def main(): init() for frame in range(250): if frame % 40 == 0: random_touch() for step in range(10): update() yield nb.mesh_update(mesh, pos=pos.to_numpy().reshape(N**2, 3))
def main(): solver.init() for frame in range(250): solver.substep() marcher.voxelize_particles(solver.x) pos = marcher.to_voxel_particles() print(pos) yield nb.mesh_update(mesh, pos)
def main(): for i in range(500): print('rendering frame', i) for s in range(steps): t = (i + s / steps) * 0.03 bx, bz = ti.cos(t) * 0.7, -ti.sin(t) * 0.7 substep(bx, bz) yield nb.mesh_update(cloth_mesh, pos.to_numpy()) \ + nb.object_update(ball_object, location=[bx, 0, bz])
def main(): def T(x): return np.array([x[:, 0] * 2 - 1, x[:, 2] * 2 - 1, x[:, 1] * 2]).swapaxes(0, 1) init() while True: for s in range(steps): substep() yield nb.mesh_update(mesh, T(x.to_numpy()))
def main(): def T(x): return np.array([x[:, 0], x[:, 2], x[:, 1]]).swapaxes(0, 1) init() yield T(x.to_numpy().reshape(N**2, 3)) while True: for s in range(steps): substep() yield nb.mesh_update(mesh, T(x.to_numpy().reshape(N**2, 3)))
def main(): for frame in range(2500): yield nb.mesh_update(me, x.to_numpy().reshape(vertex_num, 3)) #s = 1 for step in range(substep_num): #print('frame:',frame,', substep:',s) #s += 1 coll_origin[0].x = c_obj.location[0] coll_origin[0].y = c_obj.location[1] coll_origin[0].z = c_obj.location[2] substep()
def main(): init() for frame in range(250): update(frame * 0.03) yield nb.mesh_update(mesh, pos=pos.to_numpy().reshape(N**2, 3))
def main(): init() while True: for s in range(6): substep() yield nb.mesh_update(mesh, x.to_numpy())