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147 lines
4.9 KiB
C++
147 lines
4.9 KiB
C++
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef __PARTICLESYSTEM_H__
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#define __PARTICLESYSTEM_H__
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#define DEBUG_GRID 0
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#define DO_TIMING 0
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#include <helper_functions.h>
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#include "particles_kernel.cuh"
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#include "vector_functions.h"
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// Particle system class
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class ParticleSystem {
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public:
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ParticleSystem(uint numParticles, uint3 gridSize, bool bUseOpenGL);
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~ParticleSystem();
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enum ParticleConfig { CONFIG_RANDOM, CONFIG_GRID, _NUM_CONFIGS };
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enum ParticleArray {
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POSITION,
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VELOCITY,
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};
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void update(float deltaTime);
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void reset(ParticleConfig config);
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float *getArray(ParticleArray array);
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void setArray(ParticleArray array, const float *data, int start, int count);
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int getNumParticles() const { return m_numParticles; }
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unsigned int getCurrentReadBuffer() const { return m_posVbo; }
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unsigned int getColorBuffer() const { return m_colorVBO; }
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void *getCudaPosVBO() const { return (void *)m_cudaPosVBO; }
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void *getCudaColorVBO() const { return (void *)m_cudaColorVBO; }
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void dumpGrid();
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void dumpParticles(uint start, uint count);
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void setIterations(int i) { m_solverIterations = i; }
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void setDamping(float x) { m_params.globalDamping = x; }
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void setGravity(float x) { m_params.gravity = make_float3(0.0f, x, 0.0f); }
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void setCollideSpring(float x) { m_params.spring = x; }
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void setCollideDamping(float x) { m_params.damping = x; }
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void setCollideShear(float x) { m_params.shear = x; }
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void setCollideAttraction(float x) { m_params.attraction = x; }
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void setColliderPos(float3 x) { m_params.colliderPos = x; }
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float getParticleRadius() { return m_params.particleRadius; }
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float3 getColliderPos() { return m_params.colliderPos; }
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float getColliderRadius() { return m_params.colliderRadius; }
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uint3 getGridSize() { return m_params.gridSize; }
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float3 getWorldOrigin() { return m_params.worldOrigin; }
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float3 getCellSize() { return m_params.cellSize; }
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void addSphere(int index, float *pos, float *vel, int r, float spacing);
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protected: // methods
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ParticleSystem() {}
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uint createVBO(uint size);
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void _initialize(int numParticles);
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void _finalize();
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void initGrid(uint *size, float spacing, float jitter, uint numParticles);
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protected: // data
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bool m_bInitialized, m_bUseOpenGL;
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uint m_numParticles;
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// CPU data
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float *m_hPos; // particle positions
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float *m_hVel; // particle velocities
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uint *m_hParticleHash;
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uint *m_hCellStart;
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uint *m_hCellEnd;
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// GPU data
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float *m_dPos;
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float *m_dVel;
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float *m_dSortedPos;
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float *m_dSortedVel;
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// grid data for sorting method
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uint *m_dGridParticleHash; // grid hash value for each particle
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uint *m_dGridParticleIndex; // particle index for each particle
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uint *m_dCellStart; // index of start of each cell in sorted list
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uint *m_dCellEnd; // index of end of cell
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uint m_gridSortBits;
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uint m_posVbo; // vertex buffer object for particle positions
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uint m_colorVBO; // vertex buffer object for colors
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float *m_cudaPosVBO; // these are the CUDA deviceMem Pos
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float *m_cudaColorVBO; // these are the CUDA deviceMem Color
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struct cudaGraphicsResource
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*m_cuda_posvbo_resource; // handles OpenGL-CUDA exchange
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struct cudaGraphicsResource
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*m_cuda_colorvbo_resource; // handles OpenGL-CUDA exchange
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// params
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SimParams m_params;
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uint3 m_gridSize;
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uint m_numGridCells;
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StopWatchInterface *m_timer;
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uint m_solverIterations;
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};
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#endif // __PARTICLESYSTEM_H__
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