6e8fbca745
match the genesis editor version 1.3.0.653.
129 lines
4.5 KiB
C++
129 lines
4.5 KiB
C++
// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PARTICLE_BASE_FLAG
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#define PX_PARTICLE_BASE_FLAG
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/** \addtogroup particles
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@{
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*/
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#include "foundation/PxFlags.h"
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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\brief ParticleBase flags
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*/
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struct PxParticleBaseFlag
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{
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enum Enum
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{
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/**
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\brief Enable/disable two way collision of particles with the rigid body scene.
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In either case, particles are influenced by colliding rigid bodies.
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If eCOLLISION_TWOWAY is not set, rigid bodies are not influenced by
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colliding particles. Use particleMass to
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control the strength of the feedback force on rigid bodies.
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\note Switching this flag while the particle system is part of a scene might have a negative impact on performance.
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*/
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eCOLLISION_TWOWAY = (1<<0),
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/**
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\brief Enable/disable collision of particles with dynamic actors.
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The flag can be turned off as a hint to the sdk to save memory space and
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execution time. In principle any collisions can be turned off using filters
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but without or reduced memory and performance benefits.
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\note Switching this flag while the particle system is part of a scene might have a negative impact on performance.
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*/
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eCOLLISION_WITH_DYNAMIC_ACTORS = (1<<1),
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/**
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\brief Enable/disable execution of particle simulation.
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*/
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eENABLED = (1<<2),
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/**
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\brief Defines whether the particles of this particle system should be projected to a plane.
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This can be used to build 2D applications, for instance. The projection
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plane is defined by the parameter projectionPlaneNormal and projectionPlaneDistance.
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*/
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ePROJECT_TO_PLANE = (1<<3),
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/**
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\brief Enable/disable per particle rest offsets.
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Per particle rest offsets can be used to support particles having different sizes with
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respect to collision.
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\note This configuration cannot be changed after the particle system was created.
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*/
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ePER_PARTICLE_REST_OFFSET = (1<<4),
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/**
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\brief Ename/disable per particle collision caches.
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Per particle collision caches improve collision detection performance at the cost of increased
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memory usage.
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\note Switching this flag while the particle system is part of a scene might have a negative impact on performance.
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*/
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ePER_PARTICLE_COLLISION_CACHE_HINT = (1<<5),
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/**
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\brief Enable/disable GPU acceleration.
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Enabling GPU acceleration might fail. In this case the eGPU flag is switched off.
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\note Switching this flag while the particle system is part of a scene might have a negative impact on performance.
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@see PxScene.removeActor() PxScene.addActor() PxParticleGpu
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*/
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eGPU = (1<<6),
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};
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};
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/**
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\brief collection of set bits defined in PxParticleBaseFlag.
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@see PxParticleBaseFlag
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*/
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typedef PxFlags<PxParticleBaseFlag::Enum,PxU16> PxParticleBaseFlags;
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PX_FLAGS_OPERATORS(PxParticleBaseFlag::Enum,PxU16);
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#ifndef PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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