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Copy file name to clipboardExpand all lines: doc/file_format.md
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@@ -47,13 +47,6 @@ Example code:
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##### Visualization:
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* numberOfStepsPerRenderUpdate (int): Number of simulation steps per rendered frame
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* colorField (int): Choose vector or scalar field for particle coloring.
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* colorMapType (int): Selection of a color map for coloring the scalar/vector field.
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- 0: None
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- 1: Jet
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- 2: Plasma
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* renderMinValue (float): Minimal value used for color-coding the color field in the rendering process.
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* renderMaxValue (float): Maximal value used for color-coding the color field in the rendering process.
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* renderWalls (int):
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- 0: None
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- 1: Particles (all)
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* enablePartioExport (bool): Enable/disable partio export.
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* partioFPS (int): Frame rate of partio export.
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* partioAttributes (string): A list of attribute names separated by ";" that should be exported in the partio files (e.g. "velocity;density"). Default value: "velocity"
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##### Simulation:
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"Fluid":
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{
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"density0": 1000,
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"colorField": "velocity",
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"colorMapType": 1,
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"renderMinValue": 0.0,
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"renderMaxValue": 5.0,
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"surfaceTension": 0.2,
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"surfaceTensionMethod": 0,
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"viscosity": 0.01,
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"viscosityOmega": 0.05,
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"inertiaInverse": 0.5,
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"maxEmitterParticles": 1000,
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"emitterReuseParticles": false,
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"emitterBoxMin": [-4.0,-1.0,-4.0],
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"emitterBoxMax": [0.0,4,4.0]
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"emitterReuseParticles": false,
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"emitterBoxMin": [-4.0,-1.0,-4.0],
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"emitterBoxMax": [0.0,4,4.0],
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}
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```
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* density0 (float): Rest density of the corresponding fluid.
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##### Particle Coloring
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* colorField (string): Choose vector or scalar field for particle coloring.
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* colorMapType (int): Selection of a color map for coloring the scalar/vector field.
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- 0: None
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- 1: Jet
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- 2: Plasma
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* renderMinValue (float): Minimal value used for color-coding the color field in the rendering process.
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* renderMaxValue (float): Maximal value used for color-coding the color field in the rendering process.
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##### Viscosity
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* viscosityMethod (int): Viscosity method
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- 1: Becker & Teschner 2007
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- 2: Akinci et al. 2013
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- 3: He et al. 2014
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* surfaceTension (float): Coefficient for the surface tension computation
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* surfaceTension (float): Coefficient for the surface tension computation
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##### Emitters
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* maxEmitterParticles (int): Maximum number of particles the emitter generates. Note that reused particles (see below) are not counted here.
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* emitterReuseParticles (bool): Reuse particles if they are outside of the bounding box defined by emitterBoxMin, emitterBoxMax
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* emitterBoxMin (vec3): Minimum coordinates of an axis-aligned box (used in combination with emitterReuseParticles)
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* emitterBoxMax (vec3): Maximum coordinates of an axis-aligned box (used in combination with emitterReuseParticles)
Copy file name to clipboardExpand all lines: doc/getting_started.md
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@@ -6,15 +6,15 @@ SPlisHSPlasH currently consists of different simulators and tools which are intr
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## Simulators
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### StaticBoundaryDemo
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### StaticBoundarySimulator
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This application reads a SPlisHSPlasH scene file and performs a simulation of the scene. It assumes that only static boundary objects are in the scenario which increases the performance. If you want to simulation dynamic boundaries, you can use "DynamicBoundaryDemo".
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This application reads a SPlisHSPlasH scene file and performs a simulation of the scene. It assumes that only static boundary objects are in the scenario which increases the performance. If you want to simulation dynamic boundaries, you can use "DynamicBoundarySimulator".
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The scene file format is explained [here.](file_format.md)
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### DynamicBoundaryDemo
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### DynamicBoundarySimulator
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This application can also simulate SPlisHSPlasH scenes but in contrast to the StaticBoundaryDemo it can handle dynamic boundaries. The dynamic rigid bodies are simulated using our [PositionBasedDynamics library](https://github.com/InteractiveComputerGraphics/PositionBasedDynamics) which is automatically included in the build process. If a scene only contains static bodies, you should use "StaticBoundaryDemo" since it is faster.
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This application can also simulate SPlisHSPlasH scenes but in contrast to the StaticBoundarySimulator it can handle dynamic boundaries. The dynamic rigid bodies are simulated using our [PositionBasedDynamics library](https://github.com/InteractiveComputerGraphics/PositionBasedDynamics) which is automatically included in the build process. If a scene only contains static bodies, you should use "StaticBoundarySimulator" since it is faster.
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The scene file format is explained [here.](file_format.md)
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