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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleBase/ParticleFactory.cpp
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#include "ParticleFactory.h"
+#include "PsMathUtils.h"
+#include "PxTkRandom.h"
+
+using namespace PxToolkit;
+//----------------------------------------------------------------------------//
+
+void CreateParticleAABB(ParticleData& particleData, const PxBounds3& aabb, const PxVec3& vel, float distance)
+{
+ PxVec3 aabbDim = aabb.getExtents() * 2.0f;
+
+ unsigned sideNumX = (unsigned)PxMax(1.0f, physx::shdfnd::floor(aabbDim.x / distance));
+ unsigned sideNumY = (unsigned)PxMax(1.0f, physx::shdfnd::floor(aabbDim.y / distance));
+ unsigned sideNumZ = (unsigned)PxMax(1.0f, physx::shdfnd::floor(aabbDim.z / distance));
+
+ for(unsigned i=0; i<sideNumX; i++)
+ for(unsigned j=0; j<sideNumY; j++)
+ for(unsigned k=0; k<sideNumZ; k++)
+ {
+ if(particleData.numParticles >= particleData.maxParticles)
+ break;
+
+ PxVec3 p = PxVec3(i*distance,j*distance,k*distance);
+ p += aabb.minimum;
+
+ particleData.positions[particleData.numParticles] = p;
+ particleData.velocities[particleData.numParticles] = vel;
+ particleData.numParticles++;
+ }
+}
+
+//----------------------------------------------------------------------------//
+
+void CreateParticleSphere(ParticleData& particleData, const PxVec3& pos, const PxVec3& vel, float distance, unsigned sideNum)
+{
+ float rad = sideNum*distance*0.5f;
+ PxVec3 offset((sideNum-1)*distance*0.5f);
+
+ for(unsigned i=0; i<sideNum; i++)
+ for(unsigned j=0; j<sideNum; j++)
+ for(unsigned k=0; k<sideNum; k++)
+ {
+ if(particleData.numParticles >= particleData.maxParticles)
+ break;
+
+ PxVec3 p = PxVec3(i*distance,j*distance,k*distance);
+ if((p-PxVec3(rad,rad,rad)).magnitude() < rad)
+ {
+ p += pos;
+ p -= offset; // ISG: for symmetry
+
+ particleData.positions[particleData.numParticles] = p;
+ particleData.velocities[particleData.numParticles] = vel;
+ particleData.numParticles++;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------------------------------------------//
+void CreateParticleRand(ParticleData& particleData, const PxVec3& center, const PxVec3& range,const PxVec3& vel)
+{
+ PxToolkit::SetSeed(0);
+ while(particleData.numParticles < particleData.maxParticles)
+ {
+ PxVec3 p(Rand(-range.x, range.x),
+ Rand(-range.y, range.y),
+ Rand(-range.z, range.z));
+
+ p += center;
+
+ PxVec3 v(Rand(-vel.x, vel.x),
+ Rand(-vel.y, vel.y),
+ Rand(-vel.z, vel.z));
+
+ particleData.positions[particleData.numParticles] = p;
+ particleData.velocities[particleData.numParticles] = vel;
+ particleData.numParticles++;
+ }
+}
+
+//----------------------------------------------------------------------------//
+
+void SetParticleRestOffsetVariance(ParticleData& particleData, PxF32 maxRestOffset, PxF32 restOffsetVariance)
+{
+ PxToolkit::SetSeed(0);
+
+ if (particleData.restOffsets.size() == 0)
+ particleData.restOffsets.resize(particleData.maxParticles);
+
+ for (PxU32 i = 0 ; i < particleData.numParticles; ++i)
+ particleData.restOffsets[i] = maxRestOffset*(1.0f - Rand(0.0f, restOffsetVariance));
+}
+
+//----------------------------------------------------------------------------//