// 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) 2008-2017 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