// // 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. #include "PtParticleShapeCpu.h" #if PX_USE_PARTICLE_SYSTEM_API #include "PtContext.h" #include "PtParticleSystemSimCpu.h" #include "PtSpatialHash.h" using namespace physx; using namespace Pt; ParticleShapeCpu::ParticleShapeCpu(Context*, PxU32 index) : mIndex(index), mParticleSystem(NULL), mPacket(NULL), mUserData(NULL) { } ParticleShapeCpu::~ParticleShapeCpu() { } void ParticleShapeCpu::init(ParticleSystemSimCpu* particleSystem, const ParticleCell* packet) { PX_ASSERT(mParticleSystem == NULL); PX_ASSERT(mPacket == NULL); PX_ASSERT(mUserData == NULL); PX_ASSERT(particleSystem); PX_ASSERT(packet); mParticleSystem = particleSystem; mPacket = packet; mPacketCoordinates = packet->coords; // this is needed for the remapping process. // Compute and store AABB of the assigned packet mParticleSystem->getPacketBounds(mPacketCoordinates, mBounds); } void ParticleShapeCpu::destroyV() { PX_ASSERT(mParticleSystem); mParticleSystem->getContext().releaseParticleShape(this); mParticleSystem = NULL; mPacket = NULL; mUserData = NULL; } #endif // PX_USE_PARTICLE_SYSTEM_API