feat(physics): wire physx sdk into build
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engine/third_party/physx/source/simulationcontroller/src/ScParticleSystemSim.h
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engine/third_party/physx/source/simulationcontroller/src/ScParticleSystemSim.h
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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#ifndef SC_PARTICLESYSTEM_SIM_H
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#define SC_PARTICLESYSTEM_SIM_H
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#include "foundation/PxPreprocessor.h"
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#if PX_SUPPORT_GPU_PHYSX
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#include "foundation/PxUserAllocated.h"
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#include "ScGpuActorSim.h"
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#include "ScParticleSystemCore.h"
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namespace physx
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{
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namespace Sc
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{
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class Scene;
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class ParticleSystemSim : public GPUActorSim
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{
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PX_NOCOPY(ParticleSystemSim)
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public:
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ParticleSystemSim(ParticleSystemCore& core, Scene& scene);
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~ParticleSystemSim();
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PX_INLINE Dy::ParticleSystem* getLowLevelParticleSystem() const { return mLLParticleSystem; }
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PX_INLINE ParticleSystemCore& getCore() const { return static_cast<ParticleSystemCore&>(mCore); }
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virtual PxActor* getPxActor() const { return getCore().getPxActor(); }
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bool isSleeping() const;
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bool isActive() const { return true; }
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void sleepCheck(PxReal dt);
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void setActive(bool active, bool asPartOfCreation=false);
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void createLowLevelVolume();
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private:
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Dy::ParticleSystem* mLLParticleSystem;
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// PT: as far as I can tell these are never actually called
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// void activate();
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// void deactivate();
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};
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} // namespace Sc
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}
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#endif
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#endif
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