// // 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) 2008-2018 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= 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= 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)); } //----------------------------------------------------------------------------//