// 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) 2008-2017 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)); } //----------------------------------------------------------------------------//