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130 lines
4.3 KiB
130 lines
4.3 KiB
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions |
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* are met: |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* * Neither the name of NVIDIA CORPORATION nor the names of its |
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* contributors may be used to endorse or promote products derived |
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* from this software without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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#ifndef __PARTICLESYSTEM_H__ |
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#define __PARTICLESYSTEM_H__ |
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#include <helper_functions.h> |
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#include "GpuArray.h" |
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#include "nvMath.h" |
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#include "particles_kernel.cuh" |
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#include "vector_functions.h" |
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using namespace nv; |
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// CUDA BodySystem: runs on the GPU |
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class ParticleSystem |
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{ |
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public: |
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ParticleSystem(uint numParticles, bool bUseVBO = true, bool bUseGL = true); |
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~ParticleSystem(); |
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enum ParticleConfig { CONFIG_RANDOM, CONFIG_GRID, _NUM_CONFIGS }; |
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void step(float deltaTime); |
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void depthSort(); |
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void reset(ParticleConfig config); |
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uint getNumParticles() { return m_numParticles; } |
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uint getPosBuffer() { return m_pos.getVbo(); } |
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uint getVelBuffer() { return m_vel.getVbo(); } |
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uint getColorBuffer() { return 0; } |
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uint getSortedIndexBuffer() { return m_indices.getVbo(); } |
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uint *getSortedIndices(); |
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float getParticleRadius() { return m_particleRadius; } |
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SimParams &getParams() { return m_params; } |
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void setSorting(bool x) { m_doDepthSort = x; } |
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void setModelView(float *m); |
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void setSortVector(float3 v) { m_sortVector = v; } |
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void addSphere(uint &index, vec3f pos, vec3f vel, int r, float spacing, float jitter, float lifetime); |
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void discEmitter(uint &index, |
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vec3f pos, |
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vec3f vel, |
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vec3f vx, |
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vec3f vy, |
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float r, |
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int n, |
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float lifetime, |
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float lifetimeVariance); |
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void sphereEmitter(uint &index, |
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vec3f pos, |
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vec3f vel, |
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vec3f spread, |
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float r, |
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int n, |
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float lifetime, |
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float lifetimeVariance); |
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void dumpParticles(uint start, uint count); |
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void dumpBin(float4 **posData, float4 **velData); |
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protected: // methods |
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ParticleSystem() {} |
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void _initialize(int numParticlesm, bool bUseGL = true); |
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void _free(); |
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void initGrid(vec3f start, |
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uint3 size, |
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vec3f spacing, |
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float jitter, |
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vec3f vel, |
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uint numParticles, |
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float lifetime = 100.0f); |
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void initCubeRandom(vec3f origin, vec3f size, vec3f vel, float lifetime = 100.0f); |
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protected: // data |
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bool m_bInitialized; |
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bool m_bUseVBO; |
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uint m_numParticles; |
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float m_particleRadius; |
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GpuArray<float4> m_pos; |
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GpuArray<float4> m_vel; |
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// params |
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SimParams m_params; |
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float4x4 m_modelView; |
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float3 m_sortVector; |
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bool m_doDepthSort; |
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GpuArray<float> m_sortKeys; |
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GpuArray<uint> m_indices; // sorted indices for rendering |
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StopWatchInterface *m_timer; |
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float m_time; |
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}; |
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#endif // __PARTICLESYSTEM_H__
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