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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
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// 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.

#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