//simple routine to render our particles
void ParticleFluidEmitter::renderParticles()
{
	// lock SDK buffers of *PxParticleSystem* ps for reading
	PxParticleFluidReadData * fd = m_pf->lockParticleFluidReadData();
	// access particle data from PxParticleReadData
	float minX =1000,maxX = -1000,minZ = 1000,maxZ = -1000,minY = 1000,maxY = -1000;
	if (fd)
	{
		PxStrideIterator<const PxParticleFlags> flagsIt(fd->flagsBuffer);
		PxStrideIterator<const PxVec3> positionIt(fd->positionBuffer);
		PxStrideIterator<const PxF32> densityIt(fd->densityBuffer);
		for (unsigned i = 0; i < fd->validParticleRange; ++i, ++flagsIt, ++positionIt,++densityIt)
		{
			if (*flagsIt & PxParticleFlag::eVALID)
			{
				//density tells us how many neighbours a particle has.  
				//If it has a density of 0 it has no neighbours, 1 is maximum neighbouts
				//we can use this to decide if the particle is seperate or part of a larger body of fluid
				glm::vec3 pos(positionIt->x,positionIt->y,positionIt->z);

				//glm::vec4 colournoise = glm::vec4(((float)(rand() % 100)) / 100, ((float)(rand() % 100)) / 100, ((float)(rand() % 100)) / 100, 1);
				glm::vec4 colour = glm::vec4(0.196f, 0.518f, 0.749f, 1.0f);
				//colour.a = 1;

				Gizmos::addAABBFilled(pos, glm::vec3(.12, .12, .12), colour);
				//Gizmos::addDisk(pos, 0.1f, 6, glm::vec4(1, 0, 1, 1));
			}
		}
		// return ownership of the buffers back to the SDK
		fd->unlock();
	}
}
//simple routine to render our particles
void ParticleFluidEmitter::renderParticles()
{
	// lock SDK buffers of *PxParticleSystem* ps for reading
	PxParticleFluidReadData * fd = m_pf->lockParticleFluidReadData();
	// access particle data from PxParticleReadData
	float minX =1000,maxX = -1000,minZ = 1000,maxZ = -1000,minY = 1000,maxY = -1000;
	if (fd)
	{
		PxStrideIterator<const PxParticleFlags> flagsIt(fd->flagsBuffer);
		PxStrideIterator<const PxVec3> positionIt(fd->positionBuffer);
		PxStrideIterator<const PxF32> densityIt(fd->densityBuffer);
		for (unsigned i = 0; i < fd->validParticleRange; ++i, ++flagsIt, ++positionIt,++densityIt)
		{
			if (*flagsIt & PxParticleFlag::eVALID)
			{
				//density tells us how many neighbours a particle has.  
				//If it has a density of 0 it has no neighbours, 1 is maximum neighbouts
				//we can use this to decide if the particle is seperate or part of a larger body of fluid
				glm::vec3 pos(positionIt->x,positionIt->y,positionIt->z);
				
				Gizmos::addAABBFilled(pos, m_size, m_colour, nullptr, false);
			}
		}
		// return ownership of the buffers back to the SDK
		fd->unlock();
	}
}
Пример #3
0
void ParticleEmitter::Draw(RenderingEngine& _renderer) {
	// Lock SDK buffers of *PxParticleSystem* ps for reading
	PxParticleFluidReadData * fd = particleFluid->lockParticleFluidReadData();
	// Access particle data from PxParticleReadData
	float minX = 1000, maxX = -1000, minZ = 1000, maxZ = -1000, minY = 1000, maxY = -1000;
	if (fd) {
		PxStrideIterator<const PxParticleFlags> flagsIt(fd->flagsBuffer);
		PxStrideIterator<const PxVec3> positionIt(fd->positionBuffer);
		PxStrideIterator<const PxF32> densityIt(fd->densityBuffer);
		for (unsigned i = 0; i < fd->validParticleRange; ++i, ++flagsIt, ++positionIt, ++densityIt) {
			if (*flagsIt & PxParticleFlag::eVALID) {
				// Density tells us how many neighbours a particle has.  
				// If it has a density of 0 it has no neighbours, 1 is maximum neighbours
				// We can use this to decide if the particle is seperate or part of a larger body of fluid
				vec3 position(positionIt->x, positionIt->y, positionIt->z);
				Gizmos::AddSphere(position, restParticleDistance * 0.5f, 4, 4, vec4(1, 0, 1, 1));
			}
		}
		// return ownership of the buffers back to the SDK
		fd->unlock();
	}
	Gizmos::AddTransform(this->transform->worldMatrix);
}