mirror of
https://github.com/NVIDIA/cuda-samples.git
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520 lines
14 KiB
C++
520 lines
14 KiB
C++
/*
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* Copyright 1993-2015 NVIDIA Corporation. All rights reserved.
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*
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* Please refer to the NVIDIA end user license agreement (EULA) associated
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* with this source code for terms and conditions that govern your use of
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* this software. Any use, reproduction, disclosure, or distribution of
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* this software and related documentation outside the terms of the EULA
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* is strictly prohibited.
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*
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*/
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// OpenGL Graphics includes
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#define HELPERGL_EXTERN_GL_FUNC_IMPLEMENTATION
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#include <helper_gl.h>
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#include "particleSystem.h"
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#include "particleSystem.cuh"
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#include "particles_kernel.cuh"
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#include <cuda_runtime.h>
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#include <helper_functions.h>
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#include <helper_cuda.h>
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#include <assert.h>
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#include <math.h>
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#include <memory.h>
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#include <cstdio>
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#include <cstdlib>
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#include <algorithm>
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#ifndef CUDART_PI_F
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#define CUDART_PI_F 3.141592654f
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#endif
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ParticleSystem::ParticleSystem(uint numParticles, uint3 gridSize, bool bUseOpenGL) :
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m_bInitialized(false),
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m_bUseOpenGL(bUseOpenGL),
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m_numParticles(numParticles),
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m_hPos(0),
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m_hVel(0),
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m_dPos(0),
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m_dVel(0),
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m_gridSize(gridSize),
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m_timer(NULL),
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m_solverIterations(1)
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{
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m_numGridCells = m_gridSize.x*m_gridSize.y*m_gridSize.z;
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// float3 worldSize = make_float3(2.0f, 2.0f, 2.0f);
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m_gridSortBits = 18; // increase this for larger grids
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// set simulation parameters
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m_params.gridSize = m_gridSize;
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m_params.numCells = m_numGridCells;
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m_params.numBodies = m_numParticles;
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m_params.particleRadius = 1.0f / 64.0f;
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m_params.colliderPos = make_float3(-1.2f, -0.8f, 0.8f);
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m_params.colliderRadius = 0.2f;
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m_params.worldOrigin = make_float3(-1.0f, -1.0f, -1.0f);
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// m_params.cellSize = make_float3(worldSize.x / m_gridSize.x, worldSize.y / m_gridSize.y, worldSize.z / m_gridSize.z);
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float cellSize = m_params.particleRadius * 2.0f; // cell size equal to particle diameter
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m_params.cellSize = make_float3(cellSize, cellSize, cellSize);
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m_params.spring = 0.5f;
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m_params.damping = 0.02f;
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m_params.shear = 0.1f;
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m_params.attraction = 0.0f;
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m_params.boundaryDamping = -0.5f;
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m_params.gravity = make_float3(0.0f, -0.0003f, 0.0f);
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m_params.globalDamping = 1.0f;
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_initialize(numParticles);
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}
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ParticleSystem::~ParticleSystem()
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{
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_finalize();
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m_numParticles = 0;
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}
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uint
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ParticleSystem::createVBO(uint size)
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{
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GLuint vbo;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, size, 0, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return vbo;
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}
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inline float lerp(float a, float b, float t)
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{
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return a + t*(b-a);
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}
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// create a color ramp
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void colorRamp(float t, float *r)
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{
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const int ncolors = 7;
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float c[ncolors][3] =
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{
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{ 1.0, 0.0, 0.0, },
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{ 1.0, 0.5, 0.0, },
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{ 1.0, 1.0, 0.0, },
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{ 0.0, 1.0, 0.0, },
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{ 0.0, 1.0, 1.0, },
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{ 0.0, 0.0, 1.0, },
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{ 1.0, 0.0, 1.0, },
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};
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t = t * (ncolors-1);
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int i = (int) t;
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float u = t - floorf(t);
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r[0] = lerp(c[i][0], c[i+1][0], u);
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r[1] = lerp(c[i][1], c[i+1][1], u);
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r[2] = lerp(c[i][2], c[i+1][2], u);
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}
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void
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ParticleSystem::_initialize(int numParticles)
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{
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assert(!m_bInitialized);
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m_numParticles = numParticles;
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// allocate host storage
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m_hPos = new float[m_numParticles*4];
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m_hVel = new float[m_numParticles*4];
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memset(m_hPos, 0, m_numParticles*4*sizeof(float));
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memset(m_hVel, 0, m_numParticles*4*sizeof(float));
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m_hCellStart = new uint[m_numGridCells];
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memset(m_hCellStart, 0, m_numGridCells*sizeof(uint));
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m_hCellEnd = new uint[m_numGridCells];
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memset(m_hCellEnd, 0, m_numGridCells*sizeof(uint));
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// allocate GPU data
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unsigned int memSize = sizeof(float) * 4 * m_numParticles;
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if (m_bUseOpenGL)
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{
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m_posVbo = createVBO(memSize);
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registerGLBufferObject(m_posVbo, &m_cuda_posvbo_resource);
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}
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else
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{
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checkCudaErrors(cudaMalloc((void **)&m_cudaPosVBO, memSize)) ;
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}
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allocateArray((void **)&m_dVel, memSize);
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allocateArray((void **)&m_dSortedPos, memSize);
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allocateArray((void **)&m_dSortedVel, memSize);
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allocateArray((void **)&m_dGridParticleHash, m_numParticles*sizeof(uint));
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allocateArray((void **)&m_dGridParticleIndex, m_numParticles*sizeof(uint));
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allocateArray((void **)&m_dCellStart, m_numGridCells*sizeof(uint));
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allocateArray((void **)&m_dCellEnd, m_numGridCells*sizeof(uint));
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if (m_bUseOpenGL)
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{
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m_colorVBO = createVBO(m_numParticles*4*sizeof(float));
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registerGLBufferObject(m_colorVBO, &m_cuda_colorvbo_resource);
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// fill color buffer
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glBindBuffer(GL_ARRAY_BUFFER, m_colorVBO);
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float *data = (float *) glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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float *ptr = data;
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for (uint i=0; i<m_numParticles; i++)
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{
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float t = i / (float) m_numParticles;
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#if 0
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*ptr++ = rand() / (float) RAND_MAX;
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*ptr++ = rand() / (float) RAND_MAX;
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*ptr++ = rand() / (float) RAND_MAX;
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#else
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colorRamp(t, ptr);
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ptr+=3;
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#endif
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*ptr++ = 1.0f;
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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else
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{
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checkCudaErrors(cudaMalloc((void **)&m_cudaColorVBO, sizeof(float)*numParticles*4));
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}
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sdkCreateTimer(&m_timer);
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setParameters(&m_params);
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m_bInitialized = true;
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}
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void
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ParticleSystem::_finalize()
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{
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assert(m_bInitialized);
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delete [] m_hPos;
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delete [] m_hVel;
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delete [] m_hCellStart;
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delete [] m_hCellEnd;
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freeArray(m_dVel);
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freeArray(m_dSortedPos);
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freeArray(m_dSortedVel);
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freeArray(m_dGridParticleHash);
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freeArray(m_dGridParticleIndex);
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freeArray(m_dCellStart);
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freeArray(m_dCellEnd);
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if (m_bUseOpenGL)
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{
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unregisterGLBufferObject(m_cuda_colorvbo_resource);
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unregisterGLBufferObject(m_cuda_posvbo_resource);
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glDeleteBuffers(1, (const GLuint *)&m_posVbo);
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glDeleteBuffers(1, (const GLuint *)&m_colorVBO);
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}
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else
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{
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checkCudaErrors(cudaFree(m_cudaPosVBO));
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checkCudaErrors(cudaFree(m_cudaColorVBO));
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}
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}
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// step the simulation
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void
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ParticleSystem::update(float deltaTime)
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{
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assert(m_bInitialized);
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float *dPos;
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if (m_bUseOpenGL)
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{
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dPos = (float *) mapGLBufferObject(&m_cuda_posvbo_resource);
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}
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else
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{
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dPos = (float *) m_cudaPosVBO;
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}
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// update constants
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setParameters(&m_params);
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// integrate
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integrateSystem(
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dPos,
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m_dVel,
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deltaTime,
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m_numParticles);
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// calculate grid hash
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calcHash(
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m_dGridParticleHash,
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m_dGridParticleIndex,
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dPos,
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m_numParticles);
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// sort particles based on hash
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sortParticles(m_dGridParticleHash, m_dGridParticleIndex, m_numParticles);
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// reorder particle arrays into sorted order and
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// find start and end of each cell
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reorderDataAndFindCellStart(
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m_dCellStart,
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m_dCellEnd,
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m_dSortedPos,
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m_dSortedVel,
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m_dGridParticleHash,
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m_dGridParticleIndex,
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dPos,
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m_dVel,
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m_numParticles,
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m_numGridCells);
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// process collisions
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collide(
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m_dVel,
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m_dSortedPos,
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m_dSortedVel,
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m_dGridParticleIndex,
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m_dCellStart,
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m_dCellEnd,
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m_numParticles,
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m_numGridCells);
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// note: do unmap at end here to avoid unnecessary graphics/CUDA context switch
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if (m_bUseOpenGL)
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{
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unmapGLBufferObject(m_cuda_posvbo_resource);
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}
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}
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void
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ParticleSystem::dumpGrid()
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{
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// dump grid information
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copyArrayFromDevice(m_hCellStart, m_dCellStart, 0, sizeof(uint)*m_numGridCells);
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copyArrayFromDevice(m_hCellEnd, m_dCellEnd, 0, sizeof(uint)*m_numGridCells);
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uint maxCellSize = 0;
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for (uint i=0; i<m_numGridCells; i++)
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{
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if (m_hCellStart[i] != 0xffffffff)
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{
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uint cellSize = m_hCellEnd[i] - m_hCellStart[i];
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// printf("cell: %d, %d particles\n", i, cellSize);
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if (cellSize > maxCellSize)
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{
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maxCellSize = cellSize;
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}
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}
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}
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printf("maximum particles per cell = %d\n", maxCellSize);
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}
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void
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ParticleSystem::dumpParticles(uint start, uint count)
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{
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// debug
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copyArrayFromDevice(m_hPos, 0, &m_cuda_posvbo_resource, sizeof(float)*4*count);
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copyArrayFromDevice(m_hVel, m_dVel, 0, sizeof(float)*4*count);
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for (uint i=start; i<start+count; i++)
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{
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// printf("%d: ", i);
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printf("pos: (%.4f, %.4f, %.4f, %.4f)\n", m_hPos[i*4+0], m_hPos[i*4+1], m_hPos[i*4+2], m_hPos[i*4+3]);
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printf("vel: (%.4f, %.4f, %.4f, %.4f)\n", m_hVel[i*4+0], m_hVel[i*4+1], m_hVel[i*4+2], m_hVel[i*4+3]);
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}
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}
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float *
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ParticleSystem::getArray(ParticleArray array)
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{
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assert(m_bInitialized);
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float *hdata = 0;
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float *ddata = 0;
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struct cudaGraphicsResource *cuda_vbo_resource = 0;
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switch (array)
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{
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default:
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case POSITION:
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hdata = m_hPos;
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ddata = m_dPos;
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cuda_vbo_resource = m_cuda_posvbo_resource;
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break;
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case VELOCITY:
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hdata = m_hVel;
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ddata = m_dVel;
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break;
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}
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copyArrayFromDevice(hdata, ddata, &cuda_vbo_resource, m_numParticles*4*sizeof(float));
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return hdata;
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}
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void
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ParticleSystem::setArray(ParticleArray array, const float *data, int start, int count)
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{
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assert(m_bInitialized);
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switch (array)
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{
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default:
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case POSITION:
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{
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if (m_bUseOpenGL)
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{
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unregisterGLBufferObject(m_cuda_posvbo_resource);
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glBindBuffer(GL_ARRAY_BUFFER, m_posVbo);
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glBufferSubData(GL_ARRAY_BUFFER, start*4*sizeof(float), count*4*sizeof(float), data);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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registerGLBufferObject(m_posVbo, &m_cuda_posvbo_resource);
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}
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else
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{
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copyArrayToDevice(m_cudaPosVBO, data, start*4*sizeof(float), count*4*sizeof(float));
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}
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}
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break;
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case VELOCITY:
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copyArrayToDevice(m_dVel, data, start*4*sizeof(float), count*4*sizeof(float));
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break;
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}
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}
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inline float frand()
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{
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return rand() / (float) RAND_MAX;
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}
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void
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ParticleSystem::initGrid(uint *size, float spacing, float jitter, uint numParticles)
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{
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srand(1973);
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for (uint z=0; z<size[2]; z++)
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{
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for (uint y=0; y<size[1]; y++)
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{
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for (uint x=0; x<size[0]; x++)
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{
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uint i = (z*size[1]*size[0]) + (y*size[0]) + x;
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if (i < numParticles)
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{
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m_hPos[i*4] = (spacing * x) + m_params.particleRadius - 1.0f + (frand()*2.0f-1.0f)*jitter;
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m_hPos[i*4+1] = (spacing * y) + m_params.particleRadius - 1.0f + (frand()*2.0f-1.0f)*jitter;
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m_hPos[i*4+2] = (spacing * z) + m_params.particleRadius - 1.0f + (frand()*2.0f-1.0f)*jitter;
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m_hPos[i*4+3] = 1.0f;
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m_hVel[i*4] = 0.0f;
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m_hVel[i*4+1] = 0.0f;
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m_hVel[i*4+2] = 0.0f;
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m_hVel[i*4+3] = 0.0f;
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}
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}
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}
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}
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}
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void
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ParticleSystem::reset(ParticleConfig config)
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{
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switch (config)
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{
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default:
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case CONFIG_RANDOM:
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{
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int p = 0, v = 0;
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for (uint i=0; i < m_numParticles; i++)
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{
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float point[3];
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point[0] = frand();
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point[1] = frand();
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point[2] = frand();
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m_hPos[p++] = 2 * (point[0] - 0.5f);
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m_hPos[p++] = 2 * (point[1] - 0.5f);
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m_hPos[p++] = 2 * (point[2] - 0.5f);
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m_hPos[p++] = 1.0f; // radius
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m_hVel[v++] = 0.0f;
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m_hVel[v++] = 0.0f;
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m_hVel[v++] = 0.0f;
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m_hVel[v++] = 0.0f;
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}
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}
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break;
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case CONFIG_GRID:
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{
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float jitter = m_params.particleRadius*0.01f;
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uint s = (int) ceilf(powf((float) m_numParticles, 1.0f / 3.0f));
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uint gridSize[3];
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gridSize[0] = gridSize[1] = gridSize[2] = s;
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initGrid(gridSize, m_params.particleRadius*2.0f, jitter, m_numParticles);
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}
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break;
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}
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setArray(POSITION, m_hPos, 0, m_numParticles);
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setArray(VELOCITY, m_hVel, 0, m_numParticles);
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}
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void
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ParticleSystem::addSphere(int start, float *pos, float *vel, int r, float spacing)
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{
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uint index = start;
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for (int z=-r; z<=r; z++)
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{
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for (int y=-r; y<=r; y++)
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{
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for (int x=-r; x<=r; x++)
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{
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float dx = x*spacing;
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float dy = y*spacing;
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float dz = z*spacing;
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float l = sqrtf(dx*dx + dy*dy + dz*dz);
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float jitter = m_params.particleRadius*0.01f;
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if ((l <= m_params.particleRadius*2.0f*r) && (index < m_numParticles))
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{
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m_hPos[index*4] = pos[0] + dx + (frand()*2.0f-1.0f)*jitter;
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m_hPos[index*4+1] = pos[1] + dy + (frand()*2.0f-1.0f)*jitter;
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m_hPos[index*4+2] = pos[2] + dz + (frand()*2.0f-1.0f)*jitter;
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m_hPos[index*4+3] = pos[3];
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|
|
|
m_hVel[index*4] = vel[0];
|
|
m_hVel[index*4+1] = vel[1];
|
|
m_hVel[index*4+2] = vel[2];
|
|
m_hVel[index*4+3] = vel[3];
|
|
index++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
setArray(POSITION, m_hPos, start, index);
|
|
setArray(VELOCITY, m_hVel, start, index);
|
|
}
|