Comments (3)
current using hack to keep any solid particle from collapsing
from melt.
We are on the mission of seriously figuring this problem out. The problem raise from the fact that we don't have solid-solid particle interaction implemented correctly. One of the idea that we are trying to do is that when we first load the obj, there are max numbers of solid particles (max). First we will calculate what is the maximum force which can stand gravity force. Apply this force as long as the neighboring particles are greater than zero (I guess you don't even need to know max). The thing is you can't apply force proportion to number of solid particles as to be able to anti gravity and not floating outward, applying force has to be exact amount. Thus, I think it will be more like yes/no question (if # solid particle > 0 then apply force else let it fall)
Another thing I was thinking is that there should not be gravity until antigravity of each particle fall below certain threshold due to increasing in temperature.
from melt.
we could not figure this out within the time of final review
from melt.
Related Issues (20)
- Interfacial force
- start particles off within bound so they don't jerk on reset HOT 1
- voxel grid class construction
- Fix reseting the object
- change all temperature and related metrics to Kelvin
- study the marching cube library
- incorporate marching cube library HOT 3
- make alpha review video
- refine solid-liquid tension to let particles slide down HOT 1
- decrease rendering radius for marching cube HOT 3
- increase divisions for marching cubes HOT 3
- modify camera to be maya style
- write submission readme
- fix camera panning
- water particles should exert force on ice particles
- implement torque on each ice particle to simulate block rotation
- write submission final report
- implement tension between liquid and solid HOT 1
- update number of adjacent faces HOT 1
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from melt.