示例#1
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 public UnmanagedSimulation(int maxNumParticles)
 {
     SoAData soaData =new SoAData(maxNumParticles);
     _systemData = soaData;
     _systemDataStreams = soaData;
     _worldBounds = new object();
     _is2D = false;
 }
示例#2
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        public SphereEmitter(IParameters parameters)
            : base(parameters)
        {
            _particlesToEmit = new SoAData(200);

            _Radius = Parameters.GetParameterDelegate<float>("Radius");
            _EmitRingOnly = Parameters.GetParameterDelegate<bool>("EmitRingOnly");
        }
示例#3
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 public StandardSimulation(int maxNumParticles)
 {
     _systemData = new SoAData(maxNumParticles);
     _worldBounds = new object();
     _is2D = false;
 }
示例#4
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        protected override void _EmitParticles(int numParticlesToEmit, float oneOverPPS, float dt, float pt, out ISystemData particlesToEmit)
        {
            // TODO: Pool this stuff
            if (_particlesToEmit.MaxNumParticles < numParticlesToEmit)
                _particlesToEmit = new SoAData(numParticlesToEmit);

            const int numBatches = 0;
            int numRemainder = numParticlesToEmit;

            float initialMass = _InitialMass(pt);
            float initialSpeed = _InitialSpeed(pt);
            float initialLifespan = _InitialLifespan(pt);

            bool emitOnSurfaceOnly = _EmitOnSurfaceOnly(pt);
            bool emitRingOnly = _EmitRingOnly(pt);

            float radius = _Radius(pt);

            // Emit remaining particles individually
            int numBatchesTimesFour = numBatches * 4;
            for (int i = 0; i < numRemainder; i++) {
                // Calculate pos on circle with a random angle
                float angle = (float)(RandomSource.NextDouble()) * MathF.TwoPI;
                float posX = MathF.Cos(angle) * radius;
                float posY = MathF.Sin(angle) * radius;
                float posZ = emitRingOnly ? 0.0f : MathF.Sin((float)(RandomSource.NextDouble()) * MathF.TwoPI) * radius;

                // If this emitter is supposed to emit only on the surface
                // don't need to get a random distance
                if (!emitOnSurfaceOnly) {
                    float distance = (float)RandomSource.NextDouble();
                    posX *= distance;
                    posY *= distance;
                    posZ *= distance;
                }

                // Transform position
                // TODO: Matrix and transform stuff

                // Length
                float len = MathF.Sqrt((posX * posX) + (posY * posY) + (posZ * posZ));

                // Normalize
                float velX = posX / len;
                float velY = posY / len;
                float velZ = posZ / len;

                // Scale by speed
                velX *= initialSpeed;
                velY *= initialSpeed;
                velZ *= initialSpeed;

                // Avoid clumping by doing some pre-simulation
                float preSimTime = (i + 1) * oneOverPPS;
                if (oneOverPPS > 0) {
                    posX += velX * preSimTime;
                    posY += velY * preSimTime;
                    posZ += velZ * preSimTime;
                }

                // Store out position
                _particlesToEmit._positionStreamX[numBatchesTimesFour + i] = posX;
                _particlesToEmit._positionStreamY[numBatchesTimesFour + i] = posY;
                _particlesToEmit._positionStreamZ[numBatchesTimesFour + i] = posZ;

                // Store out velocity
                _particlesToEmit._velocityStreamX[numBatchesTimesFour + i] = velX;
                _particlesToEmit._velocityStreamY[numBatchesTimesFour + i] = velY;
                _particlesToEmit._velocityStreamZ[numBatchesTimesFour + i] = velZ;

                // Store out lifespan and mass
                float lifespan = initialLifespan - preSimTime;
                _particlesToEmit._lifespanStream[numBatchesTimesFour + i] = lifespan;
                _particlesToEmit._timeRemainingStream[numBatchesTimesFour + i] = lifespan;
                _particlesToEmit._massStream[numBatchesTimesFour + i] = initialMass;
            }

            // Assign number of particles
            _particlesToEmit._numParticles = numParticlesToEmit;

            // Assign the output variable
            particlesToEmit = _particlesToEmit;
        }