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XCEngine/engine/third_party/physx/source/simulationcontroller/src/ScParticleSystemSim.cpp

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// 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<PxsShapeCore*>(&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<Sc::ParticleSystemSim&>(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