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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.
#include "PtParticleShapeCpu.h"
#if PX_USE_PARTICLE_SYSTEM_API
#include "PtContext.h"
#include "PtParticleSystemSimCpu.h"
#include "PtSpatialHash.h"
using namespace physx;
using namespace Pt;
ParticleShapeCpu::ParticleShapeCpu(Context*, PxU32 index)
: mIndex(index), mParticleSystem(NULL), mPacket(NULL), mUserData(NULL)
{
}
ParticleShapeCpu::~ParticleShapeCpu()
{
}
void ParticleShapeCpu::init(ParticleSystemSimCpu* particleSystem, const ParticleCell* packet)
{
PX_ASSERT(mParticleSystem == NULL);
PX_ASSERT(mPacket == NULL);
PX_ASSERT(mUserData == NULL);
PX_ASSERT(particleSystem);
PX_ASSERT(packet);
mParticleSystem = particleSystem;
mPacket = packet;
mPacketCoordinates = packet->coords; // this is needed for the remapping process.
// Compute and store AABB of the assigned packet
mParticleSystem->getPacketBounds(mPacketCoordinates, mBounds);
}
void ParticleShapeCpu::destroyV()
{
PX_ASSERT(mParticleSystem);
mParticleSystem->getContext().releaseParticleShape(this);
mParticleSystem = NULL;
mPacket = NULL;
mUserData = NULL;
}
#endif // PX_USE_PARTICLE_SYSTEM_API
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