// 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_COLLISION_METHODS_H #define PT_COLLISION_METHODS_H #include "PxPhysXConfig.h" #if PX_USE_PARTICLE_SYSTEM_API #include "foundation/PxVec3.h" #include "PtConfig.h" #include "PtCollisionData.h" #include "PtSpatialHash.h" #include "PtParticleOpcodeCache.h" #include "GuGeometryUnion.h" namespace physx { namespace Pt { /*! Collision routines for fluid particles */ void collideWithPlane(ParticleCollData* particleCollData, PxU32 numCollData, const Gu::GeometryUnion& planeShape, PxReal proxRadius); void collideWithConvexPlanes(ParticleCollData& collData, const PxPlane* planes, const PxU32 numPlanes, const PxReal proxRadius); void collideWithConvexPlanesSIMD(ParticleCollDataV4& collDataV4, const PxPlane* convexPlanes, PxU32 numPlanes, const PxReal proxRadius); /** input scaledPlaneBuf needs a capacity of the number of planes in convexShape */ void collideWithConvex(PxPlane* scaledPlaneBuf, ParticleCollData* particleCollData, PxU32 numCollData, const Gu::GeometryUnion& convexShape, const PxReal proxRadius); void collideWithBox(ParticleCollData* particleCollData, PxU32 numCollData, const Gu::GeometryUnion& boxShape, PxReal proxRadius); void collideWithCapsule(ParticleCollData* particleCollData, PxU32 numCollData, const Gu::GeometryUnion& capsuleShape, PxReal proxRadius); void collideWithSphere(ParticleCollData* particleCollData, PxU32 numCollData, const Gu::GeometryUnion& sphereShape, PxReal proxRadius); void collideCellsWithStaticMesh(ParticleCollData* particleCollData, const LocalCellHash& localCellHash, const Gu::GeometryUnion& meshShape, const PxTransform& world2Shape, const PxTransform& shape2World, PxReal cellSize, PxReal collisionRange, PxReal proxRadius, const PxVec3& packetCorner); void collideWithStaticMesh(PxU32 numParticles, ParticleCollData* particleCollData, ParticleOpcodeCache* opcodeCaches, const Gu::GeometryUnion& meshShape, const PxTransform& world2Shape, const PxTransform& shape2World, PxReal cellSize, PxReal collisionRange, PxReal proxRadius); void collideWithStaticHeightField(ParticleCollData* particleCollData, PxU32 numCollData, const Gu::GeometryUnion& heightFieldShape, PxReal proxRadius, const PxTransform& shape2World); } // namespace Pt } // namespace physx #endif // PX_USE_PARTICLE_SYSTEM_API #endif // PT_COLLISION_METHODS_H