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// 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) 2008-2018 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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