// 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 SC_DEFORMABLE_VOLUME_SIM_H #define SC_DEFORMABLE_VOLUME_SIM_H #include "foundation/PxPreprocessor.h" #if PX_SUPPORT_GPU_PHYSX #include "foundation/PxUserAllocated.h" #include "DyDeformableVolume.h" #include "ScDeformableVolumeCore.h" #include "ScGpuActorSim.h" namespace physx { namespace Sc { class Scene; class DeformableVolumeSim : public GPUActorSim { PX_NOCOPY(DeformableVolumeSim) public: DeformableVolumeSim(DeformableVolumeCore& core, Scene& scene); ~DeformableVolumeSim(); PX_INLINE Dy::DeformableVolume* getLowLevelDeformableVolume() const { return mLLDeformableVolume; } PX_INLINE DeformableVolumeCore& getCore() const { return static_cast(mCore); } virtual PxActor* getPxActor() const { return getCore().getPxActor(); } bool isSleeping() const; bool isActive() const { return !isSleeping(); } void setActive(bool active, bool asPartOfCreation=false); void enableSelfCollision(); void disableSelfCollision(); void onSetWakeCounter(); PxBounds3 getWorldBounds() const; void attachShapeCore(ShapeCore* core); void attachSimulationMesh(PxTetrahedronMesh* simulationMesh, PxDeformableVolumeAuxData* simulationState); PxTetrahedronMesh* getSimulationMesh(); PxDeformableVolumeAuxData* getAuxData(); PxTetrahedronMesh* getCollisionMesh(); PxU32 getGpuIndex() const; private: Dy::DeformableVolume* mLLDeformableVolume; PxU32 mIslandNodeIndex; // PT: as far as I can tell these are never actually called // void activate(); // void deactivate(); }; } // namespace Sc } // namespace physx #endif // PX_SUPPORT_GPU_PHYSX #endif // SC_DEFORMABLE_VOLUME_SIM_H