1 | /* |
2 | * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. |
3 | * |
4 | * NVIDIA CORPORATION and its licensors retain all intellectual property |
5 | * and proprietary rights in and to this software, related documentation |
6 | * and any modifications thereto. Any use, reproduction, disclosure or |
7 | * distribution of this software and related documentation without an express |
8 | * license agreement from NVIDIA CORPORATION is strictly prohibited. |
9 | */ |
10 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. |
11 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. |
12 | |
13 | |
14 | #ifndef PX_PARTICLE_BASE_FLAG |
15 | #define PX_PARTICLE_BASE_FLAG |
16 | /** \addtogroup particles |
17 | @{ |
18 | */ |
19 | |
20 | #include "foundation/PxFlags.h" |
21 | |
22 | #ifndef PX_DOXYGEN |
23 | namespace physx |
24 | { |
25 | #endif |
26 | |
27 | /** |
28 | \brief ParticleBase flags |
29 | */ |
30 | struct PxParticleBaseFlag |
31 | { |
32 | enum Enum |
33 | { |
34 | /** |
35 | \brief Enable/disable two way collision of particles with the rigid body scene. |
36 | In either case, particles are influenced by colliding rigid bodies. |
37 | If eCOLLISION_TWOWAY is not set, rigid bodies are not influenced by |
38 | colliding particles. Use particleMass to |
39 | control the strength of the feedback force on rigid bodies. |
40 | |
41 | \note Switching this flag while the particle system is part of a scene might have a negative impact on performance. |
42 | */ |
43 | eCOLLISION_TWOWAY = (1<<0), |
44 | |
45 | /** |
46 | \brief Enable/disable collision of particles with dynamic actors. |
47 | The flag can be turned off as a hint to the sdk to save memory space and |
48 | execution time. In principle any collisions can be turned off using filters |
49 | but without or reduced memory and performance benefits. |
50 | |
51 | \note Switching this flag while the particle system is part of a scene might have a negative impact on performance. |
52 | */ |
53 | eCOLLISION_WITH_DYNAMIC_ACTORS = (1<<1), |
54 | |
55 | /** |
56 | \brief Enable/disable execution of particle simulation. |
57 | */ |
58 | eENABLED = (1<<2), |
59 | |
60 | /** |
61 | \brief Defines whether the particles of this particle system should be projected to a plane. |
62 | This can be used to build 2D applications, for instance. The projection |
63 | plane is defined by the parameter projectionPlaneNormal and projectionPlaneDistance. |
64 | */ |
65 | ePROJECT_TO_PLANE = (1<<3), |
66 | |
67 | /** |
68 | \brief Enable/disable per particle rest offsets. |
69 | Per particle rest offsets can be used to support particles having different sizes with |
70 | respect to collision. |
71 | |
72 | \note This configuration cannot be changed after the particle system was created. |
73 | */ |
74 | ePER_PARTICLE_REST_OFFSET = (1<<4), |
75 | |
76 | /** |
77 | \brief Ename/disable per particle collision caches. |
78 | Per particle collision caches improve collision detection performance at the cost of increased |
79 | memory usage. |
80 | |
81 | \note Switching this flag while the particle system is part of a scene might have a negative impact on performance. |
82 | */ |
83 | ePER_PARTICLE_COLLISION_CACHE_HINT = (1<<5), |
84 | |
85 | /** |
86 | \brief Enable/disable GPU acceleration. |
87 | Enabling GPU acceleration might fail. In this case the eGPU flag is switched off. |
88 | |
89 | \note Switching this flag while the particle system is part of a scene might have a negative impact on performance. |
90 | |
91 | @see PxScene.removeActor() PxScene.addActor() PxParticleGpu |
92 | */ |
93 | eGPU = (1<<6) |
94 | }; |
95 | }; |
96 | |
97 | |
98 | /** |
99 | \brief collection of set bits defined in PxParticleBaseFlag. |
100 | |
101 | @see PxParticleBaseFlag |
102 | */ |
103 | typedef PxFlags<PxParticleBaseFlag::Enum,PxU16> PxParticleBaseFlags; |
104 | PX_FLAGS_OPERATORS(PxParticleBaseFlag::Enum,PxU16) |
105 | |
106 | #ifndef PX_DOXYGEN |
107 | } // namespace physx |
108 | #endif |
109 | |
110 | /** @} */ |
111 | #endif |
112 | |