// 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 PX_PHYSICS_NP_PARTICLESYSTEM #define PX_PHYSICS_NP_PARTICLESYSTEM #include "PxPhysXConfig.h" #if PX_USE_PARTICLE_SYSTEM_API #include "particles/PxParticleSystem.h" #include "NpParticleBaseTemplate.h" #include "ScbParticleSystem.h" // PX_SERIALIZATION #include "PxSerialFramework.h" //~PX_SERIALIZATION namespace physx { class NpScene; class NpParticleSystem; namespace Scb { class ParticleSystem; } typedef NpParticleBaseTemplate NpParticleSystemT; class NpParticleSystem : public NpParticleSystemT { //= ATTENTION! ===================================================================================== // Changing the data layout of this class breaks the binary serialization format. See comments for // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION // accordingly. //================================================================================================== public: // PX_SERIALIZATION NpParticleSystem(PxBaseFlags baseFlags) : NpParticleSystemT(baseFlags) {} virtual void requires(PxProcessPxBaseCallback&) {} virtual void exportExtraData(PxSerializationContext& stream) { mParticleSystem.exportExtraData(stream); } void importExtraData(PxDeserializationContext& context) { mParticleSystem.importExtraData(context); } static NpParticleSystem* createObject(PxU8*& address, PxDeserializationContext& context); static void getBinaryMetaData(PxOutputStream& stream); //~PX_SERIALIZATION NpParticleSystem(PxU32 maxParticles, bool perParticleRestOffset); virtual ~NpParticleSystem(); virtual void setParticleReadDataFlag(PxParticleReadDataFlag::Enum flag, bool val); //--------------------------------------------------------------------------------- // PxParticleSystem implementation //--------------------------------------------------------------------------------- virtual PxActorType::Enum getType() const { return PxActorType::ePARTICLE_SYSTEM; } private: typedef NpParticleBaseTemplate ParticleSystemTemplateClass; }; } #endif // PX_USE_PARTICLE_SYSTEM_API #endif