/* * Copyright 1993-2010 NVIDIA Corporation. All rights reserved. * * Please refer to the NVIDIA end user license agreement (EULA) associated * with this source code for terms and conditions that govern your use of * this software. Any use, reproduction, disclosure, or distribution of * this software and related documentation outside the terms of the EULA * is strictly prohibited. * */ #ifndef __vtkCUDAParticleSystemKernel_h #define __vtkCUDAParticleSystemKernel_h #ifndef __DEVICE_EMULATION__ #define USE_TEX 0 #endif #if USE_TEX #define FETCH(t, i) tex1Dfetch(t##Tex, i) #else #define FETCH(t, i) t[i] #endif //#include "vector_types.h" typedef unsigned int uint; // simulation parameters struct SimParams { float3 colliderPos; float colliderRadius; float3 gravity; float globalDamping; float particleRadius; uint3 gridSize; uint numCells; float3 worldOrigin; float3 cellSize; uint numBodies; uint maxParticlesPerCell; float spring; float damping; float shear; float attraction; float boundaryDamping; }; #endif