// 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. #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