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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_SHAPE_CPU_H
#define PT_PARTICLE_SHAPE_CPU_H
#include "PxPhysXConfig.h"
#if PX_USE_PARTICLE_SYSTEM_API
#include "foundation/PxTransform.h"
#include "foundation/PxBounds3.h"
#include "PtConfig.h"
#include "PtSpatialHash.h"
#include "PtParticleShape.h"
namespace physx
{
namespace Pt
{
class Context;
class ParticleShapeCpu : public ParticleShape
{
public:
ParticleShapeCpu(Context* context, PxU32 index);
virtual ~ParticleShapeCpu();
void init(class ParticleSystemSimCpu* particleSystem, const ParticleCell* packet);
// Implements ParticleShapeCpu
virtual PxBounds3 getBoundsV() const
{
return mBounds;
}
virtual void setUserDataV(void* data)
{
mUserData = data;
}
virtual void* getUserDataV() const
{
return mUserData;
}
virtual void destroyV();
//~Implements ParticleShapeCpu
PX_FORCE_INLINE void setFluidPacket(const ParticleCell* packet)
{
PX_ASSERT(packet);
mPacket = packet;
}
PX_FORCE_INLINE const ParticleCell* getFluidPacket() const
{
return mPacket;
}
PX_FORCE_INLINE PxU32 getIndex() const
{
return mIndex;
}
PX_FORCE_INLINE class ParticleSystemSimCpu* getParticleSystem()
{
return mParticleSystem;
}
PX_FORCE_INLINE const class ParticleSystemSimCpu* getParticleSystem() const
{
return mParticleSystem;
}
PX_FORCE_INLINE GridCellVector getPacketCoordinates() const
{
return mPacketCoordinates;
}
private:
PxU32 mIndex;
class ParticleSystemSimCpu* mParticleSystem;
PxBounds3 mBounds;
GridCellVector mPacketCoordinates; // This is needed for the remapping process.
const ParticleCell* mPacket;
void* mUserData;
};
} // namespace Pt
} // namespace physx
#endif // PX_USE_PARTICLE_SYSTEM_API
#endif // PT_PARTICLE_SHAPE_CPU_H
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