// 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. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PXG_SMOOTHING_H #define PXG_SMOOTHING_H #include "foundation/PxSimpleTypes.h" #include "foundation/PxVec4.h" #include "foundation/PxArray.h" #include "PxSmoothing.h" #include "PxgKernelWrangler.h" #include "PxgAnisotropyData.h" #include "PxgKernelLauncher.h" #if !PX_DOXYGEN namespace physx { #endif #if PX_SUPPORT_GPU_PHYSX class PxgSmoothedPositionGenerator : public PxSmoothedPositionGenerator, public PxUserAllocated { private: PxgKernelLauncher mKernelLauncher; PxSmoothedPositionData mPositionSmoothingDataHost; PxSmoothedPositionData* mPositionSmoothingDataPerParticleSystemDevice; PxU32 mNumParticles; bool mDirty; bool mOwnsSmoothedPositionGPUBuffers; PxVec4* mSmoothedPositions; bool mEnabled; void releaseGPUSmoothedPositionBuffers(); void allocateGPUSmoothedPositionBuffers(); public: PxgSmoothedPositionGenerator(PxgKernelLauncher& cudaContextManager, PxU32 maxNumParticles, PxReal smoothingStrenght); virtual ~PxgSmoothedPositionGenerator() { } virtual void setSmoothing(float smoothingStrenght) { mPositionSmoothingDataHost.mSmoothing = smoothingStrenght; mDirty = true; } virtual void release(); //Replaces the former readData method virtual void setResultBufferHost(PxVec4* smoothedPositions) { mSmoothedPositions = smoothedPositions; allocateGPUSmoothedPositionBuffers(); mDirty = true; } virtual void setResultBufferDevice(PxVec4* smoothedPositions) { if (mOwnsSmoothedPositionGPUBuffers) releaseGPUSmoothedPositionBuffers(); mPositionSmoothingDataHost.mPositions = smoothedPositions; mDirty = true; mSmoothedPositions = NULL; } virtual void generateSmoothedPositions(PxGpuParticleSystem* gpuParticleSystem, PxU32 numParticles, CUstream stream); virtual void generateSmoothedPositions(PxVec4* particlePositionsGpu, PxParticleNeighborhoodProvider& neighborhoodProvider, PxU32 numParticles, PxReal particleContactOffset, CUstream stream); virtual PxU32 getMaxParticles() const { return mNumParticles; } virtual void setMaxParticles(PxU32 maxParticles); virtual PxVec4* getSmoothedPositionsDevicePointer() const { return mPositionSmoothingDataHost.mPositions; } virtual void setEnabled(bool enabled) { mEnabled = enabled; } virtual bool isEnabled() const { return mEnabled; } }; #endif #if !PX_DOXYGEN } // namespace physx #endif #endif