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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 PX_PHYSICS_NP_PARTICLESYSTEM
#define PX_PHYSICS_NP_PARTICLESYSTEM
#include "PxPhysXConfig.h"
#if PX_USE_PARTICLE_SYSTEM_API
#include "particles/PxParticleSystem.h"
#include "NpParticleBaseTemplate.h"
#include "ScbParticleSystem.h"
// PX_SERIALIZATION
#include "PxSerialFramework.h"
//~PX_SERIALIZATION
namespace physx
{
class NpScene;
class NpParticleSystem;
namespace Scb
{
class ParticleSystem;
}
typedef NpParticleBaseTemplate<PxParticleSystem, NpParticleSystem> NpParticleSystemT;
class NpParticleSystem : public NpParticleSystemT
{
//= ATTENTION! =====================================================================================
// Changing the data layout of this class breaks the binary serialization format. See comments for
// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
// accordingly.
//==================================================================================================
public:
// PX_SERIALIZATION
NpParticleSystem(PxBaseFlags baseFlags) : NpParticleSystemT(baseFlags) {}
virtual void requiresObjects(PxProcessPxBaseCallback&) {}
virtual void exportExtraData(PxSerializationContext& stream) { mParticleSystem.exportExtraData(stream); }
void importExtraData(PxDeserializationContext& context) { mParticleSystem.importExtraData(context); }
static NpParticleSystem* createObject(PxU8*& address, PxDeserializationContext& context);
static void getBinaryMetaData(PxOutputStream& stream);
//~PX_SERIALIZATION
NpParticleSystem(PxU32 maxParticles, bool perParticleRestOffset);
virtual ~NpParticleSystem();
virtual void setParticleReadDataFlag(PxParticleReadDataFlag::Enum flag, bool val);
//---------------------------------------------------------------------------------
// PxParticleSystem implementation
//---------------------------------------------------------------------------------
virtual PxActorType::Enum getType() const { return PxActorType::ePARTICLE_SYSTEM; }
private:
typedef NpParticleBaseTemplate<PxParticleSystem, NpParticleSystem> ParticleSystemTemplateClass;
};
}
#endif // PX_USE_PARTICLE_SYSTEM_API
#endif
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