/* 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 #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 m_pos; GpuArray m_vel; // params SimParams m_params; float4x4 m_modelView; float3 m_sortVector; bool m_doDepthSort; GpuArray m_sortKeys; GpuArray m_indices; // sorted indices for rendering StopWatchInterface *m_timer; float m_time; }; #endif // __PARTICLESYSTEM_H__