// 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_FLAGS_H #define PT_PARTICLE_SYSTEM_FLAGS_H #include "PxPhysXConfig.h" #if PX_USE_PARTICLE_SYSTEM_API #include "CmPhysXCommon.h" #include "particles/PxParticleBaseFlag.h" namespace physx { namespace Pt { /* ParticleSystems related constants */ // Maximum number of particles per particle system #define PT_PARTICLE_SYSTEM_PARTICLE_LIMIT 0xfffffffe /*! PxParticleBaseFlag extension. */ struct InternalParticleSystemFlag { enum Enum { // flags need to go into the unused bits of PxParticleBaseFlag eSPH = (1 << 16), eDISABLE_POSITION_UPDATE_ON_CREATE = (1 << 17), eDISABLE_POSITION_UPDATE_ON_SETPOS = (1 << 18) }; }; struct InternalParticleFlag { enum Enum { // constraint info eCONSTRAINT_0_VALID = (1 << 0), eCONSTRAINT_1_VALID = (1 << 1), eANY_CONSTRAINT_VALID = (eCONSTRAINT_0_VALID | eCONSTRAINT_1_VALID), eCONSTRAINT_0_DYNAMIC = (1 << 2), eCONSTRAINT_1_DYNAMIC = (1 << 3), eALL_CONSTRAINT_MASK = (eANY_CONSTRAINT_VALID | eCONSTRAINT_0_DYNAMIC | eCONSTRAINT_1_DYNAMIC), // static geometry cache: 00 (cache invalid), 11 (cache valid and refreshed), 01 (cache valid, but aged by one // step). eGEOM_CACHE_BIT_0 = (1 << 4), eGEOM_CACHE_BIT_1 = (1 << 5), eGEOM_CACHE_MASK = (eGEOM_CACHE_BIT_0 | eGEOM_CACHE_BIT_1), // cuda update info eCUDA_NOTIFY_CREATE = (1 << 6), eCUDA_NOTIFY_SET_POSITION = (1 << 7), eCUDA_NOTIFY_POSITION_CHANGE = (eCUDA_NOTIFY_CREATE | eCUDA_NOTIFY_SET_POSITION) }; }; struct ParticleFlags { PxU16 api; // this is PxParticleFlag PxU16 low; // this is InternalParticleFlag }; } // namespace Pt } // namespace physx #endif // PX_USE_PARTICLE_SYSTEM_API #endif // PT_PARTICLE_SYSTEM_FLAGS_H