// // 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 "PxParticleGpu.h" #if PX_SUPPORT_GPU_PHYSX #include "NpPhysics.h" #include "NpPhysicsGpu.h" using namespace physx; //-------------------------------------------------------------------------------------------------------------------// bool PxParticleGpu::createTriangleMeshMirror(const class PxTriangleMesh& triangleMesh, PxCudaContextManager& contextManager) { return NpPhysics::getInstance().getNpPhysicsGpu().createTriangleMeshMirror(triangleMesh, contextManager); } void PxParticleGpu::releaseTriangleMeshMirror(const class PxTriangleMesh& triangleMesh, PxCudaContextManager* contextManager) { NpPhysics::getInstance().getNpPhysicsGpu().releaseTriangleMeshMirror(triangleMesh, contextManager); } bool PxParticleGpu::createHeightFieldMirror(const class PxHeightField& heightField, PxCudaContextManager& contextManager) { return NpPhysics::getInstance().getNpPhysicsGpu().createHeightFieldMirror(heightField, contextManager); } void PxParticleGpu::releaseHeightFieldMirror(const class PxHeightField& heightField, PxCudaContextManager* contextManager) { NpPhysics::getInstance().getNpPhysicsGpu().releaseHeightFieldMirror(heightField, contextManager); } bool PxParticleGpu::createConvexMeshMirror(const class PxConvexMesh& convexMesh, PxCudaContextManager& contextManager) { return NpPhysics::getInstance().getNpPhysicsGpu().createConvexMeshMirror(convexMesh, contextManager); } void PxParticleGpu::releaseConvexMeshMirror(const class PxConvexMesh& convexMesh, PxCudaContextManager* contextManager) { NpPhysics::getInstance().getNpPhysicsGpu().releaseConvexMeshMirror(convexMesh, contextManager); } void PxParticleGpu::setExplicitCudaFlushCountHint(const class PxScene& scene, PxU32 cudaFlushCount) { NpPhysics::getInstance().getNpPhysicsGpu().setExplicitCudaFlushCountHint(scene, cudaFlushCount); } bool PxParticleGpu::setTriangleMeshCacheSizeHint(const class PxScene& scene, PxU32 size) { return NpPhysics::getInstance().getNpPhysicsGpu().setTriangleMeshCacheSizeHint(scene, size); } PxTriangleMeshCacheStatistics PxParticleGpu::getTriangleMeshCacheStatistics(const class PxScene& scene) { return NpPhysics::getInstance().getNpPhysicsGpu().getTriangleMeshCacheStatistics(scene); } //-------------------------------------------------------------------------------------------------------------------// #endif // PX_SUPPORT_GPU_PHYSX