194 lines
5.6 KiB
C++
194 lines
5.6 KiB
C++
/*
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* Copyright 1993-2006 NVIDIA Corporation. All rights reserved.
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*
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* NOTICE TO USER:
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*
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* This source code is subject to NVIDIA ownership rights under U.S. and
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* international Copyright laws.
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*
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* NVIDIA MAKES NO REPRESENTATION ABOUT THE SUITABILITY OF THIS SOURCE
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* CODE FOR ANY PURPOSE. IT IS PROVIDED "AS IS" WITHOUT EXPRESS OR
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* IMPLIED WARRANTY OF ANY KIND. NVIDIA DISCLAIMS ALL WARRANTIES WITH
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* REGARD TO THIS SOURCE CODE, INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY, NONINFRINGEMENT, AND FITNESS FOR A PARTICULAR PURPOSE.
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* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE
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* OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE
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* OR PERFORMANCE OF THIS SOURCE CODE.
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*
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* U.S. Government End Users. This source code is a "commercial item" as
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* that term is defined at 48 C.F.R. 2.101 (OCT 1995), consisting of
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* "commercial computer software" and "commercial computer software
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* documentation" as such terms are used in 48 C.F.R. 12.212 (SEPT 1995)
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* and is provided to the U.S. Government only as a commercial end item.
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* Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through
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* 227.7202-4 (JUNE 1995), all U.S. Government End Users acquire the
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* source code with only those rights set forth herein.
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*/
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#ifndef __BODYSYSTEMCUDA_H__
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#define __BODYSYSTEMCUDA_H__
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#define DEBUG_GRID 0
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#define DO_TIMING 0
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#include "particles_kernel.cuh"
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#include "vector_functions.h"
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#include "LinearMath/btAlignedObjectArray.h"
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// CUDA BodySystem: runs on the GPU
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class ParticleSystem
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{
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public:
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ParticleSystem(uint numParticles, uint3 gridSize);
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~ParticleSystem();
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enum ParticleConfig
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{
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CONFIG_RANDOM,
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CONFIG_GRID,
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_NUM_CONFIGS
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};
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enum ParticleArray
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{
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POSITION,
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VELOCITY,
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};
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enum SimulationMode
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{
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SIMULATION_CUDA,
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SIMULATION_BULLET_CPU,
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SIMULATION_NUM_MODES
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};
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void update(float deltaTime);
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void updateCuda(float deltaTime);
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void updateBullet(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[m_currentPosRead]; }
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unsigned int getColorBuffer() const { return m_colorVBO; }
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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(float4 x) { m_params.colliderPos = x; }
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float getParticleRadius() { return m_params.particleRadius; }
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float4 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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SimulationMode getSimulationMode() const
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{
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return m_simulationMode;
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}
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void setSimulationMode(SimulationMode mode)
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{
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m_simulationMode=mode;
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}
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void debugDraw();
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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:
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// Bullet data
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void initializeBullet();
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void finalizeBullet();
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class btDiscreteDynamicsWorld* m_dynamicsWorld;
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class btDefaultCollisionConfiguration* m_collisionConfiguration;
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class btCollisionDispatcher* m_dispatcher;
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// class btCudaBroadphase* m_broadphase;
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class btBroadphaseInterface* m_broadphase;
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class btSequentialImpulseConstraintSolver* m_constraintSolver;
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btAlignedObjectArray<class btRigidBody*> m_bulletParticles;
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btRigidBody* m_bulletCollider;
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float* copyBuffersFromDeviceToHost();
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void copyBuffersFromHostToDevice();
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protected: // data
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bool m_bInitialized;
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uint m_numParticles;
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// CPU data
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float* m_hPos;
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float* m_hVel;
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uint* m_hGridCounters;
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uint* m_hGridCells;
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uint* m_hParticleHash;
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uint* m_hCellStart;
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// GPU data
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float* m_dPos[2];
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float* m_dVel[2];
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float* m_dSortedPos;
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float* m_dSortedVel;
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// uniform grid data
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uint* m_dGridCounters; // counts number of entries per grid cell
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uint* m_dGridCells; // contains indices of up to "m_maxParticlesPerCell" particles per cell
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uint* m_dParticleHash[2];
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uint* m_dCellStart;
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uint m_posVbo[2];
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uint m_colorVBO;
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uint m_currentPosRead, m_currentVelRead;
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uint m_currentPosWrite, m_currentVelWrite;
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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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uint m_maxParticlesPerCell;
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uint m_timer;
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uint m_solverIterations;
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SimulationMode m_simulationMode;
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};
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#endif // __BODYSYSTEMCUDA_H__
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