6e8fbca745
match the genesis editor version 1.3.0.653.
154 lines
4.5 KiB
C++
154 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_PARTICLESYSTEM_NXPARTICLECREATIONDATA
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#define PX_PARTICLESYSTEM_NXPARTICLECREATIONDATA
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/** \addtogroup particles
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@{
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*/
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#include "PxPhysX.h"
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#include "foundation/PxVec3.h"
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#include "foundation/PxStrideIterator.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 Descriptor-like user-side class describing buffers for particle creation.
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PxParticleCreationData is used to create particles within the SDK.
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@see PxParticleBase::createParticles()
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*/
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class PxParticleCreationData
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{
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public:
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/**
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\brief The number of particles stored in the buffer.
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*/
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PxU32 numParticles;
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/**
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\brief Particle index data.
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When creating particles, providing the particle indices is mandatory.
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*/
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PxStrideIterator<const PxU32> indexBuffer;
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/**
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\brief Particle position data.
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When creating particles, providing the particle positions is mandatory.
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*/
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PxStrideIterator<const PxVec3> positionBuffer;
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/**
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\brief Particle velocity data.
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Providing velocity data is optional.
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*/
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PxStrideIterator<const PxVec3> velocityBuffer;
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/**
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\brief Particle rest offset data.
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Values need to be in the range [0.0f, restOffset].
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If PxParticleBaseFlag.ePER_PARTICLE_REST_OFFSET is set, providing per particle rest offset data is mandatory.
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@see PxParticleBaseFlag.ePER_PARTICLE_REST_OFFSET.
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*/
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PxStrideIterator<const PxF32> restOffsetBuffer;
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/**
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\brief Particle flags.
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PxParticleFlag.eVALID, PxParticleFlag.eCOLLISION_WITH_STATIC, PxParticleFlag.eCOLLISION_WITH_DYNAMIC,
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PxParticleFlag.eCOLLISION_WITH_DRAIN, PxParticleFlag.eSPATIAL_DATA_STRUCTURE_OVERFLOW are all flags that
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can't be set on particle creation. They are written by the SDK exclusively.
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Providing flag data is optional.
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@see PxParticleFlag
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*/
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PxStrideIterator<const PxU32> flagBuffer;
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PX_INLINE ~PxParticleCreationData();
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/**
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\brief (Re)sets the structure to the default.
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*/
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PX_INLINE void setToDefault();
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/**
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\brief Returns true if the current settings are valid
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*/
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PX_INLINE bool isValid() const;
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/**
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\brief Constructor sets to default.
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*/
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PX_INLINE PxParticleCreationData();
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};
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PX_INLINE PxParticleCreationData::PxParticleCreationData()
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{
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indexBuffer = PxStrideIterator<const PxU32>();
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positionBuffer = PxStrideIterator<const PxVec3>();
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velocityBuffer = PxStrideIterator<const PxVec3>();
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restOffsetBuffer = PxStrideIterator<const PxF32>();
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flagBuffer = PxStrideIterator<const PxU32>();
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}
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PX_INLINE PxParticleCreationData::~PxParticleCreationData()
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{
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}
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PX_INLINE void PxParticleCreationData::setToDefault()
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{
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*this = PxParticleCreationData();
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}
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PX_INLINE bool PxParticleCreationData::isValid() const
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{
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if (numParticles > 0 && !(indexBuffer.ptr() && positionBuffer.ptr())) return false;
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return true;
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}
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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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