88 lines
3.8 KiB
C
88 lines
3.8 KiB
C
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// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_PX_PARTICLESYSTEM
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#define PX_PHYSICS_PX_PARTICLESYSTEM
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/** \addtogroup particles
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@{
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*/
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#include "particles/PxParticleBase.h"
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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\brief The particle system class represents the main module for particle based simulation.
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This class inherits the properties of the PxParticleBase class.
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The particle system class manages a set of particles. Particles can be created, released and updated directly through the API.
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When a particle is created the user gets an id for it which can be used to address the particle until it is released again.
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Particles collide with static and dynamic shapes. They are also affected by the scene gravity and a user force,
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as well as global velocity damping. When a particle collides, a particle flag is raised corresponding to the type of
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actor, static or dynamic, it collided with. Additionally a shape can be flagged as a drain (See PxShapeFlag), in order to get a corresponding
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particle flag raised when a collision occurs. This information can be used to delete particles.
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The particles of a particle system don't collide with each other. In order to simulate particle-particle interactions use the
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subclass PxParticleFluid.
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@see PxParticleBase, PxParticleReadData
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*/
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class PxParticleSystem : public PxParticleBase
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{
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public:
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virtual const char* getConcreteTypeName() const { return "PxParticleSystem"; }
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/************************************************************************************************/
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protected:
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PxParticleSystem(PxRefResolver& v) : PxParticleBase(v) {}
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PX_INLINE PxParticleSystem() : PxParticleBase() {}
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virtual ~PxParticleSystem() {}
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virtual bool isKindOf(const char* name) const { return !strcmp("PxParticleSystem", name) || PxParticleBase::isKindOf(name); }
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};
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PX_INLINE PxParticleSystem* PxActor::isParticleSystem() { return is<PxParticleSystem>(); }
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PX_INLINE const PxParticleSystem* PxActor::isParticleSystem() const { return is<PxParticleSystem>(); }
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#ifndef PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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