Bird wrote:It looks like you have a hardwired invisible ground plane that the particles are colliding with. Is there a way to disable that? Will the particles collide with any static body yet
Yes that is true until I get around the collision.
The foor is at 1 unit a o e the floor so that I can see what is going on edge on.
The guassian number is not really a true gaussian, it a pseudo one.
Basically is uses a theorem called the central mean, which state that the average some of random numbers with flat probability density tend to a guessing distribution.
But for that it need to average lot of values and I an only averaging four. I think.
Another way to get a better gaussian is to just get a random value with a flat probably density, a pich the guassian from the gausian distribution curve, but is also very expensive.
I do not really put too much effort on those utility because they are not part of the engine. To me, they are good enought for these demos.
Yes the particle will collide thither two type of object.
One will be arbritrat collision tree, made of triangle.
The other will be cluste of particles.
The closet of pati le will be representation of a body in the world.
Ex, say we have a body in the word that ha a box collision.
What we do is that a flood fill algorithm populate the volume of the box with particle.
Each particle will have a label to identify the rigid body.
We trow that array in the pool and let the Sim runs.
The particle particle collision come of the sph simulation for free.
These particles all have the same ID. We use that to either premier motion, or to calculate the next force they will assert of the body. The we get that a apply to the rigid body.
It is to the app to control how big or how small bodies in liquid will can be.
Effect like buoyancy come out the simulation for free..