// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #include "Apex.h" #include "ApexUsingNamespace.h" #include "EmitterGeomSphereShellImpl.h" //#include "ApexSharedSerialization.h" #include "RenderDebugInterface.h" #include "RenderDebugInterface.h" #include "ApexPreview.h" #include "EmitterGeomSphereShellParams.h" namespace nvidia { namespace emitter { EmitterGeomSphereShellImpl::EmitterGeomSphereShellImpl(NvParameterized::Interface* params) { NvParameterized::Handle eh(*params); const NvParameterized::Definition* paramDef; const char* enumStr = 0; mGeomParams = (EmitterGeomSphereShellParams*)params; mRadius = &(mGeomParams->parameters().radius); mShellThickness = &(mGeomParams->parameters().shellThickness); mHemisphere = &(mGeomParams->parameters().hemisphere); //error check mGeomParams->getParameterHandle("emitterType", eh); mGeomParams->getParamEnum(eh, enumStr); paramDef = eh.parameterDefinition(); mType = EmitterType::ET_RATE; for (int i = 0; i < paramDef->numEnumVals(); ++i) { if (!nvidia::strcmp(paramDef->enumVal(i), enumStr)) { mType = (EmitterType::Enum)i; break; } } } EmitterGeom* EmitterGeomSphereShellImpl::getEmitterGeom() { return this; } #ifdef WITHOUT_DEBUG_VISUALIZE void EmitterGeomSphereShellImpl::visualize(const PxTransform& , RenderDebugInterface&) { } #else void EmitterGeomSphereShellImpl::visualize(const PxTransform& pose, RenderDebugInterface& renderDebug) { using RENDER_DEBUG::DebugColors; RENDER_DEBUG_IFACE(&renderDebug)->pushRenderState(); RENDER_DEBUG_IFACE(&renderDebug)->setCurrentColor(RENDER_DEBUG_IFACE(&renderDebug)->getDebugColor(DebugColors::DarkGreen)); // outer sphere RENDER_DEBUG_IFACE(&renderDebug)->setPose(pose); RENDER_DEBUG_IFACE(&renderDebug)->debugSphere(PxVec3(0.0f), *mRadius); // intter sphere RENDER_DEBUG_IFACE(&renderDebug)->debugSphere(PxVec3(0.0f), *mRadius + *mShellThickness); const float radius = *mRadius + *mShellThickness; const float radiusSquared = radius * radius; const float hemisphere = *mHemisphere; const float sphereCapBaseHeight = -radius + 2 * radius * hemisphere; const float sphereCapBaseRadius = PxSqrt(radiusSquared - sphereCapBaseHeight * sphereCapBaseHeight); // cone depicting the hemisphere if(hemisphere > 0.0f) { RENDER_DEBUG_IFACE(&renderDebug)->setCurrentColor(RENDER_DEBUG_IFACE(&renderDebug)->getDebugColor(DebugColors::DarkPurple)); PxMat44 circlePose = PxMat44(PxIdentity); circlePose.setPosition(PxVec3(0.0f, sphereCapBaseHeight, 0.0f)); RENDER_DEBUG_IFACE(&renderDebug)->setPose(circlePose); RENDER_DEBUG_IFACE(&renderDebug)->debugCircle(PxVec3(0.0f), sphereCapBaseRadius, 3); RENDER_DEBUG_IFACE(&renderDebug)->debugLine(circlePose.getPosition(), circlePose.getPosition() + PxVec3(0.0f, radius - sphereCapBaseHeight, 0.0f)); for(float t = 0.0f; t < 2 * PxPi; t += PxPi / 3) { PxVec3 offset(PxSin(t) * sphereCapBaseRadius, 0.0f, PxCos(t) * sphereCapBaseRadius); RENDER_DEBUG_IFACE(&renderDebug)->debugLine(circlePose.getPosition() + offset, circlePose.getPosition() + PxVec3(0.0f, radius - sphereCapBaseHeight, 0.0f)); } RENDER_DEBUG_IFACE(&renderDebug)->setPose(PxIdentity); } RENDER_DEBUG_IFACE(&renderDebug)->popRenderState(); } #endif #ifdef WITHOUT_DEBUG_VISUALIZE void EmitterGeomSphereShellImpl::drawPreview(float , RenderDebugInterface*) const { } #else void EmitterGeomSphereShellImpl::drawPreview(float scale, RenderDebugInterface* renderDebug) const { using RENDER_DEBUG::DebugColors; RENDER_DEBUG_IFACE(renderDebug)->pushRenderState(); RENDER_DEBUG_IFACE(renderDebug)->setCurrentColor(RENDER_DEBUG_IFACE(renderDebug)->getDebugColor(DebugColors::Yellow), RENDER_DEBUG_IFACE(renderDebug)->getDebugColor(DebugColors::Yellow)); RENDER_DEBUG_IFACE(renderDebug)->debugSphere(PxVec3(0.0f), *mRadius * scale); RENDER_DEBUG_IFACE(renderDebug)->setCurrentColor(RENDER_DEBUG_IFACE(renderDebug)->getDebugColor(DebugColors::DarkGreen), RENDER_DEBUG_IFACE(renderDebug)->getDebugColor(DebugColors::DarkGreen)); RENDER_DEBUG_IFACE(renderDebug)->debugSphere(PxVec3(0.0f), (*mRadius + *mShellThickness) * scale); const float radius = *mRadius + *mShellThickness; const float radiusSquared = radius * radius; const float hemisphere = *mHemisphere; const float sphereCapBaseHeight = -radius + 2 * radius * hemisphere; const float sphereCapBaseRadius = PxSqrt(radiusSquared - sphereCapBaseHeight * sphereCapBaseHeight); if(hemisphere > 0.0f) { RENDER_DEBUG_IFACE(renderDebug)->setCurrentColor(RENDER_DEBUG_IFACE(renderDebug)->getDebugColor(DebugColors::DarkPurple)); PxMat44 circlePose = PxMat44(PxIdentity); circlePose.setPosition(PxVec3(0.0f, sphereCapBaseHeight, 0.0f)); RENDER_DEBUG_IFACE(renderDebug)->setPose(circlePose); RENDER_DEBUG_IFACE(renderDebug)->debugCircle(PxVec3(0.0f), sphereCapBaseRadius, 3); RENDER_DEBUG_IFACE(renderDebug)->debugLine(PxVec3(0.0f), PxVec3(0.0f, radius - sphereCapBaseHeight, 0.0f)); for(float t = 0.0f; t < 2 * PxPi; t += PxPi / 3) { PxVec3 offset(PxSin(t) * sphereCapBaseRadius, 0.0f, PxCos(t) * sphereCapBaseRadius); RENDER_DEBUG_IFACE(renderDebug)->debugLine(offset, PxVec3(0.0f, radius - sphereCapBaseHeight, 0.0f)); } RENDER_DEBUG_IFACE(renderDebug)->setPose(PxIdentity); } RENDER_DEBUG_IFACE(renderDebug)->popRenderState(); } #endif void EmitterGeomSphereShellImpl::setEmitterType(EmitterType::Enum t) { mType = t; NvParameterized::Handle eh(*mGeomParams); const NvParameterized::Definition* paramDef; //error check mGeomParams->getParameterHandle("emitterType", eh); paramDef = eh.parameterDefinition(); mGeomParams->setParamEnum(eh, paramDef->enumVal((int)mType)); } float EmitterGeomSphereShellImpl::computeEmitterVolume() const { const float radius = *mRadius; const float bigRadius = *mRadius + *mShellThickness; float hemisphere = 2 * radius * (*mHemisphere); float bigHemisphere = 2 * bigRadius * (*mHemisphere); bool moreThanHalf = true; if (hemisphere > radius) { hemisphere -= radius; bigHemisphere -= bigRadius; moreThanHalf = false; } const float volumeBigSphere = 4.0f / 3.0f * PxPi * bigRadius * bigRadius * bigRadius; const float volumeSmallSphere = 4.0f / 3.0f * PxPi * *mRadius * *mRadius * *mRadius; const float halfSphereShellVolume = (volumeBigSphere - volumeSmallSphere) / 2.0f; const float bigCapVolume = 1.0f / 3.0f * PxPi * bigHemisphere * bigHemisphere * (3 * bigRadius - bigHemisphere); const float smallCapVolume = 1.0f / 3.0f * PxPi * hemisphere * hemisphere * (3 * radius - hemisphere); const float sphereShellCapVolume = bigCapVolume - smallCapVolume; if (moreThanHalf) { return halfSphereShellVolume + sphereShellCapVolume; } else { return sphereShellCapVolume; } } PxVec3 EmitterGeomSphereShellImpl::randomPosInFullVolume(const PxMat44& pose, QDSRand& rand) const { float hemisphere = 2.0f * *mHemisphere - 1.0f; bool moreThanHalf = true; if (*mHemisphere > 0.5f) { moreThanHalf = false; } // There are two cases here - 1-st for hemisphere cut above the center of the sphere // and 2-nd for hemisphere cut below the center of the sphere. // The reason for this is that in case very high hemisphere cut is set, so the area // of the actual emitter is very small in compare to the whole sphere emitter, it would take too // much time [on average] to generate suitable point using randomPointOnUnitSphere // function, so in this case it is more efficient to use another method. // in case we have at least half of the sphere shell present the randomPointOnUnitSphere should // be sufficient. PxVec3 pos; if(!moreThanHalf) { // 1-st case : // * generate random unit vector within a cone // * clamp to big radius const float sphereCapBaseHeight = -1.0f + 2 * (*mHemisphere); const float phi = rand.getScaled(0.0f, PxTwoPi); const float cos_theta = sphereCapBaseHeight; const float z = rand.getScaled(cos_theta, 1.0f); const float oneMinusZSquared = PxSqrt(1.0f - z * z); pos = PxVec3(oneMinusZSquared * PxCos(phi), z, oneMinusZSquared * PxSin(phi)); } else { // 2-nd case : // * get random pos on unit sphere, until its height is above hemisphere cut do { pos = randomPointOnUnitSphere(rand); } while(pos.y < hemisphere); } // * add negative offset withing the thickness // * solve edge case [for the 1-st case] - regenerate offset from the previous step // in case point is below hemisphere cut PxVec3 tmp; const float sphereCapBaseHeight = -(*mRadius + *mShellThickness) + 2 * (*mRadius + *mShellThickness) * (*mHemisphere); do { float thickness = rand.getScaled(0, *mShellThickness); tmp = pos * (*mRadius + *mShellThickness - thickness); } while(tmp.y < sphereCapBaseHeight); pos = tmp; pos += pose.getPosition(); return pos; } bool EmitterGeomSphereShellImpl::isInEmitter(const PxVec3& pos, const PxMat44& pose) const { PxVec3 localPos = pose.inverseRT().transform(pos); const float sphereCapBaseHeight = -(*mRadius + *mShellThickness) + 2 * (*mRadius + *mShellThickness) * (*mHemisphere); float d2 = localPos.x * localPos.x + localPos.y * localPos.y + localPos.z * localPos.z; bool isInBigSphere = d2 < (*mRadius + *mShellThickness) * (*mRadius + *mShellThickness); bool isInSmallSphere = d2 < *mRadius * *mRadius; bool higherThanHemisphereCut = pos.y > sphereCapBaseHeight; return isInBigSphere && !isInSmallSphere && higherThanHemisphereCut; } void EmitterGeomSphereShellImpl::computeFillPositions(physx::Array& positions, physx::Array& velocities, const PxTransform& pose, const PxVec3& scale, float objRadius, PxBounds3& outBounds, QDSRand&) const { PX_UNUSED(scale); const float bigRadius = *mRadius + *mShellThickness; const float radiusSquared = bigRadius * bigRadius; const float hemisphere = *mHemisphere; const float sphereCapBaseHeight = -bigRadius + 2 * bigRadius * hemisphere; const float sphereCapBaseRadius = PxSqrt(radiusSquared - sphereCapBaseHeight * sphereCapBaseHeight); const float horizontalExtents = hemisphere < 0.5f ? bigRadius : sphereCapBaseRadius; // we're not doing anything with the velocities array PX_UNUSED(velocities); // we don't want anything outside the emitter uint32_t numX = (uint32_t)PxFloor(horizontalExtents / objRadius); numX -= numX % 2; uint32_t numY = (uint32_t)PxFloor((bigRadius - sphereCapBaseHeight) / objRadius); numY -= numY % 2; uint32_t numZ = (uint32_t)PxFloor(horizontalExtents / objRadius); numZ -= numZ % 2; for (float x = -(numX * objRadius); x <= bigRadius - objRadius; x += 2 * objRadius) { for (float y = -(numY * objRadius); y <= bigRadius - objRadius; y += 2 * objRadius) { for (float z = -(numZ * objRadius); z <= bigRadius - objRadius; z += 2 * objRadius) { const float magnitudeSquare = PxVec3(x, y, z).magnitudeSquared(); if ((magnitudeSquare > (*mRadius + objRadius) * (*mRadius + objRadius)) && (magnitudeSquare < (bigRadius - objRadius) * (bigRadius - objRadius))) { positions.pushBack(pose.transform(PxVec3(x, y, z))); outBounds.include(positions.back()); } } } } } PxVec3 EmitterGeomSphereShellImpl::randomPointOnUnitSphere(QDSRand& rand) const { // uniform distribution on the sphere around pos (Cook, Marsaglia Method. TODO: is other method cheaper?) float x0, x1, x2, x3, div; do { x0 = rand.getNext(); x1 = rand.getNext(); x2 = rand.getNext(); x3 = rand.getNext(); div = x0 * x0 + x1 * x1 + x2 * x2 + x3 * x3; } while (div >= 1.0f); // coordinates on unit sphere float x = 2 * (x1 * x3 + x0 * x2) / div; float y = 2 * (x2 * x3 - x0 * x1) / div; float z = (x0 * x0 + x3 * x3 - x1 * x1 - x2 * x2) / div; return PxVec3(x, y, z); } } } // namespace nvidia::apex