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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) 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<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));
}
//----------------------------------------------------------------------------//
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