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ScParticleSystemSim.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:
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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
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12//
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25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26
27#ifndef SC_PARTICLESYSTEM_SIM_H
28#define SC_PARTICLESYSTEM_SIM_H
29
30#include "foundation/PxUserAllocated.h"
31#include "ScActorSim.h"
32#include "ScParticleSystemCore.h"
33#include "ScParticleSystemShapeSim.h"
34
35namespace physx
36{
37 namespace Sc
38 {
39 class Scene;
40
42 {
43 public:
45
47
48 PX_INLINE Dy::ParticleSystem* getLowLevelParticleSystem() const { return mLLParticleSystem; }
49 PX_INLINE ParticleSystemCore& getCore() const { return static_cast<ParticleSystemCore&>(mCore); }
50
51 virtual PxActor* getPxActor() const { return getCore().getPxActor(); }
52
53 void updateBounds();
54 void updateBoundsInAABBMgr();
55 PxBounds3 getBounds() const;
56
57 bool isSleeping() const;
58 bool isActive() const { return true; }
59 void sleepCheck(PxReal dt);
60
61 void setActive(const bool b, const PxU32 infoFlag = 0);
62
63 const ParticleSystemShapeSim& getShapeSim() const { return mShapeSim; }
64 ParticleSystemShapeSim& getShapeSim() { return mShapeSim; }
65
66 virtual void registerCountedInteraction() { mNumCountedInteractions++; }
67 virtual void unregisterCountedInteraction() { mNumCountedInteractions--; }
68 virtual PxU32 getNumCountedInteractions() const { return mNumCountedInteractions; }
69
70 virtual void activate();
71 virtual void deactivate();
72
73 private:
74 ParticleSystemSim & operator=(const ParticleSystemSim&);
75
76 Dy::ParticleSystem* mLLParticleSystem;
77
78 ParticleSystemShapeSim mShapeSim;
79
80 PxU32 mNumCountedInteractions;
81
82 };
83
84 } // namespace Sc
85
86}
87
88#endif
Definition DyParticleSystem.h:66
PxActor is the base class for the main simulation objects in the physics SDK.
Definition PxActor.h:201
Class representing 3D range or axis aligned bounding box.
Definition PxBounds3.h:58
Definition ScActorSim.h:83
Definition ScParticleSystemCore.h:51
Definition ScParticleSystemShapeSim.h:47
Definition ScParticleSystemSim.h:42
Definition ScScene.h:240
#define PX_INLINE
Definition PxPreprocessor.h:320
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39