physxCAPI/physxCDLL/include/PxParticleGpu.h
2023-08-11 10:55:58 +08:00

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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_GPU_PARTICLE_SYSTEM_H
#define PX_GPU_PARTICLE_SYSTEM_H
/** \addtogroup physics
@{ */
#include "foundation/PxSimpleTypes.h"
#include "foundation/PxVec3.h"
#include "PxParticleSystem.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
/**
@brief Common material properties for particles. See #PxParticleMaterial.
Accessed by either integration or particle-rigid collisions
*/
struct PxsParticleMaterialData
{
PxReal friction; // 4
PxReal damping; // 8
PxReal adhesion; // 12
PxReal gravityScale; // 16
PxReal adhesionRadiusScale; // 20
};
#if !PX_DOXYGEN
} // namespace physx
#endif
#if PX_SUPPORT_GPU_PHYSX
struct float4;
PX_CUDA_CALLABLE inline physx::PxU32 PxGetGroup(physx::PxU32 phase) { return phase & physx::PxParticlePhaseFlag::eParticlePhaseGroupMask; }
PX_CUDA_CALLABLE inline bool PxGetFluid(physx::PxU32 phase) { return (phase & physx::PxParticlePhaseFlag::eParticlePhaseFluid) != 0; }
PX_CUDA_CALLABLE inline bool PxGetSelfCollide(physx::PxU32 phase) { return (phase & physx::PxParticlePhaseFlag::eParticlePhaseSelfCollide) != 0; }
PX_CUDA_CALLABLE inline bool PxGetSelfCollideFilter(physx::PxU32 phase) { return (phase & physx::PxParticlePhaseFlag::eParticlePhaseSelfCollideFilter) != 0; }
#if !PX_DOXYGEN
namespace physx
{
#endif
/**
@brief An iterator class to iterate over the neighbors of a particle during particle system simulation.
*/
class PxNeighborhoodIterator
{
const PxU32* PX_RESTRICT mCollisionIndex; //!< Pointer to the current state of the iterator.
PxU32 mMaxParticles; //!< The maximum number of particles of the particle system this iterator is used on.
public:
PX_CUDA_CALLABLE PxNeighborhoodIterator(const PxU32* PX_RESTRICT collisionIndex, PxU32 maxParticles) :
mCollisionIndex(collisionIndex), mMaxParticles(maxParticles)
{
}
PX_CUDA_CALLABLE PxU32 getNextIndex()
{
PxU32 result = *mCollisionIndex;
mCollisionIndex += mMaxParticles;
return result;
}
PX_INLINE PxNeighborhoodIterator(const PxNeighborhoodIterator& params)
{
mCollisionIndex = params.mCollisionIndex;
mMaxParticles = params.mMaxParticles;
}
PX_INLINE void operator = (const PxNeighborhoodIterator& params)
{
mCollisionIndex = params.mCollisionIndex;
mMaxParticles = params.mMaxParticles;
}
};
/**
@brief Structure that holds simulation parameters of a #PxGpuParticleSystem.
*/
struct PxGpuParticleData
{
PxU32 mGridSizeX; //!< Size of the x-dimension of the background simulation grid. Translates to an absolute size of mGridSizeX * mParticleContactDistance.
PxU32 mGridSizeY; //!< Size of the y-dimension of the background simulation grid. Translates to an absolute size of mGridSizeY * mParticleContactDistance.
PxU32 mGridSizeZ; //!< Size of the z-dimension of the background simulation grid. Translates to an absolute size of mGridSizeZ * mParticleContactDistance.
PxReal mParticleContactDistance; //!< Two particles start interacting if their distance is lower than mParticleContactDistance.
PxReal mParticleContactDistanceInv; //!< 1.f / mParticleContactDistance.
PxReal mParticleContactDistanceSq; //!< mParticleContactDistance * mParticleContactDistance.
PxU32 mNumParticles; //!< The number of particles in this particle system.
PxU32 mMaxParticles; //!< The maximum number of particles that can be simulated in this particle system.
PxU32 mMaxNeighborhood; //!< The maximum number of particles considered when computing neighborhood based particle interactions.
PxU32 mMaxDiffuseParticles; //!< The maximum number of diffuse particles that can be simulated using this particle system.
PxU32 mNumParticleBuffers; //!< The number of particle buffers that are simulated in this particle system.
};
/**
@brief Container class for a GPU particle system. Used to communicate particle system parameters and simulation state
between the internal SDK simulation and the particle system callbacks.
See #PxParticleSystem, #PxParticleSystemCallback.
*/
class PxGpuParticleSystem
{
public:
/**
@brief Returns the number of cells of the background simulation grid.
@return PxU32 the number of cells.
*/
PX_FORCE_INLINE PxU32 getNumCells() { return mCommonData.mGridSizeX * mCommonData.mGridSizeY * mCommonData.mGridSizeZ; }
/* Unsorted particle state buffers */
float4* mUnsortedPositions_InvMass; //!< GPU pointer to unsorted particle positions and inverse masses.
float4* mUnsortedVelocities; //!< GPU pointer to unsorted particle velocities.
PxU32* mUnsortedPhaseArray; //!< GPU pointer to unsorted particle phase array. See #PxParticlePhase.
/* Sorted particle state buffers. Sorted by increasing hash value in background grid. */
float4* mSortedPositions_InvMass; //!< GPU pointer to sorted particle positions
float4* mSortedVelocities; //!< GPU pointer to sorted particle velocities
PxU32* mSortedPhaseArray; //!< GPU pointer to sorted particle phase array
/* Mappings to/from sorted particle states */
PxU32* mUnsortedToSortedMapping; //!< GPU pointer to the mapping from unsortedParticle ID to sorted particle ID
PxU32* mSortedToUnsortedMapping; //!< GPU pointer to the mapping from sorted particle ID to unsorted particle ID
/* Neighborhood information */
PxU32* mParticleSelfCollisionCount; //!< Per-particle neighborhood count
PxU32* mCollisionIndex; //!< Set of sorted particle indices per neighbor
PxsParticleMaterialData* mParticleMaterials; //!< GPU pointer to the particle materials used in this particle system.
PxGpuParticleData mCommonData; //!< Structure holding simulation parameters and state for this particle system. See #PxGpuParticleData.
/**
@brief Get a PxNeighborhoodIterator initialized for usage with this particle system.
@param particleId An initial particle index for the initialization of the iterator.
@return An initialized PxNeighborhoodIterator.
*/
PX_CUDA_CALLABLE PxNeighborhoodIterator getIterator(PxU32 particleId) const
{
return PxNeighborhoodIterator(mCollisionIndex + particleId, mCommonData.mMaxParticles);
}
};
#if !PX_DOXYGEN
} // namespace physx
#endif
#endif
/** @} */
#endif