RavEngine
Loading...
Searching...
No Matches
PxParticleGpu.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
3// are met:
4// * Redistributions of source code must retain the above copyright
5// notice, this list of conditions and the following disclaimer.
6// * Redistributions in binary form must reproduce the above copyright
7// notice, this list of conditions and the following disclaimer in the
8// documentation and/or other materials provided with the distribution.
9// * Neither the name of NVIDIA CORPORATION nor the names of its
10// contributors may be used to endorse or promote products derived
11// from this software without specific prior written permission.
12//
13// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
14// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
17// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24//
25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef PX_GPU_PARTICLE_SYSTEM_H
30#define PX_GPU_PARTICLE_SYSTEM_H
34#include "foundation/PxSimpleTypes.h"
35#include "foundation/PxVec3.h"
36
37#include "PxParticleSystem.h"
38
39#if !PX_DOXYGEN
40namespace physx
41{
42#endif
43
50{
51 PxReal friction; // 4
52 PxReal damping; // 8
53 PxReal adhesion; // 12
54 PxReal gravityScale; // 16
55 PxReal adhesionRadiusScale; // 20
56};
57
58#if !PX_DOXYGEN
59} // namespace physx
60#endif
61
62#if PX_SUPPORT_GPU_PHYSX
63
64struct float4;
65
66PX_CUDA_CALLABLE inline physx::PxU32 PxGetGroup(physx::PxU32 phase) { return phase & physx::PxParticlePhaseFlag::eParticlePhaseGroupMask; }
67PX_CUDA_CALLABLE inline bool PxGetFluid(physx::PxU32 phase) { return (phase & physx::PxParticlePhaseFlag::eParticlePhaseFluid) != 0; }
68PX_CUDA_CALLABLE inline bool PxGetSelfCollide(physx::PxU32 phase) { return (phase & physx::PxParticlePhaseFlag::eParticlePhaseSelfCollide) != 0; }
69PX_CUDA_CALLABLE inline bool PxGetSelfCollideFilter(physx::PxU32 phase) { return (phase & physx::PxParticlePhaseFlag::eParticlePhaseSelfCollideFilter) != 0; }
70
71#if !PX_DOXYGEN
72namespace physx
73{
74#endif
75
79class PxNeighborhoodIterator
80{
81
82 const PxU32* PX_RESTRICT mCollisionIndex;
83 PxU32 mMaxParticles;
84
85public:
86 PX_CUDA_CALLABLE PxNeighborhoodIterator(const PxU32* PX_RESTRICT collisionIndex, PxU32 maxParticles) :
87 mCollisionIndex(collisionIndex), mMaxParticles(maxParticles)
88 {
89 }
90
91 PX_CUDA_CALLABLE PxU32 getNextIndex()
92 {
93 PxU32 result = *mCollisionIndex;
94 mCollisionIndex += mMaxParticles;
95 return result;
96 }
97
98 PX_INLINE PxNeighborhoodIterator(const PxNeighborhoodIterator& params)
99 {
100 mCollisionIndex = params.mCollisionIndex;
101 mMaxParticles = params.mMaxParticles;
102 }
103
104 PX_INLINE void operator = (const PxNeighborhoodIterator& params)
105 {
106 mCollisionIndex = params.mCollisionIndex;
107 mMaxParticles = params.mMaxParticles;
108 }
109};
110
114struct PxGpuParticleData
115{
116 PxVec3 mPeriod;
117
118 PxU32 mGridSizeX;
119 PxU32 mGridSizeY;
120 PxU32 mGridSizeZ;
121
122 PxReal mParticleContactDistance;
123 PxReal mParticleContactDistanceInv;
124 PxReal mParticleContactDistanceSq;
125
126 PxU32 mNumParticles;
127 PxU32 mMaxParticles;
128 PxU32 mMaxNeighborhood;
129 PxU32 mMaxDiffuseParticles;
130 PxU32 mNumParticleBuffers;
131};
132
139class PxGpuParticleSystem
140{
141public:
142
148 PX_FORCE_INLINE PxU32 getNumCells() { return mCommonData.mGridSizeX * mCommonData.mGridSizeY * mCommonData.mGridSizeZ; }
149
150 /* Unsorted particle state buffers */
151 float4* mUnsortedPositions_InvMass;
152 float4* mUnsortedVelocities;
153 PxU32* mUnsortedPhaseArray;
154
155 /* Sorted particle state buffers. Sorted by increasing hash value in background grid. */
156 float4* mSortedPositions_InvMass;
157 float4* mSortedVelocities;
158 PxU32* mSortedPhaseArray;
159
160 /* Mappings to/from sorted particle states */
161 PxU32* mUnsortedToSortedMapping;
162 PxU32* mSortedToUnsortedMapping;
163
164 /* Neighborhood information */
165 PxU32* mParticleSelfCollisionCount;
166 PxU32* mCollisionIndex;
167
168 PxsParticleMaterialData* mParticleMaterials;
169 PxGpuParticleData mCommonData;
170
178 PX_CUDA_CALLABLE PxNeighborhoodIterator getIterator(PxU32 particleId) const
179 {
180 return PxNeighborhoodIterator(mCollisionIndex + particleId, mCommonData.mMaxParticles);
181 }
182};
183
184#if !PX_DOXYGEN
185} // namespace physx
186#endif
187
188#endif
189
191#endif
192
#define PX_RESTRICT
Definition PxPreprocessor.h:355
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
#define PX_INLINE
Definition PxPreprocessor.h:320
vec< 4, float, highp > float4
single-qualifier floating-point vector with 4 components. (From GLM_GTX_compatibility extension)
Definition compatibility.hpp:101
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
@ eParticlePhaseFluid
If set this particle will generate fluid density constraints for its overlapping neighbors.
Definition PxParticleSystemFlag.h:91
@ eParticlePhaseSelfCollideFilter
If set this particle will ignore collisions with particles closer than the radius in the rest pose,...
Definition PxParticleSystemFlag.h:90
@ eParticlePhaseSelfCollide
If set this particle will interact with particles of the same group.
Definition PxParticleSystemFlag.h:89
@ eParticlePhaseGroupMask
Bits [ 0, 19] represent the particle group for controlling collisions.
Definition PxParticleSystemFlag.h:86
Common material properties for particles. See #PxParticleMaterial.
Definition PxParticleGpu.h:50