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//
// 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.
#ifndef PT_PARTICLE_SYSTEM_SIM_H
#define PT_PARTICLE_SYSTEM_SIM_H
#include "PxPhysXConfig.h"
#if PX_USE_PARTICLE_SYSTEM_API
#include "CmPhysXCommon.h"
#include "PtParticleSystemCore.h"
#include "PtParticleShape.h"
namespace physx
{
class PxParticleDeviceExclusiveAccess;
namespace Pt
{
struct ParticleSystemSimDataDesc;
class ParticleSystemSim;
/*!
\file
ParticleSystemSim interface.
*/
/************************************************************************/
/* ParticleSystemsSim */
/************************************************************************/
/**
Descriptor for the batched shape update pipeline stage
*/
struct ParticleShapesUpdateInput
{
ParticleShape** shapes;
PxU32 shapeCount;
};
/**
Descriptor for the batched collision update pipeline stage
*/
struct ParticleCollisionUpdateInput
{
PxU8* contactManagerStream;
};
/*!
Descriptor for updated particle packet shapes
*/
struct ParticleShapeUpdateResults
{
ParticleShape* const* createdShapes; //! Handles of newly created particle packet shapes
PxU32 createdShapeCount; //! Number of newly created particle packet shapes
ParticleShape* const* destroyedShapes; //! Handles of particle packet shapes to delete
PxU32 destroyedShapeCount; //! Number of particle packet shapes to delete
};
class ParticleSystemSim
{
public:
virtual ParticleSystemState& getParticleStateV() = 0;
virtual void getSimParticleDataV(ParticleSystemSimDataDesc& simParticleData, bool devicePtr) const = 0;
virtual void getShapesUpdateV(ParticleShapeUpdateResults& updateResults) const = 0;
virtual void setExternalAccelerationV(const PxVec3& v) = 0;
virtual const PxVec3& getExternalAccelerationV() const = 0;
virtual void setSimulationTimeStepV(PxReal value) = 0;
virtual PxReal getSimulationTimeStepV() const = 0;
virtual void setSimulatedV(bool) = 0;
virtual Ps::IntBool isSimulatedV() const = 0;
// gpuBuffer specifies that the interaction was created asynchronously to gpu execution (for rb ccd)
virtual void addInteractionV(const ParticleShape& particleShape, ShapeHandle shape, BodyHandle body, bool isDynamic,
bool gpuBuffer) = 0;
// gpuBuffer specifies that the interaction was created asynchronously to gpu execution (for rb ccd)
virtual void removeInteractionV(const ParticleShape& particleShape, ShapeHandle shape, BodyHandle body,
bool isDynamic, bool isDyingRb, bool gpuBuffer) = 0;
virtual void onRbShapeChangeV(const ParticleShape& particleShape, ShapeHandle shape) = 0;
// applies the buffered interaction updates.
virtual void flushBufferedInteractionUpdatesV() = 0;
// passes the contact manager stream needed for collision - the callee is responsible for releasing it
virtual void passCollisionInputV(ParticleCollisionUpdateInput input) = 0;
#if PX_SUPPORT_GPU_PHYSX
virtual Ps::IntBool isGpuV() const = 0;
virtual void enableDeviceExclusiveModeGpuV() = 0;
virtual PxParticleDeviceExclusiveAccess* getDeviceExclusiveAccessGpuV() const = 0;
#endif
protected:
virtual ~ParticleSystemSim()
{
}
};
} // namespace Pt
} // namespace physx
#endif // PX_USE_PARTICLE_SYSTEM_API
#endif // PT_PARTICLE_SYSTEM_SIM_H
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