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XCEngine/engine/third_party/physx/source/lowleveldynamics/include/DyParticleSystem.h

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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) 2008-2025 NVIDIA Corporation. All rights reserved.
#ifndef PXD_PARTICLESYSTEM_H
#define PXD_PARTICLESYSTEM_H
#include "foundation/PxSimpleTypes.h"
#include "DyParticleSystemCore.h"
#include "PxvGeometry.h"
#define MAX_SPARSEGRID_DIM 1024
#define MIN_SPARSEGRID_ID -512
#define MAX_SPARSEGRID_ID 511
namespace physx
{
namespace Sc
{
class ParticleSystemSim;
}
namespace Dy
{
typedef size_t ParticleSystemHandle;
class ParticleSystemCore;
struct ParticleSystemFlag
{
enum Enum
{
eUPDATE_PARAMS = 1 << 1,
eUPDATE_MATERIAL = 1 << 2,
eUPDATE_PHASE = 1 << 3,
eUPDATE_ACTIVE_PARTICLECOUNT = 1 << 4,
eENABLE_GPU_DATA_SYNC = 1 << 5,
};
};
class ParticleSystem
{
PX_NOCOPY(ParticleSystem)
public:
ParticleSystem(Dy::ParticleSystemCore& core) : mCore(core), mShapeCore(NULL),
mElementId(0xffffffff), mGpuRemapId(0xffffffff)
{
mFlag = 0;
}
~ParticleSystem() {}
PX_FORCE_INLINE void setShapeCore(PxsShapeCore* shapeCore)
{
mShapeCore = shapeCore;
}
PX_FORCE_INLINE void setGpuRemapId(const PxU32 remapId)
{
mGpuRemapId = remapId;
PxParticleSystemGeometryLL& geom = mShapeCore->mGeometry.get<PxParticleSystemGeometryLL>();
geom.materialsLL.gpuRemapId = remapId;
}
PX_FORCE_INLINE PxU32 getGpuRemapId() const { return mGpuRemapId; }
PX_FORCE_INLINE void setElementId(const PxU32 elementId) { mElementId = elementId; }
PX_FORCE_INLINE PxU32 getElementId() { return mElementId; }
PX_FORCE_INLINE ParticleSystemCore& getCore() const { return mCore; }
PX_FORCE_INLINE PxsShapeCore& getShapeCore() { return *mShapeCore; }
PX_FORCE_INLINE PxU16 getIterationCounts() { return mCore.solverIterationCounts; }
PxU32 mFlag;
private:
ParticleSystemCore& mCore;
PxsShapeCore* mShapeCore;
PxU32 mElementId; //this is used for the bound array
PxU32 mGpuRemapId;
};
struct ParticleSystemSolverDesc
{
ParticleSystem* particleSystem;
};
PX_FORCE_INLINE ParticleSystem* getParticleSystem(ParticleSystemHandle handle)
{
return reinterpret_cast<ParticleSystem*>(handle);
}
}
}
#endif