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XCEngine/engine/third_party/physx/source/simulationcontroller/src/ScDeformableVolumeSim.h

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// 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<DeformableVolumeCore&>(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