Comments (1)
Hi @uljadberdica1000,
If you want to adapt particles2obj
in your code, you can copy and modify the functions from particles2obj
as shown below:
void triangulateAndSave(const ScalarGrid3& sdf,
const std::string& objFilename) {
TriangleMesh3 mesh;
marchingCubes(sdf.constDataAccessor(), sdf.gridSpacing(), sdf.dataOrigin(),
&mesh, 0.0, kDirectionAll);
std::ofstream file(objFilename.c_str());
if (file) {
printf("Writing %s...\n", objFilename.c_str());
mesh.writeObj(&file);
file.close();
} else {
printf("Cannot write file %s.\n", objFilename.c_str());
exit(EXIT_FAILURE);
}
}
void particlesToObj(const Array1<Vector3D>& positions, const Size3& resolution,
const Vector3D& gridSpacing, const Vector3D& origin,
double kernelRadius, const std::string& method,
const std::string& objFilename) {
PointsToImplicit3Ptr converter;
if (method == kSpherical) {
converter =
std::make_shared<SphericalPointsToImplicit3>(kernelRadius, false);
} else if (method == kSph) {
converter = std::make_shared<SphPointsToImplicit3>(
kernelRadius, sSphCutOffDensity, false);
} else if (method == kZhuBridson) {
converter = std::make_shared<ZhuBridsonPointsToImplicit3>(
kernelRadius, sZhuBridsonCutOffThreshold, false);
} else {
converter = std::make_shared<AnisotropicPointsToImplicit3>(
kernelRadius, sAnisoCutOffDensity, sAnisoPositionSmoothingFactor,
sAnisoMinNumNeighbors, false);
}
VertexCenteredScalarGrid3 sdf(resolution, gridSpacing, origin);
printInfo(resolution, sdf.boundingBox(), gridSpacing, positions.size(),
method);
converter->convert(positions, &sdf);
triangulateAndSave(sdf, objFilename);
}
You can call particlesToObj
function after every time-step.
Hope this helps!
from fluid-engine-dev.
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