110 lines
3.5 KiB
C++
110 lines
3.5 KiB
C++
// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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#include "foundation/PxPreprocessor.h"
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#if PX_SUPPORT_GPU_PHYSX
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#include "ScParticleSystemSim.h"
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using namespace physx;
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using namespace Dy;
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Sc::ParticleSystemSim::ParticleSystemSim(ParticleSystemCore& core, Scene& scene) :
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GPUActorSim(scene, core, &core.getShapeCore())
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{
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createLowLevelVolume();
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mLLParticleSystem = scene.createLLParticleSystem(this);
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mNodeIndex = scene.getSimpleIslandManager()->addNode(false, false, IG::Node::ePARTICLESYSTEM_TYPE, mLLParticleSystem);
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scene.getSimpleIslandManager()->activateNode(mNodeIndex);
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//mCore.setSim(this);
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mLLParticleSystem->setElementId(mShapeSim.getElementID());
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PxParticleSystemGeometry geometry;
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geometry.mSolverType = PxParticleSolverType::ePBD;
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core.getShapeCore().setGeometry(geometry);
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PxsShapeCore* shapeCore = const_cast<PxsShapeCore*>(&core.getShapeCore().getCore());
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mLLParticleSystem->setShapeCore(shapeCore);
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}
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Sc::ParticleSystemSim::~ParticleSystemSim()
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{
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if (!mLLParticleSystem)
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return;
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mScene.destroyLLParticleSystem(*mLLParticleSystem);
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mScene.getSimpleIslandManager()->removeNode(mNodeIndex);
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mCore.setSim(NULL);
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}
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void Sc::ParticleSystemSim::createLowLevelVolume()
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{
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//PX_ASSERT(getWorldBounds().isFinite());
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const PxU32 index = mShapeSim.getElementID();
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if (!(static_cast<Sc::ParticleSystemSim&>(mShapeSim.getActor()).getCore().getFlags() & PxParticleFlag::eDISABLE_RIGID_COLLISION))
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{
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mScene.getBoundsArray().setBounds(PxBounds3(PxVec3(PX_MAX_BOUNDS_EXTENTS), PxVec3(-PX_MAX_BOUNDS_EXTENTS)), index);
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mShapeSim.setInBroadPhase();
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}
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else
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mScene.getAABBManager()->reserveSpaceForBounds(index);
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addToAABBMgr(Bp::FilterType::PARTICLESYSTEM);
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}
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bool Sc::ParticleSystemSim::isSleeping() const
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{
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return false;
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}
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void Sc::ParticleSystemSim::sleepCheck(PxReal dt)
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{
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PX_UNUSED(dt);
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}
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/*void Sc::ParticleSystemSim::activate()
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{
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activateInteractions(*this);
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}
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void Sc::ParticleSystemSim::deactivate()
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{
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deactivateInteractions(*this);
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}*/
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#endif //PX_SUPPORT_GPU_PHYSX
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