// 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. #include "foundation/PxPreprocessor.h" #if PX_SUPPORT_GPU_PHYSX #include "ScParticleSystemSim.h" using namespace physx; using namespace Dy; Sc::ParticleSystemSim::ParticleSystemSim(ParticleSystemCore& core, Scene& scene) : GPUActorSim(scene, core, &core.getShapeCore()) { createLowLevelVolume(); mLLParticleSystem = scene.createLLParticleSystem(this); mNodeIndex = scene.getSimpleIslandManager()->addNode(false, false, IG::Node::ePARTICLESYSTEM_TYPE, mLLParticleSystem); scene.getSimpleIslandManager()->activateNode(mNodeIndex); //mCore.setSim(this); mLLParticleSystem->setElementId(mShapeSim.getElementID()); PxParticleSystemGeometry geometry; geometry.mSolverType = PxParticleSolverType::ePBD; core.getShapeCore().setGeometry(geometry); PxsShapeCore* shapeCore = const_cast(&core.getShapeCore().getCore()); mLLParticleSystem->setShapeCore(shapeCore); } Sc::ParticleSystemSim::~ParticleSystemSim() { if (!mLLParticleSystem) return; mScene.destroyLLParticleSystem(*mLLParticleSystem); mScene.getSimpleIslandManager()->removeNode(mNodeIndex); mCore.setSim(NULL); } void Sc::ParticleSystemSim::createLowLevelVolume() { //PX_ASSERT(getWorldBounds().isFinite()); const PxU32 index = mShapeSim.getElementID(); if (!(static_cast(mShapeSim.getActor()).getCore().getFlags() & PxParticleFlag::eDISABLE_RIGID_COLLISION)) { mScene.getBoundsArray().setBounds(PxBounds3(PxVec3(PX_MAX_BOUNDS_EXTENTS), PxVec3(-PX_MAX_BOUNDS_EXTENTS)), index); mShapeSim.setInBroadPhase(); } else mScene.getAABBManager()->reserveSpaceForBounds(index); addToAABBMgr(Bp::FilterType::PARTICLESYSTEM); } bool Sc::ParticleSystemSim::isSleeping() const { return false; } void Sc::ParticleSystemSim::sleepCheck(PxReal dt) { PX_UNUSED(dt); } /*void Sc::ParticleSystemSim::activate() { activateInteractions(*this); } void Sc::ParticleSystemSim::deactivate() { deactivateInteractions(*this); }*/ #endif //PX_SUPPORT_GPU_PHYSX