Jump to content

  • Log In with Google      Sign In   
  • Create Account

Particle System Vidoes


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
1 reply to this topic

#1 smallGame   Members   -  Reputation: 208

Posted 30 September 2013 - 01:37 PM

Hi,

 

I d like to share my youtube channel, with some particles using my library. performance are in the videos description:

 

http://www.youtube.com/user/uuuq78/videos

 

 

You can also look at the interface I provide :

#ifndef PHYSICS_PARTICLE
#define PHYSICS_PARTICLE

#ifdef EXPORT_DLL
    #define MYPROJECT_API __declspec(dllexport)
#else
    #define MYPROJECT_API __declspec(dllimport)
#endif


struct ID3D11Device;
struct ID3D11Buffer;

// A vector 3
struct MYPROJECT_API vrVec3
{
    float x, y, z;
};

// A vector 4
struct MYPROJECT_API vrVec4 : public vrVec3
{
    float w;
};

// An Axis Aligned Bounding Volume
struct MYPROJECT_API vrAabb
{
    vrVec4 m_Min;
    vrVec4 m_Max;
};

// A sphere
struct MYPROJECT_API vrSphere
{
    vrVec3  m_Position;
    float   m_Radius;
};

// A distance constraint between two paricles
struct MYPROJECT_API vrSpring
{
    int     m_ParticleIndex1;
    int     m_ParticleIndex2;
    float   m_Distance;
    int     m_Pad;

    vrSpring():m_Pad(0) {}
};

// A particle accelerator
// Type 0 is a force field,
// Type 1 is a simple force, that uses only the directionvector
struct MYPROJECT_API vrAccelerator
{
    enum { FORCE_FIELD = 0, SIMPLE_FORCE = 1, ACCELRATOR_TYPES_COUNT};
    vrVec4          m_Position;
    vrVec4          m_Direction;
    float           m_Radius;
    unsigned int    m_Type;
};


class MYPROJECT_API PhysicsParticle
{

public:
    PhysicsParticle();
    ~PhysicsParticle();
    
    // Particles positions accesor
    vrVec4 *GetParticlePositions() const;
    vrVec4 *GetPreviousPositions() const;
    int GetParticlesCount() const;

    // Setters
    void SetParticlesMass(float mass);
    void SetParticlesGazConstant(float mass);
    void SetParticlesViscosity(float viscosity);
    void SetParticlesAcceleration(const vrVec4 &acceleration);
    void SetDamping(float damping);

    // Getters
    float GetParticlesMass() const;
    float GetParticlesGazConstant() const;
    float GetParticlesViscosity() const;

    // Initialize particles start position
    void Initialize(vrVec4 *positions,int positionsCount);

    // Intialize openCL device
    void InitializeOpenCL(  ID3D11Device *d3D11Device = 0 ,
                            ID3D11Buffer *d3D11buffer = 0);

    // Initialize data to the device
    void InitializeOpenClData();

    // Physics step
    void Simulate();

    // Release allocated memory
    void Release();

    // Dynamic grid used to test or to get neighbors information
    void CreateGrid(vrVec4 *positions, int positionsCount);
    void CreateGrid();
    int GetNeighbors(int currentIndex,  int *neighbors, int neighborsMaxCount);

    // Add collision geometry
    void AddInsideAabb(const vrAabb& aabb);
    void AddOutsideAabb(const vrAabb& aabb);
    void AddInsideSphere(const vrSphere& sphere);
    void AddOutsideSphere(const vrSphere& sphere);

    // Accesor to modify them, the returned ponters could change when 
    // collision geometries are added
    vrAabb    *GetInsideAabbs();
    vrSphere  *GetOutsideSpheres();
    int GetInsideAabbsCount() const;
    int GetOutsideSpheresCount() const;

    // Add a constraint between two particles
    void AddSpring(const vrSpring& spring);

    // Accelerators
    // Add an accelerator, to use to setup a force field or simple gravity
    void AddAccelerator(const vrAccelerator & accelerator);
    // Removes all accelerator
    void ClearAccelerators();
    void UpdateAccelerator(int index, const vrAccelerator& accelerator);

    
    // Physcal parameter
    // Grid and sph
    void SetEnableGridOnGPU(bool isCreatingGridOnGPU);
    void SetEnableSPHAndIntegrateOnGPU(bool sphAndIntegrateOnGPU);
    void SetEnableCollisionOnGPU(bool collisionOnGPU);
    void SetEnableSpringOnGPU(bool springOnGPU);
    void SetEnableAcceleratorOnGPU(bool acceleratorOnGPU);

    // Cloth only for springs
    void SetClothCount(int clothCount);

    // Enabling interoperability
    void SetIsUsingInteroperability(bool isUsingInteroperability);
    bool IsUsingInteroperability() const;

    // Running physics on the CPU, GPU is used by default
    void SetIsUsingCPU(bool isUsingCPU);
};


#endif // PHYSICS_PARTICLE

If someone is interested to try it let's me know...



Sponsor:

#2 smallGame   Members   -  Reputation: 208

Posted 30 September 2013 - 08:14 PM

I replied this private message that could be interested :

 

 

Just looked your particles, look nice.

 

Thanks for feedback !

 

 

What are your code external dependencies ? (graphics API & others / STL free? etc..)

 

I am using openCL to compute the physics simulation. You can use my physics library with any renderer, even mine if you want. I use DirectX11.

 

 

Is it based on graph compounds (emitter->filters->things) ?

No

 

Is it free ?

 

 

Physics particles simulation library is free, my renderer is free, the framework to have all demos and sample is also free smile.png I could send you a nice package where you should have only to press F5 to have it working...

If you need additional feature, manage other collision shape, or mesh, I  could develop them (also for free)

I have also some limitations that I could explain to you, and I also could remove them (also for free smile.png )






Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS