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545 lines
17 KiB
C++
545 lines
17 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: particle system code
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//
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//===========================================================================//
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#include "tier0/platform.h"
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#include "particles/particles.h"
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#include "filesystem.h"
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#include "tier2/tier2.h"
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#include "tier2/fileutils.h"
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#include "tier1/UtlStringMap.h"
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#include "tier1/strtools.h"
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#ifdef USE_BLOBULATOR
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// TODO: These should be in public by the time the SDK ships
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#include "../common/blobulator/Physics/PhysParticle.h"
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#include "../common/blobulator/Physics/PhysParticleCache_inl.h"
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#include "../common/blobulator/Physics/PhysTiler.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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class C_OP_RandomForce : public CParticleOperatorInstance
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{
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DECLARE_PARTICLE_OPERATOR( C_OP_RandomForce );
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uint32 GetWrittenAttributes( void ) const
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{
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return 0;
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}
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uint32 GetReadAttributes( void ) const
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{
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return 0;
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}
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virtual void AddForces( FourVectors *pAccumulatedForces,
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CParticleCollection *pParticles,
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int nBlocks,
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float flStrength,
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void *pContext ) const;
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Vector m_MinForce;
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Vector m_MaxForce;
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};
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void C_OP_RandomForce::AddForces( FourVectors *pAccumulatedForces,
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CParticleCollection *pParticles,
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int nBlocks,
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float flStrength,
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void *pContext ) const
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{
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FourVectors box_min,box_max;
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box_min.DuplicateVector( m_MinForce * flStrength );
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box_max.DuplicateVector( m_MaxForce * flStrength);
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box_max -= box_min;
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int nContext = GetSIMDRandContext();
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for(int i=0;i<nBlocks;i++)
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{
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pAccumulatedForces->x = AddSIMD(
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pAccumulatedForces->x, AddSIMD( box_min.x, MulSIMD( box_max.x, RandSIMD( nContext) ) ) );
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pAccumulatedForces->y = AddSIMD(
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pAccumulatedForces->y, AddSIMD( box_min.y, MulSIMD( box_max.y, RandSIMD( nContext) ) ) );
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pAccumulatedForces->z = AddSIMD(
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pAccumulatedForces->z, AddSIMD( box_min.z, MulSIMD( box_max.z, RandSIMD( nContext) ) ) );
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pAccumulatedForces++;
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}
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ReleaseSIMDRandContext( nContext );
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}
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DEFINE_PARTICLE_OPERATOR( C_OP_RandomForce, "random force", OPERATOR_GENERIC );
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BEGIN_PARTICLE_OPERATOR_UNPACK( C_OP_RandomForce )
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DMXELEMENT_UNPACK_FIELD( "min force", "0 0 0", Vector, m_MinForce )
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DMXELEMENT_UNPACK_FIELD( "max force", "0 0 0", Vector, m_MaxForce )
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END_PARTICLE_OPERATOR_UNPACK( C_OP_RandomForce )
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class C_OP_TwistAroundAxis : public CParticleOperatorInstance
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{
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DECLARE_PARTICLE_OPERATOR( C_OP_TwistAroundAxis );
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uint32 GetWrittenAttributes( void ) const
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{
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return 0;
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}
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uint32 GetReadAttributes( void ) const
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{
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return PARTICLE_ATTRIBUTE_XYZ_MASK;
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}
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virtual void AddForces( FourVectors *pAccumulatedForces,
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CParticleCollection *pParticles,
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int nBlocks,
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float flStrength,
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void *pContext ) const;
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float m_fForceAmount;
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Vector m_TwistAxis;
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bool m_bLocalSpace;
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};
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void C_OP_TwistAroundAxis::AddForces( FourVectors *pAccumulatedForces,
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CParticleCollection *pParticles,
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int nBlocks,
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float flStrength,
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void *pContext ) const
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{
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FourVectors Twist_AxisInWorldSpace;
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Twist_AxisInWorldSpace.DuplicateVector( pParticles->TransformAxis( m_TwistAxis, m_bLocalSpace ) );
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Twist_AxisInWorldSpace.VectorNormalize();
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Vector vecCenter;
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pParticles->GetControlPointAtTime( 0, pParticles->m_flCurTime, &vecCenter );
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FourVectors Center;
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Center.DuplicateVector( vecCenter );
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size_t nPosStride;
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fltx4 ForceScale = ReplicateX4( m_fForceAmount * flStrength );
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const FourVectors *pPos=pParticles->Get4VAttributePtr( PARTICLE_ATTRIBUTE_XYZ, &nPosStride );
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for(int i=0;i<nBlocks;i++)
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{
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FourVectors ofs=*pPos;
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ofs -= Center;
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fltx4 bGoodLen = CmpGtSIMD( ofs*ofs, Four_Epsilons );
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ofs.VectorNormalize();
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FourVectors parallel_comp=ofs;
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parallel_comp *= ( ofs*Twist_AxisInWorldSpace );
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ofs-=parallel_comp;
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bGoodLen = AndSIMD( bGoodLen, CmpGtSIMD( ofs*ofs, Four_Epsilons ) );
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ofs.VectorNormalize();
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FourVectors TangentialForce = ofs ^ Twist_AxisInWorldSpace;
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TangentialForce *= ForceScale;
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TangentialForce.x = AndSIMD( TangentialForce.x, bGoodLen );
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TangentialForce.y = AndSIMD( TangentialForce.y, bGoodLen );
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TangentialForce.z = AndSIMD( TangentialForce.z, bGoodLen );
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*(pAccumulatedForces++) += TangentialForce;
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pPos += nPosStride;
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}
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}
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DEFINE_PARTICLE_OPERATOR( C_OP_TwistAroundAxis, "twist around axis", OPERATOR_GENERIC );
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BEGIN_PARTICLE_OPERATOR_UNPACK( C_OP_TwistAroundAxis )
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DMXELEMENT_UNPACK_FIELD( "amount of force", "0", float, m_fForceAmount )
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DMXELEMENT_UNPACK_FIELD( "twist axis", "0 0 1", Vector, m_TwistAxis )
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DMXELEMENT_UNPACK_FIELD( "object local space axis 0/1","0", bool, m_bLocalSpace )
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END_PARTICLE_OPERATOR_UNPACK( C_OP_TwistAroundAxis )
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class C_OP_AttractToControlPoint : public CParticleOperatorInstance
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{
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DECLARE_PARTICLE_OPERATOR( C_OP_AttractToControlPoint );
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uint32 GetWrittenAttributes( void ) const
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{
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return 0;
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}
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uint32 GetReadAttributes( void ) const
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{
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return 0;
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}
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virtual uint64 GetReadControlPointMask() const
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{
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return 1ULL << m_nControlPointNumber;
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}
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virtual void AddForces( FourVectors *pAccumulatedForces,
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CParticleCollection *pParticles,
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int nBlocks,
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float flStrength,
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void *pContext ) const;
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float m_fForceAmount;
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float m_fFalloffPower;
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int m_nControlPointNumber;
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};
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void C_OP_AttractToControlPoint::AddForces( FourVectors *pAccumulatedForces,
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CParticleCollection *pParticles,
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int nBlocks,
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float flStrength,
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void *pContext ) const
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{
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int power_frac=-4.0*m_fFalloffPower; // convert to what pow_fixedpoint_exponent_simd wants
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fltx4 fForceScale=ReplicateX4( -m_fForceAmount * flStrength );
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Vector vecCenter;
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pParticles->GetControlPointAtTime( m_nControlPointNumber, pParticles->m_flCurTime, &vecCenter );
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FourVectors Center;
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Center.DuplicateVector( vecCenter );
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size_t nPosStride;
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const FourVectors *pPos=pParticles->Get4VAttributePtr( PARTICLE_ATTRIBUTE_XYZ, &nPosStride );
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for(int i=0;i<nBlocks;i++)
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{
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FourVectors ofs=*pPos;
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ofs -= Center;
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fltx4 len = ofs.length();
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ofs *= MulSIMD( fForceScale, ReciprocalSaturateSIMD( len )); // normalize and scale
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ofs *= Pow_FixedPoint_Exponent_SIMD( len, power_frac ); // * 1/pow(dist, exponent)
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fltx4 bGood = CmpGtSIMD( len, Four_Epsilons );
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ofs.x = AndSIMD( bGood, ofs.x );
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ofs.y = AndSIMD( bGood, ofs.y );
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ofs.z = AndSIMD( bGood, ofs.z );
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*(pAccumulatedForces++) += ofs;
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pPos += nPosStride;
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}
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}
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DEFINE_PARTICLE_OPERATOR( C_OP_AttractToControlPoint, "Pull towards control point", OPERATOR_GENERIC );
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BEGIN_PARTICLE_OPERATOR_UNPACK( C_OP_AttractToControlPoint )
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DMXELEMENT_UNPACK_FIELD( "amount of force", "0", float, m_fForceAmount )
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DMXELEMENT_UNPACK_FIELD( "falloff power", "2", float, m_fFalloffPower )
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DMXELEMENT_UNPACK_FIELD( "control point number", "0", int, m_nControlPointNumber )
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END_PARTICLE_OPERATOR_UNPACK( C_OP_AttractToControlPoint )
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#undef USE_BLOBULATOR // TODO (Ilya): Must fix this code
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#ifdef USE_BLOBULATOR
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class C_OP_LennardJonesForce : public CParticleOperatorInstance
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{
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DECLARE_PARTICLE_OPERATOR( C_OP_LennardJonesForce );
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uint32 GetWrittenAttributes( void ) const
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{
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return 0;
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}
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uint32 GetReadAttributes( void ) const
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{
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return 0;
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}
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void InitParams( CParticleSystemDefinition *pDef, CDmxElement *pElement )
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{
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//m_pParticleCache = new ParticleCache(m_fInteractionRadius);
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m_pPhysTiler = new PhysTiler(m_fInteractionRadius);
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}
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virtual void AddForces( FourVectors *pAccumulatedForces,
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CParticleCollection *pParticles,
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int nBlocks,
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float flStrength,
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void *pContext ) const;
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// TODO: Have to destroy PhysTiler in destructor somewhere!!!!
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//ParticleCache* m_pParticleCache;
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PhysTiler* m_pPhysTiler;
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float m_fInteractionRadius;
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float m_fSurfaceTension;
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float m_fLennardJonesRepulsion;
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float m_fLennardJonesAttraction;
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float m_fMaxRepulsion;
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float m_fMaxAttraction;
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private:
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//virtual void addParticleForce(PhysParticle* a, PhysParticleCacheNode* bcn, float flStrength, float ts) const;
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virtual void addParticleForce(PhysParticle* a, PhysParticle* b, float distSq, float flStrength, float ts) const;
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};
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// TODO: I should make sure I don't have divide by zero errors.
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// TODO: ts is not used
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void C_OP_LennardJonesForce::addParticleForce(PhysParticle* a, PhysParticle* b, float distSq, float flStrength, float ts) const
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{
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float d = sqrtf(distSq);
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//========================================================
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// based on equation of force between two molecules which is
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// factor * ((distance/bond_length)^-7 - (distance/bond_length)^-13)
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float f;
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if(a->group == b->group) // In the same group
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{
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float p = a->radius * 2.0f / (d+FLT_EPSILON);
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float p2 = p * p;
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float p4 = p2 * p2;
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// Surface tension:
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//Notes:
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// Can average the neighbor count between the two particles...
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// I tried this, and discovered that rather than averaging, I can take maybe take the
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// larger of the two neighbor counts, so the attraction between two particles on the surface will be strong, but
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// the attraction between a particle inside and a particle on the surface will be weak. I can also try
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// taking the min so that the attraction between a particle on the surface and a particle inside the fluid will
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// be strong, but the attraction between two particles completely on the inside will be weak.
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//
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// int symmetric_neighbor_count = min(a->neighbor_count, b->neighbor_count);
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//
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// Can try having neighbors only cause stronger attraction (no repulsion)
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// Can try lower exponents for the LennardJones forces.
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// This is a trick to prevent single particles from floating off... the less neighbors a particle has.. the more it sticks
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// This also tends to simulate surface tension
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float surface_tension_modifier = ((24.0f * m_fSurfaceTension) / (a->neighbor_count + b->neighbor_count + 0.1f)) + 1.0f;
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//float lennard_jones_force = fLennardJones * 2.0f * (p2 - (p4 * p4));
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float lennard_jones_force = m_fLennardJonesAttraction * p2 - m_fLennardJonesRepulsion*p4;
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f = surface_tension_modifier * lennard_jones_force;
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// This is some older code:
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//f = ((35.0f * LampScene::simulationSurfaceTension) / (a->neighbor_count + 0.1f)) * (p2 - (p4 * p4));
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// used to be 68'
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//float factor = (b->neighbor_count < 13 && neighbor_count < 13 ? 4.0f : 0.5f);
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//f = factor * (p2 - (p2 * p2 * p2 * p2));
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}
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else
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{
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// This was 3.5 ... made 3.0 so particles get closer when they collide
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if(d > a->radius * 3.0f) return;
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float p = a->radius * 4.0f / d;
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f = -1.0f * p * p;
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}
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// These checks are great to have, but are they really necessary?
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// It might also be good to have a limit on velocity
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// Attraction is a positive value.
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// Repulsion is negative.
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if(f < -m_fMaxRepulsion) f = -m_fMaxRepulsion;
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if(f > m_fMaxAttraction) f = m_fMaxAttraction;
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Point3D scaledr = (b->center - a->center) * (f/(d+FLT_EPSILON)); // Dividing by d scales distance down to a unit vector
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a->force.add(scaledr);
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b->force.subtract(scaledr);
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}
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void C_OP_LennardJonesForce::AddForces( FourVectors *pAccumulatedForces,
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CParticleCollection *pParticles,
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int nBlocks,
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float flStrength,
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void *pContext ) const
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{
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int nParticles = pParticles->m_nActiveParticles; // Not sure if this is correct!
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size_t nPosStride;
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const FourVectors *pPos=pParticles->Get4VAttributePtr( PARTICLE_ATTRIBUTE_XYZ, &nPosStride );
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// The +4 is because particles are stored by PET in blocks of 4
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// However, not every block is full. Thus, nParticles may be
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// less than nBlocks*4. Could get rid of this if the swizzling/unswizzling
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// loop were better written.
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static SmartArray<PhysParticle> imp_particles_sa; // This doesn't specify alignment, might have problems with SSE
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while(imp_particles_sa.size < nParticles+4)
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{
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imp_particles_sa.pushAutoSize(PhysParticle());
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}
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/*
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size_t nPrevPosStride;
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const FourVectors *pPrevPos=pParticles->Get4VAttributePtr( PARTICLE_ATTRIBUTE_PREV_XYZ, &nPrevPosStride );
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*/
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//m_pParticleCache->beginFrame();
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//m_pParticleCache->beginTile(nParticles);
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m_pPhysTiler->beginFrame(Point3D(0.0f, 0.0f, 0.0f));
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// Unswizzle from the FourVectors format into particles
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for(int i=0, p=0;i<nBlocks;i++)
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{
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FourVectors ofs=*pPos;
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PhysParticle* particle = &(imp_particles_sa[p]);
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particle->force.clear();
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if(p < nParticles)
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{
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particle->center = ofs.Vec(0);
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particle->group = 0;
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particle->neighbor_count = 0;
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m_pPhysTiler->insertParticle(particle);
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}
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p++;
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particle = &(imp_particles_sa[p]);
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particle->force.clear();
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if(p < nParticles)
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{
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particle->center = ofs.Vec(1);
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particle->group = 0;
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particle->neighbor_count = 0;
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m_pPhysTiler->insertParticle(particle);
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}
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p++;
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particle = &(imp_particles_sa[p]);
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particle->force.clear();
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if(p < nParticles)
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{
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particle->center = ofs.Vec(2);
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particle->group = 0;
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particle->neighbor_count = 0;
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m_pPhysTiler->insertParticle(particle);
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}
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p++;
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particle = &(imp_particles_sa[p]);
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particle->force.clear();
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if(p < nParticles)
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{
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particle->center = ofs.Vec(3);
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particle->group = 0;
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particle->neighbor_count = 0;
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m_pPhysTiler->insertParticle(particle);
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}
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p++;
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pPos += nPosStride;
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}
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m_pPhysTiler->processTiles();
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float timeStep = 1.0f; // This should be customizable
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float nearNeighborInteractionRadius = 2.3f;
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float nearNeighborInteractionRadiusSq = nearNeighborInteractionRadius * nearNeighborInteractionRadius;
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PhysParticleCache* pCache = m_pPhysTiler->getParticleCache();
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// Calculate number of near neighbors for each particle
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for(int i = 0; i < nParticles; i++)
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{
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PhysParticle *b1 = &(imp_particles_sa[i]);
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PhysParticleAndDist* node = pCache->get(b1);
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while(node->particle != NULL)
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{
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PhysParticle* b2 = node->particle;
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// Compare addresses of the two particles. This makes sure we apply a force only once between a pair of particles.
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if(b1 < b2 && node->distSq < nearNeighborInteractionRadiusSq)
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{
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b1->neighbor_count++;
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b2->neighbor_count++;
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}
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node++;
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}
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}
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// Calculate forces on particles due to other particles
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for(int i = 0; i < nParticles; i++)
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{
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PhysParticle *b1 = &(imp_particles_sa[i]);
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PhysParticleAndDist* node = pCache->get(b1);
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while(node->particle != NULL)
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{
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PhysParticle* b2 = node->particle;
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// Compare addresses of the two particles. This makes sure we apply a force only once between a pair of particles.
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if(b1 < b2)
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{
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addParticleForce(b1, b2, node->distSq, flStrength, timeStep);
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}
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node++;
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}
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}
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/*
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for(ParticleListNode* bit3 = particles; bit3; bit3 = bit3->next)
|
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{
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|
Particle* b = bit3->particle;
|
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b->prev_group = b->group; // Set prev group
|
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//b1->addDirDragForce();
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b->move(ts); // Move the particle (it should never be used again until next iteration)
|
|
}
|
|
*/
|
|
|
|
m_pPhysTiler->endFrame();
|
|
|
|
// Swizzle forces back into FourVectors format
|
|
for(int i=0;i<nBlocks;i++)
|
|
{
|
|
pAccumulatedForces->X(0) += imp_particles_sa[i*4].force[0];
|
|
pAccumulatedForces->Y(0) += imp_particles_sa[i*4].force[1];
|
|
pAccumulatedForces->Z(0) += imp_particles_sa[i*4].force[2];
|
|
|
|
pAccumulatedForces->X(1) += imp_particles_sa[i*4+1].force[0];
|
|
pAccumulatedForces->Y(1) += imp_particles_sa[i*4+1].force[1];
|
|
pAccumulatedForces->Z(1) += imp_particles_sa[i*4+1].force[2];
|
|
|
|
pAccumulatedForces->X(2) += imp_particles_sa[i*4+2].force[0];
|
|
pAccumulatedForces->Y(2) += imp_particles_sa[i*4+2].force[1];
|
|
pAccumulatedForces->Z(2) += imp_particles_sa[i*4+2].force[2];
|
|
|
|
pAccumulatedForces->X(3) += imp_particles_sa[i*4+3].force[0];
|
|
pAccumulatedForces->Y(3) += imp_particles_sa[i*4+3].force[1];
|
|
pAccumulatedForces->Z(3) += imp_particles_sa[i*4+3].force[2];
|
|
|
|
pAccumulatedForces++;
|
|
}
|
|
|
|
}
|
|
|
|
DEFINE_PARTICLE_OPERATOR( C_OP_LennardJonesForce, "lennard jones force", OPERATOR_GENERIC );
|
|
|
|
BEGIN_PARTICLE_OPERATOR_UNPACK( C_OP_LennardJonesForce )
|
|
DMXELEMENT_UNPACK_FIELD( "interaction radius", "4", float, m_fInteractionRadius )
|
|
DMXELEMENT_UNPACK_FIELD( "surface tension", "1", float, m_fSurfaceTension )
|
|
DMXELEMENT_UNPACK_FIELD( "lennard jones attractive force", "1", float, m_fLennardJonesAttraction )
|
|
DMXELEMENT_UNPACK_FIELD( "lennard jones repulsive force", "1", float, m_fLennardJonesRepulsion )
|
|
DMXELEMENT_UNPACK_FIELD( "max repulsion", "100", float, m_fMaxRepulsion )
|
|
DMXELEMENT_UNPACK_FIELD( "max attraction", "100", float, m_fMaxAttraction )
|
|
END_PARTICLE_OPERATOR_UNPACK( C_OP_LennardJonesForce )
|
|
|
|
#endif
|
|
|
|
|
|
void AddBuiltInParticleForceGenerators( void )
|
|
{
|
|
REGISTER_PARTICLE_OPERATOR( FUNCTION_FORCEGENERATOR, C_OP_RandomForce );
|
|
REGISTER_PARTICLE_OPERATOR( FUNCTION_FORCEGENERATOR, C_OP_TwistAroundAxis );
|
|
REGISTER_PARTICLE_OPERATOR( FUNCTION_FORCEGENERATOR, C_OP_AttractToControlPoint );
|
|
#ifdef USE_BLOBULATOR
|
|
REGISTER_PARTICLE_OPERATOR( FUNCTION_FORCEGENERATOR, C_OP_LennardJonesForce );
|
|
#endif
|
|
}
|
|
|