forked from NVIDIA/cuda-samples
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathParticleSystem.h
More file actions
130 lines (105 loc) · 4.31 KB
/
Copy pathParticleSystem.h
File metadata and controls
130 lines (105 loc) · 4.31 KB
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
124
125
126
127
128
129
130
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
*
* 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.
*/
#ifndef __PARTICLESYSTEM_H__
#define __PARTICLESYSTEM_H__
#include <helper_functions.h>
#include "GpuArray.h"
#include "nvMath.h"
#include "particles_kernel.cuh"
#include "vector_functions.h"
using namespace nv;
// CUDA BodySystem: runs on the GPU
class ParticleSystem
{
public:
ParticleSystem(uint numParticles, bool bUseVBO = true, bool bUseGL = true);
~ParticleSystem();
enum ParticleConfig { CONFIG_RANDOM, CONFIG_GRID, _NUM_CONFIGS };
void step(float deltaTime);
void depthSort();
void reset(ParticleConfig config);
uint getNumParticles() { return m_numParticles; }
uint getPosBuffer() { return m_pos.getVbo(); }
uint getVelBuffer() { return m_vel.getVbo(); }
uint getColorBuffer() { return 0; }
uint getSortedIndexBuffer() { return m_indices.getVbo(); }
uint *getSortedIndices();
float getParticleRadius() { return m_particleRadius; }
SimParams &getParams() { return m_params; }
void setSorting(bool x) { m_doDepthSort = x; }
void setModelView(float *m);
void setSortVector(float3 v) { m_sortVector = v; }
void addSphere(uint &index, vec3f pos, vec3f vel, int r, float spacing, float jitter, float lifetime);
void discEmitter(uint &index,
vec3f pos,
vec3f vel,
vec3f vx,
vec3f vy,
float r,
int n,
float lifetime,
float lifetimeVariance);
void sphereEmitter(uint &index,
vec3f pos,
vec3f vel,
vec3f spread,
float r,
int n,
float lifetime,
float lifetimeVariance);
void dumpParticles(uint start, uint count);
void dumpBin(float4 **posData, float4 **velData);
protected: // methods
ParticleSystem() {}
void _initialize(int numParticlesm, bool bUseGL = true);
void _free();
void initGrid(vec3f start,
uint3 size,
vec3f spacing,
float jitter,
vec3f vel,
uint numParticles,
float lifetime = 100.0f);
void initCubeRandom(vec3f origin, vec3f size, vec3f vel, float lifetime = 100.0f);
protected: // data
bool m_bInitialized;
bool m_bUseVBO;
uint m_numParticles;
float m_particleRadius;
GpuArray<float4> m_pos;
GpuArray<float4> m_vel;
// params
SimParams m_params;
float4x4 m_modelView;
float3 m_sortVector;
bool m_doDepthSort;
GpuArray<float> m_sortKeys;
GpuArray<uint> m_indices; // sorted indices for rendering
StopWatchInterface *m_timer;
float m_time;
};
#endif // __PARTICLESYSTEM_H__