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//
// 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<PxVec3>& positions,
physx::Array<PxVec3>& 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
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