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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) 2008-2017 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#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 requires(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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