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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