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<h1>PxParticleExt.h</h1><a href="PxParticleExt_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">//</span>
<a name="l00002"></a>00002 <span class="comment">// Redistribution and use in source and binary forms, with or without</span>
<a name="l00003"></a>00003 <span class="comment">// modification, are permitted provided that the following conditions</span>
<a name="l00004"></a>00004 <span class="comment">// are met:</span>
<a name="l00005"></a>00005 <span class="comment">// * Redistributions of source code must retain the above copyright</span>
<a name="l00006"></a>00006 <span class="comment">// notice, this list of conditions and the following disclaimer.</span>
<a name="l00007"></a>00007 <span class="comment">// * Redistributions in binary form must reproduce the above copyright</span>
<a name="l00008"></a>00008 <span class="comment">// notice, this list of conditions and the following disclaimer in the</span>
<a name="l00009"></a>00009 <span class="comment">// documentation and/or other materials provided with the distribution.</span>
<a name="l00010"></a>00010 <span class="comment">// * Neither the name of NVIDIA CORPORATION nor the names of its</span>
<a name="l00011"></a>00011 <span class="comment">// contributors may be used to endorse or promote products derived</span>
<a name="l00012"></a>00012 <span class="comment">// from this software without specific prior written permission.</span>
<a name="l00013"></a>00013 <span class="comment">//</span>
<a name="l00014"></a>00014 <span class="comment">// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY</span>
<a name="l00015"></a>00015 <span class="comment">// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE</span>
<a name="l00016"></a>00016 <span class="comment">// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR</span>
<a name="l00017"></a>00017 <span class="comment">// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR</span>
<a name="l00018"></a>00018 <span class="comment">// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,</span>
<a name="l00019"></a>00019 <span class="comment">// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,</span>
<a name="l00020"></a>00020 <span class="comment">// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR</span>
<a name="l00021"></a>00021 <span class="comment">// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY</span>
<a name="l00022"></a>00022 <span class="comment">// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span>
<a name="l00023"></a>00023 <span class="comment">// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE</span>
<a name="l00024"></a>00024 <span class="comment">// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span>
<a name="l00025"></a>00025 <span class="comment">//</span>
<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.</span>
<a name="l00027"></a>00027 <span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span>
<a name="l00028"></a>00028 <span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. </span>
<a name="l00029"></a>00029
<a name="l00030"></a>00030
<a name="l00031"></a>00031 <span class="preprocessor">#ifndef PX_PHYSICS_EXTENSIONS_PARTICLEEXT_H</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_EXTENSIONS_PARTICLEEXT_H</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span>
<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxStrideIterator_8h.html">foundation/PxStrideIterator.h</a>"</span>
<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxBounds3_8h.html">foundation/PxBounds3.h</a>"</span>
<a name="l00040"></a>00040
<a name="l00041"></a>00041 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00042"></a>00042 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00043"></a>00043 {
<a name="l00044"></a>00044 <span class="preprocessor">#endif</span>
<a name="l00045"></a>00045 <span class="preprocessor"></span>
<a name="l00050"></a><a class="code" href="classPxParticleExt.html">00050</a> <span class="keyword">class </span><a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="classPxParticleExt.html" title="extensions for the partice feature (deprecated)">PxParticleExt</a>
<a name="l00051"></a>00051 {
<a name="l00052"></a>00052 <span class="keyword">public</span>:
<a name="l00053"></a>00053
<a name="l00054"></a><a class="code" href="structPxParticleExt_1_1ParticleBounds.html">00054</a> <span class="keyword">struct </span><a class="code" href="structPxParticleExt_1_1ParticleBounds.html">ParticleBounds</a>
<a name="l00055"></a>00055 {
<a name="l00056"></a><a class="code" href="structPxParticleExt_1_1ParticleBounds.html#be957044e7d079311e86f433cb869be9">00056</a> <a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a> bounds;
<a name="l00057"></a><a class="code" href="structPxParticleExt_1_1ParticleBounds.html#84dfbf80fb1bd0f10c7e0c4d015ca1dd">00057</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> firstParticle;
<a name="l00058"></a><a class="code" href="structPxParticleExt_1_1ParticleBounds.html#d416d962f82b62bef4dfef8b7141b091">00058</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> numParticles;
<a name="l00059"></a>00059 };
<a name="l00060"></a>00060
<a name="l00098"></a>00098 <span class="keyword">static</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> buildBoundsHash(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* sortedParticleIndices,
<a name="l00099"></a>00099 <a class="code" href="structPxParticleExt_1_1ParticleBounds.html">ParticleBounds</a>* particleBounds,
<a name="l00100"></a>00100 <span class="keyword">const</span> <a class="code" href="classPxStrideIterator.html">PxStrideIterator<const PxVec3></a>& positionBuffer,
<a name="l00101"></a>00101 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> validParticleRange,
<a name="l00102"></a>00102 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* validParticleBitmap,
<a name="l00103"></a>00103 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> hashSize,
<a name="l00104"></a>00104 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxBounds,
<a name="l00105"></a>00105 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> gridSpacing);
<a name="l00106"></a>00106
<a name="l00116"></a><a class="code" href="classPxParticleExt_1_1IndexPool.html">00116</a> <span class="keyword">class </span><a class="code" href="classPxParticleExt_1_1IndexPool.html" title="Class to manage particle indices. Extension particle index management can be useful...">IndexPool</a>
<a name="l00117"></a>00117 {
<a name="l00118"></a>00118 <span class="keyword">public</span>:
<a name="l00125"></a>00125 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> allocateIndices(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> num, <span class="keyword">const</span> <a class="code" href="classPxStrideIterator.html" title="Iterator class for iterating over arrays of data that may be interleaved with other...">PxStrideIterator<PxU32></a>& indexBuffer) = 0;
<a name="l00126"></a>00126
<a name="l00133"></a>00133 <span class="keyword">virtual</span> <span class="keywordtype">void</span> freeIndices(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> num, <span class="keyword">const</span> <a class="code" href="classPxStrideIterator.html">PxStrideIterator<const PxU32></a>& indexBuffer) = 0;
<a name="l00134"></a>00134
<a name="l00138"></a>00138 <span class="keyword">virtual</span> <span class="keywordtype">void</span> freeIndices() = 0;
<a name="l00139"></a>00139
<a name="l00143"></a>00143 <span class="keyword">virtual</span> <span class="keywordtype">void</span> release() = 0;
<a name="l00144"></a>00144
<a name="l00148"></a><a class="code" href="classPxParticleExt_1_1IndexPool.html#caa320043604a6cdf87803719e7ea193">00148</a> <span class="keyword">virtual</span> <a class="code" href="classPxParticleExt_1_1IndexPool.html#caa320043604a6cdf87803719e7ea193" title="virtual destructor">~IndexPool</a>() {}
<a name="l00149"></a>00149 };
<a name="l00150"></a>00150
<a name="l00155"></a>00155 <span class="keyword">static</span> IndexPool* createIndexPool(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxParticles);
<a name="l00156"></a>00156
<a name="l00163"></a>00163 <span class="keyword">static</span> IndexPool* createIndexPool(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxParticles, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> validParticleRange, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* validParticleBitmap);
<a name="l00164"></a>00164
<a name="l00165"></a>00165 };
<a name="l00166"></a>00166
<a name="l00167"></a>00167 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00168"></a>00168 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00169"></a>00169 <span class="preprocessor">#endif</span>
<a name="l00170"></a>00170 <span class="preprocessor"></span>
<a name="l00172"></a>00172 <span class="preprocessor">#endif</span>
</pre></div></div>
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