29#ifndef PX_GPU_PARTICLE_SYSTEM_H
30#define PX_GPU_PARTICLE_SYSTEM_H
34#include "foundation/PxSimpleTypes.h"
35#include "foundation/PxVec3.h"
37#include "PxParticleSystem.h"
55 PxReal adhesionRadiusScale;
62#if PX_SUPPORT_GPU_PHYSX
79class PxNeighborhoodIterator
86 PX_CUDA_CALLABLE PxNeighborhoodIterator(
const PxU32*
PX_RESTRICT collisionIndex, PxU32 maxParticles) :
87 mCollisionIndex(collisionIndex), mMaxParticles(maxParticles)
91 PX_CUDA_CALLABLE PxU32 getNextIndex()
93 PxU32 result = *mCollisionIndex;
94 mCollisionIndex += mMaxParticles;
98 PX_INLINE PxNeighborhoodIterator(
const PxNeighborhoodIterator& params)
100 mCollisionIndex = params.mCollisionIndex;
101 mMaxParticles = params.mMaxParticles;
104 PX_INLINE void operator = (
const PxNeighborhoodIterator& params)
106 mCollisionIndex = params.mCollisionIndex;
107 mMaxParticles = params.mMaxParticles;
114struct PxGpuParticleData
122 PxReal mParticleContactDistance;
123 PxReal mParticleContactDistanceInv;
124 PxReal mParticleContactDistanceSq;
128 PxU32 mMaxNeighborhood;
129 PxU32 mMaxDiffuseParticles;
130 PxU32 mNumParticleBuffers;
139class PxGpuParticleSystem
148 PX_FORCE_INLINE PxU32 getNumCells() {
return mCommonData.mGridSizeX * mCommonData.mGridSizeY * mCommonData.mGridSizeZ; }
151 float4* mUnsortedPositions_InvMass;
152 float4* mUnsortedVelocities;
153 PxU32* mUnsortedPhaseArray;
156 float4* mSortedPositions_InvMass;
157 float4* mSortedVelocities;
158 PxU32* mSortedPhaseArray;
161 PxU32* mUnsortedToSortedMapping;
162 PxU32* mSortedToUnsortedMapping;
165 PxU32* mParticleSelfCollisionCount;
166 PxU32* mCollisionIndex;
168 PxsParticleMaterialData* mParticleMaterials;
169 PxGpuParticleData mCommonData;
178 PX_CUDA_CALLABLE PxNeighborhoodIterator getIterator(PxU32 particleId)
const
180 return PxNeighborhoodIterator(mCollisionIndex + particleId, mCommonData.mMaxParticles);
#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