cuda-samples/Samples/5_Domain_Specific/smokeParticles/ParticleSystem.h

113 lines
3.9 KiB
C
Raw Normal View History

2022-01-13 14:05:24 +08:00
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
2021-10-21 19:04:49 +08:00
*
* 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 "particles_kernel.cuh"
#include "vector_functions.h"
#include "GpuArray.h"
#include "nvMath.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__