// 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(); 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(handle); } } } #endif