// 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 "NpParticleSystem.h" #if PX_USE_PARTICLE_SYSTEM_API #include "PsFoundation.h" #include "NpPhysics.h" #include "NpScene.h" #include "NpWriteCheck.h" #include "PsArray.h" using namespace physx; NpParticleSystem::NpParticleSystem(PxU32 maxParticles, bool perParticleRestOffset) : ParticleSystemTemplateClass(PxConcreteType::ePARTICLE_SYSTEM, PxBaseFlag::eOWNS_MEMORY | PxBaseFlag::eIS_RELEASABLE, PxActorType::ePARTICLE_SYSTEM, maxParticles, perParticleRestOffset) {} NpParticleSystem::~NpParticleSystem() {} // PX_SERIALIZATION NpParticleSystem* NpParticleSystem::createObject(PxU8*& address, PxDeserializationContext& context) { NpParticleSystem* obj = new (address) NpParticleSystem(PxBaseFlag::eIS_RELEASABLE); address += sizeof(NpParticleSystem); obj->importExtraData(context); obj->resolveReferences(context); return obj; } //~PX_SERIALIZATION void NpParticleSystem::setParticleReadDataFlag(PxParticleReadDataFlag::Enum flag, bool val) { NP_WRITE_CHECK(getNpScene()); PX_CHECK_AND_RETURN( flag != PxParticleReadDataFlag::eDENSITY_BUFFER, "ParticleSystem has unsupported PxParticleReadDataFlag::eDENSITY_BUFFER set."); NpParticleSystemT::setParticleReadDataFlag(flag, val); } #endif