PxParticleSystemCallback#
Defined in include/PxPBDParticleSystem.h
-
class PxParticleSystemCallback#
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.
Subclassed by PxAnisotropyCallback, PxIsosurfaceCallback, PxMultiCallback, PxSmoothedPositionCallback
Public Functions
- virtual void onBegin(
- const PxGpuMirroredPointer<PxGpuParticleSystem> &gpuParticleSystem,
- CUstream stream,
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.
- virtual void onAdvance(
- const PxGpuMirroredPointer<PxGpuParticleSystem> &gpuParticleSystem,
- CUstream stream,
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.
- 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.
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inline virtual ~PxParticleSystemCallback()#
Destructor.