PxAnisotropyCallback

Defined in include/PxAnisotropy.h

class PxAnisotropyCallback : public PxParticleSystemCallback

Default implementation of a particle system callback to trigger anisotropy calculations.

A call to fetchResultsParticleSystem() on the PxScene will synchronize the work such that the caller knows that the post solve task completed.

Public Functions

inline void initialize(PxAnisotropyGenerator *anistropyGenerator)

Initializes the anisotropy callback.

Parameters

anistropyGenerator[in] The anisotropy generator

inline virtual void onPostSolve(const PxGpuMirroredPointer<PxGpuParticleSystem> &gpuParticleSystem, CUstream stream)

Method gets called after the particle system simulation step completed.

Parameters
  • gpuParticleSystem[in] Pointers to the particle systems gpu data available as host accessible pointer and as gpu accessible pointer

  • stream[in] 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.

inline virtual void onBegin(const PxGpuMirroredPointer<PxGpuParticleSystem>&, CUstream)

Method gets called when dirty data from the particle system is uploated to the gpu.

Parameters
  • gpuParticleSystem[in] Pointers to the particle systems gpu data available as host accessible pointer and as gpu accessible pointer

  • stream[in] 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.

inline virtual void onAdvance(const PxGpuMirroredPointer<PxGpuParticleSystem>&, CUstream)

Method gets called when the simulation step of the particle system is performed.

Parameters
  • gpuParticleSystem[in] Pointers to the particle systems gpu data available as host accessible pointer and as gpu accessible pointer

  • stream[in] 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.