Control layer for the impact model, generating crumpling sonic textures. Two main outputs are exposed: energy and size. The former should be used to control the impact velocity, the latter should be used to control the size of the resonators.
Single iteration of a crumpling process. Call this routine in a loop to simulate a crumpling process. Unlike in the breaking algorithm, iterations do not cause energy loss and the process can continue indefinitely until explicitly interrupted.
- Parameters
-
| [out] | outs | Pointer to the output array: impact energy and fragment size |
Object destructor.
- Parameters
-
| [in] | x | Pointer to the instance to destroy |
Object constructor.
- Returns
- Pointer to the new instance
| void SDTCrumpling_setCrushingEnergy |
( |
SDTCrumpling * |
x, |
|
|
double |
f |
|
) |
| |
Sets the crushing energy.
- Parameters
-
| [in] | f | Average energy of the micro impacts, compared to the global energy of the process [0, 1] |
| void SDTCrumpling_setFragmentation |
( |
SDTCrumpling * |
x, |
|
|
double |
f |
|
) |
| |
Sets the amount of fragmentation of the object during the process.
- Parameters
-
| [in] | f | Object fragmentation [0, 1] |
| void SDTCrumpling_setGranularity |
( |
SDTCrumpling * |
x, |
|
|
double |
f |
|
) |
| |
Sets the event density of the crumpling process.
- Parameters
-
| [in] | f | Event density [0, 1] |