physxCAPI/physxCDLL/include/PxParticleSystem.h

452 lines
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// Copyright (c) 2008-2023 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 PX_PARTICLE_SYSTEM_H
#define PX_PARTICLE_SYSTEM_H
/** \addtogroup physics
@{ */
#include "foundation/PxSimpleTypes.h"
#include "PxActor.h"
#include "PxFiltering.h"
#include "PxParticleSystemFlag.h"
#include "cudamanager/PxCudaTypes.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
#if PX_VC
#pragma warning(push)
#pragma warning(disable : 4435)
#endif
class PxCudaContextManager;
class PxGpuParticleSystem;
class PxParticleAndDiffuseBuffer;
class PxParticleBuffer;
class PxParticleMaterial;
/**
\brief Container to hold a pair of corresponding device and host pointers. These pointers should point to GPU / CPU mirrors of the same data, but
this is not enforced.
*/
template <typename Type>
struct PxGpuMirroredPointer
{
Type* mDevicePtr;
Type* mHostPtr;
PxGpuMirroredPointer(Type* devicePtr, Type* hostPtr) : mDevicePtr(devicePtr), mHostPtr(hostPtr) { }
};
/**
\brief Particle system callback base class to schedule work that should be done before, while or after the particle system updates.
A call to fetchResultsParticleSystem() on the PxScene will synchronize the work such that the caller knows that all tasks of this callback completed.
*/
class PxParticleSystemCallback
{
public:
/**
\brief Method gets called when dirty data from the particle system is uploated to the gpu
\param[in] gpuParticleSystem Pointers to the particle systems gpu data available as host accessible pointer and as gpu accessible pointer
\param[in] stream The stream on which all cuda kernel calls get scheduled for execution. A call to fetchResultsParticleSystem() on the
PxScene will synchronize the work such that the caller knows that the task completed.
*/
virtual void onBegin(const PxGpuMirroredPointer<PxGpuParticleSystem>& gpuParticleSystem, CUstream stream) = 0;
/**
\brief Method gets called when the simulation step of the particle system is performed
\param[in] gpuParticleSystem Pointers to the particle systems gpu data available as host accessible pointer and as gpu accessible pointer
\param[in] stream The stream on which all cuda kernel calls get scheduled for execution. A call to fetchResultsParticleSystem() on the
PxScene will synchronize the work such that the caller knows that the task completed.
*/
virtual void onAdvance(const PxGpuMirroredPointer<PxGpuParticleSystem>& gpuParticleSystem, CUstream stream) = 0;
/**
\brief Method gets called after the particle system simulation step completed
\param[in] gpuParticleSystem Pointers to the particle systems gpu data available as host accessible pointer and as gpu accessible pointer
\param[in] stream The stream on which all cuda kernel calls get scheduled for execution. A call to fetchResultsParticleSystem() on the
PxScene will synchronize the work such that the caller knows that the task completed.
*/
virtual void onPostSolve(const PxGpuMirroredPointer<PxGpuParticleSystem>& gpuParticleSystem, CUstream stream) = 0;
/**
\brief Destructor
*/
virtual ~PxParticleSystemCallback() {}
};
/**
\brief Flags which control the behaviour of a particle system.
See #PxParticleSystem::setParticleFlag(), #PxParticleSystem::setParticleFlags(), #PxParticleSystem::getParticleFlags()
*/
struct PxParticleFlag
{
enum Enum
{
eDISABLE_SELF_COLLISION = 1 << 0, //!< Disables particle self-collision
eDISABLE_RIGID_COLLISION = 1 << 1, //!< Disables particle-rigid body collision
eFULL_DIFFUSE_ADVECTION = 1 << 2 //!< Enables full advection of diffuse particles. By default, diffuse particles are advected only by particles in the cell they are contained. This flag enables full neighbourhood generation (more expensive).
};
};
typedef PxFlags<PxParticleFlag::Enum, PxU32> PxParticleFlags;
/**
\brief The shared base class for all particle systems
A particle system simulates a bunch of particles that interact with each other. The interactions can be simple collisions
with friction (granular material) ore more complex like fluid interactions, cloth, inflatables etc.
*/
class PxParticleSystem : public PxActor
{
public:
/**
\brief Sets the solver iteration counts for the body.
The solver iteration count determines how accurately joints and contacts are resolved.
If you are having trouble with jointed bodies oscillating and behaving erratically, then
setting a higher position iteration count may improve their stability.
If intersecting bodies are being depenetrated too violently, increase the number of velocity
iterations. More velocity iterations will drive the relative exit velocity of the intersecting
objects closer to the correct value given the restitution.
<b>Default:</b> 4 position iterations, 1 velocity iteration
\param[in] minPositionIters Number of position iterations the solver should perform for this body. <b>Range:</b> [1,255]
\param[in] minVelocityIters Number of velocity iterations the solver should perform for this body. <b>Range:</b> [1,255]
See #getSolverIterationCounts()
*/
virtual void setSolverIterationCounts(PxU32 minPositionIters, PxU32 minVelocityIters = 1) = 0;
/**
\brief Retrieves the solver iteration counts.
See #setSolverIterationCounts()
*/
virtual void getSolverIterationCounts(PxU32& minPositionIters, PxU32& minVelocityIters) const = 0;
/**
\brief Retrieves the collision filter settings.
\return The filter data
*/
virtual PxFilterData getSimulationFilterData() const = 0;
/**
\brief Set collision filter settings
Allows to control with which objects the particle system collides
\param[in] data The filter data
*/
virtual void setSimulationFilterData(const PxFilterData& data) = 0;
/**
\brief Set particle flag
Allows to control self collision etc.
\param[in] flag The flag to set
\param[in] val The new value of the flag
*/
virtual void setParticleFlag(PxParticleFlag::Enum flag, bool val) = 0;
/**
\brief Set particle flags
Allows to control self collision etc.
\param[in] flags The flags to set
*/
virtual void setParticleFlags(PxParticleFlags flags) = 0;
/**
\brief Retrieves the particle flags.
\return The particle flags
*/
virtual PxParticleFlags getParticleFlags() const = 0;
/**
\brief Set the maximal depenetration velocity particles can reach
Allows to limit the particles' maximal depenetration velocity to avoid that collision responses lead to very high particle velocities
\param[in] maxDepenetrationVelocity The maximal depenetration velocity
*/
virtual void setMaxDepenetrationVelocity(PxReal maxDepenetrationVelocity) = 0;
/**
\brief Retrieves maximal depenetration velocity a particle can have.
\return The maximal depenetration velocity
*/
virtual PxReal getMaxDepenetrationVelocity() = 0;
/**
\brief Set the maximal velocity particles can reach
Allows to limit the particles' maximal velocity to control the maximal distance a particle can move per frame
\param[in] maxVelocity The maximal velocity
*/
virtual void setMaxVelocity(PxReal maxVelocity) = 0;
/**
\brief Retrieves maximal velocity a particle can have.
\return The maximal velocity
*/
virtual PxReal getMaxVelocity() = 0;
/**
\brief Return the cuda context manager
\return The cuda context manager
*/
virtual PxCudaContextManager* getCudaContextManager() const = 0;
/**
\brief Set the rest offset for the collision between particles and rigids or soft bodies.
A particle and a rigid or soft body will come to rest at a distance equal to the sum of their restOffset values.
\param[in] restOffset <b>Range:</b> (0, contactOffset)
*/
virtual void setRestOffset(PxReal restOffset) = 0;
/**
\brief Return the rest offset
\return the rest offset
See #setRestOffset()
*/
virtual PxReal getRestOffset() const = 0;
/**
\brief Set the contact offset for the collision between particles and rigids or soft bodies
The contact offset needs to be larger than the rest offset.
Contact constraints are generated for a particle and a rigid or softbody below the distance equal to the sum of their contacOffset values.
\param[in] contactOffset <b>Range:</b> (restOffset, PX_MAX_F32)
*/
virtual void setContactOffset(PxReal contactOffset) = 0;
/**
\brief Return the contact offset
\return the contact offset
See #setContactOffset()
*/
virtual PxReal getContactOffset() const = 0;
/**
\brief Set the contact offset for the interactions between particles
The particle contact offset needs to be larger than the fluid rest offset and larger than the solid rest offset.
Interactions for two particles are computed if their distance is below twice the particleContactOffset value.
\param[in] particleContactOffset <b>Range:</b> (Max(solidRestOffset, fluidRestOffset), PX_MAX_F32)
*/
virtual void setParticleContactOffset(PxReal particleContactOffset) = 0;
/**
\brief Return the particle contact offset
\return the particle contact offset
See #setParticleContactOffset()
*/
virtual PxReal getParticleContactOffset() const = 0;
/**
\brief Set the solid rest offset
Two solid particles (or a solid and a fluid particle) will come to rest at a distance equal to twice the solidRestOffset value.
\param[in] solidRestOffset <b>Range:</b> (0, particleContactOffset)
*/
virtual void setSolidRestOffset(PxReal solidRestOffset) = 0;
/**
\brief Return the solid rest offset
\return the solid rest offset
See #setSolidRestOffset()
*/
virtual PxReal getSolidRestOffset() const = 0;
/**
\brief Creates a rigid attachment between a particle and a rigid actor.
This method creates a symbolic attachment between the particle system and a rigid body for the purpose of island management.
The actual attachments will be contained in the particle buffers.
Be aware that destroying the rigid body before destroying the attachment is illegal and may cause a crash.
The particle system keeps track of these attachments but the rigid body does not.
\param[in] actor The rigid actor used for the attachment
*/
virtual void addRigidAttachment(PxRigidActor* actor) = 0;
/**
\brief Removes a rigid attachment between a particle and a rigid body.
This method destroys a symbolic attachment between the particle system and a rigid body for the purpose of island management.
Be aware that destroying the rigid body before destroying the attachment is illegal and may cause a crash.
The particle system keeps track of these attachments but the rigid body does not.
\param[in] actor The rigid body actor used for the attachment
*/
virtual void removeRigidAttachment(PxRigidActor* actor) = 0;
/**
\brief Enable continuous collision detection for particles
\param[in] enable Boolean indicates whether continuous collision detection is enabled.
*/
virtual void enableCCD(bool enable) = 0;
/**
\brief Creates combined particle flag with particle material and particle phase flags.
\param[in] material A material instance to associate with the new particle group.
\param[in] flags The particle phase flags.
\return The combined particle group index and phase flags.
See #PxParticlePhaseFlag
*/
virtual PxU32 createPhase(PxParticleMaterial* material, PxParticlePhaseFlags flags) = 0;
/**
\brief Returns number of particle materials
\return The number of particle materials
*/
virtual PxU32 getNbParticleMaterials() const = 0;
/**
\brief Sets a user notify object which receives special simulation events when they occur.
\note Do not set the callback while the simulation is running. Calls to this method while the simulation is running will be ignored.
\note A call to fetchResultsParticleSystem() on the PxScene will synchronize the work such that the caller knows that all worke done in the callback completed.
\param[in] callback User notification callback. See PxSimulationEventCallback.
See #PxParticleSystemCallback, #getParticleSystemCallback()
*/
virtual void setParticleSystemCallback(PxParticleSystemCallback* callback) = 0;
/**
\brief Retrieves the simulationEventCallback pointer set with setSimulationEventCallback().
\return The current user notify pointer. See PxSimulationEventCallback.
See #PxParticleSystemCallback, #setParticleSystemCallback()
*/
virtual PxParticleSystemCallback* getParticleSystemCallback() const = 0;
/**
\brief Sets periodic boundary wrap value
\param[in] boundary The periodic boundary wrap value
See #getPeriodicBoundary()
*/
virtual void setPeriodicBoundary(const PxVec3& boundary) = 0;
/**
\brief Gets periodic boundary wrap value
\return boundary The periodic boundary wrap value
See #setPeriodicBoundary()
*/
virtual PxVec3 getPeriodicBoundary() const = 0;
/**
\brief Add an existing particle buffer to the particle system.
\param[in] particleBuffer a PxParticleBuffer*.
See #PxParticleBuffer.
*/
virtual void addParticleBuffer(PxParticleBuffer* particleBuffer) = 0;
/**
\brief Remove particle buffer from the particle system.
\param[in] particleBuffer a PxParticleBuffer*.
See #PxParticleBuffer.
*/
virtual void removeParticleBuffer(PxParticleBuffer* particleBuffer) = 0;
/**
\brief Returns the GPU particle system index.
\return The GPU index, if the particle system is in a scene and PxSceneFlag::eSUPPRESS_READBACK is set, or 0xFFFFFFFF otherwise.
*/
virtual PxU32 getGpuParticleSystemIndex() = 0;
protected:
virtual ~PxParticleSystem() {}
PX_INLINE PxParticleSystem(PxType concreteType, PxBaseFlags baseFlags) : PxActor(concreteType, baseFlags) {}
PX_INLINE PxParticleSystem(PxBaseFlags baseFlags) : PxActor(baseFlags) {}
virtual bool isKindOf(const char* name) const PX_OVERRIDE { return !::strcmp("PxParticleSystem", name) || PxActor::isKindOf(name); }
};
#if PX_VC
#pragma warning(pop)
#endif
#if !PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif