ParticleFluidEmitter* Fluid::Create(PxPhysics* physics, PxScene* scene) { PxParticleFluid* pf; //Create particle system and set immutable properties PxU32 maxParticles = 4000; bool perParticleResetOffset = false; pf = physics->createParticleFluid(maxParticles, perParticleResetOffset); pf->setRestParticleDistance(0.3f); pf->setDynamicFriction(0.1f); pf->setStaticFriction(0.1f); pf->setDamping(0.1f); pf->setParticleMass(0.1f); pf->setRestitution(0.f); pf->setParticleBaseFlag(PxParticleBaseFlag::eCOLLISION_TWOWAY, true); pf->setStiffness(100); if (pf) { scene->addActor(*pf); ParticleFluidEmitter* m_particleEmmiter = new ParticleFluidEmitter(maxParticles, PxVec3(25.f, 10.f, 0.f), pf, .1f); m_particleEmmiter->setStartVelocityRange(-0.001f, -250.0f, -0.001f, 0.001f, -250.0f, 0.001f); return m_particleEmmiter; } else { return nullptr; } }
void PhysXState::InitParticles() { //create our particle system PxParticleFluid* pf; // create particle system in PhysX SDK // set immutable properties. PxU32 maxParticles = 500; bool perParticleRestOffset = false; pf = g_Physics->createParticleFluid(maxParticles, perParticleRestOffset); pf->setRestParticleDistance(1.5f); pf->setDynamicFriction(0.1); pf->setStaticFriction(0.1); pf->setDamping(0.1); pf->setParticleMass(.1); pf->setRestitution(0); pf->setParticleBaseFlag(PxParticleBaseFlag::eCOLLISION_TWOWAY, true); pf->setStiffness(100); if (pf) { g_PhysicsScene->addActor(*pf); m_particleEmitter = new ParticleFluidEmitter(maxParticles, PxVec3(0, 10, 0), pf, 0.05f); m_particleEmitter->setStartVelocityRange(-10.0f, 0, -10.0f, 10.0f, 0, 10.0f); m_particleEmitter->setSize(glm::vec3(0.5f, 0.5f, 0.5f)); m_particleEmitter->setColour(glm::vec4(0, 0, 0.9f, 1)); } }
PxParticleFluid* SampleParticles::createFluid(PxU32 maxParticles, PxReal restitution, PxReal viscosity, PxReal stiffness, PxReal dynamicFriction, PxReal particleDistance) { PxParticleFluid* fluid = getPhysics().createParticleFluid(maxParticles); runtimeAssert(fluid, "PxPhysics::createParticleFluid returned NULL\n"); fluid->setGridSize(5.0f); fluid->setMaxMotionDistance(0.3f); fluid->setRestOffset(particleDistance*0.3f); fluid->setContactOffset(particleDistance*0.3f*2); fluid->setDamping(0.0f); fluid->setRestitution(restitution); fluid->setDynamicFriction(dynamicFriction); fluid->setRestParticleDistance(particleDistance); fluid->setViscosity(viscosity); fluid->setStiffness(stiffness); fluid->setParticleReadDataFlag(PxParticleReadDataFlag::eVELOCITY_BUFFER, true); #if PX_SUPPORT_GPU_PHYSX fluid->setParticleBaseFlag(PxParticleBaseFlag::eGPU, mRunOnGpu); #endif getActiveScene().addActor(*fluid); runtimeAssert(fluid->getScene(), "PxScene::addActor failed\n"); #if PX_SUPPORT_GPU_PHYSX //check gpu flags after adding to scene, cpu fallback might have been used. mRunOnGpu = mRunOnGpu && (fluid->getParticleBaseFlags() & PxParticleBaseFlag::eGPU); #endif return fluid; }
void CurrentApp::LoadContent() { // setup gpass framebuffer m_gPassTarget = new RenderTarget(); m_gPassTarget->SetSize(1280, 720); m_gPassTarget->Initialise(); m_gPassTarget->AttachColourBuffer(0, GL_RGB8); //albedo m_gPassTarget->AttachColourBuffer(1, GL_RGB32F); //position m_gPassTarget->AttachColourBuffer(2, GL_RGB32F); //normal m_gPassTarget->AttachDepthBuffer(); m_gPassTarget->SetDrawBuffers(); // setup light framebuffer m_lightPassTarget = new RenderTarget(); m_lightPassTarget->SetSize(1280, 720); m_lightPassTarget->Initialise(); m_lightPassTarget->AttachColourBuffer(0, GL_RGB8); m_lightPassTarget->AttachDepthBuffer(); m_lightPassTarget->SetDrawBuffers(); CreateFullscreenQuad(); //Setting up Physx m_gravity = -9.8f; SetupPhysx(); SetupVisualDebugger(); //Set up a Player g_ControllerManager = PxCreateControllerManager(*g_PhysicsScene); PxCapsuleControllerDesc desc; desc.contactOffset = 0.05f; desc.height = 3.0f; desc.material = g_PhysicsMaterial; desc.nonWalkableMode = PxControllerNonWalkableMode::ePREVENT_CLIMBING_AND_FORCE_SLIDING; desc.climbingMode = PxCapsuleClimbingMode::eCONSTRAINED; desc.position = PxExtendedVec3(100, 200, 150); desc.radius = 2.0f; desc.stepOffset = 0.1f; g_PlayerCollisions = new PlayerCollisions(); desc.reportCallback = g_PlayerCollisions; g_PlayerController = g_ControllerManager->createController(desc); //Create a New Camera m_camera = new FlyCamera(); m_camera->SetupProjection(glm::pi<float>() * 0.25f, 16 / 9.f, 0.1f, 10000.f); m_camera->LookAt(vec3(100, 10, 10), vec3(0), vec3(0, 1, 0)); m_assetManager = new AssetManager(); m_renderer = new Renderer(m_assetManager); //Terrain Shit here m_terrain = m_renderer->CreateTerrain(); m_terrain->SetSize(30, 30); m_terrain->GenerateFromPerlin(); m_nodeMap = new NodeMap(); m_nodeMap->GenerateFromTerrain(m_terrain); ////Snow Particle m_snowEmitter = m_renderer->CreateParticle(); m_snowEmitter->ReadFile("./Content/Particles/Rain"); //m_snowEmitter->UseTexture("./Content/Particles/ROBOTUNICORN.png"); m_snowEmitter->SetPosition(glm::vec3(150, 400, 150)); m_snowEmitter->initalise(""); m_fairyEmitter = m_renderer->CreateParticle(); m_fairyEmitter->ReadFile("./Content/Particles/fairy"); m_fairyEmitter->SetPosition(glm::vec3(100, 130, 100)); m_fairyEmitter->initalise(""); //Load Renderables int cubeModel = m_assetManager->LoadModel("./Content/Renderables/cube.fbx"); int sphereModel = m_assetManager->LoadModel("./Content/Renderables/cube.fbx"); int bunnyModel = m_assetManager->LoadModel("./Content/Renderables/bunny.fbx"); int treeModel = m_assetManager->LoadModel("./Content/Renderables/Tree/AlanTree.fbx"); //m_assetManager->RecalculateNormals(treeModel); //LoadSkybox m_skybox = new Skybox(); std::vector<std::string> faces; faces.push_back("./Content/Textures/skyRight.png"); faces.push_back("./Content/Textures/skyLeft.png"); faces.push_back("./Content/Textures/skyTop.png"); faces.push_back("./Content/Textures/skyBottom.png"); faces.push_back("./Content/Textures/skyFront.png"); faces.push_back("./Content/Textures/skyBack.png"); m_skybox->Initialize(faces); //Load AI m_world = new World(m_nodeMap); //Load Lights m_light = m_renderer->CreateLight(); m_light->SetColour(glm::vec4(200, 255, 255, 1)); m_light->SetFallOff(200000); m_light->SetPosition(glm::vec3(150, 30, 150)); m_sunLight = m_renderer->CreateLight(); m_sunLight->SetColour(glm::vec4(50, 50, 80, 1)); m_sunLight->SetFallOff(1000000); m_sunLight->SetPosition(glm::vec3(0, 200, 0)); //create our particle system PxParticleFluid* pf; // create particle system in PhysX SDK // set immutable properties. PxU32 maxParticles = 200; bool perParticleRestOffset = false; pf = g_Physics->createParticleFluid(maxParticles, perParticleRestOffset); pf->setRestParticleDistance(3.0f); pf->setDynamicFriction(0); pf->setStaticFriction(0); pf->setDamping(0); pf->setParticleMass(30); pf->setRestitution(0); //pf->setParticleReadDataFlag(PxParticleReadDataFlag::eDENSITY_BUFFER, // true); pf->setParticleBaseFlag(PxParticleBaseFlag::eCOLLISION_TWOWAY, true); pf->setStiffness(300); if (pf) { float multiplier = 10.0f; g_PhysicsScene->addActor(*pf); m_particleEmitter = new ParticleFluidEmitter(maxParticles, PxVec3(150, 120, 150), pf, .05f); m_particleEmitter->setStartVelocityRange(-0.001f, -6000.0f * multiplier, -0.001f, 0.001f, -6000.0f * multiplier, 0.001f); } for (int i = 0; i < 5; ++i) { m_AI[i] = new UtilityAI(m_assetManager, m_world, m_nodeMap); Renderable* renderBox = m_renderer->CreateRenderable(); renderBox->SetModel(bunnyModel); renderBox->SetScale(glm::vec3(0.01f, 0.01f, 0.01f)); renderBox->SetTexture(LoadTexture("./Content/Renderables/white.png")); m_AI[i]->SetRenderable(renderBox); } for (int i = 0; i < 50; ++i) { m_trees[i] = m_renderer->CreateRenderable(); m_trees[i]->SetModel(treeModel); glm::vec3 position = m_nodeMap->GetClosestNode(glm::vec3(40 + rand() % 220, 40 + rand() % 220, 40 + rand() % 220))->GetPos(); position.y -= 1; m_trees[i]->SetPosition(position); m_trees[i]->Rotate(glm::vec3(1, 0, 0), -(3.14159265f / 2.0f)); m_trees[i]->Rotate(glm::vec3(0, 0, 1), rand() % 200 / 100.0f); float randVal = rand() % 120 / 120.f; m_trees[i]->SetScale(glm::vec3(0.2f + randVal, 0.2f + randVal, 0.2f + randVal)); } //Define a Plane PxTransform pose = PxTransform(PxVec3(0.0f, 5, 0.0f), PxQuat(PxHalfPi*1.0f, PxVec3(0.0f, 0.0f, 1.0f))); PxRigidStatic* plane = PxCreateStatic(*g_Physics, pose, PxPlaneGeometry(), *g_PhysicsMaterial); //Add the plane to the Physx Scene g_PhysicsScene->addActor(*plane); m_terrain->AddPhysicsShape(g_PhysicsScene, g_Physics); //Disable the mouse SetCursorPos(0, 0); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); }