
virtual UnorderedMap< std::string, ExtJobType > requires() const override
List of slots that need to be connected to evaluate the job.
virtual void evaluate(const RunSettings &global, IRunCallbacks &UNUSED(callbacks)) override
virtual VirtualSettings getSettings() override
Returns a settings object which allows to query and modify the state of the job.
Holds a map of virtual entries, associated with a unique name.
Base class for all polymorphic objects.
Parameters of the rendered image.