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.