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Change CRLF to LF in repo.
1840 lines
47 KiB
C++
1840 lines
47 KiB
C++
// actions.cpp
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//
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// Copyright 1997-1998 by David K. McAllister
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//
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// I used code Copyright 1997 by Jonathan P. Leech
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// as an example in implenting this.
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//
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// This file implements the dynamics of particle actions.
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#include "general.h"
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#include <float.h>
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#include <iostream>
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#define SQRT2PI 2.506628274631000502415765284811045253006
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#define ONEOVERSQRT2PI (1. / SQRT2PI)
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// To offset [0 .. 1] vectors to [-.5 .. .5]
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static pVector vHalf(0.5, 0.5, 0.5);
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static inline pVector RandVec()
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{
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return pVector(drand48(), drand48(), drand48());
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}
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// Return a random number with a normal distribution.
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static inline float NRand(float sigma = 1.0f)
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{
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#define ONE_OVER_SIGMA_EXP (1.0f / 0.7975f)
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if(sigma == 0) return 0;
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float y;
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do
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{
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y = -logf(drand48());
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}
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while(drand48() > expf(-fsqr(y - 1.0f)*0.5f));
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if(rand() & 0x1)
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return y * sigma * ONE_OVER_SIGMA_EXP;
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else
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return -y * sigma * ONE_OVER_SIGMA_EXP;
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}
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void PAAvoid::Execute(ParticleGroup *group)
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{
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float magdt = magnitude * dt;
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switch(position.type)
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{
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case PDPlane:
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{
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if(look_ahead < P_MAXFLOAT)
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{
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for(int i = 0; i < group->p_count; i++)
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{
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Particle &m = group->list[i];
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// p2 stores the plane normal (the a,b,c of the plane eqn).
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// Old and new distances: dist(p,plane) = n * p + d
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// radius1 stores -n*p, which is d.
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float dist = m.pos * position.p2 + position.radius1;
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if(dist < look_ahead)
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{
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float vm = m.vel.length();
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pVector Vn = m.vel / vm;
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// float dot = Vn * position.p2;
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pVector tmp = (position.p2 * (magdt / (dist*dist+epsilon))) + Vn;
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m.vel = tmp * (vm / tmp.length());
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}
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}
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}
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else
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{
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for(int i = 0; i < group->p_count; i++)
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{
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Particle &m = group->list[i];
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// p2 stores the plane normal (the a,b,c of the plane eqn).
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// Old and new distances: dist(p,plane) = n * p + d
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// radius1 stores -n*p, which is d.
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float dist = m.pos * position.p2 + position.radius1;
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float vm = m.vel.length();
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pVector Vn = m.vel / vm;
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// float dot = Vn * position.p2;
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pVector tmp = (position.p2 * (magdt / (dist*dist+epsilon))) + Vn;
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m.vel = tmp * (vm / tmp.length());
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}
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}
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}
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break;
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case PDRectangle:
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{
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// Compute the inverse matrix of the plane basis.
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pVector &u = position.u;
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pVector &v = position.v;
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// The normalized bases are needed inside the loop.
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pVector un = u / position.radius1Sqr;
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pVector vn = v / position.radius2Sqr;
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// w = u cross v
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float wx = u.y*v.z-u.z*v.y;
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float wy = u.z*v.x-u.x*v.z;
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float wz = u.x*v.y-u.y*v.x;
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float det = 1/(wz*u.x*v.y-wz*u.y*v.x-u.z*wx*v.y-u.x*v.z*wy+v.z*wx*u.y+u.z*v.x*wy);
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pVector s1((v.y*wz-v.z*wy), (v.z*wx-v.x*wz), (v.x*wy-v.y*wx));
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s1 *= det;
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pVector s2((u.y*wz-u.z*wy), (u.z*wx-u.x*wz), (u.x*wy-u.y*wx));
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s2 *= -det;
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// See which particles bounce.
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for(int i = 0; i < group->p_count; i++)
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{
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Particle &m = group->list[i];
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// See if particle's current and next positions cross plane.
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// If not, couldn't bounce, so keep going.
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pVector pnext(m.pos + m.vel * dt * look_ahead);
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// p2 stores the plane normal (the a,b,c of the plane eqn).
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// Old and new distances: dist(p,plane) = n * p + d
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// radius1 stores -n*p, which is d.
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float distold = m.pos * position.p2 + position.radius1;
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float distnew = pnext * position.p2 + position.radius1;
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// Opposite signs if product < 0
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// There is no faster way to do this.
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if(distold * distnew >= 0)
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continue;
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float nv = position.p2 * m.vel;
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float t = -distold / nv;
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// Actual intersection point p(t) = pos + vel t
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pVector phit(m.pos + m.vel * t);
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// Offset from origin in plane, p - origin
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pVector offset(phit - position.p1);
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// Dot product with basis vectors of old frame
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// in terms of new frame gives position in uv frame.
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float upos = offset * s1;
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float vpos = offset * s2;
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// Did it cross plane outside triangle?
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if(upos < 0 || vpos < 0 || upos > 1 || vpos > 1)
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continue;
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// A hit! A most palpable hit!
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// Compute distance to the three edges.
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pVector uofs = (un * (un * offset)) - offset;
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float udistSqr = uofs.length2();
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pVector vofs = (vn * (vn * offset)) - offset;
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float vdistSqr = vofs.length2();
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pVector foffset((u + v) - offset);
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pVector fofs = (un * (un * foffset)) - foffset;
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float fdistSqr = fofs.length2();
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pVector gofs = (un * (un * foffset)) - foffset;
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float gdistSqr = gofs.length2();
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pVector S;
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if(udistSqr <= vdistSqr && udistSqr <= fdistSqr
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&& udistSqr <= gdistSqr) S = uofs;
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else if(vdistSqr <= fdistSqr && vdistSqr <= gdistSqr) S = vofs;
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else if(fdistSqr <= gdistSqr) S = fofs;
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else S = gofs;
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S.normalize();
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// We now have a vector to safety.
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float vm = m.vel.length();
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pVector Vn = m.vel / vm;
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// Blend S into V.
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pVector tmp = (S * (magdt / (t*t+epsilon))) + Vn;
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m.vel = tmp * (vm / tmp.length());
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}
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}
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break;
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case PDTriangle:
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{
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// Compute the inverse matrix of the plane basis.
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pVector &u = position.u;
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pVector &v = position.v;
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// The normalized bases are needed inside the loop.
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pVector un = u / position.radius1Sqr;
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pVector vn = v / position.radius2Sqr;
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// f is the third (non-basis) triangle edge.
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pVector f = v - u;
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pVector fn(f);
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fn.normalize();
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// w = u cross v
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float wx = u.y*v.z-u.z*v.y;
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float wy = u.z*v.x-u.x*v.z;
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float wz = u.x*v.y-u.y*v.x;
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float det = 1/(wz*u.x*v.y-wz*u.y*v.x-u.z*wx*v.y-u.x*v.z*wy+v.z*wx*u.y+u.z*v.x*wy);
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pVector s1((v.y*wz-v.z*wy), (v.z*wx-v.x*wz), (v.x*wy-v.y*wx));
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s1 *= det;
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pVector s2((u.y*wz-u.z*wy), (u.z*wx-u.x*wz), (u.x*wy-u.y*wx));
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s2 *= -det;
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// See which particles bounce.
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for(int i = 0; i < group->p_count; i++)
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{
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Particle &m = group->list[i];
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// See if particle's current and next positions cross plane.
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// If not, couldn't bounce, so keep going.
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pVector pnext(m.pos + m.vel * dt * look_ahead);
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// p2 stores the plane normal (the a,b,c of the plane eqn).
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// Old and new distances: dist(p,plane) = n * p + d
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// radius1 stores -n*p, which is d.
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float distold = m.pos * position.p2 + position.radius1;
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float distnew = pnext * position.p2 + position.radius1;
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// Opposite signs if product < 0
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// Is there a faster way to do this?
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if(distold * distnew >= 0)
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continue;
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float nv = position.p2 * m.vel;
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float t = -distold / nv;
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// Actual intersection point p(t) = pos + vel t
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pVector phit(m.pos + m.vel * t);
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// Offset from origin in plane, p - origin
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pVector offset(phit - position.p1);
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// Dot product with basis vectors of old frame
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// in terms of new frame gives position in uv frame.
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float upos = offset * s1;
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float vpos = offset * s2;
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// Did it cross plane outside triangle?
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if(upos < 0 || vpos < 0 || (upos + vpos) > 1)
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continue;
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// A hit! A most palpable hit!
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// Compute distance to the three edges.
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pVector uofs = (un * (un * offset)) - offset;
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float udistSqr = uofs.length2();
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pVector vofs = (vn * (vn * offset)) - offset;
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float vdistSqr = vofs.length2();
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pVector foffset(offset - u);
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pVector fofs = (fn * (fn * foffset)) - foffset;
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float fdistSqr = fofs.length2();
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pVector S;
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if(udistSqr <= vdistSqr && udistSqr <= fdistSqr) S = uofs;
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else if(vdistSqr <= fdistSqr) S = vofs;
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else S = fofs;
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S.normalize();
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// We now have a vector to safety.
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float vm = m.vel.length();
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pVector Vn = m.vel / vm;
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// Blend S into V.
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pVector tmp = (S * (magdt / (t*t+epsilon))) + Vn;
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m.vel = tmp * (vm / tmp.length());
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}
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}
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break;
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case PDDisc:
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{
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float r1Sqr = fsqr(position.radius1);
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float r2Sqr = fsqr(position.radius2);
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// See which particles bounce.
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for(int i = 0; i < group->p_count; i++)
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{
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Particle &m = group->list[i];
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// See if particle's current and next positions cross plane.
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// If not, couldn't bounce, so keep going.
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pVector pnext(m.pos + m.vel * dt * look_ahead);
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// p2 stores the plane normal (the a,b,c of the plane eqn).
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// Old and new distances: dist(p,plane) = n * p + d
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// radius1 stores -n*p, which is d. radius1Sqr stores d.
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float distold = m.pos * position.p2 + position.radius1Sqr;
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float distnew = pnext * position.p2 + position.radius1Sqr;
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// Opposite signs if product < 0
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// Is there a faster way to do this?
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if(distold * distnew >= 0)
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continue;
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// Find position at the crossing point by parameterizing
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// p(t) = pos + vel * t
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// Solve dist(p(t),plane) = 0 e.g.
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// n * p(t) + D = 0 ->
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// n * p + t (n * v) + D = 0 ->
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// t = -(n * p + D) / (n * v)
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// Could factor n*v into distnew = distold + n*v and save a bit.
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// Safe since n*v != 0 assured by quick rejection test.
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// This calc is indep. of dt because we have established that it
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// will hit before dt. We just want to know when.
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float nv = position.p2 * m.vel;
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float t = -distold / nv;
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// Actual intersection point p(t) = pos + vel t
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pVector phit(m.pos + m.vel * t);
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// Offset from origin in plane, phit - origin
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pVector offset(phit - position.p1);
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float rad = offset.length2();
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if(rad > r1Sqr || rad < r2Sqr)
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continue;
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// A hit! A most palpable hit!
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pVector S = offset;
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S.normalize();
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// We now have a vector to safety.
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float vm = m.vel.length();
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pVector Vn = m.vel / vm;
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// Blend S into V.
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pVector tmp = (S * (magdt / (t*t+epsilon))) + Vn;
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m.vel = tmp * (vm / tmp.length());
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}
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}
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break;
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case PDSphere:
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{
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float rSqr = position.radius1 * position.radius1;
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// See which particles are aimed toward the sphere.
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for(int i = 0; i < group->p_count; i++)
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{
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Particle &m = group->list[i];
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// First do a ray-sphere intersection test and
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// see if it's soon enough.
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// Can I do this faster without t?
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float vm = m.vel.length();
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pVector Vn = m.vel / vm;
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pVector L = position.p1 - m.pos;
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float v = L * Vn;
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float disc = rSqr - (L * L) + v * v;
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if(disc < 0)
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continue; // I'm not heading toward it.
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// Compute length for second rejection test.
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float t = v - sqrtf(disc);
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if(t < 0 || t > (vm * look_ahead))
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continue;
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// Get a vector to safety.
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pVector C = Vn ^ L;
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C.normalize();
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pVector S = Vn ^ C;
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// Blend S into V.
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pVector tmp = (S * (magdt / (t*t+epsilon))) + Vn;
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m.vel = tmp * (vm / tmp.length());
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}
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}
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break;
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}
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}
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void PABounce::Execute(ParticleGroup *group)
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{
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switch(position.type)
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{
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case PDTriangle:
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{
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// Compute the inverse matrix of the plane basis.
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pVector &u = position.u;
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pVector &v = position.v;
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// w = u cross v
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float wx = u.y*v.z-u.z*v.y;
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float wy = u.z*v.x-u.x*v.z;
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float wz = u.x*v.y-u.y*v.x;
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float det = 1/(wz*u.x*v.y-wz*u.y*v.x-u.z*wx*v.y-u.x*v.z*wy+v.z*wx*u.y+u.z*v.x*wy);
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pVector s1((v.y*wz-v.z*wy), (v.z*wx-v.x*wz), (v.x*wy-v.y*wx));
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s1 *= det;
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pVector s2((u.y*wz-u.z*wy), (u.z*wx-u.x*wz), (u.x*wy-u.y*wx));
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s2 *= -det;
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// See which particles bounce.
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for(int i = 0; i < group->p_count; i++)
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{
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Particle &m = group->list[i];
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// See if particle's current and next positions cross plane.
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// If not, couldn't bounce, so keep going.
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pVector pnext(m.pos + m.vel * dt);
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// p2 stores the plane normal (the a,b,c of the plane eqn).
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// Old and new distances: dist(p,plane) = n * p + d
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// radius1 stores -n*p, which is d.
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float distold = m.pos * position.p2 + position.radius1;
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float distnew = pnext * position.p2 + position.radius1;
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// Opposite signs if product < 0
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// Is there a faster way to do this?
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if(distold * distnew >= 0)
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continue;
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|
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// Find position at the crossing point by parameterizing
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// p(t) = pos + vel * t
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// Solve dist(p(t),plane) = 0 e.g.
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// n * p(t) + D = 0 ->
|
|
// n * p + t (n * v) + D = 0 ->
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|
// t = -(n * p + D) / (n * v)
|
|
// Could factor n*v into distnew = distold + n*v and save a bit.
|
|
// Safe since n*v != 0 assured by quick rejection test.
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// This calc is indep. of dt because we have established that it
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// will hit before dt. We just want to know when.
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float nv = position.p2 * m.vel;
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float t = -distold / nv;
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// Actual intersection point p(t) = pos + vel t
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pVector phit(m.pos + m.vel * t);
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// Offset from origin in plane, p - origin
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pVector offset(phit - position.p1);
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// Dot product with basis vectors of old frame
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// in terms of new frame gives position in uv frame.
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float upos = offset * s1;
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float vpos = offset * s2;
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// Did it cross plane outside triangle?
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if(upos < 0 || vpos < 0 || (upos + vpos) > 1)
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continue;
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// A hit! A most palpable hit!
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// Compute tangential and normal components of velocity
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pVector vn(position.p2 * nv); // Normal Vn = (V.N)N
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pVector vt(m.vel - vn); // Tangent Vt = V - Vn
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// Compute new velocity heading out:
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// Don't apply friction if tangential velocity < cutoff
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if(vt.length2() <= cutoffSqr)
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m.vel = vt - vn * resilience;
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else
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m.vel = vt * oneMinusFriction - vn * resilience;
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}
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}
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break;
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case PDDisc:
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{
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float r1Sqr = fsqr(position.radius1);
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float r2Sqr = fsqr(position.radius2);
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|
|
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// See which particles bounce.
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
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Particle &m = group->list[i];
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|
|
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// See if particle's current and next positions cross plane.
|
|
// If not, couldn't bounce, so keep going.
|
|
pVector pnext(m.pos + m.vel * dt);
|
|
|
|
// p2 stores the plane normal (the a,b,c of the plane eqn).
|
|
// Old and new distances: dist(p,plane) = n * p + d
|
|
// radius1 stores -n*p, which is d. radius1Sqr stores d.
|
|
float distold = m.pos * position.p2 + position.radius1Sqr;
|
|
float distnew = pnext * position.p2 + position.radius1Sqr;
|
|
|
|
// Opposite signs if product < 0
|
|
// Is there a faster way to do this?
|
|
if(distold * distnew >= 0)
|
|
continue;
|
|
|
|
// Find position at the crossing point by parameterizing
|
|
// p(t) = pos + vel * t
|
|
// Solve dist(p(t),plane) = 0 e.g.
|
|
// n * p(t) + D = 0 ->
|
|
// n * p + t (n * v) + D = 0 ->
|
|
// t = -(n * p + D) / (n * v)
|
|
// Could factor n*v into distnew = distold + n*v and save a bit.
|
|
// Safe since n*v != 0 assured by quick rejection test.
|
|
// This calc is indep. of dt because we have established that it
|
|
// will hit before dt. We just want to know when.
|
|
float nv = position.p2 * m.vel;
|
|
float t = -distold / nv;
|
|
|
|
// Actual intersection point p(t) = pos + vel t
|
|
pVector phit(m.pos + m.vel * t);
|
|
|
|
// Offset from origin in plane, phit - origin
|
|
pVector offset(phit - position.p1);
|
|
|
|
float rad = offset.length2();
|
|
|
|
if(rad > r1Sqr || rad < r2Sqr)
|
|
continue;
|
|
|
|
// A hit! A most palpable hit!
|
|
|
|
// Compute tangential and normal components of velocity
|
|
pVector vn(position.p2 * nv); // Normal Vn = (V.N)N
|
|
pVector vt(m.vel - vn); // Tangent Vt = V - Vn
|
|
|
|
// Compute new velocity heading out:
|
|
// Don't apply friction if tangential velocity < cutoff
|
|
if(vt.length2() <= cutoffSqr)
|
|
m.vel = vt - vn * resilience;
|
|
else
|
|
m.vel = vt * oneMinusFriction - vn * resilience;
|
|
}
|
|
}
|
|
break;
|
|
case PDPlane:
|
|
{
|
|
// See which particles bounce.
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// See if particle's current and next positions cross plane.
|
|
// If not, couldn't bounce, so keep going.
|
|
pVector pnext(m.pos + m.vel * dt);
|
|
|
|
// p2 stores the plane normal (the a,b,c of the plane eqn).
|
|
// Old and new distances: dist(p,plane) = n * p + d
|
|
// radius1 stores -n*p, which is d.
|
|
float distold = m.pos * position.p2 + position.radius1;
|
|
float distnew = pnext * position.p2 + position.radius1;
|
|
|
|
// Opposite signs if product < 0
|
|
if(distold * distnew >= 0)
|
|
continue;
|
|
|
|
// Compute tangential and normal components of velocity
|
|
float nmag = m.vel * position.p2;
|
|
pVector vn(position.p2 * nmag); // Normal Vn = (V.N)N
|
|
pVector vt(m.vel - vn); // Tangent Vt = V - Vn
|
|
|
|
// Compute new velocity heading out:
|
|
// Don't apply friction if tangential velocity < cutoff
|
|
if(vt.length2() <= cutoffSqr)
|
|
m.vel = vt - vn * resilience;
|
|
else
|
|
m.vel = vt * oneMinusFriction - vn * resilience;
|
|
}
|
|
}
|
|
break;
|
|
case PDRectangle:
|
|
{
|
|
// Compute the inverse matrix of the plane basis.
|
|
pVector &u = position.u;
|
|
pVector &v = position.v;
|
|
|
|
// w = u cross v
|
|
float wx = u.y*v.z-u.z*v.y;
|
|
float wy = u.z*v.x-u.x*v.z;
|
|
float wz = u.x*v.y-u.y*v.x;
|
|
|
|
float det = 1/(wz*u.x*v.y-wz*u.y*v.x-u.z*wx*v.y-u.x*v.z*wy+v.z*wx*u.y+u.z*v.x*wy);
|
|
|
|
pVector s1((v.y*wz-v.z*wy), (v.z*wx-v.x*wz), (v.x*wy-v.y*wx));
|
|
s1 *= det;
|
|
pVector s2((u.y*wz-u.z*wy), (u.z*wx-u.x*wz), (u.x*wy-u.y*wx));
|
|
s2 *= -det;
|
|
|
|
// See which particles bounce.
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// See if particle's current and next positions cross plane.
|
|
// If not, couldn't bounce, so keep going.
|
|
pVector pnext(m.pos + m.vel * dt);
|
|
|
|
// p2 stores the plane normal (the a,b,c of the plane eqn).
|
|
// Old and new distances: dist(p,plane) = n * p + d
|
|
// radius1 stores -n*p, which is d.
|
|
float distold = m.pos * position.p2 + position.radius1;
|
|
float distnew = pnext * position.p2 + position.radius1;
|
|
|
|
// Opposite signs if product < 0
|
|
if(distold * distnew >= 0)
|
|
continue;
|
|
|
|
// Find position at the crossing point by parameterizing
|
|
// p(t) = pos + vel * t
|
|
// Solve dist(p(t),plane) = 0 e.g.
|
|
// n * p(t) + D = 0 ->
|
|
// n * p + t (n * v) + D = 0 ->
|
|
// t = -(n * p + D) / (n * v)
|
|
float t = -distold / (position.p2 * m.vel);
|
|
|
|
// Actual intersection point p(t) = pos + vel t
|
|
pVector phit(m.pos + m.vel * t);
|
|
|
|
// Offset from origin in plane, p - origin
|
|
pVector offset(phit - position.p1);
|
|
|
|
// Dot product with basis vectors of old frame
|
|
// in terms of new frame gives position in uv frame.
|
|
float upos = offset * s1;
|
|
float vpos = offset * s2;
|
|
|
|
// Crossed plane outside bounce region if !(0<=[uv]pos<=1)
|
|
if(upos < 0 || upos > 1 || vpos < 0 || vpos > 1)
|
|
continue;
|
|
|
|
// A hit! A most palpable hit!
|
|
|
|
// Compute tangential and normal components of velocity
|
|
float nmag = m.vel * position.p2;
|
|
pVector vn(position.p2 * nmag); // Normal Vn = (V.N)N
|
|
pVector vt(m.vel - vn); // Tangent Vt = V - Vn
|
|
|
|
// Compute new velocity heading out:
|
|
// Don't apply friction if tangential velocity < cutoff
|
|
if(vt.length2() <= cutoffSqr)
|
|
m.vel = vt - vn * resilience;
|
|
else
|
|
m.vel = vt * oneMinusFriction - vn * resilience;
|
|
}
|
|
}
|
|
break;
|
|
case PDSphere:
|
|
{
|
|
// Sphere that particles bounce off
|
|
// The particles are always forced out of the sphere.
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// See if particle's next position is inside domain.
|
|
// If so, bounce it.
|
|
pVector pnext(m.pos + m.vel * dt);
|
|
|
|
if(position.Within(pnext))
|
|
{
|
|
// See if we were inside on previous timestep.
|
|
bool pinside = position.Within(m.pos);
|
|
|
|
// Normal to surface. This works for a sphere. Isn't
|
|
// computed quite right, should extrapolate particle
|
|
// position to surface.
|
|
pVector n(m.pos - position.p1);
|
|
n.normalize();
|
|
|
|
// Compute tangential and normal components of velocity
|
|
float nmag = m.vel * n;
|
|
|
|
pVector vn(n * nmag); // Normal Vn = (V.N)N
|
|
pVector vt = m.vel - vn; // Tangent Vt = V - Vn
|
|
|
|
if(pinside)
|
|
{
|
|
// Previous position was inside. If normal component of
|
|
// velocity points in, reverse it. This effectively
|
|
// repels particles which would otherwise be trapped
|
|
// in the sphere.
|
|
if(nmag < 0)
|
|
m.vel = vt - vn;
|
|
}
|
|
else
|
|
{
|
|
// Previous position was outside -> particle will cross
|
|
// surface boundary. Reverse normal component of velocity,
|
|
// and apply friction (if Vt >= cutoff) and resilience.
|
|
|
|
// Compute new velocity heading out:
|
|
// Don't apply friction if tangential velocity < cutoff
|
|
if(vt.length2() <= cutoffSqr)
|
|
m.vel = vt - vn * resilience;
|
|
else
|
|
m.vel = vt * oneMinusFriction - vn * resilience;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set the secondary position of each particle to be its position.
|
|
void PACallActionList::Execute(ParticleGroup *group)
|
|
{
|
|
pCallActionList(action_list_num);
|
|
}
|
|
|
|
// Set the secondary position of each particle to be its position.
|
|
void PACopyVertexB::Execute(ParticleGroup *group)
|
|
{
|
|
int i;
|
|
|
|
if(copy_pos)
|
|
{
|
|
for(i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
m.posB = m.pos;
|
|
}
|
|
}
|
|
|
|
if(copy_vel)
|
|
{
|
|
for(i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
m.velB = m.vel;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Dampen velocities
|
|
void PADamping::Execute(ParticleGroup *group)
|
|
{
|
|
// This is important if dt is != 1.
|
|
pVector one(1,1,1);
|
|
pVector scale(one - ((one - damping) * dt));
|
|
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
float vSqr = m.vel.length2();
|
|
|
|
if(vSqr >= vlowSqr && vSqr <= vhighSqr)
|
|
{
|
|
m.vel.x *= scale.x;
|
|
m.vel.y *= scale.y;
|
|
m.vel.z *= scale.z;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Exert force on each particle away from explosion center
|
|
void PAExplosion::Execute(ParticleGroup *group)
|
|
{
|
|
float radius = velocity * age;
|
|
float magdt = magnitude * dt;
|
|
float oneOverSigma = 1.0f / stdev;
|
|
float inexp = -0.5f*fsqr(oneOverSigma);
|
|
float outexp = ONEOVERSQRT2PI * oneOverSigma;
|
|
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Figure direction to particle.
|
|
pVector dir(m.pos - center);
|
|
float distSqr = dir.length2();
|
|
float dist = sqrtf(distSqr);
|
|
float DistFromWaveSqr = fsqr(radius - dist);
|
|
|
|
float Gd = exp(DistFromWaveSqr * inexp) * outexp;
|
|
|
|
m.vel += dir * (Gd * magdt / (dist * (distSqr + epsilon)));
|
|
}
|
|
|
|
age += dt;
|
|
}
|
|
|
|
// Follow the next particle in the list
|
|
void PAFollow::Execute(ParticleGroup *group)
|
|
{
|
|
float magdt = magnitude * dt;
|
|
float max_radiusSqr = max_radius * max_radius;
|
|
|
|
if(max_radiusSqr < P_MAXFLOAT)
|
|
{
|
|
for(int i = 0; i < group->p_count - 1; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Accelerate toward the particle after me in the list.
|
|
pVector tohim(group->list[i+1].pos - m.pos); // tohim = p1 - p0
|
|
float tohimlenSqr = tohim.length2();
|
|
|
|
if(tohimlenSqr < max_radiusSqr)
|
|
{
|
|
// Compute force exerted between the two bodies
|
|
m.vel += tohim * (magdt / (sqrtf(tohimlenSqr) * (tohimlenSqr + epsilon)));
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for(int i = 0; i < group->p_count - 1; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Accelerate toward the particle after me in the list.
|
|
pVector tohim(group->list[i+1].pos - m.pos); // tohim = p1 - p0
|
|
float tohimlenSqr = tohim.length2();
|
|
|
|
// Compute force exerted between the two bodies
|
|
m.vel += tohim * (magdt / (sqrtf(tohimlenSqr) * (tohimlenSqr + epsilon)));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Inter-particle gravitation
|
|
void PAGravitate::Execute(ParticleGroup *group)
|
|
{
|
|
float magdt = magnitude * dt;
|
|
float max_radiusSqr = max_radius * max_radius;
|
|
|
|
if(max_radiusSqr < P_MAXFLOAT)
|
|
{
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Add interactions with other particles
|
|
for(int j = i + 1; j < group->p_count; j++)
|
|
{
|
|
Particle &mj = group->list[j];
|
|
|
|
pVector tohim(mj.pos - m.pos); // tohim = p1 - p0
|
|
float tohimlenSqr = tohim.length2();
|
|
|
|
if(tohimlenSqr < max_radiusSqr)
|
|
{
|
|
// Compute force exerted between the two bodies
|
|
pVector acc(tohim * (magdt / (sqrtf(tohimlenSqr) * (tohimlenSqr + epsilon))));
|
|
|
|
m.vel += acc;
|
|
mj.vel -= acc;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Add interactions with other particles
|
|
for(int j = i + 1; j < group->p_count; j++)
|
|
{
|
|
Particle &mj = group->list[j];
|
|
|
|
pVector tohim(mj.pos - m.pos); // tohim = p1 - p0
|
|
float tohimlenSqr = tohim.length2();
|
|
|
|
// Compute force exerted between the two bodies
|
|
pVector acc(tohim * (magdt / (sqrtf(tohimlenSqr) * (tohimlenSqr + epsilon))));
|
|
|
|
m.vel += acc;
|
|
mj.vel -= acc;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Acceleration in a constant direction
|
|
void PAGravity::Execute(ParticleGroup *group)
|
|
{
|
|
pVector ddir(direction * dt);
|
|
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
// Step velocity with acceleration
|
|
group->list[i].vel += ddir;
|
|
}
|
|
}
|
|
|
|
// Accelerate particles along a line
|
|
void PAJet::Execute(ParticleGroup *group)
|
|
{
|
|
float magdt = magnitude * dt;
|
|
float max_radiusSqr = max_radius * max_radius;
|
|
|
|
if(max_radiusSqr < P_MAXFLOAT)
|
|
{
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Figure direction to particle.
|
|
pVector dir(m.pos - center);
|
|
|
|
// Distance to jet (force drops as 1/r^2)
|
|
// Soften by epsilon to avoid tight encounters to infinity
|
|
float rSqr = dir.length2();
|
|
|
|
if(rSqr < max_radiusSqr)
|
|
{
|
|
pVector accel;
|
|
acc.Generate(accel);
|
|
|
|
// Step velocity with acceleration
|
|
m.vel += accel * (magdt / (rSqr + epsilon));
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Figure direction to particle.
|
|
pVector dir(m.pos - center);
|
|
|
|
// Distance to jet (force drops as 1/r^2)
|
|
// Soften by epsilon to avoid tight encounters to infinity
|
|
float rSqr = dir.length2();
|
|
|
|
pVector accel;
|
|
acc.Generate(accel);
|
|
|
|
// Step velocity with acceleration
|
|
m.vel += accel * (magdt / (rSqr + epsilon));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get rid of older particles
|
|
void PAKillOld::Execute(ParticleGroup *group)
|
|
{
|
|
// Must traverse list in reverse order so Remove will work
|
|
for(int i = group->p_count-1; i >= 0; i--)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
if(!((m.age < age_limit) ^ kill_less_than))
|
|
group->Remove(i);
|
|
}
|
|
}
|
|
|
|
// Match velocity to near neighbors
|
|
void PAMatchVelocity::Execute(ParticleGroup *group)
|
|
{
|
|
float magdt = magnitude * dt;
|
|
float max_radiusSqr = max_radius * max_radius;
|
|
|
|
if(max_radiusSqr < P_MAXFLOAT)
|
|
{
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Add interactions with other particles
|
|
for(int j = i + 1; j < group->p_count; j++)
|
|
{
|
|
Particle &mj = group->list[j];
|
|
|
|
pVector tohim(mj.pos - m.pos); // tohim = p1 - p0
|
|
float tohimlenSqr = tohim.length2();
|
|
|
|
if(tohimlenSqr < max_radiusSqr)
|
|
{
|
|
// Compute force exerted between the two bodies
|
|
pVector acc(mj.vel * (magdt / (tohimlenSqr + epsilon)));
|
|
|
|
m.vel += acc;
|
|
mj.vel -= acc;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Add interactions with other particles
|
|
for(int j = i + 1; j < group->p_count; j++)
|
|
{
|
|
Particle &mj = group->list[j];
|
|
|
|
pVector tohim(mj.pos - m.pos); // tohim = p1 - p0
|
|
float tohimlenSqr = tohim.length2();
|
|
|
|
// Compute force exerted between the two bodies
|
|
pVector acc(mj.vel * (magdt / (tohimlenSqr + epsilon)));
|
|
|
|
m.vel += acc;
|
|
mj.vel -= acc;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void PAMove::Execute(ParticleGroup *group)
|
|
{
|
|
// Step particle positions forward by dt, and age the particles.
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
m.age += dt;
|
|
m.pos += m.vel * dt;
|
|
}
|
|
}
|
|
|
|
// Accelerate particles towards a line
|
|
void PAOrbitLine::Execute(ParticleGroup *group)
|
|
{
|
|
float magdt = magnitude * dt;
|
|
float max_radiusSqr = max_radius * max_radius;
|
|
|
|
if(max_radiusSqr < P_MAXFLOAT)
|
|
{
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Figure direction to particle from base of line.
|
|
pVector f(m.pos - p);
|
|
|
|
pVector w(axis * (f * axis));
|
|
|
|
// Direction from particle to nearest point on line.
|
|
pVector into = w - f;
|
|
|
|
// Distance to line (force drops as 1/r^2, normalize by 1/r)
|
|
// Soften by epsilon to avoid tight encounters to infinity
|
|
float rSqr = into.length2();
|
|
|
|
if(rSqr < max_radiusSqr)
|
|
// Step velocity with acceleration
|
|
m.vel += into * (magdt / (sqrtf(rSqr) + (rSqr + epsilon)));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Removed because it causes pipeline stalls.
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Figure direction to particle from base of line.
|
|
pVector f(m.pos - p);
|
|
|
|
pVector w(axis * (f * axis));
|
|
|
|
// Direction from particle to nearest point on line.
|
|
pVector into = w - f;
|
|
|
|
// Distance to line (force drops as 1/r^2, normalize by 1/r)
|
|
// Soften by epsilon to avoid tight encounters to infinity
|
|
float rSqr = into.length2();
|
|
|
|
// Step velocity with acceleration
|
|
m.vel += into * (magdt / (sqrtf(rSqr) + (rSqr + epsilon)));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Accelerate particles towards a point
|
|
void PAOrbitPoint::Execute(ParticleGroup *group)
|
|
{
|
|
float magdt = magnitude * dt;
|
|
float max_radiusSqr = max_radius * max_radius;
|
|
|
|
if(max_radiusSqr < P_MAXFLOAT)
|
|
{
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Figure direction to particle.
|
|
pVector dir(center - m.pos);
|
|
|
|
// Distance to gravity well (force drops as 1/r^2, normalize by 1/r)
|
|
// Soften by epsilon to avoid tight encounters to infinity
|
|
float rSqr = dir.length2();
|
|
|
|
// Step velocity with acceleration
|
|
if(rSqr < max_radiusSqr)
|
|
m.vel += dir * (magdt / (sqrtf(rSqr) + (rSqr + epsilon)));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Avoids pipeline stalls.
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Figure direction to particle.
|
|
pVector dir(center - m.pos);
|
|
|
|
// Distance to gravity well (force drops as 1/r^2, normalize by 1/r)
|
|
// Soften by epsilon to avoid tight encounters to infinity
|
|
float rSqr = dir.length2();
|
|
|
|
// Step velocity with acceleration
|
|
m.vel += dir * (magdt / (sqrtf(rSqr) + (rSqr + epsilon)));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Accelerate in random direction each time step
|
|
void PARandomAccel::Execute(ParticleGroup *group)
|
|
{
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
pVector acceleration;
|
|
gen_acc.Generate(acceleration);
|
|
|
|
// dt will affect this by making a higher probability of
|
|
// being near the original velocity after unit time. Smaller
|
|
// dt approach a normal distribution instead of a square wave.
|
|
m.vel += acceleration * dt;
|
|
}
|
|
}
|
|
|
|
// Immediately displace position randomly
|
|
void PARandomDisplace::Execute(ParticleGroup *group)
|
|
{
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
pVector displacement;
|
|
gen_disp.Generate(displacement);
|
|
|
|
// dt will affect this by making a higher probability of
|
|
// being near the original position after unit time. Smaller
|
|
// dt approach a normal distribution instead of a square wave.
|
|
m.pos += displacement * dt;
|
|
}
|
|
}
|
|
|
|
// Immediately assign a random velocity
|
|
void PARandomVelocity::Execute(ParticleGroup *group)
|
|
{
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
pVector velocity;
|
|
gen_vel.Generate(velocity);
|
|
|
|
// Shouldn't multiply by dt because velocities are
|
|
// invariant of dt. How should dt affect this?
|
|
m.vel = velocity;
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
// Produce coefficients of a velocity function v(t)=at^2 + bt + c
|
|
// satisfying initial x(0)=x0,v(0)=v0 and desired x(t)=xf,v(t)=vf,
|
|
// where x = x(0) + integrate(v(T),0,t)
|
|
static inline void _pconstrain(float x0, float v0, float xf, float vf,
|
|
float t, float *a, float *b, float *c)
|
|
{
|
|
*c = v0;
|
|
*b = 2 * (-t*vf - 2*t*v0 + 3*xf - 3*x0) / (t * t);
|
|
*a = 3 * (t*vf + t*v0 - 2*xf + 2*x0) / (t * t * t);
|
|
}
|
|
#endif
|
|
|
|
// Over time, restore particles to initial positions
|
|
// Put all particles on the surface of a statue, explode the statue,
|
|
// and then suck the particles back to the original position. Cool!
|
|
void PARestore::Execute(ParticleGroup *group)
|
|
{
|
|
if(time_left <= 0)
|
|
{
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Already constrained, keep it there.
|
|
m.pos = m.posB;
|
|
m.vel = pVector(0,0,0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float t = time_left;
|
|
float dtSqr = dt * dt;
|
|
float tSqrInv2dt = dt * 2.0f / (t * t);
|
|
float tCubInv3dtSqr = dtSqr * 3.0f / (t * t * t);
|
|
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
#if 1
|
|
Particle &m = group->list[i];
|
|
|
|
// Solve for a desired-behavior velocity function in each axis
|
|
// _pconstrain(m.pos.x, m.vel.x, m.posB.x, 0., timeLeft, &a, &b, &c);
|
|
|
|
// Figure new velocity at next timestep
|
|
// m.vel.x = a * dtSqr + b * dt + c;
|
|
|
|
float b = (-2*t*m.vel.x + 3*m.posB.x - 3*m.pos.x) * tSqrInv2dt;
|
|
float a = (t*m.vel.x - m.posB.x - m.posB.x + m.pos.x + m.pos.x) * tCubInv3dtSqr;
|
|
|
|
// Figure new velocity at next timestep
|
|
m.vel.x += a + b;
|
|
|
|
b = (-2*t*m.vel.y + 3*m.posB.y - 3*m.pos.y) * tSqrInv2dt;
|
|
a = (t*m.vel.y - m.posB.y - m.posB.y + m.pos.y + m.pos.y) * tCubInv3dtSqr;
|
|
|
|
// Figure new velocity at next timestep
|
|
m.vel.y += a + b;
|
|
|
|
b = (-2*t*m.vel.z + 3*m.posB.z - 3*m.pos.z) * tSqrInv2dt;
|
|
a = (t*m.vel.z - m.posB.z - m.posB.z + m.pos.z + m.pos.z) * tCubInv3dtSqr;
|
|
|
|
// Figure new velocity at next timestep
|
|
m.vel.z += a + b;
|
|
#else
|
|
Particle &m = group->list[i];
|
|
|
|
// XXX Optimize this.
|
|
// Solve for a desired-behavior velocity function in each axis
|
|
float a, b, c; // Coefficients of velocity function needed
|
|
|
|
_pconstrain(m.pos.x, m.vel.x, m.posB.x, 0.,
|
|
timeLeft, &a, &b, &c);
|
|
|
|
// Figure new velocity at next timestep
|
|
m.vel.x = a * dtSqr + b * dt + c;
|
|
|
|
_pconstrain(m.pos.y, m.vel.y, m.posB.y, 0.,
|
|
timeLeft, &a, &b, &c);
|
|
|
|
// Figure new velocity at next timestep
|
|
m.vel.y = a * dtSqr + b * dt + c;
|
|
|
|
_pconstrain(m.pos.z, m.vel.z, m.posB.z, 0.,
|
|
timeLeft, &a, &b, &c);
|
|
|
|
// Figure new velocity at next timestep
|
|
m.vel.z = a * dtSqr + b * dt + c;
|
|
|
|
#endif
|
|
}
|
|
}
|
|
|
|
time_left -= dt;
|
|
}
|
|
|
|
// Kill particles with positions on wrong side of the specified domain
|
|
void PASink::Execute(ParticleGroup *group)
|
|
{
|
|
// Must traverse list in reverse order so Remove will work
|
|
for(int i = group->p_count-1; i >= 0; i--)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Remove if inside/outside flag matches object's flag
|
|
if(!(position.Within(m.pos) ^ kill_inside))
|
|
group->Remove(i);
|
|
}
|
|
}
|
|
|
|
// Kill particles with velocities on wrong side of the specified domain
|
|
void PASinkVelocity::Execute(ParticleGroup *group)
|
|
{
|
|
// Must traverse list in reverse order so Remove will work
|
|
for(int i = group->p_count-1; i >= 0; i--)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Remove if inside/outside flag matches object's flag
|
|
if(!(velocity.Within(m.vel) ^ kill_inside))
|
|
group->Remove(i);
|
|
}
|
|
}
|
|
|
|
// Randomly add particles to the system
|
|
void PASource::Execute(ParticleGroup *group)
|
|
{
|
|
int rate = int(floor(particle_rate * dt));
|
|
|
|
// Dither the fraction particle in time.
|
|
if(drand48() < particle_rate * dt - float(rate))
|
|
rate++;
|
|
|
|
// Don't emit more than it can hold.
|
|
if(group->p_count + rate > group->max_particles)
|
|
rate = group->max_particles - group->p_count;
|
|
|
|
pVector pos, posB, vel, col, siz;
|
|
|
|
if(vertexB_tracks)
|
|
{
|
|
for(int i = 0; i < rate; i++)
|
|
{
|
|
position.Generate(pos);
|
|
size.Generate(siz);
|
|
velocity.Generate(vel);
|
|
color.Generate(col);
|
|
float ag = age + NRand(age_sigma);
|
|
|
|
group->Add(pos, pos, siz, vel, col, alpha, ag);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for(int i = 0; i < rate; i++)
|
|
{
|
|
position.Generate(pos);
|
|
positionB.Generate(posB);
|
|
size.Generate(siz);
|
|
velocity.Generate(vel);
|
|
color.Generate(col);
|
|
float ag = age + NRand(age_sigma);
|
|
|
|
group->Add(pos, posB, siz, vel, col, alpha, ag);
|
|
}
|
|
}
|
|
}
|
|
|
|
void PASpeedLimit::Execute(ParticleGroup *group)
|
|
{
|
|
float min_sqr = min_speed*min_speed;
|
|
float max_sqr = max_speed*max_speed;
|
|
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
float sSqr = m.vel.length2();
|
|
if(sSqr<min_sqr && sSqr)
|
|
{
|
|
float s = sqrtf(sSqr);
|
|
m.vel *= (min_speed/s);
|
|
}
|
|
else if(sSqr>max_sqr)
|
|
{
|
|
float s = sqrtf(sSqr);
|
|
m.vel *= (max_speed/s);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Change color of all particles toward the specified color
|
|
void PATargetColor::Execute(ParticleGroup *group)
|
|
{
|
|
float scaleFac = scale * dt;
|
|
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
m.color += (color - m.color) * scaleFac;
|
|
m.alpha += (alpha - m.alpha) * scaleFac;
|
|
}
|
|
}
|
|
|
|
// Change sizes of all particles toward the specified size
|
|
void PATargetSize::Execute(ParticleGroup *group)
|
|
{
|
|
float scaleFac_x = scale.x * dt;
|
|
float scaleFac_y = scale.y * dt;
|
|
float scaleFac_z = scale.z * dt;
|
|
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
pVector dif(size - m.size);
|
|
dif.x *= scaleFac_x;
|
|
dif.y *= scaleFac_y;
|
|
dif.z *= scaleFac_z;
|
|
m.size += dif;
|
|
}
|
|
}
|
|
|
|
// Change velocity of all particles toward the specified velocity
|
|
void PATargetVelocity::Execute(ParticleGroup *group)
|
|
{
|
|
float scaleFac = scale * dt;
|
|
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
m.vel += (velocity - m.vel) * scaleFac;
|
|
}
|
|
}
|
|
|
|
// Immediately displace position using vortex
|
|
// Vortex tip at center, around axis, with magnitude
|
|
// and tightness exponent
|
|
void PAVortex::Execute(ParticleGroup *group)
|
|
{
|
|
float magdt = magnitude * dt;
|
|
float max_radiusSqr = max_radius * max_radius;
|
|
|
|
if(max_radiusSqr < P_MAXFLOAT)
|
|
{
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Vector from tip of vortex
|
|
pVector offset(m.pos - center);
|
|
|
|
// Compute distance from particle to tip of vortex.
|
|
float rSqr = offset.length2();
|
|
|
|
// Don't do anything to particle if too close or too far.
|
|
if(rSqr > max_radiusSqr)
|
|
continue;
|
|
|
|
float r = sqrtf(rSqr);
|
|
|
|
// Compute normalized offset vector.
|
|
pVector offnorm(offset / r);
|
|
|
|
// Construct orthogonal vector frame in which to rotate
|
|
// transformed point around origin
|
|
float axisProj = offnorm * axis; // offnorm . axis
|
|
|
|
// Components of offset perpendicular and parallel to axis
|
|
pVector w(axis * axisProj); // parallel component
|
|
pVector u(offnorm - w); // perpendicular component
|
|
|
|
// Perpendicular component completing frame:
|
|
pVector v(axis ^ u);
|
|
|
|
// Figure amount of rotation
|
|
// Resultant is (cos theta) u + (sin theta) v
|
|
float theta = magdt / (rSqr + epsilon);
|
|
float s = sinf(theta);
|
|
float c = cosf(theta);
|
|
|
|
offset = (u * c + v * s + w) * r;
|
|
|
|
// Translate back to object space
|
|
m.pos = offset + center;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for(int i = 0; i < group->p_count; i++)
|
|
{
|
|
Particle &m = group->list[i];
|
|
|
|
// Vector from tip of vortex
|
|
pVector offset(m.pos - center);
|
|
|
|
// Compute distance from particle to tip of vortex.
|
|
float rSqr = offset.length2();
|
|
|
|
float r = sqrtf(rSqr);
|
|
|
|
// Compute normalized offset vector.
|
|
pVector offnorm(offset / r);
|
|
|
|
// Construct orthogonal vector frame in which to rotate
|
|
// transformed point around origin
|
|
float axisProj = offnorm * axis; // offnorm . axis
|
|
|
|
// Components of offset perpendicular and parallel to axis
|
|
pVector w(axis * axisProj); // parallel component
|
|
pVector u(offnorm - w); // perpendicular component
|
|
|
|
// Perpendicular component completing frame:
|
|
pVector v(axis ^ u);
|
|
|
|
// Figure amount of rotation
|
|
// Resultant is (cos theta) u + (sin theta) v
|
|
float theta = magdt / (rSqr + epsilon);
|
|
float s = sinf(theta);
|
|
float c = cosf(theta);
|
|
|
|
offset = (u * c + v * s + w) * r;
|
|
|
|
// Translate back to object space
|
|
m.pos = offset + center;
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Stuff for the pDomain.
|
|
|
|
pDomain::pDomain(PDomainEnum dtype, float a0, float a1,
|
|
float a2, float a3, float a4, float a5,
|
|
float a6, float a7, float a8)
|
|
{
|
|
type = dtype;
|
|
switch(type)
|
|
{
|
|
case PDPoint:
|
|
p1 = pVector(a0, a1, a2);
|
|
break;
|
|
case PDLine:
|
|
{
|
|
p1 = pVector(a0, a1, a2);
|
|
pVector tmp(a3, a4, a5);
|
|
// p2 is vector from p1 to other endpoint.
|
|
p2 = tmp - p1;
|
|
}
|
|
break;
|
|
case PDBox:
|
|
// p1 is the min corner. p2 is the max corner.
|
|
if(a0 < a3)
|
|
{
|
|
p1.x = a0; p2.x = a3;
|
|
}
|
|
else
|
|
{
|
|
p1.x = a3; p2.x = a0;
|
|
}
|
|
if(a1 < a4)
|
|
{
|
|
p1.y = a1; p2.y = a4;
|
|
}
|
|
else
|
|
{
|
|
p1.y = a4; p2.y = a1;
|
|
}
|
|
if(a2 < a5)
|
|
{
|
|
p1.z = a2; p2.z = a5;
|
|
}
|
|
else
|
|
{
|
|
p1.z = a5; p2.z = a2;
|
|
}
|
|
break;
|
|
case PDTriangle:
|
|
{
|
|
p1 = pVector(a0, a1, a2);
|
|
pVector tp2 = pVector(a3, a4, a5);
|
|
pVector tp3 = pVector(a6, a7, a8);
|
|
|
|
u = tp2 - p1;
|
|
v = tp3 - p1;
|
|
|
|
// The rest of this is needed for bouncing.
|
|
radius1Sqr = u.length();
|
|
pVector tu = u / radius1Sqr;
|
|
radius2Sqr = v.length();
|
|
pVector tv = v / radius2Sqr;
|
|
|
|
p2 = tu ^ tv; // This is the non-unit normal.
|
|
p2.normalize(); // Must normalize it.
|
|
|
|
// radius1 stores the d of the plane eqn.
|
|
radius1 = -(p1 * p2);
|
|
}
|
|
break;
|
|
case PDRectangle:
|
|
{
|
|
p1 = pVector(a0, a1, a2);
|
|
u = pVector(a3, a4, a5);
|
|
v = pVector(a6, a7, a8);
|
|
|
|
// The rest of this is needed for bouncing.
|
|
radius1Sqr = u.length();
|
|
pVector tu = u / radius1Sqr;
|
|
radius2Sqr = v.length();
|
|
pVector tv = v / radius2Sqr;
|
|
|
|
p2 = tu ^ tv; // This is the non-unit normal.
|
|
p2.normalize(); // Must normalize it.
|
|
|
|
// radius1 stores the d of the plane eqn.
|
|
radius1 = -(p1 * p2);
|
|
}
|
|
break;
|
|
case PDPlane:
|
|
{
|
|
p1 = pVector(a0, a1, a2);
|
|
p2 = pVector(a3, a4, a5);
|
|
p2.normalize(); // Must normalize it.
|
|
|
|
// radius1 stores the d of the plane eqn.
|
|
radius1 = -(p1 * p2);
|
|
}
|
|
break;
|
|
case PDSphere:
|
|
p1 = pVector(a0, a1, a2);
|
|
if(a3 > a4)
|
|
{
|
|
radius1 = a3; radius2 = a4;
|
|
}
|
|
else
|
|
{
|
|
radius1 = a4; radius2 = a3;
|
|
}
|
|
radius1Sqr = radius1 * radius1;
|
|
radius2Sqr = radius2 * radius2;
|
|
break;
|
|
case PDCone:
|
|
case PDCylinder:
|
|
{
|
|
// p2 is a vector from p1 to the other end of cylinder.
|
|
// p1 is apex of cone.
|
|
|
|
p1 = pVector(a0, a1, a2);
|
|
pVector tmp(a3, a4, a5);
|
|
p2 = tmp - p1;
|
|
|
|
if(a6 > a7)
|
|
{
|
|
radius1 = a6; radius2 = a7;
|
|
}
|
|
else
|
|
{
|
|
radius1 = a7; radius2 = a6;
|
|
}
|
|
radius1Sqr = fsqr(radius1);
|
|
|
|
// Given an arbitrary nonzero vector n, make two orthonormal
|
|
// vectors u and v forming a frame [u,v,n.normalize()].
|
|
pVector n = p2;
|
|
float p2l2 = n.length2(); // Optimize this.
|
|
n.normalize();
|
|
|
|
// radius2Sqr stores 1 / (p2.p2)
|
|
// XXX Used to have an actual if.
|
|
radius2Sqr = p2l2 ? 1.0f / p2l2 : 0.0f;
|
|
|
|
// Find a vector orthogonal to n.
|
|
pVector basis(1.0f, 0.0f, 0.0f);
|
|
if(fabs(basis * n) > 0.999)
|
|
basis = pVector(0.0f, 1.0f, 0.0f);
|
|
|
|
// Project away N component, normalize and cross to get
|
|
// second orthonormal vector.
|
|
u = basis - n * (basis * n);
|
|
u.normalize();
|
|
v = n ^ u;
|
|
}
|
|
break;
|
|
case PDBlob:
|
|
{
|
|
p1 = pVector(a0, a1, a2);
|
|
radius1 = a3;
|
|
float tmp = 1./radius1;
|
|
radius2Sqr = -0.5f*fsqr(tmp);
|
|
radius2 = ONEOVERSQRT2PI * tmp;
|
|
}
|
|
break;
|
|
case PDDisc:
|
|
{
|
|
p1 = pVector(a0, a1, a2); // Center point
|
|
p2 = pVector(a3, a4, a5); // Normal (not used in Within and Generate)
|
|
p2.normalize();
|
|
|
|
if(a6 > a7)
|
|
{
|
|
radius1 = a6; radius2 = a7;
|
|
}
|
|
else
|
|
{
|
|
radius1 = a7; radius2 = a6;
|
|
}
|
|
|
|
// Find a vector orthogonal to n.
|
|
pVector basis(1.0f, 0.0f, 0.0f);
|
|
if(fabs(basis * p2) > 0.999)
|
|
basis = pVector(0.0f, 1.0f, 0.0f);
|
|
|
|
// Project away N component, normalize and cross to get
|
|
// second orthonormal vector.
|
|
u = basis - p2 * (basis * p2);
|
|
u.normalize();
|
|
v = p2 ^ u;
|
|
radius1Sqr = -(p1 * p2); // D of the plane eqn.
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Determines if pos is inside the domain
|
|
bool pDomain::Within(const pVector &pos) const
|
|
{
|
|
switch (type)
|
|
{
|
|
case PDBox:
|
|
return !((pos.x < p1.x) || (pos.x > p2.x) ||
|
|
(pos.y < p1.y) || (pos.y > p2.y) ||
|
|
(pos.z < p1.z) || (pos.z > p2.z));
|
|
case PDPlane:
|
|
// Distance from plane = n * p + d
|
|
// Inside is the positive half-space.
|
|
return pos * p2 >= -radius1;
|
|
case PDSphere:
|
|
{
|
|
pVector rvec(pos - p1);
|
|
float rSqr = rvec.length2();
|
|
return rSqr <= radius1Sqr && rSqr >= radius2Sqr;
|
|
}
|
|
case PDCylinder:
|
|
case PDCone:
|
|
{
|
|
// This is painful and slow. Might be better to do quick
|
|
// accept/reject tests.
|
|
// Let p2 = vector from base to tip of the cylinder
|
|
// x = vector from base to test point
|
|
// x . p2
|
|
// dist = ------ = projected distance of x along the axis
|
|
// p2. p2 ranging from 0 (base) to 1 (tip)
|
|
//
|
|
// rad = x - dist * p2 = projected vector of x along the base
|
|
// p1 is the apex of the cone.
|
|
|
|
pVector x(pos - p1);
|
|
|
|
// Check axial distance
|
|
// radius2Sqr stores 1 / (p2.p2)
|
|
float dist = (p2 * x) * radius2Sqr;
|
|
if(dist < 0.0f || dist > 1.0f)
|
|
return false;
|
|
|
|
// Check radial distance; scale radius along axis for cones
|
|
pVector xrad = x - p2 * dist; // Radial component of x
|
|
float rSqr = xrad.length2();
|
|
|
|
if(type == PDCone)
|
|
return (rSqr <= fsqr(dist * radius1) &&
|
|
rSqr >= fsqr(dist * radius2));
|
|
else
|
|
return (rSqr <= radius1Sqr && rSqr >= fsqr(radius2));
|
|
}
|
|
case PDBlob:
|
|
{
|
|
pVector x(pos - p1);
|
|
// return exp(-0.5 * xSq * Sqr(oneOverSigma)) * ONEOVERSQRT2PI * oneOverSigma;
|
|
float Gx = expf(x.length2() * radius2Sqr) * radius2;
|
|
return (drand48() < Gx);
|
|
}
|
|
case PDPoint:
|
|
case PDLine:
|
|
case PDRectangle:
|
|
case PDTriangle:
|
|
case PDDisc:
|
|
default:
|
|
return false; // XXX Is there something better?
|
|
}
|
|
}
|
|
|
|
// Generate a random point uniformly distrbuted within the domain
|
|
void pDomain::Generate(pVector &pos) const
|
|
{
|
|
switch (type)
|
|
{
|
|
case PDPoint:
|
|
pos = p1;
|
|
break;
|
|
case PDLine:
|
|
pos = p1 + p2 * drand48();
|
|
break;
|
|
case PDBox:
|
|
// Scale and translate [0,1] random to fit box
|
|
pos.x = p1.x + (p2.x - p1.x) * drand48();
|
|
pos.y = p1.y + (p2.y - p1.y) * drand48();
|
|
pos.z = p1.z + (p2.z - p1.z) * drand48();
|
|
break;
|
|
case PDTriangle:
|
|
{
|
|
float r1 = drand48();
|
|
float r2 = drand48();
|
|
if(r1 + r2 < 1.0f)
|
|
pos = p1 + u * r1 + v * r2;
|
|
else
|
|
pos = p1 + u * (1.0f-r1) + v * (1.0f-r2);
|
|
}
|
|
break;
|
|
case PDRectangle:
|
|
pos = p1 + u * drand48() + v * drand48();
|
|
break;
|
|
case PDPlane: // How do I sensibly make a point on an infinite plane?
|
|
pos = p1;
|
|
break;
|
|
case PDSphere:
|
|
// Place on [-1..1] sphere
|
|
pos = RandVec() - vHalf;
|
|
pos.normalize();
|
|
|
|
// Scale unit sphere pos by [0..r] and translate
|
|
// (should distribute as r^2 law)
|
|
if(radius1 == radius2)
|
|
pos = p1 + pos * radius1;
|
|
else
|
|
pos = p1 + pos * (radius2 + drand48() * (radius1 - radius2));
|
|
break;
|
|
case PDCylinder:
|
|
case PDCone:
|
|
{
|
|
// For a cone, p2 is the apex of the cone.
|
|
float dist = drand48(); // Distance between base and tip
|
|
float theta = drand48() * 2.0f * float(M_PI); // Angle around axis
|
|
// Distance from axis
|
|
float r = radius2 + drand48() * (radius1 - radius2);
|
|
|
|
float x = r * cosf(theta); // Weighting of each frame vector
|
|
float y = r * sinf(theta);
|
|
|
|
// Scale radius along axis for cones
|
|
if(type == PDCone)
|
|
{
|
|
x *= dist;
|
|
y *= dist;
|
|
}
|
|
|
|
pos = p1 + p2 * dist + u * x + v * y;
|
|
}
|
|
break;
|
|
case PDBlob:
|
|
pos.x = p1.x + NRand(radius1);
|
|
pos.y = p1.y + NRand(radius1);
|
|
pos.z = p1.z + NRand(radius1);
|
|
|
|
break;
|
|
case PDDisc:
|
|
{
|
|
float theta = drand48() * 2.0f * float(M_PI); // Angle around normal
|
|
// Distance from center
|
|
float r = radius2 + drand48() * (radius1 - radius2);
|
|
|
|
float x = r * cosf(theta); // Weighting of each frame vector
|
|
float y = r * sinf(theta);
|
|
|
|
pos = p1 + u * x + v * y;
|
|
}
|
|
break;
|
|
default:
|
|
pos = pVector(0,0,0);
|
|
}
|
|
}
|