// 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_SHAPE_CPU_H #define PT_PARTICLE_SHAPE_CPU_H #include "PxPhysXConfig.h" #if PX_USE_PARTICLE_SYSTEM_API #include "foundation/PxTransform.h" #include "foundation/PxBounds3.h" #include "PtConfig.h" #include "PtSpatialHash.h" #include "PtParticleShape.h" namespace physx { namespace Pt { class Context; class ParticleShapeCpu : public ParticleShape { public: ParticleShapeCpu(Context* context, PxU32 index); virtual ~ParticleShapeCpu(); void init(class ParticleSystemSimCpu* particleSystem, const ParticleCell* packet); // Implements ParticleShapeCpu virtual PxBounds3 getBoundsV() const { return mBounds; } virtual void setUserDataV(void* data) { mUserData = data; } virtual void* getUserDataV() const { return mUserData; } virtual void destroyV(); //~Implements ParticleShapeCpu PX_FORCE_INLINE void setFluidPacket(const ParticleCell* packet) { PX_ASSERT(packet); mPacket = packet; } PX_FORCE_INLINE const ParticleCell* getFluidPacket() const { return mPacket; } PX_FORCE_INLINE PxU32 getIndex() const { return mIndex; } PX_FORCE_INLINE class ParticleSystemSimCpu* getParticleSystem() { return mParticleSystem; } PX_FORCE_INLINE const class ParticleSystemSimCpu* getParticleSystem() const { return mParticleSystem; } PX_FORCE_INLINE GridCellVector getPacketCoordinates() const { return mPacketCoordinates; } private: PxU32 mIndex; class ParticleSystemSimCpu* mParticleSystem; PxBounds3 mBounds; GridCellVector mPacketCoordinates; // This is needed for the remapping process. const ParticleCell* mPacket; void* mUserData; }; } // namespace Pt } // namespace physx #endif // PX_USE_PARTICLE_SYSTEM_API #endif // PT_PARTICLE_SHAPE_CPU_H