genesis-3d_engine/Engine/ExtIncludes/physX3/windows/particles/PxParticleCreationData.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

154 lines
4.5 KiB
C++

// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PX_PARTICLESYSTEM_NXPARTICLECREATIONDATA
#define PX_PARTICLESYSTEM_NXPARTICLECREATIONDATA
/** \addtogroup particles
@{
*/
#include "PxPhysX.h"
#include "foundation/PxVec3.h"
#include "foundation/PxStrideIterator.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
/**
\brief Descriptor-like user-side class describing buffers for particle creation.
PxParticleCreationData is used to create particles within the SDK.
@see PxParticleBase::createParticles()
*/
class PxParticleCreationData
{
public:
/**
\brief The number of particles stored in the buffer.
*/
PxU32 numParticles;
/**
\brief Particle index data.
When creating particles, providing the particle indices is mandatory.
*/
PxStrideIterator<const PxU32> indexBuffer;
/**
\brief Particle position data.
When creating particles, providing the particle positions is mandatory.
*/
PxStrideIterator<const PxVec3> positionBuffer;
/**
\brief Particle velocity data.
Providing velocity data is optional.
*/
PxStrideIterator<const PxVec3> velocityBuffer;
/**
\brief Particle rest offset data.
Values need to be in the range [0.0f, restOffset].
If PxParticleBaseFlag.ePER_PARTICLE_REST_OFFSET is set, providing per particle rest offset data is mandatory.
@see PxParticleBaseFlag.ePER_PARTICLE_REST_OFFSET.
*/
PxStrideIterator<const PxF32> restOffsetBuffer;
/**
\brief Particle flags.
PxParticleFlag.eVALID, PxParticleFlag.eCOLLISION_WITH_STATIC, PxParticleFlag.eCOLLISION_WITH_DYNAMIC,
PxParticleFlag.eCOLLISION_WITH_DRAIN, PxParticleFlag.eSPATIAL_DATA_STRUCTURE_OVERFLOW are all flags that
can't be set on particle creation. They are written by the SDK exclusively.
Providing flag data is optional.
@see PxParticleFlag
*/
PxStrideIterator<const PxU32> flagBuffer;
PX_INLINE ~PxParticleCreationData();
/**
\brief (Re)sets the structure to the default.
*/
PX_INLINE void setToDefault();
/**
\brief Returns true if the current settings are valid
*/
PX_INLINE bool isValid() const;
/**
\brief Constructor sets to default.
*/
PX_INLINE PxParticleCreationData();
};
PX_INLINE PxParticleCreationData::PxParticleCreationData()
{
indexBuffer = PxStrideIterator<const PxU32>();
positionBuffer = PxStrideIterator<const PxVec3>();
velocityBuffer = PxStrideIterator<const PxVec3>();
restOffsetBuffer = PxStrideIterator<const PxF32>();
flagBuffer = PxStrideIterator<const PxU32>();
}
PX_INLINE PxParticleCreationData::~PxParticleCreationData()
{
}
PX_INLINE void PxParticleCreationData::setToDefault()
{
*this = PxParticleCreationData();
}
PX_INLINE bool PxParticleCreationData::isValid() const
{
if (numParticles > 0 && !(indexBuffer.ptr() && positionBuffer.ptr())) return false;
return true;
}
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif