I'm seeing some strange behavior from some SPH fluid code I'm working on. I modified it to have a cylinder as a container/collision shape and that works fine. However, I then change it so that it slopes inward as it gets taller, and the particles start to move around constantly like the fluid is boiling and they never settle down. Also, the fluid level doesn't get higher as the container slopes inward as I'd expect. See image:
[attachment=6419:fluid.gif]
Here is the code I'm using to calculate positions (it's a modified form of the code at http://www.rchoetzle...hics/fluids.htm)
accel = p->sph_force;
accel *= m_Param[SPH_PMASS];
.....
// p is the particle structure, with z being up
// radius is the particle radius
// norm is a 3-vector
float boundary = abs((-.4 * p->pos.z) + 9.8);
diff = 2.0f * radius - (boundary - (float)fastSqrt_2(p->pos.x*p->pos.x + p->pos.y*p->pos.y)) * ss;
if (((diff < 8 *radius) && (diff > EPSILON)))
{
norm.Set ( -p->pos.x, -p->pos.y, 0 );
norm.Normalize();
adj = stiff * diff - damp * norm.Dot ( p->vel_eval );
accel.x += adj * norm.x; accel.y += adj * norm.y; accel.z += adj * norm.z;
}
....
// Leapfrog Integration ----------------------------
vnext = accel;
vnext *= m_DT;
vnext += p->vel; // v(t+1/2) = v(t-1/2) + a(t) dt
p->vel_eval = p->vel;
p->vel_eval += vnext;
p->vel_eval *= 0.5; // v(t+1) = [v(t-1/2) + v(t+1/2)] * 0.5 used to compute forces later
p->vel = vnext;
vnext *= m_DT/ss;
p->pos += vnext; // p(t+1) = p(t) + v(t+1/2) dt
I'm pretty sure the way the normal is being added to the acceleration is causing the "boiling" of the particles, but I'm not sure. Thanks for any help