1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
|
// 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<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));
}
//----------------------------------------------------------------------------//
|