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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/LowLevelParticles/include/PtParticleSystemSim.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#ifndef PT_PARTICLE_SYSTEM_SIM_H
+#define PT_PARTICLE_SYSTEM_SIM_H
+
+#include "PxPhysXConfig.h"
+#if PX_USE_PARTICLE_SYSTEM_API
+
+#include "CmPhysXCommon.h"
+#include "PtParticleSystemCore.h"
+#include "PtParticleShape.h"
+
+namespace physx
+{
+
+class PxParticleDeviceExclusiveAccess;
+
+namespace Pt
+{
+
+struct ParticleSystemSimDataDesc;
+class ParticleSystemSim;
+
+/*!
+\file
+ParticleSystemSim interface.
+*/
+
+/************************************************************************/
+/* ParticleSystemsSim */
+/************************************************************************/
+
+/**
+Descriptor for the batched shape update pipeline stage
+*/
+struct ParticleShapesUpdateInput
+{
+ ParticleShape** shapes;
+ PxU32 shapeCount;
+};
+
+/**
+Descriptor for the batched collision update pipeline stage
+*/
+struct ParticleCollisionUpdateInput
+{
+ PxU8* contactManagerStream;
+};
+
+/*!
+Descriptor for updated particle packet shapes
+*/
+struct ParticleShapeUpdateResults
+{
+ ParticleShape* const* createdShapes; //! Handles of newly created particle packet shapes
+ PxU32 createdShapeCount; //! Number of newly created particle packet shapes
+ ParticleShape* const* destroyedShapes; //! Handles of particle packet shapes to delete
+ PxU32 destroyedShapeCount; //! Number of particle packet shapes to delete
+};
+
+class ParticleSystemSim
+{
+ public:
+ virtual ParticleSystemState& getParticleStateV() = 0;
+ virtual void getSimParticleDataV(ParticleSystemSimDataDesc& simParticleData, bool devicePtr) const = 0;
+ virtual void getShapesUpdateV(ParticleShapeUpdateResults& updateResults) const = 0;
+
+ virtual void setExternalAccelerationV(const PxVec3& v) = 0;
+ virtual const PxVec3& getExternalAccelerationV() const = 0;
+
+ virtual void setSimulationTimeStepV(PxReal value) = 0;
+ virtual PxReal getSimulationTimeStepV() const = 0;
+
+ virtual void setSimulatedV(bool) = 0;
+ virtual Ps::IntBool isSimulatedV() const = 0;
+
+ // gpuBuffer specifies that the interaction was created asynchronously to gpu execution (for rb ccd)
+ virtual void addInteractionV(const ParticleShape& particleShape, ShapeHandle shape, BodyHandle body, bool isDynamic,
+ bool gpuBuffer) = 0;
+
+ // gpuBuffer specifies that the interaction was created asynchronously to gpu execution (for rb ccd)
+ virtual void removeInteractionV(const ParticleShape& particleShape, ShapeHandle shape, BodyHandle body,
+ bool isDynamic, bool isDyingRb, bool gpuBuffer) = 0;
+
+ virtual void onRbShapeChangeV(const ParticleShape& particleShape, ShapeHandle shape) = 0;
+
+ // applies the buffered interaction updates.
+ virtual void flushBufferedInteractionUpdatesV() = 0;
+
+ // passes the contact manager stream needed for collision - the callee is responsible for releasing it
+ virtual void passCollisionInputV(ParticleCollisionUpdateInput input) = 0;
+
+#if PX_SUPPORT_GPU_PHYSX
+ virtual Ps::IntBool isGpuV() const = 0;
+ virtual void enableDeviceExclusiveModeGpuV() = 0;
+ virtual PxParticleDeviceExclusiveAccess* getDeviceExclusiveAccessGpuV() const = 0;
+#endif
+
+ protected:
+ virtual ~ParticleSystemSim()
+ {
+ }
+};
+
+} // namespace Pt
+} // namespace physx
+
+#endif // PX_USE_PARTICLE_SYSTEM_API
+#endif // PT_PARTICLE_SYSTEM_SIM_H