// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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