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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) 2008-2026 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 SC_PARTICLESYSTEM_CORE_H
+ #define SC_PARTICLESYSTEM_CORE_H
+
+ #include "foundation/PxPreprocessor.h"
+ #if PX_SUPPORT_GPU_PHYSX
+ #include "PxParticleSystem.h"
+ #include "foundation/PxAssert.h"
+ #include "ScActorCore.h"
+ #include "ScShapeCore.h"
+ #include "PxFiltering.h"
+ #include "DyParticleSystem.h"
+ #include "ScParticleSystemShapeCore.h"
+
+ namespace physx
+ {
+ namespace Sc
+ {
+ class ParticleSystemSim;
+ class BodyCore;
+
+ class ParticleSystemCore : public ActorCore
+ {
+ // PX_SERIALIZATION
+ public:
+ ParticleSystemCore(const PxEMPTY) : ActorCore(PxEmpty) {}
+ //~PX_SERIALIZATION
+ ParticleSystemCore(PxActorType::Enum actorType);
+ ~ParticleSystemCore();
+
+ //---------------------------------------------------------------------------------
+ // External API
+ //---------------------------------------------------------------------------------
+
+ PxReal getSleepThreshold() const;
+ void setSleepThreshold(const PxReal v);
+
+ PxReal getRestOffset() const;
+ void setRestOffset(const PxReal v);
+
+ PxReal getContactOffset() const;
+ void setContactOffset(const PxReal v);
+
+ PxReal getParticleContactOffset() const;
+ void setParticleContactOffset(const PxReal v);
+
+ PxReal getSolidRestOffset() const;
+ void setSolidRestOffset(const PxReal v);
+
+ PxReal getFluidRestOffset() const;
+ void setFluidRestOffset(const PxReal v);
+
+ PxReal getMaxDepenetrationVelocity() const;
+ void setMaxDepenetrationVelocity(const PxReal v);
+
+ PxReal getMaxVelocity() const;
+ void setMaxVelocity(const PxReal v);
+
+ PxParticleSystemCallback* getParticleSystemCallback() const;
+ void setParticleSystemCallback(PxParticleSystemCallback* callback);
+
+ PxReal getFluidBoundaryDensityScale() const;
+ void setFluidBoundaryDensityScale(const PxReal v);
+
+ PxU32 getGridSizeX() const;
+ void setGridSizeX(const PxU32 v);
+
+ PxU32 getGridSizeY() const;
+ void setGridSizeY(const PxU32 v);
+
+ PxU32 getGridSizeZ() const;
+ void setGridSizeZ(const PxU32 v);
+
+ PxU16 getSolverIterationCounts() const { return mShapeCore.getLLCore().solverIterationCounts; }
+ void setSolverIterationCounts(PxU16 c);
+
+ PxReal getWakeCounter() const;
+ void setWakeCounter(const PxReal v);
+ void setWakeCounterInternal(const PxReal v);
+
+ bool isSleeping() const;
+ void wakeUp(PxReal wakeCounter);
+ void putToSleep();
+
+ PxActor* getPxActor() const;
+
+
+ PxParticleFlags getFlags() const { return mShapeCore.getLLCore().mFlags; }
+
+ void setFlags(PxParticleFlags flags);
+
+ PxParticleLockFlags getLockFlags() const { return mShapeCore.getLLCore().mLockFlags; }
+
+ void setLockFlags(PxParticleLockFlags lockFlags) { mShapeCore.getLLCore().mLockFlags = lockFlags; }
+
+ void setWind(const PxVec3& wind) {mShapeCore.getLLCore().mWind = wind;}
+
+ PxVec3 getWind() const { return mShapeCore.getLLCore().mWind; }
+
+ PxSparseGridParams getSparseGridParams() const { return mShapeCore.getLLCore().sparseGridParams; }
+ void setSparseGridParams(const PxSparseGridParams& params) { mShapeCore.getLLCore().sparseGridParams = params; }
+
+ //---------------------------------------------------------------------------------
+ // Internal API
+ //---------------------------------------------------------------------------------
+ public:
+ ParticleSystemSim* getSim() const;
+
+ PX_FORCE_INLINE const ParticleSystemShapeCore& getShapeCore() const { return mShapeCore; }
+ PX_FORCE_INLINE ParticleSystemShapeCore& getShapeCore() { return mShapeCore; }
+
+ void setDirty(const bool dirty);
+
+ private:
+ //ParticleSystemSim* mSim;
+ ParticleSystemShapeCore mShapeCore;
+ };
+
+ } // namespace Sc
+ }
+ #endif
+
+ #endif